I hope I've been proving to you guys how decent and consistent my content has been this last month with uploads at least once per 2 days. Please support my editor costs? 😳I'll read your name out loud next month? uWu www.patreon.com/farfa
I think Akagi could be balanced by changing to this: During your opponent’s turn, Discard one Sky Striker spell and activate one quick-play Sky Striker spell from your deck. You can only use this card name’s effect once per turn.
I saw a Battlin' Boxer custom card that had an effect that stops your Battlin' Boxers from being targetted, even by your own effects, meaning cards like Switchitter, Lead Yoke, Nova Kaiser, Rib Gardna, Last Counter, etc., can't do anything. EDIT: Here's the text of the card ver batum. "Battlein' Boxer Catcher Rank 4 FIRE Warrior/Xyz/Effect 3000/2400 4 Level 4 "Battlin' Boxer" monsters No face up "Battlin' Boxer" monsters you control may be targeted by card effects. As long as this card is face up on the field, your opponent may only target this card for attack. Once per turn Detatch 1 Xyz material monster from this card, activate one of the following effects: - If a face up "Battlin' Boxer" monster you control would be destroyed it is not. - This cards ATK is increased by half of the original ATK of the detached monster." So, because of the wording, it can't even use it's own effect on itself due to the misspelled name.
"Regular Human Emotions" Quick Play Spell You can activate this cards effect without it being in your deck, hand graveyard or banished. If your Opponent activates 1 "Maxx C" during your turn activate this effect: Ask your Opponent to f*ck off. If they do: You win the match. If they don't: Flip a coin. Heads: You can activate this cards effect again. Tails: Throw 1 chair disregarding all laws.
I made this a while back, it's vent art: Ninjitsu Art of Fuck You I am Resolving Duplication Quick Play Spell If you control "Ninja Grandmaster Hanzo": Until the end of this turn, effects and activations of your "Ninja Grandmaster Hanzo" cannot be negated, also, until the end of your opponent's next turn, your face-down cards cannot be targeted or destroyed by card effects and your opponent cannot activate cards or effects in response to the activation of your "Ninjitsu Art" cards. During the Battle Phase, if your opponent controls no cards: You can banish this card from your GY; your opponent cannot activate cards or effects until the end of this turn. You can only use each effect of "Ninjitsu Art of Fuck You I am Resolving Duplication" once per turn. The artwork is Hanzo pile driving Ash Blossom
Tbf, that HERO custom card (need to add lock to only special HERO monsters of course) is deservedly needed in order for HERO players to actually use Contrast HERO Chaos. So just because of that, I'll give the card a 10/10.
The fact that the Predafocus card isn’t a Predap card means it is unsearchable and quite literally an Eye of Timaius for Predaplant. So this wouldn’t do much interestingly enough
@@TomPlusHisCat it wouldn’t be pointless. Just less useful like a Nightmare Throne in Yubel combos. Like the card is still a branded fusion that sets up your scales.
Minos, Judge of the Burning Abyss Level 9 Synchro 1 “Burning Abyss” Tuner + 1+ non-Tuner monsters Dark Fiend ATK 2000 / DEF 3000 You can only control one “Minos, Judge of the Burning Abyss” This card gains 100 ATK for each “Burning Abyss” card in your graveyard. Once per turn (Quick Effect) you can banish one “Burning Abyss” monster from your graveyard: this effect becomes that monster’s effect when it is sent to the graveyard. If this card is sent to the graveyard, take one “Burning Abyss” card from your deck and either add it to your hand or send it to your graveyard.
The moment runick tree has one counter you just win, because it has no once per turn restrictions and the effect to remove a counter to banish the opponent’s card triggers itself.
My my altergiest custom would literally be an altergiest link 1 with a bad effect. In fact it could literally be a non effect monster as long as its a link 1 with altergiest in the name, and it would open the deck up so much, because Giest links need geist material. And while there are ways to get your anima/almirage off board, sometimes they ust be sitting there, in the way.
Personally, I find the most egregious one to be the Vanquish Soul field spell. It doesn't just make the archetype OP like the others - it single handedly kills the entire identity of the archetype, the thing that makes it special
I remember having a good idea for this thread, but I didn't have time to make a card. Ojama Lime: effect monster with stats comparable to the other ojamas. "If you control an "Ojama" monster, you can special summon this card from the hand. If this card is special summoned, you can target and destroy 1 "Ojama" monster on the field (this counts as being destroyed by battle)." That way, you can crash Blue on turn 1, enabling the beefy ABC end board without having to play blind second cards.
Toon Reanimation. Card type: quick spell Effect: While you control "Toon world" or a 'Toon' field spell, you can activate this card. Shuffle all face up spell cards on the field, as well as all Toon monsters you control, place a "Toon world" or a 'Toon' field spell, then you can take control of opponent's monsters up to the number of Toon monsters shuffled by this card's effect. All monsters that you control become Toons and can attack directly. You can only activate 1 "Toon Reanimation" each turn.
you're not ready for my new monster card. blue eyes dark magician red eyes hero neo spacian thousand eyes performapal odd-eyes synchron level 1 effect: if this card is sent to the graveyard, target one card whose effect mentions part of this card's name from the deck and add it to your hand.
These cards are busted and the "locks" don't just magically make them balanced. "OMG you locked the PLANT deck that's known for being able to pump out pretty much every interrupt in the game, despite multiple of their cards locking them already btw, into PLANTS. How will they ever survive!!" It's like giving crazy support to Unchained or Lab then acting like locking them into Fiends will suddenly make the busted shit somehow balanced. The locks just mean that they won't be abused outside of their archetype (That is a good thing, great even), but it doesn't change the fact that the cards are inherently broken and unbalanced, locks or no. That dragonmaid field spell is a good example. Most of the effects were okay imo, but the draw one off of every bounce is actually insane and would probably lead to dragonmaid players decking themselves out if they pop off too hard with the field spell active, ironically enough. Edit: Ignore the dragonmaid part at the end. Upon further review and thinking about it for longer than 2 minutes, my take was super dumb once you consider what the deck as a whole can do.(Spoiler: not a whole lot)
@@nasty_playzyt4888 That draw effect is super win more, you can't abuse it unless you're already wining the game, and the protection kind of pisses me off since it doesn't work on House/Sheou and you still die to Ash on your normal summon
locks need to mean something. locks that are designed so that they don't restrict how you build the deck already don't mean anything. rikka plays like 2 non-plants and their names are s:p and zeus (maybe ty-phon if you've already given up hope that plants can win)
@@nasty_playzyt4888 ah yes, cuz DRAGONMAID is definitely a deck that would be tier 0 with the draw 5 field spell. I would like to remind you that ursartic has a field spell that draw seven and that shit is doodoo
@@lordgrub12345 I never said they'd become tier zero. I just think it's funny that you can (theoretically) draw like 10 cards a turn if you really manage to pop off. If it triggers on every bounce you could draw like 10 - 12 cards at once If you somehow manage to get all 6 monster zones filled up. I know how ass DragonM's are, Ive played them plus even with the field spell an Omni and a bounce would do nothing in the modern format.
Fabled Astare Level 3 LIGHT Fiend You can discard 1 "Fabled" monster; Draw 2 cards, then discard 1 card. You can only use this effect of "Fabled Astare" once per turn. If this card is discarded: Target 1 "Fabled" monster in your GY, except "Fabled Astare"; Return it to your hand.
2 cards for fossils Super Fossil Fusion Quick-play spell This card is treated as "fossil fusion" while on the field or in gy. •Send one rock monster from your deck to the gy, then fusion summon a "fossil" fusion monster from your extra deck using monsters from either players gy. If you used a monster(s) from your opponents gy for the summon, the monster summoned by this effect is unaffected by your opponents card effects. •If this card is in the gy, you can banish it: target one "fossil fusion" or a card that mentions it and one monster in your opponents gy; add the card from your gy to your hand and if you do, the monster in your opponents gy is treated as lv7 until the end phase. •You can only use 1 effect of "Super fossil fusion" per turn, and only once during that turn. Fossil Dragon Skullgarn Level 6 3000/0 Rock/Fusion/Effect •Must first be fusion summoned with "Fossil Fusion". •Before damage calculation, if this card battles an opponent's monster: You can switch the current ATK and DEF of that opponent's monster until the end of that Damage Step. •If this card attacks a defence position monster, inflict piercing damage to your opponent. •If this card is in your gy, you can banish it: your opponent must send one level 7 or higher monster from their deck or extra deck to the gy. You can only use this effect of "Fossil Dragon Skullgarn" once per turn. Super FF is in reference to the anime where super poly was first used, with the discard text intentionally using a comma to allow the discarded monster to use it's effect (if any) as discarding for cost wouldn't allow that. Skullgarn is the middle child of the fossil dragons, as both the machines and warriors have a lv6 variant. The effect and stats mirror this as it is has stats half way between skullgar and skullgios, and it's effect is the same. The second effect of it was just something I thought was cool.
I can't fucking believe that one of my Scrap Brothers made a Custom-Card, just for it to be a generic Quick Effect Negate. And a damn Level 10 Synchro at that. Truly Pain-Peko
I made that card and its not a generic negate. You can only use it if youre playing other Scrap monsters and the other effects specifically help pure Scrap. Resummoning Searcher to destroy their field and giving you a reason to play the old Scrap synchros as interaction on your opponents turn. The negate is on their because the card was made after Baronne was banned but the negate also works in a Scrap specific way. Its also not the easiest thing to make a level 10 synchro with Scrap because you specifically need to have Golem, Raptor and Searcher if you dont want to play some other engines or the bad tuners
@@ozzy6831Sorry, but the lowest common denominator and room temp iq yugioh players watched a Joshua Schmidt or Fartfa video that said negates are bad or something, so therefore your card is bad. Also Yugioh is dying and something, something card game cost too much money. In all seriousness don't expect any other line of thought out of yugioh players other than to parrot the sentiment of x yugituber or pro player.
I got one for vendread support: Vendread Vermin Dark Zombie Level 2 1400 ATK 0 DEF You can discard this card; add 1 "Vendread" Ritual monster or "Vendread" Ritual Spell from your Deck to your hand. If this card is in your GY: You can target 1 "Vendread" monster you control; increase or decrease its level by 1 then Special Summon this card, but banish it when it leaves the field. A "Vendread" monster Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of "Vendread Vermin" once per turn. ●Once per turn (Quick Effect): You can target 1 card in your opponent's GY; banish it.
Here's a fun one Minerva, the True Lightsworn Link 2 (Down arrow and lower right arrow) If this card is summoned, send the top 5 cards of your deck to the graveyard; special summon up to two "Lightsworn" monsters from your graveyard with different names to your field. If this card leaves the field by card effect: you can shuffle back into the deck any "Lightsworn" card in your graveyard or banish zone then, if you do, draw 2 cards. "Lightsworn" monsters this card points to are unaffected by your opponent's activated card effects. You can use each effect of "Minerva, the True Lightsworn" once per turn.
I've been thinking up a lot of new Lightsworn cards that would help add a ton of power to the deck on top of its new support. Here are two that I've come up with: First: an actual decent Normal Summon, a way to help mitigate the randomness of milling, more mid-late turn extension, and a reason to play with some of the archetype's lesser-known Spell/Traps: Curious, Lightsworn Oracle (a maindeck retrain of Curious) Light Psychic Level 4 1600 ATK / 1400 DEF You can only use the (1), (2), and (3) effects of "Curious, Lightsworn Oracle" once per turn. (1) If this card is Normal or Special Summoned: You can set 1 Spell/Trap that mentions "Lightsworn" from your deck, then place 1 card in your hand on top of the deck. (2) During the Main Phase, you can banish this card from your GY; place 1 "Lightsworn" monster in your deck on top of the deck. (3) If this card is sent from the deck to the GY: you can target 1 of your banished "Lightsworn" monsters, except "Curious, Lightsworn Oracle": Special Summon it. Second: a Field Spell that makes it much easier to use cards that are only supposed to work with Lightsworn cards, and also provides the deck with recovery after milling your whole deck, as well as meaningful, in-archetype interaction with your opponent: Realm of Radiance Field Spell Card You can only use the (3) effect of "Realm of Radiance" twice per turn. You can only use the (4) effect of "Realm of Radiance" once per turn. (1) Unaffected by your card effects. (2) Cards sent from your deck to the GY are treated as if they are sent to the GY by a "Lightsworn" monster's effect. (3) (Quick Effect), you can target 3 "Lightsworn" monsters with the same name in your GY/Banishment, and 1 card your opponent controls: shuffle the targets in your GY into the deck, then send the target your opponent controls to the GY. (4) If this card is sent from the deck to the GY: you can place this card face-up in your Field Spell Zone.
Emporor Aluber Level 4, dragon, light, 1800 atk, 0 def Effect : If this card is normal or special summon, take a "despia", "branded" or "theater army" (the next albaz lore villain archetype) card from your deck : if it's a monster, special summon him but he cannot attack this turn and his effects are cancelled. If it's a spell/trap, add it to your hand. You can banish this card from your gy, then take a "despia", "branded" or "theater army" from your gy : if it's a monster, add him to the hand, if it's a spell/trap : set it. It can be activated the turn it's set. You can only use 1 effect of "Emperor Alubert" per turn. Limited to 2
Had an idea sadly too late for the video, yesterday at work Mikasa, Net of the Ghoti (yes thats a real fish anagram - Samaki is fish in Swahili) Lv 4 Fish Synchro Tuner 1400 Atk 0 Def 1 Fish Tuner + 1+ Monsters (1)If this card is Special Summoned: You can Set 1 Ghoti Spell/Trap from your Deck or Banishment. (2)During your Opponents Main Phase (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 Fish Monster using this card you control as Material. You can treat this card as a non-tuner for a Synchro Summon using this effect (3)If this card is banished: You can target up to 3 Fish monsters in your Banishment; return them to the GY HOPT on 1,2,3 Though the main point here was making the traps somewhat usable and helping with weird edge cases (oops all tuners)
A recent Drytron support I made (it should probably have an effect if you summon it with an Xyz) : Drytron Funi Link-1 LIGHT Machine Link Effect ATK 4000/ arrows : down 1 "Drytron" monster This card's ATK is halved during the Battle Phase. You can only Link Summon "Drytron Funi" once per turn. And yes, that's all it does.
As Farfa has said plenty of times. If its a link 1 its already bad card design. And in this case, yea that holds up. Can be used as up to 2 materials for a ritual summon by itself, while getting a drytron name from field to grave. Linkuriboh already did the latter so yea this is just way better than linkuriboh.
@@Latias38 I was exploring how mid you can make a Link-1 until it's balanced. Tbh, just changing the material to 1 "Drytron" Xyz monster would likely fix it (the main intent is not look stupid when mu beta gets negated)
@@dudono1744 That is much better actually, although how about like: It has 2000 attack originally but it has the effect that it gains 2000 if your opponent has activated a card effect this turn. Drytron Funi Link-1 LIGHT Machine Link Effect ATK 2000/ arrows : down 1 "Drytron" Xyz monster If your opponent has activated a card or effect this turn, this card gains 2000 ATK until the end of this turn. This card's ATK is halved during the Battle Phase. You can only Link Summon "Drytron Funi" once per turn. Would also stop Skill Drain shenanigans although I really dont see that happening
"You guys dont need a Link-1. Shut up!" Okay, Mr.Nadhir let me cook this as a THE WEATHER player. Read my custom cards. "The Weather Painter Sundog" [Monster|Effect] LIGHT Fairy ☆3 ATK 1000 / DEF 1000 When this card is Normal Summoned: You can Special Summon 1 "The Weather" monster from your hand or Deck, except "The Weather Painter Sundog". Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summoned this banished card. "The Weather Palette" Normal Spell Pay half your LP, then place 1 "The Weather" monster from your Deck or GY on top of your Deck; draw 1 card, and if you do, place 1 "The Weather" Continuous Spell/Trap from your Deck face-up on your field, then, immediately after this effect resolves, Normal Summon 1 "The Weather" monster from your hand. You can banish this card from your GY, then target 1 "The Weather" monster in your GY; Special Summon it. You can only use each effect of "The Weather Palette" once per turn. "The Weather Gathering" Quick-Play Spell Send any number of "The Weather" Continuous Spells/Traps from your Deck and/or face-up on your field to the GY; Link Summon 1 "The Weather" Link Monster with Link Rating equal to number of "The Weather" Continuous Spells/Traps sent by this card's effect, also you cannot Special Summon for the rest of this turn, except Fairy monsters. You can only activate 1 "The Weather Gathering" per turn. "The Weather Moonbowed Canvas" Continuous Trap "The Weather" Effect Monsters in your Main Zones of this card's column and its adjacent columns gain this effect. ● You can banish this card, then target 1 monster your opponent controls (Quick Effect); destroy it. You can only control 1 "The Weather Moonbowed Canvas". "The Weather Painter Fogbow" [Monster|Link|Effect] WIND Fairy ATK 600 | LINK-1 [↓] 1 Level 3 "The Weather" monster If this card is Link Summoned: You can add 1 "The Weather Forecast" from your Deck or GY to your hand. You can target 1 "The Weather" monster in your GY; return it to the hand or Extra Deck, then, immediately after this effect resolves, Normal Summon 1 "The Weather" monster from your hand. You can only use each effect of "The Weather Painter Fogbow" once per turn. "The Weather Painter Waterfall Rainbow" [Monster|Link|Effect] WATER Fairy ATK 1200 | LINK-2 [↙] [↘] 2 "The Weather" monsters If this card is Link Summoned: You can draw cards equal to the number of face-up "The Weather" Continuous Spells/Traps you control. During your Main Phase: You can Special Summon 1 "The Weather" monster from your GY in Defense Position. You can only use each effect of "The Weather Painter Waterfall Rainbow" once per turn. "The Weather Painter Supernumerary Rainbow" [Monster|Fusion|Effect] EARTH Fairy ☆9 ATK 2500 / DEF 2500 3 "The Weather" monsters with different names Must be Special Summoned (from your Extra Deck) by banishing the above cards from your field and/or GY. You can only control 1 "The Weather Painter Supernumerary Rainbow". (Quick Effect): You can place up to 3 face-up "The Weather" Continuous Spells/Traps from your hand, Deck, GY or banishment face-up on your field, then, you can destroy up to 3 cards on the field. You can only use this effect of "The Weather Painter Supernumerary Rainbow" once per turn. "The Weather Painter Fire Rainbow" [Monster|Xyz|Effect] FIRE Fairy ☆3 ATK 1500 / DEF 2400 2+ Level 3 "The Weather" monsters Your opponent cannot destroy "The Weather" monsters you control by battle, also they cannot be destroyed by your opponent's card effects. (Quick Effect): You can detach 1 material from this card; Link Summon 1 "The Weather" Link Monster using monsters you control as material, and if you do, you can also use "The Weather" Continuous Spells/Traps you control as "The Weather" monsters. You can only use this effect of "The Weather Painter Fire Rainbow" once per turn.
Another The Weather player here giving my opinion on your custom cards. And I'm sorry but I don't really like (most) of them. Even though the deck might need cards of this level to be meta viable. First off all I don't really like one card combos, or at least those that would create multiple interactions on it's own. And with your custom cards there are some now in this deck. Some I quickly saw were with these 2 the new MD monster and Normal Spell. (I'm not a pro player so I might even mis part of a better version of these one card combos, the 'one card combos' is without looking outside the archetype) The MD Monster 1 Card combo: NS Sundog > SS a monster using Sundog Effect > link Sundog of for Link 1 > Grab Field Spell > Use Field Spell (place continuous card) > Return Sundog to hand + NS it using Link 1 Effect > SS a monster using Sundog Effect > use 3 Monsters to go into Link 3 Rainbow > Summon fusion by banishing the 3 in the GY > use Fusion Monster Effect to place 3 Weather Continuous cards > use Fusion + Monster (not Link 3) to go into Link 2 > Draw 4 > Use Link 2 Effect to Summon Fusion - Result (uses NS) = Extra NS for Weather (+ can use Weather cards in Spell & Trap zone for Weather Link) + Special Summon negate and destroy + 2x omni-negates + triple card destruction + Draw 4 + (instead of omni-negate) 1 of the 4 weather continuous spell/trap effects The Normal Spell one is just the MD Monster 1 but with different resource cost and better result. - Result (uses half LP) = Extra NS for Weather (+ can use Weather cards in Spell & Trap zone for Weather Link) + Special Summon negate and destroy + 2x omni-negates + triple card destruction + Draw 5 + Special Summon Weather from GY + (instead of omni-negate) 1 of the 5 weather continuous spell/trap effects Next is my opinion on them separately Effect-wise (if they are balanced or so): - The Weather Painter Sundog: Good (though when looking at the already existing MD monsters, this one would be the only one who can't place a continuous Spell/Trap on the field) - The Weather Palette: Does too much on it's own for almost no cost - The Weather Gathering: Almost good, I just don't like that you can also send "from Deck" - The Weather Moonbowed Canvas: Good (it also doesn't outright invalidate another of the Continuous cards) - The Weather Painter Fogbow: Bad (Link 1 Field Searcher, without it, it could still be good for the deck) - The Weather Painter Waterfall Rainbow: Good (though maybe a bit too strong for its Link rating) - The Weather Painter Supernumerary Rainbow: Almost good, I just think that Placing Continuous cards should be the role of MD Monsters (maybe instead something like: Destroy up to nr. of Weather Continuous cards you control (max 3)) - The Weather Painter Fire Rainbow: Bad, I just think it's protection is to strong (Thundery Canvas should keep it's battle protection role + protection for destruction by card effect feels like it goes against part of the decks gameplay. I feel like dodging negation/ destruction, by using the effect gained from continuous cards is a big part of the deck)
Maxxxx "C": During the end phase: You can discard this card; draw cards equal to the number of monsters summoned by your opponent this turn. Your opponent cannot activate cards or effects in the same chain as this effect.
My favourite part of playing Shaddolls has always been using their flip and graveyard effects, so I kinda resent how the entire archetype has just been reduced to "summon Winda pass". So with that in mind, how about this: Shaddoll Apotheosis [Normal Trap] (1) Change 1 face-down "Shaddoll" Flip monster you control to face-up Defense position (Flip monsters' effects are not activated at this time); this effect becomes that monster's FLIP effect. If your opponent controls a Fusion, Synchro, XYZ or Link monster, you can activate this card from your hand. (2) You can banish this card in your graveyard and send 1 "Shaddoll" monster from your hand or side of the field to the graveyard; this effect becomes that monster's effect that can be activated if it is sent to the Graveyard.
Magician's Sorcery, Normal Spell, artwork is DM casting dark magic attack You can use only one of the following effects per turn and only once that turn: -Add from your deck to your hand one card that mentions dark magician (including eye of timaeus) -Banish this card from your graveyard, add an eternal soul or dark magical circle from your deck or GY to your hand
I made this a while ago while I was on vacation at my folk's place (not much to do there), so uh... I put a bit too much effort into it. Introducing... Alphagen. The deck is divided into three sections. The fusion section, the synchro archetype, and the not yet made XYZs archetype. Let's see if you can identify the combo line. Battleground City- Ohio Field Spell >During your Main Phase: You can Set 1 "Alphagen" Spell/Trap directly from your Deck to your Spell & Trap Zone, then discard 1 card from your hand. You can only use this effect of "High Street Ohio" once per turn. Monsters on the field gain 200 ATK/DEF for each Swag Counter on it. Monsters on the field lose 200 ATK and DEF for each Cringe Counter on it. Once per turn, if a monster with a Cringe Counter leaves the field because of an Alphagen card effect: You can target one face-up card your opponent controls; return it to the hand. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Alphagen Blue Eyes White Boy Level 4 Light Fiend Monster 1500 ATK - 1800 DEF >If this card is Normal or Special Summoned: You can add 1 "White Boy" monster from your Deck to your hand. During your main phase: You can discard 1 card or remove 1 Swag Counter from this card; send 1 "Alphagen" card from the Deck to the GY, and if you do, draw 1 card. You can only use each effect of "Alphagen Blue Eyes White Boy" once per turn. Alphagen White Boy's Secret Sauce Level 1 Water Aqua Monster 0 ATK - 800 DEF >If this card is Normal or Special Summoned: You can discard 1 card; activate 1 "Alphagen" spell from your deck that mentions "White Boy". You can only use this effect of "Alphagen White Boy's Secret Sauce" once per turn. If an "Alphagen" monster is fusion summoned using this card as material: You can target the Fusion Summoned Monster; equip this card to the targeted monster from the GY. Alphagen Call- Go White Boy Go! Normal Spell >Reveal 1 Fusion Monster in your Extra Deck that mentions a "White Boy" monster as material; Add from your Deck 1 of the Fusion Materials whose name is mentioned on that monster and 1 "Alphagen" spell from your deck to your hand, except a normal spell. You can banish this card from your graveyard, and then target 1 "Alphagen" monster and 1 "Alphagen" spell card in your graveyard; add one of those to your hand and place the other one on the bottom of the deck. You can only use each effect of "Go White Boy Go!" once per turn, and only once that turn. Alphagen Quirk Up! Continuous Spell >During your Main Phase: You can Special Summon 1 level 4 "Alphagen" monster from your hand, but while it is face-up on the field, you cannot activate the effects of monsters, except "Alphagen" monsters. Each time an "Alphagen" monster(s) is Normal or Special Summoned, or if a monster is equipped by an "Alphagen" card, place 1 Swag Counter on that monster. You can only use this effect of "Quirk Up!" once per turn. Once per turn, if an "Alphagen" monster on the field destroyed by battle or card effect, you can remove 1 Swag Counter from the card instead. Alphagen Sexual-Style Bust Down Quick-Play Spell >Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as material, including an "Alphagen" monster. During your Main Phase, if this card is in your GY and you have a "White Boy" monster on your field or in your GY: You can activate 1 of these effects; ●Add this card to your hand. ●Banish this card, and if you do, Special Summon both 1 "Alphagen Blue Eyes White Boy" from your Deck and 1 "Alphagen" from your GY. You can only use this effect of "Alphagen Sexual Style Bust Down" once per turn. Alphagen GOATED White Boy Level 8 Light Fiend Fusion Monster 2400 ATK - 2600 DEF -"Alphagen Blue Eyes White Boy" + 1 "Alphagen" monster >When this card is Special Summoned: You can target 1 Alphagen card in your GY; add it to your hand. While an "Alphagen" monster is equipped to this card: This card cannot be targeted by card effects. (Quick Effect): You can send 1 card equipped to this card to the GY; place 1 Cringe Counter on 1 monster your opponent controls, and if you do, their attack is halved as long as it has a Cringe Counter, also you gain the ATK that is reduced. Negate the effects of monsters that have Cringe Counters. At the start of the Damage Step; if this monster battles a monster with a Cringe Counter: Banish that monster face-down.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Alphagen Chad- Alpha Male Level 6 Light Warrior Tuner Monster 2200 ATK - 2200 DEF >If you control no monsters, or only "Alphagen" monsters: You can special summon this card from your hand. If this card is Normal or Special Summoned: You can special summon 2 "Beta Male Token" (Level 2 Warrior/Light/ATK 1100/DEF 1100) in Defense Position, which cannot be Tributed. During your opponent's Main Phase, if this card was Special Summoned this turn, you can (Quick Effect): You can send 1 face-up monster you control to the GY and target 1 face-up Special Summoned monster your opponent controls; Immediately after this effect resolves, Synchro Summon 1 "Alphagen" Synchro Monster including the opponent's card and cards on field as material, and if you do, treat the targeted monster as a level 2. You can only use each effect of "Alphagen Chad- Alpha Male" once per turn. Alphagen Chad- Sigma Male Link 3 Light Warrior Monster 1900 ATK -2+ Monsters including an "Alphagen Chad" monster >You can discard 1 card; add 1 "Alphagen Technique" Quick-Play Spell from your Deck to you hand. During either player's turn, you can send this card you control to the graveyard; Special Summon 1 "Alphagen Chad" monster from you GY, except "Alphagen Chad- Sigma Male". During your Main Phase, if this card is in your GY: You can special summon this card, and if you do, return 1 face-up "Alphagen" Synchro monster you control to the extra deck. You can only use each effect of "Alphagen Chad- Sigma Male" once per turn. Alphagen Chad- Beefed Up Gigachad Level 10 Light Warrior Monster 3300 ATK - 2800 DEF -1 "Alphagen" Tuner + 1+ non-Tuner monsters >You can activate "Alphagen Technique" Quick-Play Spell Cards the turn they were Set and from your hand during the opponent's turn. This card is treated as a Level 8 monster when used for a Synchro Summon. You can only use one of the following effects of "Alphagen Chad- Beefed Up Gigachad" once per turn, and only once that turn. If this card is Synchro Summoned: add to your hand or Set 1 "Alphagen Technique" Quick-Play Spell from your Deck. (Quick Effect) You can target 1 Alphagen card in your GY; shuffle that card back into the Deck, then draw 1 card, or if you shuffled back a Fusion, Synchro, Xyz, or Link Monster, you can add to your hand or Set 1 "Alphagen Technique" Quick-Play Spell from your GY instead. Alphagen Chad- Ultimate Redpilled Gigachad, Decider of Based and Cringe Level 12 Light Warrior Monster 4200 ATK - 4200 DEF -1 "Alphagen" Tuner Synchro monster + 2+ non-Tuner monsters >You can activate "Alphagen Technique" Quick-Play Spell Cards the turn they were Set and from your hand during the opponent's turn. You can only use one of the following effects of "Alphagen Chad- Ultimate Redpilled Gigachad, Decider of Based and Cringe" once per turn, and only once that turn. If this card is Synchro Summoned: add to your hand or Set 2 "Alphagen Technique" Quick-Play Spell with different names from your Deck. (Quick Effect) You can target up to a number of Alphagen cards in your GY equal to the number of non-Tuner monsters used as its Synchro Material; shuffle those card back into the Deck, then draw the same number of cards, and if one of the cards was a Link Monster, you can add to your hand or Set "Alphagen Technique" Quick-Play Spells from your Deck or GY with different names equal to that monster's Link Rating. Alphagen Technique- Rizzing Quick-Play Spell If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 face-up monster your opponent controls; take control of it until the end phase. You can only activate 1 "Alphagen Technique- Rizzing" per turn. Alphagen Technique- Looksmaxxing Quick-Play Spell If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 face-up monster with a Swag Counter on the field; that target is unaffected by card effects this turn. You can only activate 1 "Alphagen Technique- Looksmaxxing" per turn. Alphagen Technique- Fanum Tax Quick-Play Spell If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP; destroy 1 card in your opponent's hand (at random). You can only activate 1 "Alphagen Technique- Fanum Tax" per turn. Alphagen Technique- Backshot Quick-Play Spell If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 monster you control with one or more Swag Counter(s) and a number of Spell/Trap on the field equal to the number of Swag Counters on that monster; shuffle those target into the deck. You can only activate 1 "Alphagen Technique- Backshot" per turn. Alphagen Technique- Mewing Quick-Play Spell If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Target 1 face-up monster you control; Gain 2000 LP, then place a Swag Counter on the targeted monster. You can only activate 1 "Alphagen Technique- Mewing" per turn. Alphagen Technique- Drip Check Quick-Play Spell If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 monster you control with one or more Swag Counter(s) and a number of monsters with Cringe Counters on the field equal to the number of Swag Counters on that monster; return that target to the hand. You can only activate 1 "Alphagen Technique- Drip Check" per turn. Alphagen Technique- Doxxing Quick-Play Spell If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 face-up card on the field; negate its effect (until the end of this turn). You can only activate 1 "Alphagen Technique- Doxxing" per turn. Alphagen Technique- KY$! Quick-Play Spell If you control a monster with an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 monster on the field; send the target to the GY. You can only activate 1 "Alphagen Technique- KYS!" per turn. Alphagen Technique- Edging Quick-Play Spell When an opponent's monster declares an attack while you control a monster with an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: negate the attack, then end the battle phase. You can only activate 1 "Alphagen Technique- Edging" per turn. Alphagen Technique- Gooning Quick-Play Spell Reduce ATK to 0 If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, reduce every monster on the field with a Cringe Counter's ATK to 0 until the end of this turn. You can only activate 1 "Alphagen Technique- Gooning" per turn. Alphagen Technique- Morbin' Time Quick-Play Spell If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 face-up monster you control with a Swag Counter; destroy that monster, and if you do, Special Summon 1 monster from your hand or deck with the same type but a higher level than the destroyed monster, then that monster gains ATK equal to the original ATK of that monster. You can only activate 1 "Alphagen Technique- Morbin' Time" per turn. Alphagen Technique- L + Ratio Quick-Play Spell If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target one monster your opponent controls, or target 1 monster you control with one or more Swag Counters and a number of monsters with Cringe Counters on the field equal to the number of Swag Counters on that monster; change those target to face-down Defense Position. You can only activate 1 "Alphagen Technique- L + Ratio" per turn. Alphagen Technique- Amogus Quick-Play Spell If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 monster on the field; banish it until the Standby Phase of the next turn. You can only activate 1 "Alphagen Technique- Amogus" per turn. Alphagen Technique- Lightskin Stare Quick-Play Spell If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 monster you control with one or more Swag Counters and a number of monsters in your opponent's GY equal to the number of Swag Counters on that monster; banish those monster face-down. You can only activate 1 "Alphagen Technique- Lightskin Stare" per turn. Alphagen Technique- uwu Quick-Play Spell When a card effect is activated in your opponent's GY while you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, negate that effect, then shuffle that monster into the deck. You can only activate 1 "Alphagen Technique- uwu" per turn. Alphagen Technique- Mogging Quick-Play Spell Attach as Material to XYZs If you control an "Alphagen" XYZ Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 "Alphagen" XYZ monster you control with a Swag Counter and 1 monster your opponent controls with a Cringe Counter; attach the opponent monster to the XYZ monster as material. You can only activate 1 "Alphagen Technique- Mogging" per turn. Alphagen Technique- Fortnite Battle Pass Quick-Play Spell Pay 1000 LP, add to your hand 1 "Alphagen" monster, then, if you control a monster with a "Swag" counter, you can Special Summon it. You can only activate 1 "Alphagen Technique- Fortnite Battle Pass" per turn. Alphagen Technique- Jorking Quick-Play Spell If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 "Alphagen" monster you control with a Swag Counter; that target's ATK and DEF become doubled until the end of this turn. You can only activate 1 "Alphagen Technique- Jelqing" per turn.
Swordsoul Battlemaster Ruyi Jingu Bang Wyrm | Wind | Synchro | LV 9 1 Wyrm turner + 1 Wyrm non-turner Cannot be targeted by card effects. I this card is Synchro summoned: you can banish all cards in your opponents GY. If this card battles an opponents monster banish it at the start of the damage step.
Diabolos Abyss, Dragon of Lament Level 8 Dark Dragon Attack 2800 Defense 1000 Cannot be normal summoned/set. Must be special summoned from your graveyard when a face up dark attribute monster except Diabolos Abyss, Dragon of Lament on either players field is tributes by the effect of a trap card and cannot be summoned by other ways. During either players turn (quick effect), if a Lament monster you control would be targeted by your opponents card effect, you can discard this card from your hand and tribute that monster to set one Virus trap card with a different name from the cards in your graveyard from your deck. When this card is tributed by the effect of a normal trap card, you can add one Level 3 Lament monster from your graveyard to your hand then you can immediately after this effect resolves normal summon that monster. You can only use one effect of Diabolos Abyss, Dragon of Lament per turn and only once per turn. You cannot special summon monsters from the extra deck during the turn you activate an effect of Diabolos Abyss, Dragon of Lament. In The Lair We Live, Lament Normal Trap Tribute one Dark Attribute monster with 1000 attack or defense. If you do not control a Lair of Darkness, you may activate one Lair of Darkness from your hand, deck, or graveyard. If you control Lair of Darkness, you can set one Virus Trap card with a different name than the cards in your graveyard from your deck and if you control a Diabolos monster, it can be activated this turn. You can only activate one In The Lair We Live, Lament per duel. This one is named after a song from Limbus Company and was composed by the band named Mili. By far my favorite one. That song is called “In Hell We Live, Lament” It is also a duet that was made between Mili and a somewhat more known band called Myth/Roid. I believe they are most known for their songs in the Made in Abyss series. I thought the name and theme works perfectly here.
These seem really cool, I'm not all too familiar with Made in abyss but I'm at least familiar with this deck. Do you have any particular reason for making the restrictions so heavy? I think they would've been fine with just hard opt's.
@@Seraph-Shadowlink747 Imagine if you search out a loop every Virus trap card in the game? Now imagine being able to do this in a deck like Dragon Link. I thought ahead to make sure it doesn’t get abused in some deck in the future. All of the Virus Trap cards are dangerous cards for the most part. One of them is limited for a reason. Outside of the whole balancing thing I just wanted the deck to have a neat boss monster.
@@Seraph-Shadowlink747 Also here is some advice. Don’t watch Made In Abyss. It will give you high hopes and seem heartwarming at first but it will quickly turn into a vomit inducing anime that will make you cry even more than if you got hit by tear gas. It will turn your emotions and attachments towards the characters into a dagger that will pierce your heart and make you wish that you had never even known peace. Because afterwards you will feel as if peace always precedes total oblivion of one’s self. As if your body will be twisted and distorted. Your very essence will be corroded as you forget who you are. That is Made In Abyss.
@SheruMuko I don't think you'd have to worry about the trap search being used in other decks too much, from the way you worded it it will only trigger if a lady of lament is targeted and most other decks that would play them I assume would have a hard time searching him anyway. The extra deck lock I feel is a bit harsh but I understand it, I mainly don't like it because I'd lose out on Super Poly as an disruption and fang of critics as well as Muckraker/Cherubini plays. I have other notes also, but only if you want them, I'd hate to offer too many options if they aren't wanted. As for Made in abyss, at first glance I'd determined that it wasn't for me until I heard about the switch up, though after reading what you wrote, it may be darker than i thought. I still haven't decided if I'd give it a try or not but your feedback is definitely helpful.
@@Seraph-Shadowlink747I forgot about the Super Poly stuff. That adds to my reasoning. Also people would hate having to deal with an I:P into S:P with a Virus lock active. Plus non engine.
I made this custom support for Solfachord a while back. ReSolfachord Rutia Link 1/ FIRE/ Fairy/Effect down arrow 1 "Solfachord" Pendulum Monster Cannot be used as Link Material, except for the Summon of a "Solfachord" monster. You can Pendulum Summon any number of face-up "Solfachord" monsters from your Extra Deck as you wish, while you control "Solfachord" cards in your Pendulum Zones with an even and an odd Pendulum Scale, respectively. If this card is Link Summoned to the Extra Monster Zone: You can target 2 face-up "Solfachord" monsters in your Extra Deck; add 2 "Solfachord" Pendulum Monsters from your Deck to your face-up Extra Deck, then add those targets to your hand. You can only use this effect of "ReSolfachord Rutia" once per turn.
As someone who loves Dragonmaids, the field spell Dragonmaid Manor is kinda OP and makes Dragonmaids better. Konami, take note of that card! Edit: I hope you do more of these custom card reaction/review. I want to show you some cards I made where I made my own archetype as well.
I actually had an idea for a custom Yu-Gi-Oh archtype I was working on. I don’t have much rn, but here’s what I got so far. Archtype: Founding Heroes Monsters: Founding HERO-The Origin Level 7 Normal Monster Light, Warrior, 2500 Atk, 1800 Def Card Text: “This city has fallen into chaos, and it will take more than me alone to fix things.” Founding HERO-Unity Level 3 Effect Monster Light, Warrior, 800 Atk, 1800 Def When this card is summoned, Target three HERO monsters in your deck and show them to your opponent. Your opponent adds one to your hand, and the rest are shuffled into the deck. You can only use this effect once per turn. Founding HERO-Traitor Level 4 Effects Monsters Dark, Warrior, 2000 Atk, 500 Def This card can only attack by tributing one HERO monster you control. If this card is attacked, change the attack target to a different monster you control. You can discard one HERO monster from your hand to draw 1 card(this effect can only be used once per turn) Spells: HERO Foundation Field spell When this card is activated, you can add one Founding HERO-The Origin from the deck to your hand. All HERO monsters gain 1000 attack during the battle phase. If a HERO card would be destroyed by battle or card effect, you can discard 1 card to stop the destruction. You can only use the third effect of HERO Foundation once per turn Traps: Calling all HEROes Normal Trap When a HERO monster summoned from the extra deck is destroyed, you can special summon the material used for its summon from the graveyard. You can only use this card when you have all the material used for its summon in your graveyard
I also want to add that I’m still working on this, and it is still VERY incomplete. But if you wanted to attempt to make these as real cards y’all can use, feel free to do so.
I need this card because they've teased the silhouette in Big Welcome Labrynth but we've only got Arias since. So, since the 2nd silhouette uses big scissors, here was my idea for "Aries the Labrynth Seamtress": DARK Fiend/Effect, Level 6, 2000ATK/2000DEF During the Main Phase (Quick Effect): you can target 1 Normal Trap Card in your GY; Shuffle it into the Deck, and if you do, this effect becomes that Trap's effect when that card is activated. When your opponent activates a card or effect in response to the activation of your "Labrynth" card or effect, except "Aries the Labrynth Seamtress", or your Normal Trap Card or effect, while this card is in your GY (Quick Effect): You can Special Summon this card. You can only use each effect of "Aries the Labrynth Seamtress" once per turn.
Phantom Knights' Spectral Shield Counter Trap Once Per Turn when your opponent activates a monster/spell/trap effect you can negate the activation and destroy that card. You must control a "Phantom Knights" or "Xyz Dragon" monster special summoned from the extra deck to activate this effect. You can only activate 1 Phantom Knights' Spectral Shield per turn
A while ago I came up with “The Phantom Knights Of Slashed Gorget”. It was a level 2 monster that can be special summoned from the hand by reducing the level of a “Phantom Knights monster by 1 (hard once per turn). You can also banish it from the graveyard to return 1 Phantom Knights monster and one Phantom Knights spell trap that are banished to the graveyard. Just meant to be run as a one of that has a useful graveyard effect and allows the deck to actually make Cursed Javelin.
Surprised to see Millennium not getting any love when we are missing the most important piece of it! We still have a normal summon to use! This is gonna be a open board idea, input is appreciated! "Treasure Hunters of the Millennium" Pic: (The image is of two men's silhouettes that look sort of like Solomon Moto and Professor Hawkins in their prime dramatically venturing into the unknown tomb) Earth Level 3 Warrior/Effect "When this card is Normal/Special Summoned, you can set one "Millennium Ank" from your deck to your field and if you do, you can activate it the turn it was set by this effect. Once per turn, you can reveal as many "Forbidden" one" or "Exodia" Normal Monster cards or "Exodia the Forbidden One" in your hand, excavate cards from your deck equal to the cards revealed by this effect and you can add 1 "Millennium" Card to your hand, place the rest to the bottom of the deck. You can only use each effect of "Treasure Hunters of the Millennium" once per turn." ATK: 1300 DEF: 700 Let the discussion how I accidently broke the game begin I'm getting some popcorn
Hyacinth the Rikka Fairy is actually insane for being a Rikka lonefire with a special summon. Tbh I think make the special summon harder and it'd actually be kinda interesting just as a contrast to Princess, maybe a link 1 could work since it'd be easier than a 1 tribute since you'd always have it but it would be harder than a free special summon and would also make it beneficial to summon so you can pitch to gy for spell/trap negate. Having a link for Rikka would be interesting since it's a very xyz focused deck so maybe it'd just be yes special summon but maybe with primula's summon condition but your opponents cards? So it has synergy with Konkan and Flurries and even Kaijus instead of the usual Rikka engine of just using your own field. Honestly change the special summon and make the lonefire as an "if this card is tributed" and it'd probably be a very interesting and useful card while hopefully not being op. Also it can absolutely be a level 1 card with 0/0 so Petal has some friends.
I made this awhile back because why not Urban-HERO Hex Burner Dark/7 Star [SPELLCASTER/FUSION/TUNER/EFFECT] 1 Fire Attribute or Pyro Type monster + 1 HERO or Neo Spacian monster (This card is also treated as Fire Attribute, Pyro Type) When this card is Fusion Summoned banish facedown 3 Fiend, Zombie or Fairy type monsters on your opponents side of the Field or GY. If this card is banished, destroyed by battle or by card effect return one banished, banished facedown or destroyed 'Fusion Spell or Polymerization to your hand or deck and special summon one level 4 non-fusion HERO monster from either GY to your field. Atk 2500/Def 2200
Since everyone is making OP custom cards imma make an OP one: Kashtira Gryphon Level 7. Fire Attribute. Psychic type. 2700ATK 2200DEF If you control no monsters, or all monsters you control are "Kashtira" monsters, you can Special Summon this card (from your hand) You can only use each of the following effects of "Kashtira Gryphon" once per turn. During your Main Phase: You can add 1 "Kashtira" card, or 1 card that mentions "Kashtira" from your Deck to your hand. (Quick Effect): When this card declares an attack, or if your opponent activates a monster effect, You can look at your opponent's hand, and if you do, banish one card from it, face-down. All Kashtira cards can banish from somewhere (Fenrir=Field, Unicorn=Extra Deck, Ogre=Main Deck, Birth=GY) but none can banish from the hand (because it's OP asf to be fair) so Gryphon will banish from the hand. It's also a Quick Effect because fuck Nibiru, all my Kashtira homies hate Nibiru. Gryphon also adds ANY Kashtira card from the deck to the hand because Kashtira is quite bricky sometimes so a third starter that doubles as an extender would be amazing. The reason for its stats are as follows; Level 7 for obvious reasons (All Kashtira monsters besides Riseheart are lvl 7, and Riseheart itself becomes lvl 7). Fire Attribute so that any Kashtira besides Riseheart and Shangri-Ira can be targeted with Kashtiratheosis to summon Gryphon, as well as there being a main deck Level 7 Kashtira for every Attribute except Fire, Dark, and Light. As for the ATK and DEF, each Level 7 Kashtira has its ATK in between 2300ATK and 2800ATK; TearKash 2300, Fenrir 2400, Unicorn 2500, ScareKash 2600 and Ogre 2800. for some reason 2700 is skipped, this is why Gryphon would have 2700ATK. It would slot in very well into the Kashtira archetype, honestly it's as if a hole was made for another main deck Kashtira to fit in there lmao. The reason for the name is that each of the Kashtira lvl 7s are based off of Mythological creatures, so a Kashtira Gryphon would fit right in. As for its card art i imagine it to look like a combination of Kashtira Ogre and Unicorn, though with a Spear and Shield instead of a Sword. Also more of an avian (bird-like) design with feathered wings on its back and an Eagle head with a Lion's mane and tail as well.
I love ghoti and I came up with a card that'd probably benefit it while still inkeeping with the theme Ghoti Dreams (idk came up with this name just now) "If you control no monsters or all monsters you control are fish monsters, you may activate this card from your hand. Banish 1 Fish monster in your deck, if this card was set before activation, you may special summon it instead" I made this before the new support came out, so it's less needed and stronger now but I think it'd be a great addition as a consistent starter for the theme (which the theme still kinda lacks)
Dark Magician, the Dark Magician Link 1 Requirement for summon: 1 monster with 2500 or less attack Arrows: -> Card effects: This card cannot be destroyed by battle. This card's name becomes 'Dark Magician' while on the field You can only use each of the following effects once per turn. 1. When this card is summoned, add a Monster/Spell/Trap that mentions 'Dark Magician', 'Dark Magician Girl' or 'Palladium' from your deck to your hand 2. You can fusion summon a monster using this card as a substitute material for a 'Dark Magician' or a 'Dark Magician Girl' fusion monster. (This effect becomes a Quick Effect if you used 'Dark Magician' to summon this monster) 3. If this card leaves the field, and was summoned using 'Dark Magician', you can banish this card, summon 1 'Chaos' monster from your deck (This is treated as a Ritual summon) (This effect becomes a Quick Effect if you used 'Dark Magician' to summon this monster) A monster fusion summoned using this card gains this effect: You can shuffle up to 3 cards in your Banishment or Graveyard into the deck Atk: 2500
When you link or detach xyz materials they don't shuffle, the targeting protection is because teramisu targets the monsters in your graveyard and not the cards on the field so I makes sure her bounce goes off
Pendulum Transience [Spell/Continuous] If a Pendulum monster card would be banished from your field you can send it to the face up extra deck instead. You can only use the following effect of “Pendulum Transcience” once per turn. Reveal one Pendulum monster in your extra deck and target one pendulum monster on your pendulum scale, add that target to the hand or face up extra deck and place the revealed card or a card with the same original name in your pendulum zone.
[Gradius Start] Quickplay Spell Card If you control a Light/Machine monster, special summon 1 level 4 Light/Machine monster from your deck with ATK less than 1800. Then, if you summon "Gradius" monster, you can also special summon 1 Light/Machine monster from your deck, GY, or Banishment. You can only activate 1 "Gradius Start" per turn.
I want that DragonMaid card 😌 I'm surprised Konami doesn't do more with DragonMaids even tho they were so popular especially in the early days of Master duel. It's such an good deck for new players and makes you understand a couple of rules of the game by just playing. Fk missed timing effects tho especially if i'm having my effects ON 😡
9:35 Ayy my card made it in I know it isn't funny or exotic, or a Link 1 that searches the field spell but I really love my Solfachords and this would greatly improve the deck
Seeing people making custom card for Solfachord is so fun. Here's my idea GranSolfachord Cutia Link 1 Light Fairy/Link/Effect (Down Arrow) 100 ATK 1 "Solfachord" Pendulum Monster If this card is Link Summoned: You can Special Summon 1 "Solfachord" Pendulum monster from your hand, or face-up extra deck to the zone this card points to. If this card is Link Summoned using "DoSolfachord Cutia" as Link material: You can tribute this card; Special summon 1 "Solfachord" Pendulum monster from your deck. You can only use each effect of "GranSolfachord Cutia" once per turn. Solfachord Performance Continuous Spell You can only activate "Solfachord Performance" once per turn. When this card is activated: You can add 1 "Solfachord" Pendulum Monster from your deck or face-up extra deck to your hand. While you control both even and odd Pendulum Scale, their Pendulum Scale are treated as 0 and 9 respectively and their effect can't be negated. If 2 or more "Solfachord" Pendulum Monster is Special Summoned at the same time: You can banish this card from face-up field or GY; Add 1 "Solfachord" Spell/Trap from your deck to the hand. You can only use this effect of "Solfachord Performance" once per turn.
I’ve always been a big fan of Cyber Dragons (despite my pfp being clear wing) because they were my first deck and to this day still my favorite. My Idea of a custom card would be: Cyber End Sigil of Hope Continuous Spell Card After this effect resolves, the effects of machine type “Cyber” monsters cannot be negated, and these monsters cannot leave the field due to opponents card effects until the end of this turn. Once per main phase, you can add 1 “Power Bond” from your deck to your hand. During the battle phase, you can target 1 “Cyber” fusion monster with 4,000 original ATK/DEF summoned with “Power Bond”, banish it, and if you do, it is returned to the field with Quadruple it’s ATK/DEF. You can only use the above effect of this card once per duel. While this card is on the field, you take double the effect damage you normally would. Monsters on the field cannot be used for a fusion summon, except for a fusion summon by spell/trap card. During the battle phase, your opponent cannot activate cards or effects that would change the ATK of a “Cyber” monster you control. The card art would be based on Zane’s 16k ATK Cyber End Dragon during the fight with yubel right before he lost. The effects are meant to reflect that, with power bond being the reason he lost, and the battle phase effect attempting to mirror cybernetic horizon. Essentially this card encourages you to summon Cyber End Dragon, Make him Really Big, and beat the heck out of the opponent and pray they don’t have waboku or threatening roar. This card is slightly broken, but at least it doesn’t eratta any of the existing cards or make them into towers.
I have three cards I'd been thinking about for fixing Mayakashi and tying them in with Shiranui at the same time. Yoko, The Unknown Fire Mayakashi Link-1 (↑) Fire Zombie 1 "Mayakashi" or "Shiranui" monster except "Yoko, The Unknown Fire Mayakashi" (This card is always treated as a "Shiranui" card) If this card is link summoned; you can Place 1 Continuous "Mayakashi" or "Shiranui" Spell/Trap card from your Deck face-up in your Spell & Trap Zone If this card is sent from the field to the GY; You can send 1 Zombie monster from your deck to the GY You can only use each effect of "Yoko, The Unknown Fire Mayakashi" once per turn Now Mayakashi doesn't fold to a single interaction on Hajun! (Also ban the turn skip or this makes it 100% consistent, this is a threat) Mayakashi Style Synthesis Continuous Trap (This card is always treated as a "Shiranui" card) You can activate one of each of these effects once per turn -Banish 1 Zombie monster from your GY; Return 1 banished Zombie monster to the GY -Target 1 "Mayakashi" or "Shiranui" Spell/Trap that is banished or in the GY (except Mayakashi Style Synthesis); Set it to your Spell/Trap zone The first effect obviously recovers your zombies but if I understand the rulings right it would also let you activate the effects of the Spectral Swords the turn you send them to the grave Mayakashi World When this card is activated: You can add 1 "Mayakashi" monster from your Deck to your hand. If a "Mayakashi" monster(s) you control leaves the field by your opponents card: You can banish 1 Zombie monster from you GY, then target 1 "Mayakashi" monster that is banished or in your GY; Special Summon it You can only use each effect of "Mayakashi World" once per turn. This one doesn't do much for Shiranui but Mayakashi needs more ways to get to extenders (also couldn't think of a name that sounds decent)
I want yang zings to have a field spell that fixes their floating, but since we only get one card I propose: A link 1 that places itself into the field spell zone with the effect to fix their floating to work when they leave the field (except when used as material) and no longer miss timing. Also it should summon two yang zings when it is activated
There already a thousand custom cyrda cards but heres mine Cyber dragon blitzkrieg Link 1 pointing down light machine effect monster 1000atk 1 cyber dragon or fusion monster that mentions cyber drgon or a "cyber dragon" monster in its text This card is treated as cyber dragon on field or in grave. If this card was link summoned using a level 5 or higher monster, you can special summon a cyber dragon monster from your main deck to a monster zone this card points to. (Quick effect): immediately after this effect resolves special summon one fusion monster from you extra deck that mentions cyber dragon or cyber dragon monster by sending the listed fusion material from either field to GY ignoring summoning conditions. You cannot special summon from the extra deck the turn you use any of this monsters effects except machines.
Ursarctic Glaciursa Lv. 1 Tuner Beast Water Effect: If your opponent summons 2 or more level 7 or higher monsters this turn you can discard this card. If this card is discarded for the rest of this turn you can special summon ursarctic cards from your hand using your opponent's level 7 or higher monsters.
Blackwing storm Field spell When you activate this card, search your deck for a "Blackwhirld" and a lvl 4 Blackwing. For the rest of the turn, after this card's activation resolves, you can only special summon Blackwing monsters. Every time you special summon a Blackwing, place a a wedge counter on your opponent's special summoned monster. Once per turn, resolve the following effects based on the amount of wedge counters on your opponent's side of the field: 1- all your blackwing monsters gain 500atk 2- all your opponent's monsters lose 300atk 3- extra normal summon a Blackwing monster 4- banish a card on field face down 5- negate the effects of all your opponent's monsters on the field, graveyard and banished
I thought up retrains for the vanilla elemental heroes plus bubbleman and electrum Disaster Elemental hero eruption burstinitrix: pops all cards and deals 300 for each card destroyed. Must banish a card that mentions hero in its name to trigger this Disaster elemental hero cyclone avian: banish a card that mentions hero and pop backrow/top card of deck or randomly a card from the opponent hand up to the hero monsters you have on the field including it, cards destroyed by this way cant activate effects Disaster elemental hero typhoon sparkman: can make opponents change battle position and they cant change till their next turn, can use this 3 times per turn and its quick effect, Banish a card that mentions hero and for every hero card in your banishment your opponents monsters lose 100 attack and def and cant trigger effects for the turn Disaster elemental hero avalanche clayman: banish a card that mentions hero, all monsters except those that have hero in their name are forced face down, cannot trigger effects if destroyed or flipped Disaster elemental hero tsunami bubbleman: same effect as vanilla and banish one card that mentions hero, return cards to the bottom of the deck up to the amount of heroes you control All these are always treated as their vanilla versions Disaster elemental hero cataclysm electrum: needs all 5 heroes and can be fused without poly by sending its materials from field, grave or hand to banishment. Gains 500 for each banished heroes, can once per turn banish a hero from either the extra deck or grave, it gains their effect. If a hero monster would be destroyed by battle or effect or targeted by a spell/trap/effect, banish a card that mentions hero and negate it
I have an idea. El Chihuahua Earth type effect Monster 11 stars Atk 3000 def 3000 effect: Can only be summoned by banishing half of your deck. After five turns you win the duel. This card can not be negated and is unaffected by monster effects and can not be destroyed by battle.
I missed the thread but here's what I would have submitted Avendread Guardian Lv6 Dark Zombies Ritual 2900/0 This card's name is also treated as "Revendread Slayer" in the Field, Deck, and GY. - (Quick Effect) You can discard this card. - If this card is sent to the GY; Add a Vendread Card and Vendread spell from your deck to your hand. - You can only use the following effect of Avendread Guardian Once per turn. (Quick Effect) Send a Vendread card from your deck to the GY; this card is treated as having been ritual summoned using that monster on the field. ~~~ Vendread Devourers Lv3 Dark Zombie 1700/0 You can only use each effect of "Vendread Devourers" Once per turn. - (Quick effect) If this card is in your hand or GY: Send a Vendread card except "Vendread Devourers" from your hand or deck to the GY; Equip this card to a monster on the field. - A monster equipped by this card is treated as a Dark Zombie Vendread Monster Card. and take control of it. - If summoning a Vendread monster made this card leave the field, or become banished, that mainster gains this effect: (Quick Effect) Once per turn, you can look at your opponents hand and banish a card from it until your next draw phase.
Ancient Gear Citadel Continuous Spell card While you control "Geartown", Level 6 or lower monsters on your field are unaffected by your opponent's monster effects. If your opponent destroys this card, add either 1 "Ancient Gear" Spell card to your hand (except "Ancient Gear Citadel"), or 1 Level 4 or lower "Ancient Gear" monster to your hand. At the end of each turn, discard 1 EARTH Machine type monster from your hand, or destroy this card.
The ignister link 1 is actually kinda dope. You'd have 1 card combos with every ignister monster and it could also you help playing around a ht. Not bad at all
@@mikimiki9109 yeah maybe that is not the main upside, but you can still dodge an ht just going to this link 1 and then to infant. Still decent, the deck practically dies if you ht it one time
Cloudian cloud Lvl 4 guy Ns it gets fog counters equal to face up cloudians. remove fog counters search equal number of cloudians. Gain an extra ns for cloudians. Gives them a searcher and lets you trigger whatever cloudian effect u want with the extra ns. Bare minimum to make them decent.
I made a win deck: Aquadic doom tower. You’re opponent can only declare one attack per turn. When the attack is declared, negate the attack and place one doom counter on this card. When there are six counters on Aquadic doom tower, you win the duel. You can only activate Aquadic doom tower once per duel.
Here's one I've kept (for some reason) E HERO Pit Assistant 25 ATK/ 21 DEF LIGHT / Rank 6. [Spellcaster/XYZ/Effect]. 3 Level 6 Monsters Once per turn during your main phase, Add one of these Spells from your Deck to the Hand, OR Banish one of these them instead from your GY, then activate the effect of the banished card. • "H - Heated Heart" • "E - Emergency Call" • "R - Righteous Justice" • "O - Oversoul" • "HERO Flash!!"
Here's a few Centur-Ion cards that gives the deck a little more diversity (it is my favourite deck), and a new Sauravis for Voiceless since that is the only one that hasn't got a retrain. Yes, mucho texto, welcome to Yugioh, learn to read. Centur-Ion Seconda Lvl 4 EARTH ATK 1400/DEF 1800 Warrior/Tuner/Effect If you would synchro summon using this card and a Centur-Ion monster as material, you can treat this card as either lvl 2 or 4. During the Main Phase: you can place this card into your Spell & Trap Zone as a face up continuous trap, set one Centur-Ion or Emblema spell/trap from your deck to the field, it can be activated this turn, also, you cannot special summon Centur-Ion Seconda for the rest of the turn. During the Main Phase, if this card is a continuous trap, you can special summon it, then immediately after this effect resolves, synchro summon using this card as material. You can only use each effect of Centur-Ion Seconda once per turn. Centur-Ion Laspada Lvl 6 LIGHT ATK 1800/DEF 2300 Pyro/Effect You can banish 1 Centur-Ion Card from your field or GY, then place this card from your hand or GY into your Spell & Trap Zone as a Continuous Trap. While this card is a Continuous Trap, if your Centur-Ion monster is targeted for attack, you can send this card to the GY, target one of your opponent's attack position monsters, banish it. During the Main Phase, if this card is a Continuous Trap you can Special Summon it. You can use each effect of Centur-Ion Laspada once per turn. Centur-Ion Tribunus IV Lvl 8 LIGHT ATK 2500/DEF 2500 Wyrm/Effect If a Centur-Ion monster is targeted by your opponent’s card or effect, you can (Quick Effect): special summon this card from your hand and place that monster into the spell/trap zone as a continuous trap. Immediately after the chain resolves, you can send this card from the field to the GY to special summon the placed monster, ignoring summoning conditions. If this card is sent from your hand or deck to the GY, you can place it face up as a continuous trap. During the main phase, if this card is a face up continuous trap, you can special summon it. You can use each effect of Centur-Ion Tribunus IV once per turn. Centur-Ion Praetoria Lvl 10 EARTH ATK 3300/DEF 2500 Wyrm/Synchro/Effect 1 Tuner + 1+ Non-Tuner Monsters When this card is special summoned, you can place one Centur-Ion Monster from your hand, or GY, into your Spell & Trap Zone as a Continuous Trap. When your opponent activates a card or effect (Quick Effect): you can either discard 1 Centur-Ion card, or send 1 face-up Centur-Ion card from your field to the GY, or banish it, to negate the effect and send that activated card to the GY. If your opponent activates a continuous trap or continuous trap effect (Quick Effect): you can destroy it. During the End Phase, you can set one of your Centur-Ion or Emblema spell/traps from the GY or banished zone, it cannot be destroyed by your opponents card effects. You can use each effect of Centur-Ion Praetoria once per turn. Centur-Ion Pincer Normal Trap You can activate this card while you have a Centur-Ion monster as a Continuous Trap. Apply the effects in sequence based on the number of Centur-Ion monsters in the S/T Zone: 1 Inflict 400 Damage to your opponent, and place 1 Centur-Ion Monster from your Deck or GY into the Spell and Trap Zone as a Continuous Trap (doesn't count towards additional effects). 2 Inflict 700 Damage to your opponent, after this chain resolves, synchro summon using monsters you control. 3+ Inflict 1000 Damage to your opponent, negate all cards in the columns where your Centur-Ion Monsters are placed in the S/T zone. Sauravis, Ascended Dragon of the Voiceless Voice Lvl 7 LIGHT ATK 2800/DEF 2600 Dragon/Ritual/Effect You can Ritual Summon this card using "Prayers of the Voiceless Voice." LIGHT monsters you control gain 300 ATK/DEF for each Ritual monster on the field. When your opponent activates a card or effect in response to a 'Voiceless Voice' card (Quick Effect): you can discard this card, negate the effect. When your opponent attempts to special summon a monster, or activates an effect that would summon a monster (Quick Effect): you can banish this card until your End Phase, negate the summon or effect, banish the monster(s) that would be summoned, and all monsters from both fields and GYs that include an effect to summon, except "Lo, Prayers of the Voiceless Voice". You can use each effect of Sauravis, Ascended Dragon of the Voiceless Voice once per turn.
I'm biased, I'd love a Branded fusion that required specifically Aluber. Luberrion the Despian Dragon Level 8 Light Dragon Aluber the Jester of Despia + 1 Light/Dark monster If this card is fusion summoned or a card leaves the extra deck, you can target one Branded S/T in your GY or Banishment; immediately after this effect resolves, shuffle that target into the deck and if you do, apply that target's effect and replace this card's effects on the field with that card's until the end of the turn. During the end phase if this card is in your GY because it was sent there this turn, you can add to your hand or set to your field 1 Branded S/T in your GY or Banishment. Yadda yadda hard OPT. There, it makes Aluber a Deployment target, is fusion duplication, another Despia name to summon off Granguignol, and can recycle used spells and traps in addition to becoming cards like Branded Lost or Regained while he's on field. And is just thematic, he does the Quem and Lulu thing and can fuse again on demand by recycling like Lubellion just in a different way. We've never had a monster that could copy a specific continuous spell while on field but as long as it's not a floodgate I think it would be cool.
Lightsworn support: Divina, Trickster of the Lightsworns LVL2/Fairy/Tunner 1200 ATK - 700 DEF EFF: Once per turn, if your opponent activates a card during your Main Phase from their hand (Quick Effect), you can discard this card from your hand and send the top 3 cards from your deck to the GY. If any of those cards is a Lightsworn monster, negate the activation of your opponent card effect and banish it. During the End Phase, discard the 2 top cards from your deck to the GY.
Aquatic doom tower. You can only declare one attack per turn. When an attack is declared, negate that attack and place one doom counter on this card. When there are six doom counters on this card, you win the duel. You can only activate Aquatic doom tower once per duel.
I made the Scrap Custom Boss monster and it seems like most people think he is just another Baronne. From how i understand wording in Yugioh you need another Scrap monster to use his negate effect. The most important part of his effect is him making the older Scrap monsters viable again. The negate could be replaced by another Scrap Dragon like effect
Zakiel's Glen - Wolfs Ravine Field Spell This card is always treated as a Magical Musket card. If a Magical Musketeer monster is Normal or Special Summoned: you can add 1 Magical Musket Spell / Trap from your Deck or Gy to your hand. During the End Phase, if a Magical Musket Spell / Trap was activated: you can target Magical Musket Spell / Traps from your Gy up to the number of Magical Musketeer monsters you control; shuffle them into the Deck then draw cards up to the number shuffled. You can only activate 1 per turn
I remember Rata's suggestions for a buffed version of Venom Swamp, and came up with this: Dark Venom Swamp Field Spell This card's name becomes "Venom Swamp" while in the Field Zone. During each player's End Phase: Place 1 Venom Counter on each face-up monster, except "Venom" monsters. Banish a monster if its ATK becomes 0 by this effect. Once per turn: You can target 1 "Venom" or "Vennom" monster in your GY; return it to the hand, and if you do, you can place 1 Venom Counter on 1 face-up monster your opponent controls. This is just one part of a set of 12 Venom custom cards I've made.
Madolche Festivities Continuous Spell Card While this card is face up on the field your summons cannot be restricted by the effects of Earth Fairy type monster effects. Just give us this one piece of support and we will never complain again.
Remember Airorca that was printed to acompany the new term "banish"? Well there's now "banishment" Normal Spell Take 1 Fish monster that has an effect that activates in banishment from your Deck, and either add it to your hand or banish it. You can shuffle this card from your GY or banishment into the Deck, then target 1 Fish monster in your GY or banishment; Special Summon it, but negate its effects, and if you do, banish it.
Genuinely want more of this ❤ It was enjoyable & funny Also i actually want the BA Synchro It really seemed cool, fair & plays into their gimmick Its a Monster Negate & Stat Halve Then the discard could be extra interaction potentially Also love the idea of more Synchro cards for them I actually really want something like this
Earthbound Calling: discard 1 card, add 1 earthbound monster and 1 earthbound spell/trap or a card that mentions Earthbound to your hand. If you discarded a dark monster for this card's activation your opponent cannot activate cards in response to this card's effect. You can only activate 1 Earthbound calling per turn. and then i proceed to get ashed on my grounds keeper anyway
I can think of 2 things for Six Samurai. Isolde but specifically for six samurai (it works just like isolde except that it takes 2 warriors including a six samurai monster, and it's 2nd effect only summons six samurai monsters) and Gateway of the Six 2: it does the exact same thing as Gateway of the Six, except that it isn't limited. Did you expect something else? Why would you? This deck has like 6 different custom cards already and they're getting 3 more in the next set. All they realistically need is to get back what they've previously lost: Isolde and additional copies of Gateway I also want to say, I would 100% be fine with an errata to Gateway that makes it so you can only control 1 copy of it if it means we can get it back at 3. Having multiple copies of Gateway in the deck would be a massive game changer, even if you couldn't have 2 Gateway to make every six samurai an automatic +1. Random side note: I'm glad that the deck is getting a better level 2 tuner, but part of me is going to miss Genba. He fucking sucks, but his design is pretty cool.
I made a U.A. link 1 "U.A. announcer" summon with any wsrrior. adds any U.A. card and can discard 1 to quick effect negate on your turn only (since ace is opponents turn only). The deck still has the same problem of needing to find a normal or signing deal to do anything but hilariously you can play other easy to special summon warrior monsters and get to your engine through the link, who can be bounced to the extra deck to summon a U.A. making him the first U.A. monster to earn their hard once per turn clauses
Here's an idea I had: Toon World of Wonders ATK 0 LINK - 2 Dragon/Link/Toon 2 Monsters, including a "Toon" monster Arrows: Down-Left, Down-Right Must be link summoned. Apply all of the following effects while this face-up card is on the field. You may only link summon 1 "Toon World of Wonders" once per turn. -This face-up card is always treated as "Toon World" -All "Toon" monsters you control cannot be targeted by your opponent's card effects, also they cannot be destroyed by card effects. -All Toon monsters you control may attack the turn they are summoned, ignoring their own effect. Also, if your opponent controls any Toon monsters, all Toon monsters you control may attack directly, ignoring their own effect. -Once per turn: You may normal summon a "Toon" monster from your hand for no tribute and ignoring its summoning conditions, in addition to your regular normal summon this turn. -During your draw phase: Instead of conducting your normal draw, you may add one of your face-down banished "Toon" cards to your hand, except "Toon World of Wonders".
Floowandereeze and the Migration Celebration Continuous Spell "The effects of your Floowandereeze Monsters cannot be negated. Once per turn (quick effect), banish a card from your hand or field, and select one card on the field. It cannot be destroyed by card effects for the rest of this turn.
@@NshadowtailBarrier is easy to beat down with a lot of normal summons, then they can setup MP2. I imagine it'd be used to make Empen just completely indestructible. Your opponent would have to already have over 5400 Atk just to have a chance at cracking it, unless they go to defense mode to break your board. But if it can't be destroyed by a defense effect, or beaten over with an insane Atk...there's not much they can do
I think the dragon maid field spell should’ve been an additional normal summon, retrieval from the GY that can cause a fusion summon of a dragon monster, and a search effect that can add a Dragonmaid card to your hand or send it to the GY.
Ascension to Monarch Continuous Spell You can reveal one monster with 800 ATK and 1000 DEF in your hand; add 1 monster with 2400/2800/3000 ATK and 1000 DEF from your Deck or Banishment to your hand then shuffle the revealed target into the deck. You can reveal one monster in your hand with 2400/2800/3000 ATK and 1000 DEF; special summon 1 monster with 800 ATK and 1000 DEF from your deck or Banishment or add it to your hand then shuffle the revealed target into the deck. If a face-up Moncarch spell and/or trap card(s) would be destroyed you can send this face-up card to the GY instead. You can only use each effect of "Ascension to Monarch" once per turn.
Floowandereeze & Gully Level 10 / Water / Winged Beast 2500 ATK / 1200 DEF You can Normal Summon this card to either side of the field by tributing up to 2 monsters from that side of the field. If this card is Tribute Summoned: apply the following effect(s) in sequence, depending on the number of monsters Tributed, then, immediately after this effect resolves, the owner of this card can Normal Summon 1 Winged Beast monster. • 1+: Excavate the top 4 cards from your Deck, and if you do, banish 1 excavated card, also place the rest on the top of your Deck in any order. • 2: Add 1 card from your banishement to your hand.
I wonder what's the lore behind sky striker Ace akagi. Is it roze with cutted hair or a new ace created by the bots ? (I forgot they're name but the trio in the manga). And why do she have kagari and is using after burners ?
I hope I've been proving to you guys how decent and consistent my content has been this last month with uploads at least once per 2 days. Please support my editor costs? 😳I'll read your name out loud next month? uWu www.patreon.com/farfa
Scrap Searcher is a board wipe on summon that destroys your own cards except Scraps.
Where is Cubics
Yeah great job but I not gonna give u money sorry man
Straight bangers, W Farfa
I think Akagi could be balanced by changing to this: During your opponent’s turn, Discard one Sky Striker spell and activate one quick-play Sky Striker spell from your deck. You can only use this card name’s effect once per turn.
The greatest Custom Card will always be "Look at this!"
Quick-Play Spell
Target 1 card on the field (for no effect)
As a nouvelles player, I'll take your entire stock
@@callmesilver2683took the words out of my mouth lol.
Ah, Indicate.
Look at it
outs spirit reaper
crazy how half of them were still worse than circular
Except for one.
Mathmech Circular
That's cause half of them were actually balanced.
Here’s my idea.
Minimum C
Max C but instead of you drawing cards you discard a card.
So ice barrier lock??
Min C
*You draw your opponent's cards. Flawless.
*you mill a card
That sounds like a fun card to pair with Infernity or Dark World (If you’re discarding your own cards en masse that is).
I saw a Battlin' Boxer custom card that had an effect that stops your Battlin' Boxers from being targetted, even by your own effects, meaning cards like Switchitter, Lead Yoke, Nova Kaiser, Rib Gardna, Last Counter, etc., can't do anything.
EDIT: Here's the text of the card ver batum.
"Battlein' Boxer Catcher
Rank 4 FIRE Warrior/Xyz/Effect
3000/2400
4 Level 4 "Battlin' Boxer" monsters
No face up "Battlin' Boxer" monsters you control may be targeted by card effects. As long as this card is face up on the field, your opponent may only target this card for attack. Once per turn Detatch 1 Xyz material monster from this card, activate one of the following effects:
- If a face up "Battlin' Boxer" monster you control would be destroyed it is not.
- This cards ATK is increased by half of the original ATK of the detached monster."
So, because of the wording, it can't even use it's own effect on itself due to the misspelled name.
i dont think anything could save that archetype, i should know, i play it
@@garfrockbreadtrollconsidering the Ippo prof pic. I believe you
promoter reads like it would be a custom card, and even that ine did not save the archetype
The melodius special
Well
It's balanced
"Regular Human Emotions"
Quick Play Spell
You can activate this cards effect without it being in your deck, hand graveyard or banished.
If your Opponent activates 1 "Maxx C" during your turn activate this effect:
Ask your Opponent to f*ck off.
If they do:
You win the match.
If they don't: Flip a coin.
Heads: You can activate this cards effect again.
Tails: Throw 1 chair disregarding all laws.
I made this a while back, it's vent art:
Ninjitsu Art of Fuck You I am Resolving Duplication
Quick Play Spell
If you control "Ninja Grandmaster Hanzo": Until the end of this turn, effects and activations of your "Ninja Grandmaster Hanzo" cannot be negated, also, until the end of your opponent's next turn, your face-down cards cannot be targeted or destroyed by card effects and your opponent cannot activate cards or effects in response to the activation of your "Ninjitsu Art" cards. During the Battle Phase, if your opponent controls no cards: You can banish this card from your GY; your opponent cannot activate cards or effects until the end of this turn. You can only use each effect of "Ninjitsu Art of Fuck You I am Resolving Duplication" once per turn.
The artwork is Hanzo pile driving Ash Blossom
Okay, NS Denko sekka, response?
You, I like you
@@pableitor2009 bold of you to assume I'm not activating duplication in standby
Can you please provide me a link I would appreciate it 🌚
Gotta love the targeted Evenly hate at the end there.
Tbf, that HERO custom card (need to add lock to only special HERO monsters of course) is deservedly needed in order for HERO players to actually use Contrast HERO Chaos. So just because of that, I'll give the card a 10/10.
The fact that the Predafocus card isn’t a Predap card means it is unsearchable and quite literally an Eye of Timaius for Predaplant.
So this wouldn’t do much interestingly enough
I made it and honestly completely forgot it needed predap in the name rip 😢
@@TomPlusHisCat happens to the best of us (also makes it more balanced more like Luna light perfume in Lunalight) I was maybe a bit harsh
@@aetherwolf9288 na you weren’t harsh the card would be pointless if we couldn’t search it haha but thanks :)
@@TomPlusHisCat it wouldn’t be pointless.
Just less useful like a Nightmare Throne in Yubel combos. Like the card is still a branded fusion that sets up your scales.
Errata the name to Predaphocus; sorted, and now broken
the weather painter link-1 would make the deck somewhat useable though
did the guy who made that BA synchro forgot that burning abyss have a tuner or something? lol
in his defence Rubic sucks ass lmao
Yeah but why would you want to hard draw Rubic, a vanilla, when you can synch off farfa or graff though lol. It's actually a well designed card.
Rubic sucks ass
You forget one thing also.
THEY ALREADY HAVE A LEVEL 6 SYNCHRO!
@@NoirEmperor18 but that one requires the tuner
2:35 Just wait until you see what he does to fighting games
Predafocus can’t be searched in Predaplants. Because it’s not a “Predap” card; it’s a “Predaf”
My stupid ass forgot it needed that to be searchable, let’s just assume I added the it’s always treated as a predaplant card clause in the card haha
just errata all the searchers.
@@TomPlusHisCat lean into it with a new name. Hocus Predapocus
Predaphocus
@@TomPlusHisCat Nah, what you submitted is what you got. Its now non-searchable :P
Minos, Judge of the Burning Abyss
Level 9 Synchro
1 “Burning Abyss” Tuner + 1+ non-Tuner monsters
Dark Fiend
ATK 2000 / DEF 3000
You can only control one “Minos, Judge of the Burning Abyss”
This card gains 100 ATK for each “Burning Abyss” card in your graveyard.
Once per turn (Quick Effect) you can banish one “Burning Abyss” monster from your graveyard: this effect becomes that monster’s effect when it is sent to the graveyard.
If this card is sent to the graveyard, take one “Burning Abyss” card from your deck and either add it to your hand or send it to your graveyard.
The moment runick tree has one counter you just win, because it has no once per turn restrictions and the effect to remove a counter to banish the opponent’s card triggers itself.
My my altergiest custom would literally be an altergiest link 1 with a bad effect. In fact it could literally be a non effect monster as long as its a link 1 with altergiest in the name, and it would open the deck up so much, because Giest links need geist material. And while there are ways to get your anima/almirage off board, sometimes they ust be sitting there, in the way.
To bring back an old meme: "I am a simple man, I see a custom card video - I click like."
Personally, I find the most egregious one to be the Vanquish Soul field spell. It doesn't just make the archetype OP like the others - it single handedly kills the entire identity of the archetype, the thing that makes it special
The iconic legacy support staple "card that makes it so you don't have to care about the decks gimmick"
I remember having a good idea for this thread, but I didn't have time to make a card.
Ojama Lime: effect monster with stats comparable to the other ojamas.
"If you control an "Ojama" monster, you can special summon this card from the hand. If this card is special summoned, you can target and destroy 1 "Ojama" monster on the field (this counts as being destroyed by battle)."
That way, you can crash Blue on turn 1, enabling the beefy ABC end board without having to play blind second cards.
Toon Reanimation.
Card type: quick spell
Effect:
While you control "Toon world" or a 'Toon' field spell, you can activate this card.
Shuffle all face up spell cards on the field, as well as all Toon monsters you control, place a "Toon world" or a 'Toon' field spell, then you can take control of opponent's monsters up to the number of Toon monsters shuffled by this card's effect. All monsters that you control become Toons and can attack directly.
You can only activate 1 "Toon Reanimation" each turn.
you're not ready for my new monster card.
blue eyes dark magician red eyes hero neo spacian thousand eyes performapal odd-eyes synchron
level 1
effect: if this card is sent to the graveyard, target one card whose effect mentions part of this card's name from the deck and add it to your hand.
Farfa: All generic boss monsters need to be banned
Farfa: Makes fun of every single lock to prevent cards being used for generic boss monsters
These cards are busted and the "locks" don't just magically make them balanced.
"OMG you locked the PLANT deck that's known for being able to pump out pretty much every interrupt in the game, despite multiple of their cards locking them already btw, into PLANTS. How will they ever survive!!"
It's like giving crazy support to Unchained or Lab then acting like locking them into Fiends will suddenly make the busted shit somehow balanced.
The locks just mean that they won't be abused outside of their archetype (That is a good thing, great even), but it doesn't change the fact that the cards are inherently broken and unbalanced, locks or no.
That dragonmaid field spell is a good example. Most of the effects were okay imo, but the draw one off of every bounce is actually insane and would probably lead to dragonmaid players decking themselves out if they pop off too hard with the field spell active, ironically enough.
Edit: Ignore the dragonmaid part at the end. Upon further review and thinking about it for longer than 2 minutes, my take was super dumb once you consider what the deck as a whole can do.(Spoiler: not a whole lot)
@@nasty_playzyt4888 That draw effect is super win more, you can't abuse it unless you're already wining the game, and the protection kind of pisses me off since it doesn't work on House/Sheou and you still die to Ash on your normal summon
locks need to mean something. locks that are designed so that they don't restrict how you build the deck already don't mean anything. rikka plays like 2 non-plants and their names are s:p and zeus (maybe ty-phon if you've already given up hope that plants can win)
@@nasty_playzyt4888 ah yes, cuz DRAGONMAID is definitely a deck that would be tier 0 with the draw 5 field spell. I would like to remind you that ursartic has a field spell that draw seven and that shit is doodoo
@@lordgrub12345 I never said they'd become tier zero. I just think it's funny that you can (theoretically) draw like 10 cards a turn if you really manage to pop off. If it triggers on every bounce you could draw like 10 - 12 cards at once If you somehow manage to get all 6 monster zones filled up.
I know how ass DragonM's are, Ive played them plus even with the field spell an Omni and a bounce would do nothing in the modern format.
Fabled Astare
Level 3 LIGHT Fiend
You can discard 1 "Fabled" monster; Draw 2 cards, then discard 1 card. You can only use this effect of "Fabled Astare" once per turn. If this card is discarded: Target 1 "Fabled" monster in your GY, except "Fabled Astare"; Return it to your hand.
2 cards for fossils
Super Fossil Fusion
Quick-play spell
This card is treated as "fossil fusion" while on the field or in gy.
•Send one rock monster from your deck to the gy, then fusion summon a "fossil" fusion monster from your extra deck using monsters from either players gy. If you used a monster(s) from your opponents gy for the summon, the monster summoned by this effect is unaffected by your opponents card effects.
•If this card is in the gy, you can banish it: target one "fossil fusion" or a card that mentions it and one monster in your opponents gy; add the card from your gy to your hand and if you do, the monster in your opponents gy is treated as lv7 until the end phase.
•You can only use 1 effect of "Super fossil fusion" per turn, and only once during that turn.
Fossil Dragon Skullgarn
Level 6
3000/0
Rock/Fusion/Effect
•Must first be fusion summoned with "Fossil Fusion".
•Before damage calculation, if this card battles an opponent's monster: You can switch the current ATK and DEF of that opponent's monster until the end of that Damage Step.
•If this card attacks a defence position monster, inflict piercing damage to your opponent.
•If this card is in your gy, you can banish it: your opponent must send one level 7 or higher monster from their deck or extra deck to the gy. You can only use this effect of "Fossil Dragon Skullgarn" once per turn.
Super FF is in reference to the anime where super poly was first used, with the discard text intentionally using a comma to allow the discarded monster to use it's effect (if any) as discarding for cost wouldn't allow that.
Skullgarn is the middle child of the fossil dragons, as both the machines and warriors have a lv6 variant. The effect and stats mirror this as it is has stats half way between skullgar and skullgios, and it's effect is the same. The second effect of it was just something I thought was cool.
I can't fucking believe that one of my Scrap Brothers made a Custom-Card, just for it to be a generic Quick Effect Negate. And a damn Level 10 Synchro at that. Truly Pain-Peko
Just change it to scrap tuner and problem solved
Scraps do kinda need some going first boss monsters. Also ways to get scrap searcher in the grave or on the opponents field easier too.
Yup, gotta love the creativity on some people, they think optimization rather than imagination
I made that card and its not a generic negate. You can only use it if youre playing other Scrap monsters and the other effects specifically help pure Scrap. Resummoning Searcher to destroy their field and giving you a reason to play the old Scrap synchros as interaction on your opponents turn. The negate is on their because the card was made after Baronne was banned but the negate also works in a Scrap specific way. Its also not the easiest thing to make a level 10 synchro with Scrap because you specifically need to have Golem, Raptor and Searcher if you dont want to play some other engines or the bad tuners
@@ozzy6831Sorry, but the lowest common denominator and room temp iq yugioh players watched a Joshua Schmidt or Fartfa video that said negates are bad or something, so therefore your card is bad. Also Yugioh is dying and something, something card game cost too much money.
In all seriousness don't expect any other line of thought out of yugioh players other than to parrot the sentiment of x yugituber or pro player.
I got one for vendread support:
Vendread Vermin
Dark Zombie Level 2 1400 ATK 0 DEF
You can discard this card; add 1 "Vendread" Ritual monster or "Vendread" Ritual Spell from your Deck to your hand. If this card is in your GY: You can target 1 "Vendread" monster you control; increase or decrease its level by 1 then Special Summon this card, but banish it when it leaves the field. A "Vendread" monster Ritual Summoned using this card on the field gains the following effect. You can only use each of the preceding effects of "Vendread Vermin" once per turn.
●Once per turn (Quick Effect): You can target 1 card in your opponent's GY; banish it.
Here's a fun one
Minerva, the True Lightsworn
Link 2 (Down arrow and lower right arrow)
If this card is summoned, send the top 5 cards of your deck to the graveyard; special summon up to two "Lightsworn" monsters from your graveyard with different names to your field. If this card leaves the field by card effect: you can shuffle back into the deck any "Lightsworn" card in your graveyard or banish zone then, if you do, draw 2 cards. "Lightsworn" monsters this card points to are unaffected by your opponent's activated card effects. You can use each effect of "Minerva, the True Lightsworn" once per turn.
I've been thinking up a lot of new Lightsworn cards that would help add a ton of power to the deck on top of its new support. Here are two that I've come up with:
First: an actual decent Normal Summon, a way to help mitigate the randomness of milling, more mid-late turn extension, and a reason to play with some of the archetype's lesser-known Spell/Traps:
Curious, Lightsworn Oracle (a maindeck retrain of Curious)
Light Psychic Level 4
1600 ATK / 1400 DEF
You can only use the (1), (2), and (3) effects of "Curious, Lightsworn Oracle" once per turn.
(1) If this card is Normal or Special Summoned: You can set 1 Spell/Trap that mentions "Lightsworn" from your deck, then place 1 card in your hand on top of the deck.
(2) During the Main Phase, you can banish this card from your GY; place 1 "Lightsworn" monster in your deck on top of the deck.
(3) If this card is sent from the deck to the GY: you can target 1 of your banished "Lightsworn" monsters, except "Curious, Lightsworn Oracle": Special Summon it.
Second: a Field Spell that makes it much easier to use cards that are only supposed to work with Lightsworn cards, and also provides the deck with recovery after milling your whole deck, as well as meaningful, in-archetype interaction with your opponent:
Realm of Radiance
Field Spell Card
You can only use the (3) effect of "Realm of Radiance" twice per turn.
You can only use the (4) effect of "Realm of Radiance" once per turn.
(1) Unaffected by your card effects.
(2) Cards sent from your deck to the GY are treated as if they are sent to the GY by a "Lightsworn" monster's effect.
(3) (Quick Effect), you can target 3 "Lightsworn" monsters with the same name in your GY/Banishment, and 1 card your opponent controls: shuffle the targets in your GY into the deck, then send the target your opponent controls to the GY.
(4) If this card is sent from the deck to the GY: you can place this card face-up in your Field Spell Zone.
Emporor Aluber
Level 4, dragon, light, 1800 atk, 0 def
Effect :
If this card is normal or special summon, take a "despia", "branded" or "theater army" (the next albaz lore villain archetype) card from your deck : if it's a monster, special summon him but he cannot attack this turn and his effects are cancelled. If it's a spell/trap, add it to your hand. You can banish this card from your gy, then take a "despia", "branded" or "theater army" from your gy : if it's a monster, add him to the hand, if it's a spell/trap : set it. It can be activated the turn it's set. You can only use 1 effect of "Emperor Alubert" per turn.
Limited to 2
Tbh, we do need a Field spell for Dragonmaids, and for god's sake give us Chamber's dragon form
Had an idea sadly too late for the video, yesterday at work
Mikasa, Net of the Ghoti (yes thats a real fish anagram - Samaki is fish in Swahili)
Lv 4 Fish Synchro Tuner
1400 Atk 0 Def
1 Fish Tuner + 1+ Monsters
(1)If this card is Special Summoned: You can Set 1 Ghoti Spell/Trap from your Deck or Banishment.
(2)During your Opponents Main Phase (Quick Effect): Immediately after this effect resolves, Synchro Summon 1 Fish Monster using this card you control as Material. You can treat this card as a non-tuner for a Synchro Summon using this effect
(3)If this card is banished: You can target up to 3 Fish monsters in your Banishment; return them to the GY
HOPT on 1,2,3
Though the main point here was making the traps somewhat usable and helping with weird edge cases (oops all tuners)
@@HoppouChan Ghoti would need one decent Trap for this to be a viable card
A recent Drytron support I made (it should probably have an effect if you summon it with an Xyz) :
Drytron Funi
Link-1 LIGHT Machine Link Effect
ATK 4000/ arrows : down
1 "Drytron" monster
This card's ATK is halved during the Battle Phase. You can only Link Summon "Drytron Funi" once per turn.
And yes, that's all it does.
Brother, this goes like insane with Skill Drain.
It has the same attack as the UNAFFECTED, RANK 13 Rising Revellion Falcon.
As Farfa has said plenty of times. If its a link 1 its already bad card design. And in this case, yea that holds up. Can be used as up to 2 materials for a ritual summon by itself, while getting a drytron name from field to grave. Linkuriboh already did the latter so yea this is just way better than linkuriboh.
@@Latias38 I was exploring how mid you can make a Link-1 until it's balanced. Tbh, just changing the material to 1 "Drytron" Xyz monster would likely fix it (the main intent is not look stupid when mu beta gets negated)
@@dudono1744 That is much better actually, although how about like:
It has 2000 attack originally but it has the effect that it gains 2000 if your opponent has activated a card effect this turn.
Drytron Funi
Link-1 LIGHT Machine Link Effect
ATK 2000/ arrows : down
1 "Drytron" Xyz monster
If your opponent has activated a card or effect this turn, this card gains 2000 ATK until the end of this turn. This card's ATK is halved during the Battle Phase. You can only Link Summon "Drytron Funi" once per turn.
Would also stop Skill Drain shenanigans although I really dont see that happening
@@Latias38 That's actually great since it's only useful if you actually got handtrapped (which mean you likely summoned Mu Beta)
9:17 that’s herald of the orange, green, and purple light.
The baby alien is gonna be farfa's nightmare for the next 2-3 years
"You guys dont need a Link-1. Shut up!"
Okay, Mr.Nadhir let me cook this as a THE WEATHER player. Read my custom cards.
"The Weather Painter Sundog"
[Monster|Effect] LIGHT Fairy
☆3 ATK 1000 / DEF 1000
When this card is Normal Summoned: You can Special Summon 1 "The Weather" monster from your hand or Deck, except "The Weather Painter Sundog". Once per turn, during the Standby Phase of the turn after this card was banished from the field to activate a "The Weather" card's effect: You can Special Summoned this banished card.
"The Weather Palette"
Normal Spell
Pay half your LP, then place 1 "The Weather" monster from your Deck or GY on top of your Deck; draw 1 card, and if you do, place 1 "The Weather" Continuous Spell/Trap from your Deck face-up on your field, then, immediately after this effect resolves, Normal Summon 1 "The Weather" monster from your hand. You can banish this card from your GY, then target 1 "The Weather" monster in your GY; Special Summon it. You can only use each effect of "The Weather Palette" once per turn.
"The Weather Gathering"
Quick-Play Spell
Send any number of "The Weather" Continuous Spells/Traps from your Deck and/or face-up on your field to the GY; Link Summon 1 "The Weather" Link Monster with Link Rating equal to number of "The Weather" Continuous Spells/Traps sent by this card's effect, also you cannot Special Summon for the rest of this turn, except Fairy monsters. You can only activate 1 "The Weather Gathering" per turn.
"The Weather Moonbowed Canvas"
Continuous Trap
"The Weather" Effect Monsters in your Main Zones of this card's column and its adjacent columns gain this effect.
● You can banish this card, then target 1 monster your opponent controls (Quick Effect); destroy it.
You can only control 1 "The Weather Moonbowed Canvas".
"The Weather Painter Fogbow"
[Monster|Link|Effect] WIND Fairy
ATK 600 | LINK-1 [↓]
1 Level 3 "The Weather" monster
If this card is Link Summoned: You can add 1 "The Weather Forecast" from your Deck or GY to your hand. You can target 1 "The Weather" monster in your GY; return it to the hand or Extra Deck, then, immediately after this effect resolves, Normal Summon 1 "The Weather" monster from your hand. You can only use each effect of "The Weather Painter Fogbow" once per turn.
"The Weather Painter Waterfall Rainbow"
[Monster|Link|Effect] WATER Fairy
ATK 1200 | LINK-2 [↙] [↘]
2 "The Weather" monsters
If this card is Link Summoned: You can draw cards equal to the number of face-up "The Weather" Continuous Spells/Traps you control. During your Main Phase: You can Special Summon 1 "The Weather" monster from your GY in Defense Position. You can only use each effect of "The Weather Painter Waterfall Rainbow" once per turn.
"The Weather Painter Supernumerary Rainbow"
[Monster|Fusion|Effect] EARTH Fairy
☆9 ATK 2500 / DEF 2500
3 "The Weather" monsters with different names
Must be Special Summoned (from your Extra Deck) by banishing the above cards from your field and/or GY. You can only control 1 "The Weather Painter Supernumerary Rainbow". (Quick Effect): You can place up to 3 face-up "The Weather" Continuous Spells/Traps from your hand, Deck, GY or banishment face-up on your field, then, you can destroy up to 3 cards on the field. You can only use this effect of "The Weather Painter Supernumerary Rainbow" once per turn.
"The Weather Painter Fire Rainbow"
[Monster|Xyz|Effect] FIRE Fairy
☆3 ATK 1500 / DEF 2400
2+ Level 3 "The Weather" monsters
Your opponent cannot destroy "The Weather" monsters you control by battle, also they cannot be destroyed by your opponent's card effects. (Quick Effect): You can detach 1 material from this card; Link Summon 1 "The Weather" Link Monster using monsters you control as material, and if you do, you can also use "The Weather" Continuous Spells/Traps you control as "The Weather" monsters. You can only use this effect of "The Weather Painter Fire Rainbow" once per turn.
Just make a whole ass new archetype at this point
Another The Weather player here giving my opinion on your custom cards.
And I'm sorry but I don't really like (most) of them. Even though the deck might need cards of this level to be meta viable.
First off all I don't really like one card combos, or at least those that would create multiple interactions on it's own.
And with your custom cards there are some now in this deck.
Some I quickly saw were with these 2 the new MD monster and Normal Spell.
(I'm not a pro player so I might even mis part of a better version of these one card combos, the 'one card combos' is without looking outside the archetype)
The MD Monster 1 Card combo: NS Sundog > SS a monster using Sundog Effect > link Sundog of for Link 1 > Grab Field Spell > Use Field Spell (place continuous card) > Return Sundog to hand + NS it using Link 1 Effect > SS a monster using Sundog Effect > use 3 Monsters to go into Link 3 Rainbow > Summon fusion by banishing the 3 in the GY > use Fusion Monster Effect to place 3 Weather Continuous cards > use Fusion + Monster (not Link 3) to go into Link 2 > Draw 4 > Use Link 2 Effect to Summon Fusion
- Result (uses NS) = Extra NS for Weather (+ can use Weather cards in Spell & Trap zone for Weather Link) + Special Summon negate and destroy + 2x omni-negates + triple card destruction + Draw 4 + (instead of omni-negate) 1 of the 4 weather continuous spell/trap effects
The Normal Spell one is just the MD Monster 1 but with different resource cost and better result.
- Result (uses half LP) = Extra NS for Weather (+ can use Weather cards in Spell & Trap zone for Weather Link) + Special Summon negate and destroy + 2x omni-negates + triple card destruction + Draw 5 + Special Summon Weather from GY + (instead of omni-negate) 1 of the 5 weather continuous spell/trap effects
Next is my opinion on them separately Effect-wise (if they are balanced or so):
- The Weather Painter Sundog: Good (though when looking at the already existing MD monsters, this one would be the only one who can't place a continuous Spell/Trap on the field)
- The Weather Palette: Does too much on it's own for almost no cost
- The Weather Gathering: Almost good, I just don't like that you can also send "from Deck"
- The Weather Moonbowed Canvas: Good (it also doesn't outright invalidate another of the Continuous cards)
- The Weather Painter Fogbow: Bad (Link 1 Field Searcher, without it, it could still be good for the deck)
- The Weather Painter Waterfall Rainbow: Good (though maybe a bit too strong for its Link rating)
- The Weather Painter Supernumerary Rainbow: Almost good, I just think that Placing Continuous cards should be the role of MD Monsters (maybe instead something like: Destroy up to nr. of Weather Continuous cards you control (max 3))
- The Weather Painter Fire Rainbow: Bad, I just think it's protection is to strong (Thundery Canvas should keep it's battle protection role + protection for destruction by card effect feels like it goes against part of the decks gameplay. I feel like dodging negation/ destruction, by using the effect gained from continuous cards is a big part of the deck)
Maxxxx "C":
During the end phase: You can discard this card; draw cards equal to the number of monsters summoned by your opponent this turn. Your opponent cannot activate cards or effects in the same chain as this effect.
Make it shuffle itself back into deck instead
My favourite part of playing Shaddolls has always been using their flip and graveyard effects, so I kinda resent how the entire archetype has just been reduced to "summon Winda pass". So with that in mind, how about this:
Shaddoll Apotheosis
[Normal Trap]
(1) Change 1 face-down "Shaddoll" Flip monster you control to face-up Defense position (Flip monsters' effects are not activated at this time); this effect becomes that monster's FLIP effect. If your opponent controls a Fusion, Synchro, XYZ or Link monster, you can activate this card from your hand.
(2) You can banish this card in your graveyard and send 1 "Shaddoll" monster from your hand or side of the field to the graveyard; this effect becomes that monster's effect that can be activated if it is sent to the Graveyard.
Magician's Sorcery, Normal Spell, artwork is DM casting dark magic attack
You can use only one of the following effects per turn and only once that turn:
-Add from your deck to your hand one card that mentions dark magician (including eye of timaeus)
-Banish this card from your graveyard, add an eternal soul or dark magical circle from your deck or GY to your hand
I made this a while ago while I was on vacation at my folk's place (not much to do there), so uh...
I put a bit too much effort into it. Introducing... Alphagen.
The deck is divided into three sections. The fusion section, the synchro archetype, and the not yet made XYZs archetype. Let's see if you can identify the combo line.
Battleground City- Ohio
Field Spell
>During your Main Phase: You can Set 1 "Alphagen" Spell/Trap directly from your Deck to your Spell & Trap Zone, then discard 1 card from your hand. You can only use this effect of "High Street Ohio" once per turn. Monsters on the field gain 200 ATK/DEF for each Swag Counter on it. Monsters on the field lose 200 ATK and DEF for each Cringe Counter on it. Once per turn, if a monster with a Cringe Counter leaves the field because of an Alphagen card effect: You can target one face-up card your opponent controls; return it to the hand.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Alphagen Blue Eyes White Boy
Level 4 Light Fiend Monster
1500 ATK - 1800 DEF
>If this card is Normal or Special Summoned: You can add 1 "White Boy" monster from your Deck to your hand. During your main phase: You can discard 1 card or remove 1 Swag Counter from this card; send 1 "Alphagen" card from the Deck to the GY, and if you do, draw 1 card. You can only use each effect of "Alphagen Blue Eyes White Boy" once per turn.
Alphagen White Boy's Secret Sauce
Level 1 Water Aqua Monster
0 ATK - 800 DEF
>If this card is Normal or Special Summoned: You can discard 1 card; activate 1 "Alphagen" spell from your deck that mentions "White Boy". You can only use this effect of "Alphagen White Boy's Secret Sauce" once per turn. If an "Alphagen" monster is fusion summoned using this card as material: You can target the Fusion Summoned Monster; equip this card to the targeted monster from the GY.
Alphagen Call- Go White Boy Go!
Normal Spell
>Reveal 1 Fusion Monster in your Extra Deck that mentions a "White Boy" monster as material; Add from your Deck 1 of the Fusion Materials whose name is mentioned on that monster and 1 "Alphagen" spell from your deck to your hand, except a normal spell. You can banish this card from your graveyard, and then target 1 "Alphagen" monster and 1 "Alphagen" spell card in your graveyard; add one of those to your hand and place the other one on the bottom of the deck. You can only use each effect of "Go White Boy Go!" once per turn, and only once that turn.
Alphagen Quirk Up!
Continuous Spell
>During your Main Phase: You can Special Summon 1 level 4 "Alphagen" monster from your hand, but while it is face-up on the field, you cannot activate the effects of monsters, except "Alphagen" monsters. Each time an "Alphagen" monster(s) is Normal or Special Summoned, or if a monster is equipped by an "Alphagen" card, place 1 Swag Counter on that monster. You can only use this effect of "Quirk Up!" once per turn. Once per turn, if an "Alphagen" monster on the field destroyed by battle or card effect, you can remove 1 Swag Counter from the card instead.
Alphagen Sexual-Style Bust Down
Quick-Play Spell
>Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as material, including an "Alphagen" monster. During your Main Phase, if this card is in your GY and you have a "White Boy" monster on your field or in your GY: You can activate 1 of these effects;
●Add this card to your hand.
●Banish this card, and if you do, Special Summon both 1 "Alphagen Blue Eyes White Boy" from your Deck and 1 "Alphagen" from your GY.
You can only use this effect of "Alphagen Sexual Style Bust Down" once per turn.
Alphagen GOATED White Boy
Level 8 Light Fiend Fusion Monster
2400 ATK - 2600 DEF
-"Alphagen Blue Eyes White Boy" + 1 "Alphagen" monster
>When this card is Special Summoned: You can target 1 Alphagen card in your GY; add it to your hand. While an "Alphagen" monster is equipped to this card: This card cannot be targeted by card effects. (Quick Effect): You can send 1 card equipped to this card to the GY; place 1 Cringe Counter on 1 monster your opponent controls, and if you do, their attack is halved as long as it has a Cringe Counter, also you gain the ATK that is reduced. Negate the effects of monsters that have Cringe Counters. At the start of the Damage Step; if this monster battles a monster with a Cringe Counter: Banish that monster face-down.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Alphagen Chad- Alpha Male
Level 6 Light Warrior Tuner Monster
2200 ATK - 2200 DEF
>If you control no monsters, or only "Alphagen" monsters: You can special summon this card from your hand. If this card is Normal or Special Summoned: You can special summon 2 "Beta Male Token" (Level 2 Warrior/Light/ATK 1100/DEF 1100) in Defense Position, which cannot be Tributed. During your opponent's Main Phase, if this card was Special Summoned this turn, you can (Quick Effect): You can send 1 face-up monster you control to the GY and target 1 face-up Special Summoned monster your opponent controls; Immediately after this effect resolves, Synchro Summon 1 "Alphagen" Synchro Monster including the opponent's card and cards on field as material, and if you do, treat the targeted monster as a level 2. You can only use each effect of "Alphagen Chad- Alpha Male" once per turn.
Alphagen Chad- Sigma Male
Link 3 Light Warrior Monster
1900 ATK
-2+ Monsters including an "Alphagen Chad" monster
>You can discard 1 card; add 1 "Alphagen Technique" Quick-Play Spell from your Deck to you hand. During either player's turn, you can send this card you control to the graveyard; Special Summon 1 "Alphagen Chad" monster from you GY, except "Alphagen Chad- Sigma Male". During your Main Phase, if this card is in your GY: You can special summon this card, and if you do, return 1 face-up "Alphagen" Synchro monster you control to the extra deck. You can only use each effect of "Alphagen Chad- Sigma Male" once per turn.
Alphagen Chad- Beefed Up Gigachad
Level 10 Light Warrior Monster
3300 ATK - 2800 DEF
-1 "Alphagen" Tuner + 1+ non-Tuner monsters
>You can activate "Alphagen Technique" Quick-Play Spell Cards the turn they were Set and from your hand during the opponent's turn. This card is treated as a Level 8 monster when used for a Synchro Summon. You can only use one of the following effects of "Alphagen Chad- Beefed Up Gigachad" once per turn, and only once that turn. If this card is Synchro Summoned: add to your hand or Set 1 "Alphagen Technique" Quick-Play Spell from your Deck. (Quick Effect) You can target 1 Alphagen card in your GY; shuffle that card back into the Deck, then draw 1 card, or if you shuffled back a Fusion, Synchro, Xyz, or Link Monster, you can add to your hand or Set 1 "Alphagen Technique" Quick-Play Spell from your GY instead.
Alphagen Chad- Ultimate Redpilled Gigachad, Decider of Based and Cringe
Level 12 Light Warrior Monster
4200 ATK - 4200 DEF
-1 "Alphagen" Tuner Synchro monster + 2+ non-Tuner monsters
>You can activate "Alphagen Technique" Quick-Play Spell Cards the turn they were Set and from your hand during the opponent's turn. You can only use one of the following effects of "Alphagen Chad- Ultimate Redpilled Gigachad, Decider of Based and Cringe" once per turn, and only once that turn. If this card is Synchro Summoned: add to your hand or Set 2 "Alphagen Technique" Quick-Play Spell with different names from your Deck. (Quick Effect) You can target up to a number of Alphagen cards in your GY equal to the number of non-Tuner monsters used as its Synchro Material; shuffle those card back into the Deck, then draw the same number of cards, and if one of the cards was a Link Monster, you can add to your hand or Set "Alphagen Technique" Quick-Play Spells from your Deck or GY with different names equal to that monster's Link Rating.
Alphagen Technique- Rizzing
Quick-Play Spell
If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 face-up monster your opponent controls; take control of it until the end phase. You can only activate 1 "Alphagen Technique- Rizzing" per turn.
Alphagen Technique- Looksmaxxing
Quick-Play Spell
If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 face-up monster with a Swag Counter on the field; that target is unaffected by card effects this turn. You can only activate 1 "Alphagen Technique- Looksmaxxing" per turn.
Alphagen Technique- Fanum Tax
Quick-Play Spell
If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP; destroy 1 card in your opponent's hand (at random). You can only activate 1 "Alphagen Technique- Fanum Tax" per turn.
Alphagen Technique- Backshot
Quick-Play Spell
If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 monster you control with one or more Swag Counter(s) and a number of Spell/Trap on the field equal to the number of Swag Counters on that monster; shuffle those target into the deck. You can only activate 1 "Alphagen Technique- Backshot" per turn.
Alphagen Technique- Mewing
Quick-Play Spell
If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Target 1 face-up monster you control; Gain 2000 LP, then place a Swag Counter on the targeted monster. You can only activate 1 "Alphagen Technique- Mewing" per turn.
Alphagen Technique- Drip Check
Quick-Play Spell
If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 monster you control with one or more Swag Counter(s) and a number of monsters with Cringe Counters on the field equal to the number of Swag Counters on that monster; return that target to the hand. You can only activate 1 "Alphagen Technique- Drip Check" per turn.
Alphagen Technique- Doxxing
Quick-Play Spell
If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 face-up card on the field; negate its effect (until the end of this turn). You can only activate 1 "Alphagen Technique- Doxxing" per turn.
Alphagen Technique- KY$!
Quick-Play Spell
If you control a monster with an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 monster on the field; send the target to the GY. You can only activate 1 "Alphagen Technique- KYS!" per turn.
Alphagen Technique- Edging
Quick-Play Spell
When an opponent's monster declares an attack while you control a monster with an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: negate the attack, then end the battle phase. You can only activate 1 "Alphagen Technique- Edging" per turn.
Alphagen Technique- Gooning
Quick-Play Spell
Reduce ATK to 0
If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, reduce every monster on the field with a Cringe Counter's ATK to 0 until the end of this turn. You can only activate 1 "Alphagen Technique- Gooning" per turn.
Alphagen Technique- Morbin' Time
Quick-Play Spell
If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 face-up monster you control with a Swag Counter; destroy that monster, and if you do, Special Summon 1 monster from your hand or deck with the same type but a higher level than the destroyed monster, then that monster gains ATK equal to the original ATK of that monster. You can only activate 1 "Alphagen Technique- Morbin' Time" per turn.
Alphagen Technique- L + Ratio
Quick-Play Spell
If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target one monster your opponent controls, or target 1 monster you control with one or more Swag Counters and a number of monsters with Cringe Counters on the field equal to the number of Swag Counters on that monster; change those target to face-down Defense Position. You can only activate 1 "Alphagen Technique- L + Ratio" per turn.
Alphagen Technique- Amogus
Quick-Play Spell
If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 monster on the field; banish it until the Standby Phase of the next turn. You can only activate 1 "Alphagen Technique- Amogus" per turn.
Alphagen Technique- Lightskin Stare
Quick-Play Spell
If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 monster you control with one or more Swag Counters and a number of monsters in your opponent's GY equal to the number of Swag Counters on that monster; banish those monster face-down. You can only activate 1 "Alphagen Technique- Lightskin Stare" per turn.
Alphagen Technique- uwu
Quick-Play Spell
When a card effect is activated in your opponent's GY while you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, negate that effect, then shuffle that monster into the deck. You can only activate 1 "Alphagen Technique- uwu" per turn.
Alphagen Technique- Mogging
Quick-Play Spell
Attach as Material to XYZs
If you control an "Alphagen" XYZ Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 "Alphagen" XYZ monster you control with a Swag Counter and 1 monster your opponent controls with a Cringe Counter; attach the opponent monster to the XYZ monster as material. You can only activate 1 "Alphagen Technique- Mogging" per turn.
Alphagen Technique- Fortnite Battle Pass
Quick-Play Spell
Pay 1000 LP, add to your hand 1 "Alphagen" monster, then, if you control a monster with a "Swag" counter, you can Special Summon it. You can only activate 1 "Alphagen Technique- Fortnite Battle Pass" per turn.
Alphagen Technique- Jorking
Quick-Play Spell
If you control an Extra Deck "Alphagen" Monster or a monster with a Swag Counter: Pay 1000 LP, then target 1 "Alphagen" monster you control with a Swag Counter; that target's ATK and DEF become doubled until the end of this turn. You can only activate 1 "Alphagen Technique- Jelqing" per turn.
Swordsoul Battlemaster Ruyi Jingu Bang
Wyrm | Wind | Synchro | LV 9
1 Wyrm turner + 1 Wyrm non-turner
Cannot be targeted by card effects. I this card is Synchro summoned: you can banish all cards in your opponents GY. If this card battles an opponents monster banish it at the start of the damage step.
Diabolos Abyss, Dragon of Lament
Level 8
Dark Dragon
Attack 2800
Defense 1000
Cannot be normal summoned/set.
Must be special summoned from your graveyard when a face up dark attribute monster except Diabolos Abyss, Dragon of Lament on either players field is tributes by the effect of a trap card and cannot be summoned by other ways.
During either players turn (quick effect), if a Lament monster you control would be targeted by your opponents card effect, you can discard this card from your hand and tribute that monster to set one Virus trap card with a different name from the cards in your graveyard from your deck.
When this card is tributed by the effect of a normal trap card, you can add one Level 3 Lament monster from your graveyard to your hand then you can immediately after this effect resolves normal summon that monster.
You can only use one effect of Diabolos Abyss, Dragon of Lament per turn and only once per turn.
You cannot special summon monsters from the extra deck during the turn you activate an effect of Diabolos Abyss, Dragon of Lament.
In The Lair We Live, Lament
Normal Trap
Tribute one Dark Attribute monster with 1000 attack or defense.
If you do not control a Lair of Darkness, you may activate one Lair of Darkness from your hand, deck, or graveyard.
If you control Lair of Darkness, you can set one Virus Trap card with a different name than the cards in your graveyard from your deck and if you control a Diabolos monster, it can be activated this turn.
You can only activate one In The Lair We Live, Lament per duel.
This one is named after a song from Limbus Company and was composed by the band named Mili. By far my favorite one.
That song is called “In Hell We Live, Lament”
It is also a duet that was made between Mili and a somewhat more known band called Myth/Roid.
I believe they are most known for their songs in the Made in Abyss series.
I thought the name and theme works perfectly here.
These seem really cool, I'm not all too familiar with Made in abyss but I'm at least familiar with this deck. Do you have any particular reason for making the restrictions so heavy? I think they would've been fine with just hard opt's.
@@Seraph-Shadowlink747 Imagine if you search out a loop every Virus trap card in the game? Now imagine being able to do this in a deck like Dragon Link.
I thought ahead to make sure it doesn’t get abused in some deck in the future.
All of the Virus Trap cards are dangerous cards for the most part. One of them is limited for a reason. Outside of the whole balancing thing I just wanted the deck to have a neat boss monster.
@@Seraph-Shadowlink747 Also here is some advice. Don’t watch Made In Abyss. It will give you high hopes and seem heartwarming at first but it will quickly turn into a vomit inducing anime that will make you cry even more than if you got hit by tear gas. It will turn your emotions and attachments towards the characters into a dagger that will pierce your heart and make you wish that you had never even known peace. Because afterwards you will feel as if peace always precedes total oblivion of one’s self. As if your body will be twisted and distorted. Your very essence will be corroded as you forget who you are.
That is Made In Abyss.
@SheruMuko I don't think you'd have to worry about the trap search being used in other decks too much, from the way you worded it it will only trigger if a lady of lament is targeted and most other decks that would play them I assume would have a hard time searching him anyway. The extra deck lock I feel is a bit harsh but I understand it, I mainly don't like it because I'd lose out on Super Poly as an disruption and fang of critics as well as Muckraker/Cherubini plays. I have other notes also, but only if you want them, I'd hate to offer too many options if they aren't wanted.
As for Made in abyss, at first glance I'd determined that it wasn't for me until I heard about the switch up, though after reading what you wrote, it may be darker than i thought. I still haven't decided if I'd give it a try or not but your feedback is definitely helpful.
@@Seraph-Shadowlink747I forgot about the Super Poly stuff. That adds to my reasoning. Also people would hate having to deal with an I:P into S:P with a Virus lock active. Plus non engine.
I made this custom support for Solfachord a while back.
ReSolfachord Rutia
Link 1/ FIRE/ Fairy/Effect down arrow
1 "Solfachord" Pendulum Monster
Cannot be used as Link Material, except for the Summon of a "Solfachord" monster. You can Pendulum Summon any number of face-up "Solfachord" monsters from your Extra Deck as you wish, while you control "Solfachord" cards in your Pendulum Zones with an even and an odd Pendulum Scale, respectively. If this card is Link Summoned to the Extra Monster Zone: You can target 2 face-up "Solfachord" monsters in your Extra Deck; add 2 "Solfachord" Pendulum Monsters from your Deck to your face-up Extra Deck, then add those targets to your hand. You can only use this effect of "ReSolfachord Rutia" once per turn.
I'm taking mild effort MS Paint art for custom cards every day over stolen art and AI slop, even if it's "bad" it still came out of your imagination
Stolen art can be kinda funny (see thumbnail batman) but the original ms paint art is always super charming
As someone who loves Dragonmaids, the field spell Dragonmaid Manor is kinda OP and makes Dragonmaids better. Konami, take note of that card!
Edit: I hope you do more of these custom card reaction/review. I want to show you some cards I made where I made my own archetype as well.
I actually had an idea for a custom Yu-Gi-Oh archtype I was working on. I don’t have much rn, but here’s what I got so far. Archtype: Founding Heroes
Monsters:
Founding HERO-The Origin
Level 7 Normal Monster
Light, Warrior, 2500 Atk, 1800 Def
Card Text: “This city has fallen into chaos, and it will take more than me alone to fix things.”
Founding HERO-Unity
Level 3 Effect Monster
Light, Warrior, 800 Atk, 1800 Def
When this card is summoned, Target three HERO monsters in your deck and show them to your opponent. Your opponent adds one to your hand, and the rest are shuffled into the deck. You can only use this effect once per turn.
Founding HERO-Traitor
Level 4 Effects Monsters
Dark, Warrior, 2000 Atk, 500 Def
This card can only attack by tributing one HERO monster you control. If this card is attacked, change the attack target to a different monster you control. You can discard one HERO monster from your hand to draw 1 card(this effect can only be used once per turn)
Spells:
HERO Foundation
Field spell
When this card is activated, you can add one Founding HERO-The Origin from the deck to your hand. All HERO monsters gain 1000 attack during the battle phase. If a HERO card would be destroyed by battle or card effect, you can discard 1 card to stop the destruction. You can only use the third effect of HERO Foundation once per turn
Traps:
Calling all HEROes
Normal Trap
When a HERO monster summoned from the extra deck is destroyed, you can special summon the material used for its summon from the graveyard. You can only use this card when you have all the material used for its summon in your graveyard
I also want to add that I’m still working on this, and it is still VERY incomplete. But if you wanted to attempt to make these as real cards y’all can use, feel free to do so.
I need this card because they've teased the silhouette in Big Welcome Labrynth but we've only got Arias since. So, since the 2nd silhouette uses big scissors, here was my idea for "Aries the Labrynth Seamtress":
DARK Fiend/Effect, Level 6, 2000ATK/2000DEF
During the Main Phase (Quick Effect): you can target 1 Normal Trap Card in your GY; Shuffle it into the Deck, and if you do, this effect becomes that Trap's effect when that card is activated. When your opponent activates a card or effect in response to the activation of your "Labrynth" card or effect, except "Aries the Labrynth Seamtress", or your Normal Trap Card or effect, while this card is in your GY (Quick Effect): You can Special Summon this card. You can only use each effect of "Aries the Labrynth Seamtress" once per turn.
Phantom Knights' Spectral Shield
Counter Trap
Once Per Turn when your opponent activates a monster/spell/trap effect you can negate the activation and destroy that card. You must control a "Phantom Knights" or "Xyz Dragon" monster special summoned from the extra deck to activate this effect. You can only activate 1 Phantom Knights' Spectral Shield per turn
A while ago I came up with “The Phantom Knights Of Slashed Gorget”. It was a level 2 monster that can be special summoned from the hand by reducing the level of a “Phantom Knights monster by 1 (hard once per turn). You can also banish it from the graveyard to return 1 Phantom Knights monster and one Phantom Knights spell trap that are banished to the graveyard. Just meant to be run as a one of that has a useful graveyard effect and allows the deck to actually make Cursed Javelin.
Surprised to see Millennium not getting any love when we are missing the most important piece of it!
We still have a normal summon to use!
This is gonna be a open board idea, input is appreciated!
"Treasure Hunters of the Millennium"
Pic: (The image is of two men's silhouettes that look sort of like Solomon Moto and Professor Hawkins in their prime dramatically venturing into the unknown tomb)
Earth
Level 3
Warrior/Effect
"When this card is Normal/Special Summoned, you can set one "Millennium Ank" from your deck to your field and if you do, you can activate it the turn it was set by this effect.
Once per turn, you can reveal as many "Forbidden" one" or "Exodia" Normal Monster cards or "Exodia the Forbidden One" in your hand, excavate cards from your deck equal to the cards revealed by this effect and you can add 1 "Millennium" Card to your hand, place the rest to the bottom of the deck.
You can only use each effect of "Treasure Hunters of the Millennium" once per turn."
ATK: 1300
DEF: 700
Let the discussion how I accidently broke the game begin I'm getting some popcorn
We also need something that prevents us from paying 6000 LP turn one
Aw rats, I should've found out about this. I would've pitched my Orcust Link 1 as the most broken card ever by having the most innocuous effect.
Hyacinth the Rikka Fairy is actually insane for being a Rikka lonefire with a special summon. Tbh I think make the special summon harder and it'd actually be kinda interesting just as a contrast to Princess, maybe a link 1 could work since it'd be easier than a 1 tribute since you'd always have it but it would be harder than a free special summon and would also make it beneficial to summon so you can pitch to gy for spell/trap negate. Having a link for Rikka would be interesting since it's a very xyz focused deck so maybe it'd just be yes special summon but maybe with primula's summon condition but your opponents cards? So it has synergy with Konkan and Flurries and even Kaijus instead of the usual Rikka engine of just using your own field. Honestly change the special summon and make the lonefire as an "if this card is tributed" and it'd probably be a very interesting and useful card while hopefully not being op. Also it can absolutely be a level 1 card with 0/0 so Petal has some friends.
7:57 this card is abusable generically in decks that banish your opponent’s deck, and could be used for a gimmicky FTK
I made this awhile back because why not
Urban-HERO Hex Burner
Dark/7 Star
[SPELLCASTER/FUSION/TUNER/EFFECT]
1 Fire Attribute or Pyro Type monster + 1 HERO or Neo Spacian monster (This card is also treated as Fire Attribute, Pyro Type) When this card is Fusion Summoned banish facedown 3 Fiend, Zombie or Fairy type monsters on your opponents side of the Field or GY. If this card is banished, destroyed by battle or by card effect return one banished, banished facedown or destroyed 'Fusion Spell or Polymerization to your hand or deck and special summon one level 4 non-fusion HERO monster from either GY to your field.
Atk 2500/Def 2200
Since everyone is making OP custom cards imma make an OP one:
Kashtira Gryphon
Level 7. Fire Attribute. Psychic type. 2700ATK 2200DEF
If you control no monsters, or all monsters you control are "Kashtira" monsters, you can Special Summon this card (from your hand)
You can only use each of the following effects of "Kashtira Gryphon" once per turn.
During your Main Phase: You can add 1 "Kashtira" card, or 1 card that mentions "Kashtira" from your Deck to your hand.
(Quick Effect): When this card declares an attack, or if your opponent activates a monster effect, You can look at your opponent's hand, and if you do, banish one card from it, face-down.
All Kashtira cards can banish from somewhere (Fenrir=Field, Unicorn=Extra Deck, Ogre=Main Deck, Birth=GY) but none can banish from the hand (because it's OP asf to be fair) so Gryphon will banish from the hand. It's also a Quick Effect because fuck Nibiru, all my Kashtira homies hate Nibiru.
Gryphon also adds ANY Kashtira card from the deck to the hand because Kashtira is quite bricky sometimes so a third starter that doubles as an extender would be amazing.
The reason for its stats are as follows; Level 7 for obvious reasons (All Kashtira monsters besides Riseheart are lvl 7, and Riseheart itself becomes lvl 7). Fire Attribute so that any Kashtira besides Riseheart and Shangri-Ira can be targeted with Kashtiratheosis to summon Gryphon, as well as there being a main deck Level 7 Kashtira for every Attribute except Fire, Dark, and Light. As for the ATK and DEF, each Level 7 Kashtira has its ATK in between 2300ATK and 2800ATK; TearKash 2300, Fenrir 2400, Unicorn 2500, ScareKash 2600 and Ogre 2800. for some reason 2700 is skipped, this is why Gryphon would have 2700ATK. It would slot in very well into the Kashtira archetype, honestly it's as if a hole was made for another main deck Kashtira to fit in there lmao.
The reason for the name is that each of the Kashtira lvl 7s are based off of Mythological creatures, so a Kashtira Gryphon would fit right in.
As for its card art i imagine it to look like a combination of Kashtira Ogre and Unicorn, though with a Spear and Shield instead of a Sword. Also more of an avian (bird-like) design with feathered wings on its back and an Eagle head with a Lion's mane and tail as well.
I love ghoti and I came up with a card that'd probably benefit it while still inkeeping with the theme
Ghoti Dreams (idk came up with this name just now)
"If you control no monsters or all monsters you control are fish monsters, you may activate this card from your hand. Banish 1 Fish monster in your deck, if this card was set before activation, you may special summon it instead"
I made this before the new support came out, so it's less needed and stronger now but I think it'd be a great addition as a consistent starter for the theme (which the theme still kinda lacks)
Surprised no one made Ojama Lime.
Dark Magician, the Dark Magician
Link 1
Requirement for summon: 1 monster with 2500 or less attack
Arrows: ->
Card effects:
This card cannot be destroyed by battle.
This card's name becomes 'Dark Magician' while on the field
You can only use each of the following effects once per turn.
1. When this card is summoned, add a Monster/Spell/Trap that mentions 'Dark Magician', 'Dark Magician Girl' or 'Palladium' from your deck to your hand
2. You can fusion summon a monster using this card as a substitute material for a 'Dark Magician' or a 'Dark Magician Girl' fusion monster. (This effect becomes a Quick Effect if you used 'Dark Magician' to summon this monster)
3. If this card leaves the field, and was summoned using 'Dark Magician', you can banish this card, summon 1 'Chaos' monster from your deck (This is treated as a Ritual summon) (This effect becomes a Quick Effect if you used 'Dark Magician' to summon this monster)
A monster fusion summoned using this card gains this effect:
You can shuffle up to 3 cards in your Banishment or Graveyard into the deck
Atk: 2500
Slightly better funny consistency than MD memes.
Would welcome this regularly.
Man, I didn’t know about this! If I knew, I would have shown one of my favorite cards I designed.
1:55 wait, isn’t the whole point of Madolche that they get shuffled into the deck and don’t hit the gy?
If you make a link with them they stay in the GY
One of the most important ways to get cards into the GY as fuel for Tiaramisu
That was the intent but in practice yea youll have plenty of names in grave. Either by detaching xyz mats or link mats.
When you link or detach xyz materials they don't shuffle, the targeting protection is because teramisu targets the monsters in your graveyard and not the cards on the field so I makes sure her bounce goes off
Pendulum Transience
[Spell/Continuous]
If a Pendulum monster card would be banished from your field you can send it to the face up extra deck instead. You can only use the following effect of “Pendulum Transcience” once per turn. Reveal one Pendulum monster in your extra deck and target one pendulum monster on your pendulum scale, add that target to the hand or face up extra deck and place the revealed card or a card with the same original name in your pendulum zone.
[Gradius Start]
Quickplay Spell Card
If you control a Light/Machine monster, special summon 1 level 4 Light/Machine monster from your deck with ATK less than 1800. Then, if you summon "Gradius" monster, you can also special summon 1 Light/Machine monster from your deck, GY, or Banishment. You can only activate 1 "Gradius Start" per turn.
I want that DragonMaid card 😌
I'm surprised Konami doesn't do more with DragonMaids even tho they were so popular especially in the early days of Master duel.
It's such an good deck for new players and makes you understand a couple of rules of the game by just playing.
Fk missed timing effects tho especially if i'm having my effects ON 😡
9:35 Ayy my card made it in
I know it isn't funny or exotic, or a Link 1 that searches the field spell but I really love my Solfachords and this would greatly improve the deck
Seeing people making custom card for Solfachord is so fun. Here's my idea
GranSolfachord Cutia
Link 1 Light Fairy/Link/Effect (Down Arrow)
100 ATK
1 "Solfachord" Pendulum Monster
If this card is Link Summoned: You can Special Summon 1 "Solfachord" Pendulum monster from your hand, or face-up extra deck to the zone this card points to. If this card is Link Summoned using "DoSolfachord Cutia" as Link material: You can tribute this card; Special summon 1 "Solfachord" Pendulum monster from your deck. You can only use each effect of "GranSolfachord Cutia" once per turn.
Solfachord Performance
Continuous Spell
You can only activate "Solfachord Performance" once per turn. When this card is activated: You can add 1 "Solfachord" Pendulum Monster from your deck or face-up extra deck to your hand. While you control both even and odd Pendulum Scale, their Pendulum Scale are treated as 0 and 9 respectively and their effect can't be negated. If 2 or more "Solfachord" Pendulum Monster is Special Summoned at the same time: You can banish this card from face-up field or GY; Add 1 "Solfachord" Spell/Trap from your deck to the hand. You can only use this effect of "Solfachord Performance" once per turn.
I’ve always been a big fan of Cyber Dragons (despite my pfp being clear wing) because they were my first deck and to this day still my favorite. My Idea of a custom card would be:
Cyber End Sigil of Hope
Continuous Spell Card
After this effect resolves, the effects of machine type “Cyber” monsters cannot be negated, and these monsters cannot leave the field due to opponents card effects until the end of this turn. Once per main phase, you can add 1 “Power Bond” from your deck to your hand. During the battle phase, you can target 1 “Cyber” fusion monster with 4,000 original ATK/DEF summoned with “Power Bond”, banish it, and if you do, it is returned to the field with Quadruple it’s ATK/DEF. You can only use the above effect of this card once per duel. While this card is on the field, you take double the effect damage you normally would. Monsters on the field cannot be used for a fusion summon, except for a fusion summon by spell/trap card. During the battle phase, your opponent cannot activate cards or effects that would change the ATK of a “Cyber” monster you control.
The card art would be based on Zane’s 16k ATK Cyber End Dragon during the fight with yubel right before he lost. The effects are meant to reflect that, with power bond being the reason he lost, and the battle phase effect attempting to mirror cybernetic horizon. Essentially this card encourages you to summon Cyber End Dragon, Make him Really Big, and beat the heck out of the opponent and pray they don’t have waboku or threatening roar. This card is slightly broken, but at least it doesn’t eratta any of the existing cards or make them into towers.
I have three cards I'd been thinking about for fixing Mayakashi and tying them in with Shiranui at the same time.
Yoko, The Unknown Fire Mayakashi
Link-1 (↑)
Fire Zombie
1 "Mayakashi" or "Shiranui" monster except "Yoko, The Unknown Fire Mayakashi"
(This card is always treated as a "Shiranui" card)
If this card is link summoned; you can Place 1 Continuous "Mayakashi" or "Shiranui" Spell/Trap card from your Deck face-up in your Spell & Trap Zone
If this card is sent from the field to the GY; You can send 1 Zombie monster from your deck to the GY
You can only use each effect of "Yoko, The Unknown Fire Mayakashi" once per turn
Now Mayakashi doesn't fold to a single interaction on Hajun! (Also ban the turn skip or this makes it 100% consistent, this is a threat)
Mayakashi Style Synthesis
Continuous Trap
(This card is always treated as a "Shiranui" card)
You can activate one of each of these effects once per turn
-Banish 1 Zombie monster from your GY; Return 1 banished Zombie monster to the GY
-Target 1 "Mayakashi" or "Shiranui" Spell/Trap that is banished or in the GY (except Mayakashi Style Synthesis);
Set it to your Spell/Trap zone
The first effect obviously recovers your zombies but if I understand the rulings right it would also let you activate the effects of the Spectral Swords the turn you send them to the grave
Mayakashi World
When this card is activated: You can add 1 "Mayakashi" monster from your Deck to your hand.
If a "Mayakashi" monster(s) you control leaves the field by your opponents card: You can banish 1 Zombie monster from you GY, then target 1 "Mayakashi" monster that is banished or in your GY; Special Summon it
You can only use each effect of "Mayakashi World" once per turn.
This one doesn't do much for Shiranui but Mayakashi needs more ways to get to extenders (also couldn't think of a name that sounds decent)
I want yang zings to have a field spell that fixes their floating, but since we only get one card I propose:
A link 1 that places itself into the field spell zone with the effect to fix their floating to work when they leave the field (except when used as material) and no longer miss timing.
Also it should summon two yang zings when it is activated
There already a thousand custom cyrda cards but heres mine
Cyber dragon blitzkrieg
Link 1 pointing down
light machine
effect monster 1000atk
1 cyber dragon or fusion monster that mentions cyber drgon or a "cyber dragon" monster in its text
This card is treated as cyber dragon on field or in grave. If this card was link summoned using a level 5 or higher monster, you can special summon a cyber dragon monster from your main deck to a monster zone this card points to.
(Quick effect): immediately after this effect resolves special summon one fusion monster from you extra deck that mentions cyber dragon or cyber dragon monster by sending the listed fusion material from either field to GY ignoring summoning conditions. You cannot special summon from the extra deck the turn you use any of this monsters effects except machines.
Ursarctic Glaciursa
Lv. 1 Tuner Beast Water
Effect:
If your opponent summons 2 or more level 7 or higher monsters this turn you can discard this card. If this card is discarded for the rest of this turn you can special summon ursarctic cards from your hand using your opponent's level 7 or higher monsters.
Blackwing storm
Field spell
When you activate this card, search your deck for a "Blackwhirld" and a lvl 4 Blackwing. For the rest of the turn, after this card's activation resolves, you can only special summon Blackwing monsters.
Every time you special summon a Blackwing, place a a wedge counter on your opponent's special summoned monster.
Once per turn, resolve the following effects based on the amount of wedge counters on your opponent's side of the field:
1- all your blackwing monsters gain 500atk
2- all your opponent's monsters lose 300atk
3- extra normal summon a Blackwing monster
4- banish a card on field face down
5- negate the effects of all your opponent's monsters on the field, graveyard and banished
I thought up retrains for the vanilla elemental heroes plus bubbleman and electrum
Disaster Elemental hero eruption burstinitrix: pops all cards and deals 300 for each card destroyed. Must banish a card that mentions hero in its name to trigger this
Disaster elemental hero cyclone avian: banish a card that mentions hero and pop backrow/top card of deck or randomly a card from the opponent hand up to the hero monsters you have on the field including it, cards destroyed by this way cant activate effects
Disaster elemental hero typhoon sparkman: can make opponents change battle position and they cant change till their next turn, can use this 3 times per turn and its quick effect, Banish a card that mentions hero and for every hero card in your banishment your opponents monsters lose 100 attack and def and cant trigger effects for the turn
Disaster elemental hero avalanche clayman: banish a card that mentions hero, all monsters except those that have hero in their name are forced face down, cannot trigger effects if destroyed or flipped
Disaster elemental hero tsunami bubbleman: same effect as vanilla and banish one card that mentions hero, return cards to the bottom of the deck up to the amount of heroes you control
All these are always treated as their vanilla versions
Disaster elemental hero cataclysm electrum: needs all 5 heroes and can be fused without poly by sending its materials from field, grave or hand to banishment. Gains 500 for each banished heroes, can once per turn banish a hero from either the extra deck or grave, it gains their effect. If a hero monster would be destroyed by battle or effect or targeted by a spell/trap/effect, banish a card that mentions hero and negate it
I have an idea.
El Chihuahua
Earth type effect Monster
11 stars
Atk 3000 def 3000
effect:
Can only be summoned by banishing half of your deck.
After five turns you win the duel.
This card can not be negated and is unaffected by monster effects and can not be destroyed by battle.
I missed the thread but here's what I would have submitted
Avendread Guardian
Lv6 Dark Zombies Ritual
2900/0
This card's name is also treated as "Revendread Slayer" in the Field, Deck, and GY.
- (Quick Effect) You can discard this card.
- If this card is sent to the GY; Add a Vendread Card and Vendread spell from your deck to your hand.
- You can only use the following effect of Avendread Guardian Once per turn.
(Quick Effect) Send a Vendread card from your deck to the GY; this card is treated as having been ritual summoned using that monster on the field.
~~~
Vendread Devourers
Lv3 Dark Zombie 1700/0
You can only use each effect of "Vendread Devourers" Once per turn.
- (Quick effect) If this card is in your hand or GY: Send a Vendread card except "Vendread Devourers" from your hand or deck to the GY; Equip this card to a monster on the field.
- A monster equipped by this card is treated as a Dark Zombie Vendread Monster Card. and take control of it.
- If summoning a Vendread monster made this card leave the field, or become banished, that mainster gains this effect: (Quick Effect) Once per turn, you can look at your opponents hand and banish a card from it until your next draw phase.
Ancient Gear Citadel
Continuous Spell card
While you control "Geartown", Level 6 or lower monsters on your field are unaffected by your opponent's monster effects. If your opponent destroys this card, add either 1 "Ancient Gear" Spell card to your hand (except "Ancient Gear Citadel"), or 1 Level 4 or lower "Ancient Gear" monster to your hand. At the end of each turn, discard 1 EARTH Machine type monster from your hand, or destroy this card.
The ignister link 1 is actually kinda dope. You'd have 1 card combos with every ignister monster and it could also you help playing around a ht. Not bad at all
yeah more 1 card combos
@@mikimiki9109 yeah maybe that is not the main upside, but you can still dodge an ht just going to this link 1 and then to infant. Still decent, the deck practically dies if you ht it one time
Cloudian cloud
Lvl 4 guy
Ns it gets fog counters equal to face up cloudians. remove fog counters search equal number of cloudians. Gain an extra ns for cloudians.
Gives them a searcher and lets you trigger whatever cloudian effect u want with the extra ns. Bare minimum to make them decent.
I made a win deck: Aquadic doom tower. You’re opponent can only declare one attack per turn. When the attack is declared, negate the attack and place one doom counter on this card. When there are six counters on Aquadic doom tower, you win the duel. You can only activate Aquadic doom tower once per duel.
Here's one I've kept (for some reason)
E HERO Pit Assistant
25 ATK/ 21 DEF
LIGHT / Rank 6. [Spellcaster/XYZ/Effect].
3 Level 6 Monsters
Once per turn during your main phase, Add one of these Spells from your Deck to the Hand, OR Banish one of these them instead from your GY, then activate the effect of the banished card.
• "H - Heated Heart"
• "E - Emergency Call"
• "R - Righteous Justice"
• "O - Oversoul"
• "HERO Flash!!"
Here's a few Centur-Ion cards that gives the deck a little more diversity (it is my favourite deck), and a new Sauravis for Voiceless since that is the only one that hasn't got a retrain. Yes, mucho texto, welcome to Yugioh, learn to read.
Centur-Ion Seconda
Lvl 4 EARTH
ATK 1400/DEF 1800
Warrior/Tuner/Effect
If you would synchro summon using this card and a Centur-Ion monster as material, you can treat this card as either lvl 2 or 4. During the Main Phase: you can place this card into your Spell & Trap Zone as a face up continuous trap, set one Centur-Ion or Emblema spell/trap from your deck to the field, it can be activated this turn, also, you cannot special summon Centur-Ion Seconda for the rest of the turn. During the Main Phase, if this card is a continuous trap, you can special summon it, then immediately after this effect resolves, synchro summon using this card as material. You can only use each effect of Centur-Ion Seconda once per turn.
Centur-Ion Laspada
Lvl 6 LIGHT
ATK 1800/DEF 2300
Pyro/Effect
You can banish 1 Centur-Ion Card from your field or GY, then place this card from your hand or GY into your Spell & Trap Zone as a Continuous Trap. While this card is a Continuous Trap, if your Centur-Ion monster is targeted for attack, you can send this card to the GY, target one of your opponent's attack position monsters, banish it. During the Main Phase, if this card is a Continuous Trap you can Special Summon it. You can use each effect of Centur-Ion Laspada once per turn.
Centur-Ion Tribunus IV
Lvl 8 LIGHT
ATK 2500/DEF 2500
Wyrm/Effect
If a Centur-Ion monster is targeted by your opponent’s card or effect, you can (Quick Effect): special summon this card from your hand and place that monster into the spell/trap zone as a continuous trap. Immediately after the chain resolves, you can send this card from the field to the GY to special summon the placed monster, ignoring summoning conditions. If this card is sent from your hand or deck to the GY, you can place it face up as a continuous trap. During the main phase, if this card is a face up continuous trap, you can special summon it. You can use each effect of Centur-Ion Tribunus IV once per turn.
Centur-Ion Praetoria
Lvl 10 EARTH
ATK 3300/DEF 2500
Wyrm/Synchro/Effect
1 Tuner + 1+ Non-Tuner Monsters
When this card is special summoned, you can place one Centur-Ion Monster from your hand, or GY, into your Spell & Trap Zone as a Continuous Trap. When your opponent activates a card or effect (Quick Effect): you can either discard 1 Centur-Ion card, or send 1 face-up Centur-Ion card from your field to the GY, or banish it, to negate the effect and send that activated card to the GY. If your opponent activates a continuous trap or continuous trap effect (Quick Effect): you can destroy it. During the End Phase, you can set one of your Centur-Ion or Emblema spell/traps from the GY or banished zone, it cannot be destroyed by your opponents card effects. You can use each effect of Centur-Ion Praetoria once per turn.
Centur-Ion Pincer
Normal Trap
You can activate this card while you have a Centur-Ion monster as a Continuous Trap. Apply the effects in sequence based on the number of Centur-Ion monsters in the S/T Zone:
1 Inflict 400 Damage to your opponent, and place 1 Centur-Ion Monster from your Deck or GY into the Spell and Trap Zone as a Continuous Trap (doesn't count towards additional effects).
2 Inflict 700 Damage to your opponent, after this chain resolves, synchro summon using monsters you control.
3+ Inflict 1000 Damage to your opponent, negate all cards in the columns where your Centur-Ion Monsters are placed in the S/T zone.
Sauravis, Ascended Dragon of the Voiceless Voice
Lvl 7 LIGHT
ATK 2800/DEF 2600
Dragon/Ritual/Effect
You can Ritual Summon this card using "Prayers of the Voiceless Voice." LIGHT monsters you control gain 300 ATK/DEF for each Ritual monster on the field. When your opponent activates a card or effect in response to a 'Voiceless Voice' card (Quick Effect): you can discard this card, negate the effect. When your opponent attempts to special summon a monster, or activates an effect that would summon a monster (Quick Effect): you can banish this card until your End Phase, negate the summon or effect, banish the monster(s) that would be summoned, and all monsters from both fields and GYs that include an effect to summon, except "Lo, Prayers of the Voiceless Voice". You can use each effect of Sauravis, Ascended Dragon of the Voiceless Voice once per turn.
I'm biased, I'd love a Branded fusion that required specifically Aluber.
Luberrion the Despian Dragon
Level 8 Light Dragon
Aluber the Jester of Despia + 1 Light/Dark monster
If this card is fusion summoned or a card leaves the extra deck, you can target one Branded S/T in your GY or Banishment; immediately after this effect resolves, shuffle that target into the deck and if you do, apply that target's effect and replace this card's effects on the field with that card's until the end of the turn. During the end phase if this card is in your GY because it was sent there this turn, you can add to your hand or set to your field 1 Branded S/T in your GY or Banishment. Yadda yadda hard OPT.
There, it makes Aluber a Deployment target, is fusion duplication, another Despia name to summon off Granguignol, and can recycle used spells and traps in addition to becoming cards like Branded Lost or Regained while he's on field. And is just thematic, he does the Quem and Lulu thing and can fuse again on demand by recycling like Lubellion just in a different way. We've never had a monster that could copy a specific continuous spell while on field but as long as it's not a floodgate I think it would be cool.
I think it would make more sense if they made a Albaz/Despia + light/dark fusion to get the cards to work together..
Lightsworn support:
Divina, Trickster of the Lightsworns
LVL2/Fairy/Tunner
1200 ATK - 700 DEF
EFF: Once per turn, if your opponent activates a card during your Main Phase from their hand (Quick Effect), you can discard this card from your hand and send the top 3 cards from your deck to the GY. If any of those cards is a Lightsworn monster, negate the activation of your opponent card effect and banish it. During the End Phase, discard the 2 top cards from your deck to the GY.
Aquatic doom tower. You can only declare one attack per turn. When an attack is declared, negate that attack and place one doom counter on this card. When there are six doom counters on this card, you win the duel. You can only activate Aquatic doom tower once per duel.
I made the Scrap Custom Boss monster and it seems like most people think he is just another Baronne. From how i understand wording in Yugioh you need another Scrap monster to use his negate effect. The most important part of his effect is him making the older Scrap monsters viable again. The negate could be replaced by another Scrap Dragon like effect
Zakiel's Glen - Wolfs Ravine
Field Spell
This card is always treated as a Magical Musket card.
If a Magical Musketeer monster is Normal or Special Summoned: you can add 1 Magical Musket Spell / Trap from your Deck or Gy to your hand. During the End Phase, if a Magical Musket Spell / Trap was activated: you can target Magical Musket Spell / Traps from your Gy up to the number of Magical Musketeer monsters you control; shuffle them into the Deck then draw cards up to the number shuffled.
You can only activate 1 per turn
I remember Rata's suggestions for a buffed version of Venom Swamp, and came up with this:
Dark Venom Swamp
Field Spell
This card's name becomes "Venom Swamp" while in the Field Zone. During each player's End Phase: Place 1 Venom Counter on each face-up monster, except "Venom" monsters. Banish a monster if its ATK becomes 0 by this effect. Once per turn: You can target 1 "Venom" or "Vennom" monster in your GY; return it to the hand, and if you do, you can place 1 Venom Counter on 1 face-up monster your opponent controls.
This is just one part of a set of 12 Venom custom cards I've made.
Madolche Festivities
Continuous Spell Card
While this card is face up on the field your summons cannot be restricted by the effects of Earth Fairy type monster effects.
Just give us this one piece of support and we will never complain again.
Remember Airorca that was printed to acompany the new term "banish"?
Well there's now "banishment"
Normal Spell
Take 1 Fish monster that has an effect that activates in banishment from your Deck, and either add it to your hand or banish it. You can shuffle this card from your GY or banishment into the Deck, then target 1 Fish monster in your GY or banishment; Special Summon it, but negate its effects, and if you do, banish it.
Genuinely want more of this ❤
It was enjoyable & funny
Also i actually want the BA Synchro
It really seemed cool, fair & plays into their gimmick
Its a Monster Negate & Stat Halve
Then the discard could be extra interaction potentially
Also love the idea of more Synchro cards for them
I actually really want something like this
Earthbound Calling: discard 1 card, add 1 earthbound monster and 1 earthbound spell/trap or a card that mentions Earthbound to your hand. If you discarded a dark monster for this card's activation your opponent cannot activate cards in response to this card's effect. You can only activate 1 Earthbound calling per turn.
and then i proceed to get ashed on my grounds keeper anyway
I can think of 2 things for Six Samurai.
Isolde but specifically for six samurai (it works just like isolde except that it takes 2 warriors including a six samurai monster, and it's 2nd effect only summons six samurai monsters) and Gateway of the Six 2: it does the exact same thing as Gateway of the Six, except that it isn't limited.
Did you expect something else? Why would you? This deck has like 6 different custom cards already and they're getting 3 more in the next set. All they realistically need is to get back what they've previously lost: Isolde and additional copies of Gateway
I also want to say, I would 100% be fine with an errata to Gateway that makes it so you can only control 1 copy of it if it means we can get it back at 3.
Having multiple copies of Gateway in the deck would be a massive game changer, even if you couldn't have 2 Gateway to make every six samurai an automatic +1.
Random side note: I'm glad that the deck is getting a better level 2 tuner, but part of me is going to miss Genba. He fucking sucks, but his design is pretty cool.
I made a U.A. link 1 "U.A. announcer" summon with any wsrrior. adds any U.A. card and can discard 1 to quick effect negate on your turn only (since ace is opponents turn only). The deck still has the same problem of needing to find a normal or signing deal to do anything but hilariously you can play other easy to special summon warrior monsters and get to your engine through the link, who can be bounced to the extra deck to summon a U.A. making him the first U.A. monster to earn their hard once per turn clauses
Here's an idea I had:
Toon World of Wonders
ATK 0
LINK - 2
Dragon/Link/Toon
2 Monsters, including a "Toon" monster
Arrows: Down-Left, Down-Right
Must be link summoned. Apply all of the following effects while this face-up card is on the field. You may only link summon 1 "Toon World of Wonders" once per turn.
-This face-up card is always treated as "Toon World"
-All "Toon" monsters you control cannot be targeted by your opponent's card effects, also they cannot be destroyed by card effects.
-All Toon monsters you control may attack the turn they are summoned, ignoring their own effect. Also, if your opponent controls any Toon monsters, all Toon monsters you control may attack directly, ignoring their own effect.
-Once per turn: You may normal summon a "Toon" monster from your hand for no tribute and ignoring its summoning conditions, in addition to your regular normal summon this turn.
-During your draw phase: Instead of conducting your normal draw, you may add one of your face-down banished "Toon" cards to your hand, except "Toon World of Wonders".
So you made a card that erratas the shit part of toons out?
@@Toby-Wan_Kenobi Someone's gotta make the deck playable
The hero card is insane. Branded fusion for EVERYTHING.
Floowandereeze and the Migration Celebration
Continuous Spell
"The effects of your Floowandereeze Monsters cannot be negated. Once per turn (quick effect), banish a card from your hand or field, and select one card on the field. It cannot be destroyed by card effects for the rest of this turn.
I feel like this needs to be locked to protecting Floo cards, because otherwise it WILL just keep Barrier Statue active.
@@NshadowtailBarrier is easy to beat down with a lot of normal summons, then they can setup MP2. I imagine it'd be used to make Empen just completely indestructible. Your opponent would have to already have over 5400 Atk just to have a chance at cracking it, unless they go to defense mode to break your board. But if it can't be destroyed by a defense effect, or beaten over with an insane Atk...there's not much they can do
I think the dragon maid field spell should’ve been an additional normal summon, retrieval from the GY that can cause a fusion summon of a dragon monster, and a search effect that can add a Dragonmaid card to your hand or send it to the GY.
Ascension to Monarch
Continuous Spell
You can reveal one monster with 800 ATK and 1000 DEF in your hand; add 1 monster with 2400/2800/3000 ATK and 1000 DEF from your Deck or Banishment to your hand then shuffle the revealed target into the deck.
You can reveal one monster in your hand with 2400/2800/3000 ATK and 1000 DEF; special summon 1 monster with 800 ATK and 1000 DEF from your deck or Banishment or add it to your hand then shuffle the revealed target into the deck.
If a face-up Moncarch spell and/or trap card(s) would be destroyed you can send this face-up card to the GY instead.
You can only use each effect of "Ascension to Monarch" once per turn.
Floowandereeze & Gully
Level 10 / Water / Winged Beast
2500 ATK / 1200 DEF
You can Normal Summon this card to either side of the field by tributing up to 2 monsters from that side of the field. If this card is Tribute Summoned: apply the following effect(s) in sequence, depending on the number of monsters Tributed, then, immediately after this effect resolves, the owner of this card can Normal Summon 1 Winged Beast monster.
• 1+: Excavate the top 4 cards from your Deck, and if you do, banish 1 excavated card, also place the rest on the top of your Deck in any order.
• 2: Add 1 card from your banishement to your hand.
Field spell that says: your chronically monsters cannot be targeted by opponents card effects.
I wonder what's the lore behind sky striker Ace akagi.
Is it roze with cutted hair or a new ace created by the bots ? (I forgot they're name but the trio in the manga). And why do she have kagari and is using after burners ?