User Tag List

Page 123 of 283 FirstFirst ... 2373113121122123124125133173223 ... LastLast
Results 1,221 to 1,230 of 2828

Thread: Official Create-a-Card Thread

  1. #1221
    Registered User King's Avatar
    Join Date
    Oct 2015
    Location
    Going Back Home
    Posts
    2,078
    Mentioned
    5 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Volteccer View Post
    I finally finished one set of Tulpa monsters. Here are the ones that I made for one of my friends, Remus:
    Spoiler Alert!





    This one follows a pattern of ascending power. You start with the one I posted a few days ago, use it as a material for Predator, use it's effect (to let Hunter use his effect to get a Rank-Up Magic), and Rank Up to Apex predator, who can Raigeki once. This was made for a friend who likes Xyz summon, and specifically likes to rank up. He also has a D/D deck that fuses more often than not, so I gave it a D/D/D form as well.
    they caught my intrest, how Tulpa work ?

  2. #1222
    Registered User Baroque's Avatar
    Join Date
    Oct 2015
    Posts
    766
    Mentioned
    8 Post(s)
    Tagged
    0 Thread(s)
    Inspired by the earlier talk of retrains and a desire for the mods to not crack down on the thread, here's a re-train.

    Returning Express Train Royal Blue
    Level 10 - EARTH - Machine/Fusion/Effect
    atk 3600 def 2200
    2 EARTH Machine-Type monsters
    Must first be either Fusion Summoned, or Special Summoned by Tributing the above monsters you control (in which case you do not use "Polymerization"). This card cannot attack the turn it is Special Summoned, unless its Fusion Materials were both Level 8 or higher. If a Level 10 EARTH Machine-Type monster is Normal Summoned to your side of the field: You can send 1 EARTH Machine-Type monster from your hand to the Graveyard; Special Summon this card from your Graveyard in Defense Position. You can only use this effect of "Returning Express Train Royal Blue" once per turn.

    I figure the lack of any on-field effect'd be enough for it to just be muscle if made straight, while the inability to attack on-summon without making it using Lv8+ materials would avoid Fortress-y shenanigans. Thoughts?

    Also, @Volteccer -- in regards to your "Remus" monsters, is there a particular reason for the subtype 'Remus'? All of the "Remus" monsters I've seen from you so far reference one another by name rather than based on type, so it doesn't appear to be really doing anything other than just being there.
    Last edited by Baroque; 1st February 2016 at 01:01 AM. Reason: Changed 'Recommissioned Express Train Royal Blue' to 'Returning Express Train Royal Blue'.
    #222937 for invisitext in the Org's dark. Try it out!

  3. #1223
    Registered User Erickdsl's Avatar
    Join Date
    Oct 2015
    Location
    Somewhere over the rainbow
    Posts
    543
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    This one is pretty cool:

    Black cromion
    DARK
    Pyro/Xyz/Effect
    4
    2200 / 2200

    2 level 4 cromion monsters
    Once per turn, during either player's turn, you can detach 1 xyz material from this card to activate 1 of these effects:
    *Target 1 non-tuner monster on the field; it is treated as a tuner monster until the end phase of this turn.
    *Target 1 tuner monster on the field; it is treated as a non-tuner monster until the end phase of this turn.
    *Fusion summon 1 fusion monster from your extra deck using monsters from either side of the field as fusion material.
    Last edited by Erickdsl; 1st February 2016 at 12:22 AM.

  4. #1224
    Registered User Volteccer's Avatar
    Join Date
    Oct 2015
    Posts
    1,334
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by King View Post
    they caught my intrest, how Tulpa work ?
    Tulpa monsters are stored in the Extra Deck. If you have more than 1 Tulpa monster in your extra deck, they must all have the same tulpa ability (in the previous case, Remus).
    If a Tulpa monster is not a fusion, synchro, or xyz monster, you may special summon 1 from your extra deck during your main phase. If it is one of those, it may only be summoned using the standard methods.
    Tulpa monsters cannot be used as a fusion, synchro, or xyz material, except to summon a Tulpa monster with the same ability.
    If a tulpa monster would leave the field except as a fusion, synchro, or xyz material, instead it stays on the field, and you take damage equal to the greater of its ATK or DEF. This is called Tulpa Damage.

    Basically, it's a monster you can summon anytime you want, but once you do, you're stuck with it. You an evolve it into different forms, but it's still a tulpa. And if it gets hurt, you do too. I detailed it a while back on here (it's probably at least 20 pages down now), but I have revised the rules a bit since then. I may have also called them Ancient monsters back then; it's been a while.

  5. #1225
    Registered User King's Avatar
    Join Date
    Oct 2015
    Location
    Going Back Home
    Posts
    2,078
    Mentioned
    5 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Volteccer View Post
    Tulpa monsters are stored in the Extra Deck. If you have more than 1 Tulpa monster in your extra deck, they must all have the same tulpa ability (in the previous case, Remus).
    If a Tulpa monster is not a fusion, synchro, or xyz monster, you may special summon 1 from your extra deck during your main phase. If it is one of those, it may only be summoned using the standard methods.
    Tulpa monsters cannot be used as a fusion, synchro, or xyz material, except to summon a Tulpa monster with the same ability.
    If a tulpa monster would leave the field except as a fusion, synchro, or xyz material, instead it stays on the field, and you take damage equal to the greater of its ATK or DEF. This is called Tulpa Damage.

    Basically, it's a monster you can summon anytime you want, but once you do, you're stuck with it. You an evolve it into different forms, but it's still a tulpa. And if it gets hurt, you do too. I detailed it a while back on here (it's probably at least 20 pages down now), but I have revised the rules a bit since then. I may have also called them Ancient monsters back then; it's been a while.
    It works just like the Stands in JoJo, if they got hurt so do you

  6. #1226
    Registered User Hope in the Interstice's Avatar
    Join Date
    Aug 2015
    Posts
    1,994
    Mentioned
    10 Post(s)
    Tagged
    0 Thread(s)

    From the Interstice: Winds of destiny, change!

    Alrighty, so I've been thinking about Rituals a tad more, partly because of Scion's moping about how we don't have any WIND Ritual monsters, and I've come up with some pretty nifty guys. Here you go!

    Fan of Destiny's Winds
    Ritual Spell
    'This card is used to Ritual Summon "Destiny's Winds" from your hand or Graveyard. You must also Tribute monsters from your hand or field whose total Levels equal 7 or more. During either player's turn: You can banish this card from your Graveyard; Tribute monsters from your hand or field whose total Levels equal 7 or more, then Ritual Summon 1 "Destiny's Winds" from your hand or Graveyard, but it cannot attack this turn.'

    Destiny's Winds — Pure Zephyr
    WIND
    Thunder-type/Ritual/Effect
    Level 7
    2500 / 2400
    '(This card's name is always treated as "Destiny's Winds".)
    You can Ritual Summon this card with "Fan of Destiny's Winds". Unaffected your opponent's Spell effects. You can only activate each of the following effects of "Destiny's Winds — Pure Zephyr" once per turn:
    ● Draw 1 card.
    ● Target 1 Level 5 or lower monster in your Graveyard, except a monster with the same Level as a monster you control; Special Summon it.
    If this Ritual Summoned monster is sent to the Graveyard: You can add 1 of your banished "Fan of Destiny's Winds" to your hand.
    '

    Destiny's Winds — Cascading Tempest
    WIND
    Aqua-type/Ritual/Effect
    Level 7
    2200 / 3000
    '(This card's name is always treated as "Destiny's Winds".)
    You can Ritual Summon this card with "Fan of Destiny's Winds". Unaffected by your opponent's monster effects. You can only activate each of the following effects of "Destiny's Winds — Cascading Tempest" once per turn:
    ● Gain 1000 LP, and if you do, inflict 1000 damage to your opponent.
    ● During your opponent's turn, if your opponent Summons a monster(s): You can halve that monster(s) ATK, and if you do, negate its effects until the End Phase.
    If this Ritual Summoned monster is sent to the Graveyard: You can add 1 of your banished "Fan of Destiny's Winds" to your hand.
    '

    Destiny's Winds — Proven Inferno
    WIND
    Pyro-type/Ritual/Effect
    Level 7
    2800 / 2000
    '(This card's name is always treated as "Destiny's Winds".)
    You can Ritual Summon this card with "Fan of Destiny's Winds". Unaffected by your opponent's Trap effects. You can only activate each of the following effects of "Destiny's Winds — Proven Inferno" once per turn:
    ● If this card declares an attack: You can destroy 1 card your opponent controls.
    ● If this card is sent to the Graveyard: You can inflict 300 damage to your opponent for every card on the field and in either player's hand.
    If this Ritual Summoned monster is sent to the Graveyard: You can add 1 of your banished "Fan of Destiny's Winds" to your hand.
    '

    So those are the Destiny's Winds in a nutshell. They definitely require some investment, though... but no worries; have some support!

    Cral, the Storm Braving
    DARK
    Spellcaster-type/Effect
    Level 2
    1000 / 200
    'Cannot be destroyed by battle or by card effects. During your Standby Phase: You can add 1 WIND Ritual Monster or 1 Ritual Spell Card from your Deck to your hand. You can only activate this effect of "Cral, the Storm Braving" once per turn.'

    Etheris, the Storm Calling
    WIND
    Winged Beast-type/Effect
    Level 5
    2000 / 1500
    'If your opponent controls more cards than you do and you control no monsters, you can Special Summon this card (from your hand). If this card is Summoned: You can add 1 WIND monster from your Deck to your hand. If you control a WIND monster: You can banish this card from your Graveyard, then target 1 card your opponent controls; return that card to the hand. You can only activate each effect of "Etheris, the Storm Calling" once per turn.'

    One Arm of Thousands
    LIGHT
    Fairy-type/Effect
    Level 3
    1000 / 500
    'If you control a "Senju of the Thousand Hands" or a "Manju of the Ten Thousand Hands": You can Special Summon this card from your hand or Graveyard. You can only Special Summon "One Arm of Thousands" once per turn. You can only activate one of the following effects of "One Arm of Thousands" per turn, and only once per turn:
    ● Send 1 Ritual Monster from your Deck to the Graveyard, and if you do, add 1 Ritual Spell Card from your Deck to your hand.
    ● Send 1 Ritual Spell Card from your Deck to the Graveyard, and if you do, add 1 Ritual Monster from your Deck to your hand.
    '

    Supersonic Bird
    WIND
    Winged Beast-type/Pendulum/Effect
    Level 4
    Scale 6
    1400 / 1000
    'Pendulum Effect: When this card is activated: You can add 1 Ritual Spell Card from your Deck to your hand. You can target 1 of your banished Ritual Spell Cards; return it to the Graveyard. You can only activate each effect of "Supersonic Bird" once per turn.
    Monster Effect: If this card is Normal or Pendulum Summoned: You can target 1 Spell or Trap Card your opponent controls; return it to the hand.
    '

    Blade of Rituals
    DARK
    Warrior-type/Pendulum/Union/Effect
    Level 3
    Scale 1
    500 / 500
    'Pendulum Effect: When this card is activated: You can add 1 Ritual Monster from your Deck to your hand. You can only activate this effect of "Blade of Rituals" once per turn. All Ritual Monsters you control gain 500 ATK and DEF.
    Monster Effect: Once per turn, you can either: Target 1 monster your opponent controls; equip this card to that target, OR: Unequip this card and Special Summon it. While equipped by this effect, if you Tribute a monster for a Ritual Summon, you can Tribute the equipped monster as if you controlled it. (A monster can only be equipped with 1 Union monster at a time.)
    '
    Last edited by Hope in the Interstice; 1st February 2016 at 02:08 AM.

  7. #1227
    Registered User ScionStorm's Avatar
    Join Date
    Sep 2015
    Posts
    4,225
    Mentioned
    22 Post(s)
    Tagged
    0 Thread(s)
    lol moping about something has finally yielded a bounty! These look interesting. Are their effects to be treated as a single card name so that they work with Pre-Prep?

  8. #1228
    Registered User Dyson Sphere's Avatar
    Join Date
    Oct 2015
    Location
    The Sun
    Posts
    472
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    rites the super ritual
    monster ritual/pendulum
    lvl 8 3000/2500
    pendulum eff, once per turn you can send monsters from your hand or field to the grave whos level is equal to a ritual monster in your hand or extra deck and special summon that monster
    monster eff
    you can banish 1 monster from your deck or extra deck, this cards eff becomes that cards eff untill the end of the next turn and this card also gains attk equal to that monsters attk
    you think you can beat me, I'm a giant frickin satellite bigger than the sun, your move

  9. #1229
    Registered User SynjoDeonecros's Avatar
    Join Date
    Sep 2015
    Posts
    2,142
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Graydle Lion
    Water/Level 3/Aqua-Type/Effect
    1500/500
    Effect: If this card in your Monster Zone is destroyed by battle and sent to the graveyard, OR sent from the field to the graveyard by a Monster Card effect (except by being destroyed): you can target 1 face-up monster your opponent controls; equip this card to that target. While this card is equipped to a monster by this effect, take control of that monster. When this card leaves the field, destroy the equipped monster.

    Graydle Ram
    Water/Level 3/Aqua-Type/Effect
    500/1500
    Effect: If this card in your Monster Zone is destroyed by battle and sent to the graveyard, OR sent from the field to the graveyard by a Spell Card effect (except by being destroyed): you can target 1 face-up monster your opponent controls; equip this card to that target. While this card is equipped to a monster by this effect, take control of that monster. When this card leaves the field, destroy the equipped monster.

    Graydle Komodo
    Water/Level 3/Aqua-Type/Effect
    1000/1000
    Effect: If this card in your Monster Zone is destroyed by battle and sent to the graveyard, OR sent from the field to the graveyard by a Trap Card effect (except by being destroyed): you can target 1 face-up monster your opponent controls; equip this card to that target. While this card is equipped to a monster by this effect, take control of that monster. When this card leaves the field, destroy the equipped monster.

    Graydle Chimera
    Water/Level 8/Aqua/Synchro/Effect
    2500/1500
    1 Aqua-Type Tuner + 1 or more non-Tuner monsters
    When this card is Synchro Summoned: You can target cards your opponent controls up to the number of WATER monsters used for the Synchro Summon of this card; return them to the hand. This card cannot attack the turn you use this effect. As long as you control another "Graydle" monster, OR an opponent's monster equipped by a "Graydle" card, in addition to this card, your opponent cannot activate cards or effects that target.

    Graydle Exploitation
    Counter-Trap
    Effect: Tribute 1 monster you control that your opponent owns that is currently equipped by a "Graydle" card; Negate the effect of a Spell, Trap, or Effect Monster and banish that card.
    "Is it so important that you win one last argument with him?"
    "No, it is not, but it is true that I will miss the arguments; they were, finally, all that we had."

  10. #1230
    Queen Bitch Eva's Avatar
    Join Date
    Jul 2015
    Posts
    82
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Michelle View Post
    Because Eva hates YGO.
    I love ygo more than the people on this forum who do nothing but bitch about how shitty or broken it is
    Write the words to that story, aren't you the main character?
    Where were you when Youyeah got TOLD by the opening to his own show?

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •