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Thread: Official Create-a-Card Thread

  1. #2021
    Registered User ScionStorm's Avatar
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    ... or you could use the simpler method of just clicking the quote+ button for all the posts and then the regular quote button for the last one. Much simpler than @Baroque method.

  2. #2022
    Registered User Baroque's Avatar
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    Quote Originally Posted by ScionStorm View Post
    ... or you could use the simpler method of just clicking the quote+ button for all the posts and then the regular quote button for the last one. Much simpler than @Baroque method.
    Oh, right. Herp. A bit overused to formatting manually.
    #222937 for invisitext in the Org's dark. Try it out!

  3. #2023
    Registered User Indytotof's Avatar
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    The Black Stone of the Ancients

    Level 1 Dragon-Type Effect Monster

    0 ATK / 0 DEF


    (1) This card is treated as a Fusion Material of a Fusion Monster that listed a "Red-Eyes" Monster as Fusion Material (to resume, this card can treated as Summoned Skull, Meteor Dragon, Red-Eyes B. Dragon, any "Red-Eyes" Normal Monster, a Level 6 Dragon-Type Monster or a Level 6 "Archfiend" Normal Monster) while face-up on the field, in your hand or in your Deck.

    (2) If this is card is in your Graveyard, you can Special Summon it and if you do, target 1 face-up "Red-Eyes" Monster you control: make this card level become the level of that target (So this card can open Rank 4, 7, 8 and 9 plays). You can use this effect of "The Black Stone of the Ancients" once per turn.

    The parts in italics are comments, they are not part of the effect.

  4. #2024
    Registered User Drakylon's Avatar
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    #AncientCaC
    Taking a page out of the Burning Abyss archetype (the correct page, I hope), I decided to base this archetype off of a famous ancient Greek literary work, the Odyssey, written by Homer a while before 1 A.D. The Odyssey chronicles Odysseus's journey home from Troy, so this archetype will borrow characters that he encounters on that journey. As for the archetype's gimmick, it's based on destroying your own cards for various effects. Don't worry, I won't pull a YZ/ABC and make everything float into other things that float.

    Crewman of the Homecoming
    LV 1 | EARTH | [Warrior/Effect]
    0 ATK / 0 DEF
    If you would destroy a card you control by the effect of a "Homecoming" monster: You can destroy this card in your hand instead. If this card is destroyed by the effect of a "Homecoming" monster: You can Special Summon 1 Level 4 "Homecoming" monster from your Deck. You can only activate each effect of "Crewman of the Homecoming" once per turn.

    Circe, Witch of the Homecoming
    LV 4 | DARK | [Spellcaster/Effect]
    1400 ATK / 1400 DEF
    During your Main Phase: You can target 1 card you control; destroy it, and if you do, you can add 1 "Homecoming" card from your Deck to your hand. If another monster you control is destroyed by the effect of a "Homecoming" monster while this card you control is face-up on the field: You can Special Summon 1 Level 4 or lower "Homecoming" monster from your hand. You can only activate each effect of "Circe, Witch of the Homecoming" once per turn.

    Calypso, Lover of the Homecoming
    LV 4 | WATER | [Spellcaster/Effect]
    900 ATK / 1600 DEF
    During either player's turn: You can target 1 monster your opponent controls; while it is face-up on the field, its effects are negated, then destroy 1 card you control. You can only activate this effect of "Calypso, Lover of the Homecoming" once per turn.

    Nausicaa, Protectress of the Homecoming
    LV 4 | LIGHT | [Spellcaster/Effect]
    600 ATK / 2100 DEF
    During your Main Phase: You can target 1 face-up card you control; until the End Phase, it cannot be removed from the field except by this card's effect. During your End Phase, if you activated this effect this turn (even if this card's effects are no longer applying): Destroy 1 card you control. You can only activate each effect of "Nausicaa, Protectress of the Homecoming" once per turn.

    Scylla, Monstrosity of the Homecoming
    LV 7 | WATER | [Fiend/Effect]
    2700 ATK / 1900 DEF
    You can destroy 1 Level 6 or lower monster you control; Special Summon this card (from your hand). You can only Summon "Scylla, Monstrosity of the Homecoming" once per turn this way. If this card is Special Summoned this way: You can add 1 Level 7 "Homecoming" monster from your Deck to your hand. If this card attacks while you control another Fiend-Type "Homecoming" monster, your opponent cannot activate cards or effects until the end of the Damage Step.

    Charybdis, Monstrosity of the Homecoming
    LV 7 | WATER | [Fiend/Effect]
    1900 ATK / 2700 DEF
    You can destroy 1 Level 6 or lower monster you control; Special Summon this card (from your hand). You can only Summon "Charybdis, Monstrosity of the Homecoming" once per turn this way. If this card is Special Summoned this way: You can add 1 Level 7 "Homecoming" monster from your Graveyard to your hand. Once per Battle Phase, if an opponent's monster battles a Fiend-Type "Homecoming" monster and is on the field at the end of the Damage Step: Banish it.

    Odysseus, Traveler of the Homecoming
    LV 8 | WIND | [Warrior/Effect]
    3000 ATK / 2500 DEF
    Must first be Special Summoned by banishing 5 "Homecoming" monsters with different names from your Graveyard. Once per turn, during your Main Phase: You can target 1 monster your opponent controls; banish it, then destroy 1 other "Homecoming" monster you control. If this card is destroyed by the effect of a "Homecoming" monster: You can target any number of your banished "Homecoming" monsters whose combined Level is 8 or lower; Special Summon them. You can only activate this effect of "Odysseus, Traveler of the Homecoming" once per turn.

    Penelope, Patience of the Homecoming
    LV 4 | EARTH | [Spellcaster/Ritual/Effect]
    1900 ATK / 1900 DEF
    Must be Ritual Summoned with "Waiting for the Homecoming", and cannot be Summoned by other ways. Cannot be destroyed by card effects, except by "Homecoming" cards. Once per turn: You can add 1 "Homecoming" card from your Deck or Graveyard to your hand. If another "Homecoming" monster is destroyed while this card you control is face-up on the field: You can Special Summon that monster from your Graveyard. You can only activate this effect of "Penelope, Patience of the Homecoming" once per turn.

    Waiting for the Homecoming
    Ritual Spell Card
    This card is used to Ritual Summon "Penelope, Patience of the Homecoming". You must also Tribute monsters from your hand or field whose Levels equal 4 or more. During your Main Phase, except the turn this card was sent to the Graveyard: You can return this card and 1 "Penelope, Patience of the Homecoming" from your Graveyard to your Deck; send 1 "Homecoming" monster from your Deck to the Graveyard. You can only use this effect of "Waiting for the Homecoming" once per turn.

  5. #2025
    Registered User Baroque's Avatar
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    While I mull over what to do for the ancient contest, I decided to visit another game I play to YGO-ify a monster that's already pretty YGO-y -- Heaven Winged Machine, Seraphis.

    Spoiler Alert!
    Heaven Winged Machine, Seraphis
    Level 7 - LIGHT - Machine/Effect
    atk 1500 def 4000
    You can Tribute Summon this card using 1 LIGHT Machine-Type monster as a Tribute. If Summoned this way: Change its Battle Position. Monsters you control gain 500 ATK for each LIGHT monster you control other than this card. Once per turn: You can look at the top 5 cards of your Deck, choose up to 2 LIGHT monsters among them, then place the chosen cards back on top of your Deck in any order, also place the remaining cards on the bottom of your Deck in any order.

    Machine Star's Memory, Windsor
    Level 7 - LIGHT - Machine/Effect
    atk 500 def 250
    During the opponent's Battle Phase, if you control no monsters: You can Special Summon this card, and if you do, this card's ATK becomes 4750, also Set Spell/Trap cards cannot be activated. These changes last until the end of this turn. Cards and effects cannot be activated in response to this effect's activation, and this card's effect cannot be negated, also you can only use this effect of "Machine Star's Memory, Windsor" once per turn. Neither player takes battle damage from a battle involving this card.

    Machine Star's Right Hand, Aquor
    Level 7 - LIGHT - Machine/Effect
    atk 500 def 250
    During either player's turn: You can discard this card from your hand; face-up monsters on the field cannot activate their effects until the turn player's next Standby Phase, also while a card affected by this effect remains face-up on the field your opponent cannot play cards added to their hand outside of their Draw Phase (including by drawing). You can only use this effect of "Machine Star's Right Hand, Aquor" once per turn.

    Machine Star's Left Hand, Frahje
    Level 7 - LIGHT - Machine/Effect
    atk 500 def 250
    During either player's turn: You can discard this card from your hand; Set all face-up Spell/Trap cards on the field, also all cards Set by this effect cannot be activated until the end of the turn player's next turn. You can only use this effect of "Machine Star's Left Hand, Frahje" once per turn.

    Machine Star's Right Leg, Trigo
    Level 7 - LIGHT - Machine/Effect
    atk 500 def 250
    During either player's turn: You can discard this card from your hand; Set all face-up Spell/Trap cards on the field, also all cards Set by this effect, plus all Spell/Trap cards added to your opponent's hand after this effect resolves (including by drawing), have their effects changed to "When this card is activated: Inflict 500 damage to your opponent's Life Points." until the turn player's next Standby Phase. You can only use this effect of "Machine Star's Right Leg, Trigo" once per turn.

    Machine Star's Left Leg, Dukdey
    Level 7 - LIGHT - Machine/Effect
    atk 500 def 250
    During either player's turn: You can discard this card from your hand; if you would take effect damage from an opponent's card effect this turn, draw 1 card instead. If you would draw more than 3 cards by this effect, do not draw further cards, and instead your opponent must skip a Draw Phase for each time this effect would have been applied past the third time. You can only use this effect of "Machine Star's Left Leg, Dukdey" once per turn.

    Light Guiding Star Machine, Orpharion
    Level 8 - LIGHT - Machine/Fusion/Effect
    atk 6000 def 1900
    Must be Special Summoned (from your Extra Deck) by banishing 1 "Heaven Winged Machine, Seraphis" you control and 5 "Machine Star's" monsters with different names from your hand, and cannot be Special Summoned by other ways. You can only control 1 "Light Guiding Star Machine, Orpharion". This card cannot be Tributed, and control of this card cannot be changed. If this card attacks, is attacked, or activates an effect, cards and effects cannot be activated until the end of the Damage Step or the effect's resolution. Battle damage from a battle involving this card is halved. All other monsters you control gain 500 ATK for each LIGHT monster you control other than this card. Once per turn: You can look at the top 5 cards of your Deck, choose up to 2 LIGHT monsters among them, then place the chosen cards back on top of your Deck in any order, also place the remaining cards on the bottom of your Deck in any order. During your Main Phase: You can activate this effect; this card can attack two monsters this turn, but if it attacks this turn, its ATK becomes 4000 during the Damage Step only.

    Feathers of Heaven
    NORMAL SPELL
    Look at the top 5 cards of your Deck, choose up to 2 LIGHT monsters among them, then place the chosen cards back on top of your Deck in any order, also place the remaining cards on the bottom of your Deck in any order. You can only activate 1 "Feathers of Heaven" per turn.

    Symphonic Energy
    CONTINUOUS SPELL
    Monsters you control gain 500 ATK for each LIGHT monster you control, but inflict 500 less battle damage.

    Seraphis is pretty damn Exodia-y, so I decided to make his ult.evo's summon pretty damn Exodia-y; also decided to make his 'limbs' (including the head; Seraphis is actually the torso!) hand-trappy as sort of a boost (as you're making a monster rather than winning a duel with 'em) and a tip of the hat to where these guys were dropped from (if you check the Mechanical War King, Mechanical Queen, and Gathering of Talents dungeons, you'll see the inspirations for the effects of the hands, feet, and head respectively). Tried to make it so that it was a little self-sufficient as well -- an example of this being turning Seraphis's skyfall-skewing active into a way to potentially draw into your pieces easier, and having Trigo and Dukdey combo together.

    I'd like to hear feedback on this archetype and its effects, if at all possible; I tried to make it functional as well as flavorful!
    Last edited by Baroque; 13th July 2016 at 01:56 AM. Reason: Tweaked Windsor's phrases' order a tad.
    #222937 for invisitext in the Org's dark. Try it out!

  6. #2026
    Registered User Erickdsl's Avatar
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    Quote Originally Posted by Baroque View Post
    While I mull over what to do for the ancient contest, I decided to visit another game I play to YGO-ify a monster that's already pretty YGO-y -- Heaven Winged Machine, Seraphis.

    Spoiler Alert!
    Heaven Winged Machine, Seraphis
    Level 7 - LIGHT - Machine/Effect
    atk 1500 def 4000
    You can Tribute Summon this card using 1 LIGHT Machine-Type monster as a Tribute. If Summoned this way: Change its Battle Position. Monsters you control gain 500 ATK for each LIGHT monster you control other than this card. Once per turn: You can look at the top 5 cards of your Deck, choose up to 2 LIGHT monsters among them, then place the chosen cards back on top of your Deck in any order, also place the remaining cards on the bottom of your Deck in any order.

    Machine Star's Memory, Windsor
    Level 7 - LIGHT - Machine/Effect
    atk 500 def 250
    During the opponent's Battle Phase, if you control no monsters: You can Special Summon this card, and if you do, this card's ATK becomes 4750, also Set Spell/Trap cards cannot be activated. These changes last until the end of this turn. Cards and effects cannot be activated in response to this effect's activation, and this card's effect cannot be negated, also you can only use this effect of "Machine Star's Memory, Windsor" once per turn. Neither player takes battle damage from a battle involving this card.

    Machine Star's Right Hand, Aquor
    Level 7 - LIGHT - Machine/Effect
    atk 500 def 250
    During either player's turn: You can discard this card from your hand; face-up monsters on the field cannot activate their effects until the turn player's next Standby Phase, also while a card affected by this effect remains face-up on the field your opponent cannot play cards added to their hand outside of their Draw Phase (including by drawing). You can only use this effect of "Machine Star's Right Hand, Aquor" once per turn.

    Machine Star's Left Hand, Frahje
    Level 7 - LIGHT - Machine/Effect
    atk 500 def 250
    During either player's turn: You can discard this card from your hand; Set all face-up Spell/Trap cards on the field, also all cards Set by this effect cannot be activated until the end of the turn player's next turn. You can only use this effect of "Machine Star's Left Hand, Frahje" once per turn.

    Machine Star's Right Leg, Trigo
    Level 7 - LIGHT - Machine/Effect
    atk 500 def 250
    During either player's turn: You can discard this card from your hand; Set all face-up Spell/Trap cards on the field, also all cards Set by this effect, plus all Spell/Trap cards added to your opponent's hand after this effect resolves (including by drawing), have their effects changed to "When this card is activated: Inflict 500 damage to your opponent's Life Points." until the turn player's next Standby Phase. You can only use this effect of "Machine Star's Right Leg, Trigo" once per turn.

    Machine Star's Left Leg, Dukdey
    Level 7 - LIGHT - Machine/Effect
    atk 500 def 250
    During either player's turn: You can discard this card from your hand; if you would take effect damage from an opponent's card effect this turn, draw 1 card instead. If you would draw more than 3 cards by this effect, do not draw further cards, and instead your opponent must skip a Draw Phase for each time this effect would have been applied past the third time. You can only use this effect of "Machine Star's Left Leg, Dukdey" once per turn.

    Light Guiding Star Machine, Orpharion
    Level 8 - LIGHT - Machine/Fusion/Effect
    atk 6000 def 1900
    Must be Special Summoned (from your Extra Deck) by banishing 1 "Heaven Winged Machine, Seraphis" you control and 5 "Machine Star's" monsters with different names from your hand, and cannot be Special Summoned by other ways. You can only control 1 "Light Guiding Star Machine, Orpharion". This card cannot be Tributed, and control of this card cannot be changed. If this card attacks, is attacked, or activates an effect, cards and effects cannot be activated until the end of the Damage Step or the effect's resolution. Battle damage from a battle involving this card is halved. All other monsters you control gain 500 ATK for each LIGHT monster you control other than this card. Once per turn: You can look at the top 5 cards of your Deck, choose up to 2 LIGHT monsters among them, then place the chosen cards back on top of your Deck in any order, also place the remaining cards on the bottom of your Deck in any order. During your Main Phase: You can activate this effect; this card can attack two monsters this turn, but if it attacks this turn, its ATK becomes 4000 during the Damage Step only.

    Feathers of Heaven
    NORMAL SPELL
    Look at the top 5 cards of your Deck, choose up to 2 LIGHT monsters among them, then place the chosen cards back on top of your Deck in any order, also place the remaining cards on the bottom of your Deck in any order. You can only activate 1 "Feathers of Heaven" per turn.

    Symphonic Energy
    CONTINUOUS SPELL
    Monsters you control gain 500 ATK for each LIGHT monster you control, but inflict 500 less battle damage.

    Seraphis is pretty damn Exodia-y, so I decided to make his ult.evo's summon pretty damn Exodia-y; also decided to make his 'limbs' (including the head; Seraphis is actually the torso!) hand-trappy as sort of a boost (as you're making a monster rather than winning a duel with 'em) and a tip of the hat to where these guys were dropped from (if you check the Mechanical War King, Mechanical Queen, and Gathering of Talents dungeons, you'll see the inspirations for the effects of the hands, feet, and head respectively). Tried to make it so that it was a little self-sufficient as well -- an example of this being turning Seraphis's skyfall-skewing active into a way to potentially draw into your pieces easier, and having Trigo and Dukdey combo together.

    I'd like to hear feedback on this archetype and its effects, if at all possible; I tried to make it functional as well as flavorful!
    Holy crap, these are awesome! I rarely comment other people's cards here, but these are so cool, i have to do it.

    My only problem is Aquor, a very overpowered version of veiler that acts like a watered down version of mistake, not all decks would be able to use it, but the ones that could, like qliphort, psyframe, maybe ba, i can even see kozmos using it to protect a dark destroyer from a ignister, etc, it would be very unfair.

    Other than that, these are amazing. A hand trap that sets s/t like floodgates and a maxx "c" for burn, very creative. It would be pretty sweet an exodia retrain like this, to go with summoned lord.

  7. #2027
    Registered User Drakylon's Avatar
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    Quote Originally Posted by Baroque View Post
    While I mull over what to do for the ancient contest, I decided to visit another game I play to YGO-ify a monster that's already pretty YGO-y -- Heaven Winged Machine, Seraphis.

    Spoiler Alert!
    Heaven Winged Machine, Seraphis
    Level 7 - LIGHT - Machine/Effect
    atk 1500 def 4000
    You can Tribute Summon this card using 1 LIGHT Machine-Type monster as a Tribute. If Summoned this way: Change its Battle Position. Monsters you control gain 500 ATK for each LIGHT monster you control other than this card. Once per turn: You can look at the top 5 cards of your Deck, choose up to 2 LIGHT monsters among them, then place the chosen cards back on top of your Deck in any order, also place the remaining cards on the bottom of your Deck in any order.

    Machine Star's Memory, Windsor
    Level 7 - LIGHT - Machine/Effect
    atk 500 def 250
    During the opponent's Battle Phase, if you control no monsters: You can Special Summon this card, and if you do, this card's ATK becomes 4750, also Set Spell/Trap cards cannot be activated. These changes last until the end of this turn. Cards and effects cannot be activated in response to this effect's activation, and this card's effect cannot be negated, also you can only use this effect of "Machine Star's Memory, Windsor" once per turn. Neither player takes battle damage from a battle involving this card.

    Machine Star's Right Hand, Aquor
    Level 7 - LIGHT - Machine/Effect
    atk 500 def 250
    During either player's turn: You can discard this card from your hand; face-up monsters on the field cannot activate their effects until the turn player's next Standby Phase, also while a card affected by this effect remains face-up on the field your opponent cannot play cards added to their hand outside of their Draw Phase (including by drawing). You can only use this effect of "Machine Star's Right Hand, Aquor" once per turn.

    Machine Star's Left Hand, Frahje
    Level 7 - LIGHT - Machine/Effect
    atk 500 def 250
    During either player's turn: You can discard this card from your hand; Set all face-up Spell/Trap cards on the field, also all cards Set by this effect cannot be activated until the end of the turn player's next turn. You can only use this effect of "Machine Star's Left Hand, Frahje" once per turn.

    Machine Star's Right Leg, Trigo
    Level 7 - LIGHT - Machine/Effect
    atk 500 def 250
    During either player's turn: You can discard this card from your hand; Set all face-up Spell/Trap cards on the field, also all cards Set by this effect, plus all Spell/Trap cards added to your opponent's hand after this effect resolves (including by drawing), have their effects changed to "When this card is activated: Inflict 500 damage to your opponent's Life Points." until the turn player's next Standby Phase. You can only use this effect of "Machine Star's Right Leg, Trigo" once per turn.

    Machine Star's Left Leg, Dukdey
    Level 7 - LIGHT - Machine/Effect
    atk 500 def 250
    During either player's turn: You can discard this card from your hand; if you would take effect damage from an opponent's card effect this turn, draw 1 card instead. If you would draw more than 3 cards by this effect, do not draw further cards, and instead your opponent must skip a Draw Phase for each time this effect would have been applied past the third time. You can only use this effect of "Machine Star's Left Leg, Dukdey" once per turn.

    Light Guiding Star Machine, Orpharion
    Level 8 - LIGHT - Machine/Fusion/Effect
    atk 6000 def 1900
    Must be Special Summoned (from your Extra Deck) by banishing 1 "Heaven Winged Machine, Seraphis" you control and 5 "Machine Star's" monsters with different names from your hand, and cannot be Special Summoned by other ways. You can only control 1 "Light Guiding Star Machine, Orpharion". This card cannot be Tributed, and control of this card cannot be changed. If this card attacks, is attacked, or activates an effect, cards and effects cannot be activated until the end of the Damage Step or the effect's resolution. Battle damage from a battle involving this card is halved. All other monsters you control gain 500 ATK for each LIGHT monster you control other than this card. Once per turn: You can look at the top 5 cards of your Deck, choose up to 2 LIGHT monsters among them, then place the chosen cards back on top of your Deck in any order, also place the remaining cards on the bottom of your Deck in any order. During your Main Phase: You can activate this effect; this card can attack two monsters this turn, but if it attacks this turn, its ATK becomes 4000 during the Damage Step only.

    Feathers of Heaven
    NORMAL SPELL
    Look at the top 5 cards of your Deck, choose up to 2 LIGHT monsters among them, then place the chosen cards back on top of your Deck in any order, also place the remaining cards on the bottom of your Deck in any order. You can only activate 1 "Feathers of Heaven" per turn.

    Symphonic Energy
    CONTINUOUS SPELL
    Monsters you control gain 500 ATK for each LIGHT monster you control, but inflict 500 less battle damage.

    Seraphis is pretty damn Exodia-y, so I decided to make his ult.evo's summon pretty damn Exodia-y; also decided to make his 'limbs' (including the head; Seraphis is actually the torso!) hand-trappy as sort of a boost (as you're making a monster rather than winning a duel with 'em) and a tip of the hat to where these guys were dropped from (if you check the Mechanical War King, Mechanical Queen, and Gathering of Talents dungeons, you'll see the inspirations for the effects of the hands, feet, and head respectively). Tried to make it so that it was a little self-sufficient as well -- an example of this being turning Seraphis's skyfall-skewing active into a way to potentially draw into your pieces easier, and having Trigo and Dukdey combo together.

    I'd like to hear feedback on this archetype and its effects, if at all possible; I tried to make it functional as well as flavorful!
    I have a few qualms about a 1500/4000 OR 4000/1500 Level 7 that can both be Special Summoned or Normal Summoned with only 1 Tribute, a 4750 ATK wall that your opponent can't respond to, a better Effect Veiler and Droll & Lock Bird rolled up into one, and a Draw Phase skipper. In fact, all of the parts' effects other than Frahje and maybe Trigo are way too powerful to be on hand traps, especially Dukdey which basically turns Red-Eyes Flare Metal Dragon into a huge liability for its controller. If a card like Dukdey were even remotely used in tournament play, REFMD would be instantly gone from the meta since even playing it runs the risk of losing many, many Draw Phases with very few ways to foresee or stop it.

    I also find it odd that even with all of Orpharion's immunities, its Summon can still be negated.

  8. #2028
    Registered User ScionStorm's Avatar
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    Quote Originally Posted by Drakylon View Post

    Crewman of the Homecoming

    Circe, Witch of the Homecoming

    Calypso, Lover of the Homecoming

    Nausicaa, Protectress of the Homecoming

    Scylla, Monstrosity of the Homecoming

    Charybdis, Monstrosity of the Homecoming

    Odysseus, Traveler of the Homecoming

    Penelope, Patience of the Homecoming

    Waiting for the Homecoming
    Yes! Excellent! Just what I've always wanted. An archetype based on the types of students you meet at a High School Dance.
    Last edited by ScionStorm; 13th July 2016 at 10:55 PM.

  9. #2029
    Registered User King's Avatar
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    Destiny HERO Bloodyguy
    DARK/Level 8
    Warrior/Fusion/Effect
    ATK/1900 DEF/3000
    3 DARK Effect Monsters
    While this card is face-up on the field : Non-"HERO" Monsters on the field have their effects Negated, and cannot actvate their effects. Once per turn you can Target 1 card on the field: Equip that card to this card. While that card is equipped with a card: Monsters you control are unnafected by this card effect, and they have their ATK are increased by 500 for each "HERO" Monster in your Graveyard. If this card Destroys a Monster by battle: Send to the Graveyard 1 Card that is equipped to thid card, and if you do this card original ATK becomes 3000 and can attack once again in a row. You can only control 1 "Destiny HERO Bloodyguy".

  10. #2030
    Registered User TheycallmeBrick's Avatar
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    Self-Destruct Failsafe
    Normal Trap Card
    If your LP are lower than your opponent's and the difference is at least 4000: Inflict 8000 damage to your opponent, but reduce this damage by 400 for each card in your Deck. After this effect resolves, your LP become 0.

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