Gandalf Level 5 Effect. 0/100,000,000 Effect: You shall not pass; Immune to trap effects and negates spells. Must sacrifice 1 level 6 or higher monster, and if you do, this card is banished, and cannot be put back into the deck by effects.
Anjnite Shantus Gandalf would get a card like dark magicians dark magic attack and blue eyes burst stream called You cannot pass Spell continuous You can only activate this card when Gandalf is on the field. Monster cards cannot attack directly. If Gandalf attacks an opponents monster; Gandalf and the opponents monster are banished at the beginning of the damage step and the opponents monster cannot come back on to the field by any means, Gandalf returns to the field at your end phase. You can only activate the effects of You shall not pass once per turn and only once that turn.
*ULTIMATE GLUTTON CAULDRON OF GREED* Effect: DRAW YOUR ENTIRE DECK; YOU CANNOT LOSE THE DUEL BY BEING UNABLE TO DRAW CARDS; YOU CAN SEND ANY CARDS IN YOUR HAND TO THE GRAVEYARD UNTIL YOU HAVE 6 CARDS IN YOUR HAND
[trap] Fallen Holy Graal of Greed; Draw all cards from your and your opponent’s deck, then discard all cards until you have 6; all cards on either player’s GY are banned from play. You can special summon any # of monsters in this turn. Your monsters are invincible. If you win this duel, you win the match. You can keep your opponents cards that were banned from play after the duel. The effect of this card cannot be negated or nullified by other cards’ effect.
I think that most of the better custom cards are the ones that are meant as support for existing archetypes, because most of the people making them actually play the game and already have at least some understanding of the playstyle of the deck and the mechanics of the game as a whole, so while the cards themselves are nothing too crazy, I can actually see a lot of them being good enough to be printed.
Like a pendulum tuner, ritual pendulum, and pendulum link I created for D/D (D/D Synchro Slime, D/D/D Super Doom King Arcane Armageddon, and D/D/D Super Doom King Blue Armageddon respectively)
You know, I was thinking of these exact cards when making this comment, they honestly feel like legit modern additions to Glads by Konami themselves. Makes me wish more people saw them.
Yep, I remember making a Hand Trap/Searcher searcher for monarchs with the hand trap effect only searching a 2400/1000 or 2800/1000 monster from your deck if it’s used as a normal spell so it just increases their consistency but when it’s used as a hand trap you can recover a 2400/1000 2800/1000 monster from your GY The problem with monarchs is bricking so having them need to run less monsters but also not have to run so many non-Monarch Spell/Traps that their engine never gets to start can be an issue so a hand trap/monarch searcher solves Monarchs’ most annoying issues this card also technically being generic means a few other archetypes can search/recycle some monster that has monarch stats which is pretty cool
And on that day, Dzeeff created his mortal enemy. The Evangelion deck user. After Dzeeff ignored his deck entirely, he set out to become king of duels and defeat Dzeeff, sending him to the Shadow Realm of fan made Yu-Gi-Oh cards. He will not rest until Dzeeff has paid the ultimate price for not reading his 40 pages long 40 cards of doom
my main issue with most of the custom cards i see, is that they almost all end up looking incredibly goofy, due to the fact that theyre literally random google images pasted onto cards, instead of actual artists making card art themselves.
Field Spell Card *Club Penguin* You can only activate this card's name's Effect once per turn, Special Summon 1 Penguin Monster from your Hand. All Penguin Monsters you control gain 500 ATK. Destroy this card during your 3rd Standby Phase after activation.
*Biss on Mickey* Trap Card If your opponent activates a card or effect that would destroy and/or banish 2 or more cards you control, including "Club Penguin" and/or a "Penguin" monster you control: You can send any number of "Penguin" monsters you control or in your hand (min. 1) to the GY; banish up to that many cards in both your opponent's field and GY. If all monsters you control are "Penguin" monsters (min. 1), you can activate this card from your hand.
Slight improvement for the penguin strategy: Once per turn, you can send 1 "Penguin" monster from your deck to the graveyard: to add 1 "Penguin" monster from your deck to your hand. Once per turn you can normal summon 1 "Penguin" monster in addition to your normal summon/set. You can only activate 1 "Club Penguin" per turn. You send Nopenguin to the graveyard to search Emperor. Normal summon some random monster, tribute it for Great Emperor. Tribute Emperor and chain Nopenguin. Then you get out 2 penguins + Nopenguin. This 1 card let's go +3 and won't be abused by other decks since they would have to play a lot of bricks. Nothing too broken since Penguin's are meant to be a trash casual meme deck anyways. Not gonna break your locals or anything.
I mean that's what fits the theme of a lot of the scrubs you wanna translate into yu-gi-oh. Think the Egyptian gods from the anime. No one, except the game developers, wants to nerf their final boss.
Pretty sure a majority of them are made by people who don't speak English as their first language. Either that or the education system has failed much more miserably than we first thought.
But as he says, it's a waste of a good oportunity to make something well. The joke is Refference + "Effect" that's actually just dumb bullshit. It's a diservice to the card when that stuff could perfectly fit on a motivational poster.
We will never have a custom card community like hearthstone because hearthstone cards are insanely simple and rarely require being part of a archtype to think about.
My friend group and I make custom card decks (with a casual-to-rogue power level) and duel in fun lil' tournaments. Our biggest problem, I tell you what, is non-PSCT cards. Timing sucks to figure out on these 2003ish effect explanations. The most fun part, though, is the challenge of making a custom-card deck with just a decent-ish power level.
I think the shortage of good custom cards is partially due to the multitude of new summoning mechanics that complicate the game for former players who use the fusion deck. They either look at cards from modern yugioh with absurd effects and attempt to compensate or stick to the stuff they know and make large and unwieldy beat sticks.
Ultra-man eater bug. Flip: all cards sent to the graveyard this turn are banished face down instead; tribute up to three monsters. Draw 2 cards. Is that broken enough?
My ethos when making a custom card is to look at similar cards that already exist. For instance, instead of trying (and failing) to word an effect which searches or Summons cards, I had him look at Flute of Winged Kuriboh. In general, I was trying to use it as an opportunity to teach him how PSCT works, and he's starting to get it. Meanwhile, I was making my own version in parallel. I'd say mine ended up more competitive, with a bit more of a board control and consistency focus, while his ended up as glass-cannon board flooding (without archetypal cards to take advantage, though it could probably make an Extra Link with outside support if it opened perfectly). Personally, I feel like custom card design is a great way to teach people about what makes good and bad cards, as well as helping them get a handle on not just PSCT, but also rulings (like using "if" instead of "when" if there's a decent chance that the card could miss timing, for instance).
10:30 Is it scary that the head wobbling and articulation perfectly line up to the voice you hear, while being 2 completely different videos? pretty funny tbh
Pot of Voraciousness: "During your next draw phase draw cards in addition to your normal draw equal to the number of Pot of Voraciousness in your graveyard. You can only activate one Pot of Voraciousness per turn, and only once that turn."
Maybe it could be: "equal to the numbers of pot of voraciouness in your graveyard +1." (Like another card that I forgot the name). Because the fisrt time that you play it nothing will happen
@@mhail7673 oh yeah, I didn't realised that the effect only activate on the next turn xD , I thought that it would activate before the card goes to the graveyard.
@@BmanTheChamp Change it to simply "Draw cards equal to the number of Pot of Voraciousness in the Graveyard." Yes, including opponent's Graveyard. This makes this card have the potential to be as much as a plus 5, but it isn't automatic, and you won't get anything insane early game. Hell, if you draw this on turn 1, you basically brick with it. They aren't guaranteed pluses, because you have to find a way to send other Pot of Vs to the grave, or wait until your opponent has already activated at least 1 before it becomes a worthwhile play. But the incentive comes from the potential to have huge late game pluses. If this is too powerful, you can add a "discard one card" cost to it, or something similar. I think a discard one card cost could work because if you draw 2, you can discard 1 to draw one, which makes it a neg 1, which makes it a hard choice to add such cards to your deck. Basically, I think this concept for a Pot card could be interesting. I would certainly consider running something like this over Desires.
@@Poske_Ygo no. It works well. The forced normal summon doesnt negate the second summon from nothung. Add that with the new level 6 and you have 4 normal summons in the turn.
@@phoenixgemini42 The new level 6 is not a bonus normal summon. Found that out when talking with some judges this last monday. Nowhere on the card does it say to treat it as a bonus normal. Kills the whole combo and makes the card much weaker.
@@Poske_Ygo The BW link gives you good arrows you can special summon to and searches Black Whirlwind. Nothung is terrible without a Black Whirlwind on the board. Now if you have enough draw power you can get 3+ searches in one turn without batting an eye.
konami arent the best when it comes to card balance, but they do try to never completley powercreep an old card where theres no point in using the old ones anymore. (this is why they never made a neos retrain that SS itself to the field and is treated as "elemental hero neos", even though the deck would greatly benefit from it ) but its clear that most people who make fancards dont think about this kind of stuff and only want the deck to be played better ignoring everything else
i think it would be interesting for konami to do a joke set like magic does with it's unsets. Hell some mechanics from the unsets have made it into the actual game after proving they are not so ridiculous after all
@@suddenllybah You obviously can't make it exactly like an unset. Magic works off of "evergreen mechanics", mechanics that appear in every set (Haste, Vigilance, Hexproof etc.) that are put on the card as a word and not explained, and other mechanics that are added in each set for only that set (if it does well it might be brought back in others), ex in most recent set: Sureil, undergrowth, mentor. In other words magic designs are built around shared mechanics instead of each card having unique effects. the unsets introduce strange and weird mechanics that the design team doesn't believe would work in real magic. Now YGO could just do fun and weird cards that are not tournament legal that poke fun of themselves (see "Look at me! I'm R&D" for example which allows you to replace all instances of one number on the field with another) or just are plain ridiculous (Gizmos)
One more example of what unsets do is have mechanics that fundamentally change the way the game works. Usually, wizards is unwilling to do this (unlike Konami) to keep it easy to learn for new players. It's been probably around 10 years since wizards has added a completely new card type (last one was planeswalkers). Unsets add really weird card types.
You totally don't have to read this, but I just want to put this out there. Gaia's Greatness [Spell][Field] Only earth monsters can be normal summoned and all earth monsters gain 300 ATK points Tome of the Dark Sage [Spell][Equip] Can only be equipped to a Spellcaster monster. Once per turn, you can play a spell card as a quick-spell Dark Destruction [Trap] Target one DARK monster, destroy all monsters on your opponents field with less original ATK
hello everyone, i live 2 years in the future, what if i told u about a splashable fusion monster with 3000atk, that negate any card every turn, can destroy up to 2 cards on field every turn, do well over 3000 burn damage every turn, gain a 1000 permeate atk , can not be destroyed by any effects, also can not be targeted. do u think konami would ever make such a card? of course not, i mean i didn't even see custom cards that powerful in this vid ;)
I made an archetype as a kid. The theme was that all your monster jumped into the grave yard at the end of the turn. And they had less text than the average yugioh card. I'm really proud of it. I would be under powered in modern format. I am thinking of revamping them.
There is a very flourishing CC community in ygo, it helps when you can code the cards into Percy easily, and play with each other. There are always unbalanced and balanced cards, but we try to balance them on ygocc.
Cybernetic Reflection Field Continuous spell: “Cyber” monsters and machine fusion monsters you control cannot be targeted by card effects. Once per turn, if a “Cyber” monster or machine fusion monster you control would be destroyed by a card effect, you can banish this card (from your field or GY); negate card’s effect and if you do, destroy it.
You know, at one point my friend was working on a Yu-Gi-Oh story, and they created a boss monster of an 'anime only' original villain arch-type that was to quote: 'A monster that exists to terrify anyone playing against it.'
Me and my friends have a chat in a yugioh community called "FCG (Fake Card Game). There we focus on playing with custom cards and we even have a staff the corrects the cards and makes custom collections. We know how to do cards that have proper effects and are well balanced, since we base them on things that already exists in the TCG/OCG. So we have a nice experience. There's also some artists on deviantart that do that kind of stuff (Batmed, Grezar, Alanmac and Bdsceptyr if you're curious).
Fast forward to 2023, shit's barely changed. MTG, brimming custom card scene with its own entire discord dedicated to custom commanders in the EDH format. Hearthstone, still has the subreddit dedicated to posting custom hearthstone cards with constant fluctuation into the world of RUclips. Yu-Gi-Oh? Customs are written off as a joke and shelved into oblivion, never to see the light of day and ran underground, so underground that I'm confident that there isn't anyone in said underground.
Imo, a big issue with that is a stigma against custom cards. My friend, for instance, hates them. There are communities for that exists, there are a few Discords for them. But I do think there's a stigma against custom card creators in the community.
My buddies and I actually hold create a card tournaments locally. We have a set of rules as to which the cards have to go by, and they HAVE to be put into PSCT in order to be played. It’s a lot of fun for casuals and competitive players alike, so like he said in the video, I wish there was a better way of doing it online.
I used to create entire custom decks based on retrainings of old cards, and actually they were a bit broken ahah. I remeber an Assault custom deck with an hand-trap that could stop attacks just having it in the hand with requirements on the field, and a custom deck based on Macro Cosmos where with a good set up you can summon 2/3 monster with 3k attack in one turn
Man, I remember me and my friends making custom cards back in the day. We were little kids with time on our hands, so we cut construction paper into card sized pieces and drew our own Yugioh cards in pencil. Made mine with tree monsters with different fruit and a fusion monster giant tree with a bunch of different fruit. Good times!
I would love to see some support for six samurai.. like "swift six samurai" with somewhat of a glad beat effect with a once per turn to search any "six samurai" except itself. And an additional effect when special summoned. Like reviving searching etc. What do u guys think
There is a group of custom card creators in a Portuguese-Brazilian Amino Yu-Gi-Oh! Community that are really good, with cards very much like ones you would see Konami printing and pretty creative ideas
You're not wrong about missed opportunities. I sometimes design yu gi oh cards for fun and they tend to be focused on having a theme and making a legitimate archetype. Mega Man Archetype: Yes, I made one based off of the robot masters from mega man classic. These monsters are all machine types that fall into various attributes with different focuses depending on their type. Generally all of them had minor toolbox effects but their unique effects focus on... Fire: Burn damage(Go figure), token manipulation Water: Self milling other water robot masters, graveyard manipulation. A few have temporary stunlock effects on the backrow/monster zones. Wind: bounce effects, backrow destruction Light: Stunlock and destruction Earth: Special Summoning from gy, varied effects such as battle immunity or bypassing opposing monsters. Dark: Monster Destruction, temporary XYZ lockdown, and attack power manipulation, Mega Man himself: He acts more as a noble knight, equipping cards (mostly other robot masters) to himself for various powerful effects. Bass sent cards to the GY for attack boosts and could equip treble to himself for a double attack, detach to escape destruction and a power boost. That's like 100+ odd cards though so describing all of them is a pain. Gemini Galaxy: Archetype of Gemini monsters that take the high damage output of the galaxy/photon archetype and 'boost' them a fair bit by requiring them to be normal summoned before getting access to potent effects. They're stupidly powerful... Assuming you can actually get their effects off since you have to normal summon multiple monsters to get them to do much and while the archetype helps some with a crucial spell card and a monster that allows an additional normal summon, they have to act as normal beaters more than they'd like. My favorite archetype that I built: Horror Progeny. These guys... These guys. They're essentially based on the eldritch horrors of the mind. Their entire mechanic is based off of banishing horror progeny cards to bring back other horror progenies. They're monsters that rarely hit the GY and instead are banished... Only to return stronger than before. However, they struggle to build up a field presence as many of their monsters are high level and require to be summoned via being banished with primarily once-per turn effects or effects that require you to banish one or more other horror progeny monsters to return it to play. They're also extremely reliant on their field spell cards. (They have two with different effects.)
*Flipped Pot* Dark Level 3 *Fiend* / *effect monster* *100* atk/ *2000* def *Flip* : if there is any pot card in your graveyard, draw 2 cards. If do not, draw 1.
@Jesus The Dark Lord haha, I thought on that card because there not many pot cards in use nowadays, so you don't buy 2 cards all the time. But I was thinking if that card would no be too slow compared with other cards.
There's a guy whose channel is called Aldo Mendoza, he reviews custom decks that are printed by them and, although it's in spanish, he has made some which are pretty sweet. Awesome video, I especially love the way you make so easy to understand what is right and wrong about the game I love. You have earned a subscriber pal.
it's also really interesting that magic does 'the great designer search", where they invite people to apply to become designers by submitting their custom cards. Then they give out a seires of challenges to test their design skills to narrow down their finalists.
I made an archetype of Heartless from KH cards in high school, it was fun. The idea was that most of them could summon themselves from the hand or graveyard if you controlled one of the same name with “Heartless Shadow” being a Tuner having an effect to once per turn discard a Heartless monster to summon a token with the same name, level, and type, but 0 ATK/DEF. This combos with the Field Spell I made, “End of the World” which had an effect to destroy a DARK monster you control to summon a Heartless with the same level/type from the deck (most are Warriors/Fiends). Most of the other Heartless monsters have various other effects such as popping cards when Special summoned by their own effects and random others just to give them each different effects (Air Soldier dealt piercing damage for example). I made Kurt Zisa and Phantom the main bosses as Synchros, Kurt can’t be destroyed by battle and has a dice roll effect to give him extra effects and Phantom being immune to targeting and battle and having an effect like Glow Moss where he once per turn during your Main Phase becomes immune to the card types not chosen until the opponent’s End Phase. I also threw in Ansem as the anime-style “true” boss as an XYZ that was summoned with 2 level 9 DARK monsters (in archetype being Darkside, who would Special Summon himself from the hand or grave if a Field Spell is destroyed and would destroy 2 cards if it was your own) who can’t be destroyed at all and is basically Ultimate Tyranno with piercing damage with 3600 ATK
pot of tier zero format art: pot of greed holding a gun to his head effect: draw two cards from your opponent's deck, then send any cards drawn by this effect into your opponent's deck if they have a name that does not match the name of any other cards you have in your hand, deck, graveyard, or banish zone
Actually I made an entire archatype based on the Mechas in Tengen Toppa Gurren Lagann that combines the LV and the counter Strategy, for example, one card was Gurren Lagann, to summon it you had to fusión summon it with polymerization using Gurren and Lagann (two normal monster a with low stats) well, Gurren Lagan has 2300 ATK points and 1200 DEF points, every Standby Phase a place Spyral counter on it (max 5) Gurren Lagann wind 200 ATK points for each Spyral counter on it, and the final effect was “when this card has 5 Spyral Counters on it, send it to the GY and special summon one Chouginga Gurren Lagann from your Deck or hand” and it also had spells and traps as a support.
Yeah, that’s why when I make custom cards, I make sure to add certain restrictions like “for the rest of the turn, you cannot Special Summon from the extra deck, except “insert archetype” monsters, or something.
Impending Doom by Poltergeist (Fiend/Link/Effect/DARK/Atk 0/Link-2) D, L 2 "Impending Doom" monsters This card is unaffected by the effects of other cards and can't be targeted for attacks, but doesn't stop monsters your opponent controls from attacking directly. During your main phase, you can tribute 2 Spirit monsters; special summon this card from your gy. You can only use this effect of "Impending Doom by Poltergeist" once per turn.
My custom cards were based on Bloodborne's Pthumerian creatures, and kind of represented a different approach to Link Monsters - instead of thriving on pointing to monsters the way Link Monsters often do, the Thumeru basically get special abilities from NOT pointing to anything, and their field spell, Tomb of the Gods, lets them move to main monster zones from the extra monster zone. The Tomb also has a super-Mistake built in if you have 5 Thumeru monsters with different names in your graveyard, which I figured would be good to give the archetype a boost considering most of the cards lock you into only summoning Thumeru. Admittedly the extra deck monsters themed after the major boss Pthumerians are all over the place; Watchdog is a multi-attacking doubled piercing damage thing, Descendant has a Quick Effect Targeted Destruction effect if he doesn't point to anything, and special summons monsters if Tomb is out, Elder...prevents destruction and moves things to different spots, and deals 800 damage whenever anything's destruction is prevented, Watchman has three different burn effects, and the Queen is 1) brutally difficult to summon (requiring 3 Thumeru Link Monsters of different Link Rating) 2) has four overpowered effects and 3) can't be special summoned except by Link Summon. So...yeah I don't know how well I did on this.
heh I remember when I made a set of cards based on memes, I actually tried to make it a series set like having a theme of summoning a lot of cards and having them work together
I know when I dabbled a bit with making custom cards, I learned a really valuable lesson when creating an archetype that revolved around banishing to make Fusion plays. Within the confines of the archetype, it was actually a pretty slow, value-oriented archetype as was its intention, but then I had forgotten cards like Dimension Fusion and Fusion Gate existed because they hadn't been played at all or recently and it completely broke the archetype to the point where it was pretty much an auto-loss going second against the deck. I think a lot of people make bad custom cards because they have no way to actually use those cards. I had the benefit of having a friend who loved coding and would code our custom cards, and it is often really enlightening when an archetype is overpowered or just really limited and not useful. On a final note, I felt like SU's custom toon cards really bounced between "Toon Dark Magician" and "Toon Ancient Gear Golem" / "Toon Buster Blader" in terms of usefulness and balance and it really made me not like them as a whole, but that's just my opinion.
I like to design custom support for archetypes that are severely lacking support. I once completely resigned arcana force so that they weren't totally useless. And made new cards for the missing tarot numbers. I thought about making a synchro tuner for yang zings, and then denglong happened.
I am kinda guilty of the void, but I am also trying to balance the custom cards, and also the one I did the most cards on, is mostly Archetype locked, so if you actually want to play something in it, you’ll most likely have to play a great amount of my cards with what you are doing, unless your just putting other monsters, spells, or traps in. the mechanic of this archetype is simply revolving around banishing and retrieving things from the banish. I also have my own Custom HERO archetype, but it’s a huge mess, and right as Konami whipped up their own Dragonmaid archetype, I made my own which is a Synchro Pendulum Deck that both revolves around discarding other Dragonmaid monsters for effects, and also being able to be used as Synchro materials while in the Pendulum zone using Scale instead of level. but even though I do make the card first on a Yugioh Discord Server, I make then Balance it on Duelingbook, and sometimes the Firdt thing I mentioned feels overpowered sometimes and underpowered at other times.
Now makes me think of a series of card Ideas I had. Basically they are field spells that allow the owner to freely summon 1 extra deck monster type, but does not allow any other types to be summoned, and it prevents you from using the extra monster zone. To think of it, it wasn't a good idea. Even if I added a large life point cost that can't be negated unless the card is destroyed, people would still run 3 per deck.
I got back into yugioh via a card maker forum where I mostly tried to review cards and come up with a few ideas for cards of my own. Then as shifted focus to the tcg I realized that not only was there a lot to the game I didn't understand, there were just so many cards! I'm still kind of interested in trying to make some cards, mostly to blend different media into the game, but I think that the best way to make fan yugioh cards would be either add new cards to existing archetypes or take whatever pop culture you want to use and make 1 or 2 new cards as archetypal support or a standalone generic card that could fit in more kinds of decks.
I am currently working on a custom archtype myself, i know there is little to no glory in doing that these days, but this video helped me realize about couple mistakes i was making, so thank you for that!
Just for reference, this is the first card i created for this archtype. As you see, it has a ton of text. Puppy Pauper Tattaro Lvl 3 earth beast warrior/effect If your control an earth, beast warrior type monster, you can special summon this card from your hand. During either player's main phase: if there are no beast warrior type monsters in your banish pile, you can send this card to the grave, beast warrior type monsters you control are unaffected by your opponent's activated effects till the end of the main phase. If this card is in your graveyard because it was sent there this turn, your can return it to the deck; then add one lvl 4 or lower beast warrior type monster from your banish pile, and add it to your hand. You can only activate each effect of "Puppy pauper tattaro" once per turn. 1500 atk/ 100 def
I had an idea for a trap card called "mutually assured destruction" When both players control at least one face up monster with 3000 or more ATK destroy all face up cards on the field. It emulated a nuclear war with only face down cards surviving (as that emulated being in a bunker)
I kind of want to create cards centered around Ash Blossom, Ghost Ogre, Ghost Reaper, and Ghost Belle. They seem a lot like they’re sprites based around the seasons: Ash Blossom is spring, Ghost Belle is summer, Ghost Ogre is autumn, and Ghost Reaper is winter. It’d be an archetype centered around synchro summoning monsters using the four cards, and adding in some support to make them actually playable instead of just being used as hand traps. Take this one for example that I’ve thought up (don’t actually have any artwork for it): Ashen Maiden of Spring - Haruka Level: 6 Zombie/Synchro/Tuner/Effect 1+ Tuner + 1+ non-Tuner monsters If this card would be Synchro summoned using “Ash Blossom and Joyous Spring” as material, you can use only Tuner monsters to summon this card. While this card is face-up on the field, you can(Quick Effect): target one “Ash Blossom and Joyous Spring” in your GY, banish it. You can then activate one of these effects: - Add one card from your Deck to the hand - Special summon one lv3 Tuner monster from your Deck or Hand to the Field in face-up defense position - Send one card from your Deck to the GY, treating it as a discard from your hand ATK/0 DEF/ 2000 Does anyone think this is good? If not, then what could it use to work better? I plan to have it be similar to the Agent’s archetype in which you can recover banished cards.
0:09:41 - Here's my attempt at balancing this card. :-) (Good luck printing this...) This card must be Fusion Summoned and cannot be summoned by other ways. If this card is in your Extra Deck: You can reveal 3 "Danger!" monsters in your GY that have been discarded due to a card effect; your opponent chooses 2 cards at random, also, after that, banish the 2 chosen cards face-down. Return the remaining card to the GY, then Fusion Summon this card from your Extra Deck (this card must be in the Extra Deck in order to activate and resolve this effect). When this card is Fusion Summoned, add 1 "Danger!" monster from your Deck to your hand, then discard 1 card (except the added card). When this card leaves the field due to a card effect (except during the Damage Step), you can Special Summon a "Danger!" monster from your GY. You can only use this effect once per turn, and only once that turn. You can only control 1 "Danger! Mistress of Calamities".
A certain devientart artist im following called batmed and he actually does a really good job making balanced cards, be it original archetypes or legacy support I suggest you check him out
There was this one time I tried making an archetype of quick play spell cards that acted as spell speed 4 cards, and when activated they would have an effect as well as special summon themselves to use for xyz summons, kinda like paleozoics, and would have effects that allowed more versatility for the spells. Looking back it was probably overly complicated, but it was fun making a unique archetype.
From a year ago, I am also making Custom Yu-Gi-Oh! Cards too and I'm still doing it until to this day. There is "Black Mist" (swarm the field with face-down flip monster, and rearrange them during the End Phase), "Cursed Equipment" (Kinda like a rip-off of Masked Hero with battle-oriented effect), "Data Corruption" (My attempt to make my own Psy-Frame), "Deemo" (similar to Spellbook's shenanigans), "Elemusion" (my Invoker rip-off), "Lazuryl" (my first attempt to make a ritual base archetype). "of the Opera" (basically Zoodiac but worse), "Puppet Master" (kinda like Cyberdark but better), "Pyrex" (make your LP as low as possible to OTK), "Simmiror" (destroy your own card to burn your opponent can ruin their field), "TERRA the Band" (Kinda like altergeist and mekk-knights combined with the goal to swarm and clog your opponents hand), "Time Hollow" (my own SPYRAL-esque archetype), and "Tune-Up" (my own "Dragon Rulers" but with synchros).
Legacy Support Dragon Lv. 6 Dragon/Effect At the beginning of the game, if this card is in your hand and you Bricked, you can reveal your hand and special summon this monster. (You Bricked if your hand has no optimal plays.) Once per turn: you can banish a card from your graveyard that lists a card that is a normal monster in its rule text: Special summon that monster from your deck to the field. Banish a normal monster from your field: Draw a card. Shuffle a banished normal monster into your deck: Destroy a card your opponent controls. 2000 Atk/0 Dfn
I love how the Cortana one is a fusion monster, with no fusion requirements for its fusion summon and is a lvl12 tuner making it impossible to actually synchro summon with unless you used a level changing card
I remember one day I was really tired and made a deck where the entire theme was just swarming and the archerype was just Scarce with badly-edited weapons on top of it.
i had made some pendulum monsters for subterror Subterror Mage level 2 Psychic / effect / pendulum 400 Atk / 1600 Def 13/13 Pendulum Scale Monster effect: You can discard this card to the GY; Add 1 "Hidden City" from your deck to your hand. Pendulum effect: You cannot Pendulum Summon monsters, except "Subterror" monsters. This effect cannot be negated. If you have no card in your other Pendulum Zone: Add 1 "Subterror Witch" from your deck to your hand. Once per turn: Set 1 "Subterror" Spell/Trap Card directly from your Deck. You can only use each effect of "Subterror Mage" once per turn. Subterror Witch level 3 Plant / effect / pendulum 1400 Atk / 1600 Def 4/4 Pendulum Scale Monster effect: During either player's turn: You can send this card from your hand to the Graveyard, then target 1 other "Subterror" flip monster in the Graveyard; activate the flip effect of the targeted "Subterror" monster as it was on the field. You can only this effect of "Subterror Witch" once per turn. Pendulum effect: You cannot Pendulum Summon monsters, except "Subterror" monsters. This effect cannot be negated. If you have no card in your other Pendulum Zone: Add 1 "Subterror Mage" from your GY to your hand. Once per turn: Set 1 "Subterror" Spell/Trap Card directly from your Deck. You can only use each effect of "Subterror Witch" once per turn.
I made a Silent Hill deck of cards. The equip cards were based around weapons in game it consisted of the main characters from specific games and some of the creatures in the worlds. Had a Silent Hill field spell, spells and traps that dealt with the Silent Hill cards. It was actually straightforward but not so basic it was boring. Like having two of a specific monster would increase all of the monster by 100 or whatever.
I want to see an archetype that deals with banishing cards from the Extra Deck to special summon them later. Inter dimensional Vikings. "Voidking." For an archetype other than warriors, maybe fairy or reptile, being named "Vesper" or "Novang" (or some similar snake/scale pun) respectively. I could see them being Reptile potentially broken by something like Snake Rain though. You can use appropriate cards banished face up as material for X type of summoning (tribute summons, or whatever specified extra deck summon) by turning them face down. Cost of effects could be paid by banishing face down (from Deck or Extra Deck, not entirely sure). Probably a janky way to play Gren Maju and Eater of Millions, but it's interesting in theory to me.
Banlist LIGHT Level 3 0 ATK / 1800 DEF [Zombie/Tuner/Effect] If your opponent activates a monster or Spell/Trap card or effect that would win the game instantly, (Quick Effect): Discard this card; Negate that effect, and if you do, banish it. You can only use that effect of "Banlist" once per turn. You cannot chain this card to "Firewall Dragon".
I once made a Xenomorph deck and even printed it out. Around 20+ custom cards all made to work as a cohesive deck together. People hated it, but always wanted to play against it! It was really over powered, but in a unique bizarre way that made it feel very accurate to the movies. It involved weak easy to summon drones, union monsters that would disable opponent monsters, and then trap cards that would stop anything you are doing and dump a scary boss monster on the board. Each card itself actually had simple effects!
I don't remember all of them that well, but the star cards of the deck were the face hugger which was a union hand trap with an effect like "Once per turn, during your opponents turn only attach this card in your hand to an opponents monster as an equip spell card. Or [Typical union monster effect for attaching as summon monster during your turn] A monster equipped with this card can not attack or activate it's effect. During your standby phase, tribute a monster and this card equipped to that monster to summon one xenomorph monster from your deck with a level less than or equal to that monsters" (This was the only card with a legitimately complicated text, though it's straightforward mechanically) Aside from that, the main card people hated was a blatantly over powered counter trap card. "If a monster attacks or activates it's effect; Negate it. Then, special summon one "xenomorph" monster from your hand to your side of the field." As with most of the cards, it's name was a reference to a line in the show. "Game Over". Unironically winning the duel many times when it was played. Hahaha I actually limited it to 2 myself, after finding 3 copies made it too spammy and annoying. It's worth noting all of the "bosses" have effects that limit their utility if they were special summoned that turn. So if you don't summon a weaker drone with one of these effects they aren't as over powered as they might seem at first. The final card I remember being key to the deck was a field spell called "absolute isolation" with an effect in the vicinity of "Cards can not me removed from the deck by adding or drawing them outside of the normal draw phase, unless by the effect of a "xenomorph" card." It's worth noting the deck used minimal searching only to keep a steady supply of face huggers and drones, it's mostly just to slow down meta decks so it's not steam rolled by card advantage, (something the deck doesn't actually do well despite having some broken ass cards)
7:41 - I actually had to pause and open my Custom Card folder because I've used that exact name and image combination. Mine's a Synchro, though. >goes to Twitter to send in some Archetypes
I posted this to a facebook group once when someone asked for custom cards for archetypes that needed it, I tried to balence it, though I might have been a bit off, though I'll comment it anyways. Crystal Beast Diamond Warbler Level 4 Wind/Winged-Beast/Effect You can discard one card, and if you do, place one "Crystal Beast" monster from your GY card into your Spell and Trap Card Zone as a Continuous Spell, then Special Summon one other "Crystal Beast" card from your Spell and Trap Card Zone. You can only use this effect of Crystal Beast Diamond Warbler once per turn. If this face up card is destroyed while it is in a Monster Card Zone, you can place it as a face up card in your Spell and Trap Card Zone as a Continuous Spell instead of sending it to the GY. 1200 ATK/1400 DEF
At 7:03 Captain Scarlet is not over powered because it is not a quick effect and you can still chain other stuff to it. It is very powerful and does not target but it is slow enough and suseptable to Solemns and hand traps so I do not see it as the best example of two strong.
This video actually made me go back through my files and remake some of my old custom cards I made in high school Thanks, I managed to make my favourite set I made back in the day actually work now and I love it
I made some custom ones where the darklords were errated with the copy effect ability and removing the cannot be summoned clause. Additionally, I changed Edeh Arae to have the piercing effect all the time in addition to the above changes. Feels much more better that way.
I put together a fan made archetype of gemini monsters... It consisted of 6 spell cards, 9 monsters, 3 traps, 1 link monster, 1 Xyz, and 2 synchro monsters.
Cyber Purification Normal Spell Activate only while you control a Cyber Dragon monster or Fusion Monster that lists Cyber Dragon as a material; banish any number of "Cyber Dragons" from your graveyard and banish an equal number of cards from your opponent's field.
This reminds me of a custom cube that my friend tried to design for drafting. A lot of the cards and archetypes were either extremely underpowered because he was "afraid to make them better", or they were total blowouts that myself and several other players more or less demanded erratas of. A primary complaint he would have is that costs on things were too high, and as such many of the overpowered stuff had costs that did not reflect the effects use, like a raigeki that made you banish four cards face down as cost, erratta'd to ten and then eight. His defense was usually "but its so damn good!" and loved the aspect of designing a super "fun" card, but this was not a justification and usually aided in stating why the card was unhealthy for the draft. Mind you this is a draft style cube, so there's no guarantee that you will pull the nuts and have the overpowered combos, but overall, the game required balances a lot during its development and overall play. Heck of a lot of fun, but extremely tiring after you see the fifth card go by out of five that is either entirely unplayable or is just too good. Some examples: A earth beast-warrior that if it dealt damage, could summon another earth beast warrior from the deck. This was neither a hard once per turn nor did it stop you from targeting another copy of itself. I believe it was an 1800 beater. A continuous spell card that let you gain LP equal to the number of monsters in each players GY*400 each end phase. You could also mill or discard during your endphase before checking the monster count. Backrow removal was rather nonexistant in this cube. A single column based anti spell. Woo. A spirit archetype that relied on tribute summoning. A fusion that could equip a monster to it to gian the attack, had double piercing, would destroy the equip instead of itself, could target destroy, and floated, with ~2k attack before equip.
I actually understand the critical points in what to expect when looking at custom cards. I basically got myself involved a while ago, to make a birthday present for my little brother. We play casually, really only him and me. We change cards, we trade decks to look at how the other plays what is in it and so on. Right now I´m making an archetype revolving around the creatures of the Monster Hunter franchise. I have tribute fodder, searchers, archetypical strenghts and weaknesses coming with a common thematic (like all boss-monsters being Level/Rank 10) and more like an Extra Deck with multiple Xyz, Synchro, Fusion and Link Monsters. Even a "Unity"-Monster, which is kinda weird, but hey, I put my own restriction on it and made it a hard-to-bring-out win condition. I only look for pictures that I can cut to fit into a card boarder without looking horribly cropped and I have pretty high standards considering the used picture showing what the card is about. Zinogre without Lightning? Pff. I have some troubles fully utilizing Links and Pendulums, since they are new to me, but I learn fast. I only design my cards so I can also think of ways to defeat them with certain effects or beatdown strats (again, certain strengths and weaknesses). And now I ask, is someone interested in my project? If so, you can comment down below, or just comment anyway to create a discussion.
*sonic the hedgehog*
level 4 effect monster
*2800* atk / *1000* def
*effect:* this card can go really fast so it can attack you're opponent 3 times
Gandalf
Level 5 Effect.
0/100,000,000
Effect: You shall not pass; Immune to trap effects and negates spells.
Must sacrifice 1 level 6 or higher monster, and if you do, this card is banished, and cannot be put back into the deck by effects.
Yo when's that next vid hitting us Swag? 👀👀
What no madara droping meteors on your opponent, creating an uchiha burn deck?
With that power he becomes hokage of the OC-village np
Anjnite Shantus Gandalf would get a card like dark magicians dark magic attack and blue eyes burst stream called
You cannot pass
Spell continuous
You can only activate this card when Gandalf is on the field. Monster cards cannot attack directly. If Gandalf attacks an opponents monster; Gandalf and the opponents monster are banished at the beginning of the damage step and the opponents monster cannot come back on to the field by any means, Gandalf returns to the field at your end phase. You can only activate the effects of You shall not pass once per turn and only once that turn.
Commenters Don't Understand Card Design
gumgrapes I was right about custom card designs
@@thestormblessed1436 Lost at locals with customs cards and thats okay
@@rrrocky969
Imagine a Yugituber trying to justify winning a locals with custom cards
@CHY no u
This is my new Most Wanted Dzeef video
Did you consider that Jinzo negates all memes when deciding the balance of the custom meme cards?
Jinzo, activate your special ability - Cringe Search!
But Doug, we don't play cards in a vaccuum. We play on cards on a table.
Thanks Dad
>We play cards on a lunch table
FTFY
I play cards on my motorcycle
@@ColasTeam Well, I play them on VR Hoverboards
This comment needs more likes
*Pot of ULTRA GREED*
Draw *3* Cards; at the end of your turn: Draw *3 more cards*
Thats way too broken lol
@@adamjunod3426 U don't say
*ULTIMATE GLUTTON CAULDRON OF GREED*
Effect: DRAW YOUR ENTIRE DECK; YOU CANNOT LOSE THE DUEL BY BEING UNABLE TO DRAW CARDS; YOU CAN SEND ANY CARDS IN YOUR HAND TO THE GRAVEYARD UNTIL YOU HAVE 6 CARDS IN YOUR HAND
[trap] Fallen Holy Graal of Greed; Draw all cards from your and your opponent’s deck, then discard all cards until you have 6; all cards on either player’s GY are banned from play. You can special summon any # of monsters in this turn. Your monsters are invincible. If you win this duel, you win the match. You can keep your opponents cards that were banned from play after the duel. The effect of this card cannot be negated or nullified by other cards’ effect.
@@alivrah Half the text on this card is useless because you'll just pull exodia.
I think that most of the better custom cards are the ones that are meant as support for existing archetypes, because most of the people making them actually play the game and already have at least some understanding of the playstyle of the deck and the mechanics of the game as a whole, so while the cards themselves are nothing too crazy, I can actually see a lot of them being good enough to be printed.
Like a pendulum tuner, ritual pendulum, and pendulum link I created for D/D (D/D Synchro Slime, D/D/D Super Doom King Arcane Armageddon, and D/D/D Super Doom King Blue Armageddon respectively)
A lot of that is because it's easy to identify a weakness in an archetype that would get custom card ideas.
You know, I was thinking of these exact cards when making this comment, they honestly feel like legit modern additions to Glads by Konami themselves. Makes me wish more people saw them.
Yep, I remember making a Hand Trap/Searcher searcher for monarchs with the hand trap effect only searching a 2400/1000 or 2800/1000 monster from your deck if it’s used as a normal spell so it just increases their consistency but when it’s used as a hand trap you can recover a 2400/1000 2800/1000 monster from your GY
The problem with monarchs is bricking so having them need to run less monsters but also not have to run so many non-Monarch Spell/Traps that their engine never gets to start can be an issue so a hand trap/monarch searcher solves Monarchs’ most annoying issues this card also technically being generic means a few other archetypes can search/recycle some monster that has monarch stats which is pretty cool
And on that day, Dzeeff created his mortal enemy. The Evangelion deck user. After Dzeeff ignored his deck entirely, he set out to become king of duels and defeat Dzeeff, sending him to the Shadow Realm of fan made Yu-Gi-Oh cards. He will not rest until Dzeeff has paid the ultimate price for not reading his 40 pages long 40 cards of doom
Who is Dzeff?
@@gengarvenom1180 sorry forgot the second E
I’ve been thinking for a while that I’d love to see you print out the most stupid custom yugioh cards you could find, then try and play with them lmao
I would definitely watch such a video.
Yea
And I will play against it with my custom card deck. -. Danger!
would love to see that
You can just go to duel portal and do that
my main issue with most of the custom cards i see, is that they almost all end up looking incredibly goofy, due to the fact that theyre literally random google images pasted onto cards, instead of actual artists making card art themselves.
I feel attacked right now.
Or people taking the effort and finding solid illustrations for the their cards
Field Spell Card
*Club Penguin*
You can only activate this card's name's Effect once per turn, Special Summon 1 Penguin Monster from your Hand.
All Penguin Monsters you control gain 500 ATK. Destroy this card during your 3rd Standby Phase after activation.
LMFAOO
*Biss on Mickey*
Trap Card
If your opponent activates a card or effect that would destroy and/or banish 2 or more cards you control, including "Club Penguin" and/or a "Penguin" monster you control: You can send any number of "Penguin" monsters you control or in your hand (min. 1) to the GY; banish up to that many cards in both your opponent's field and GY. If all monsters you control are "Penguin" monsters (min. 1), you can activate this card from your hand.
Slight improvement for the penguin strategy:
Once per turn, you can send 1 "Penguin" monster from your deck to the graveyard: to add 1 "Penguin" monster from your deck to your hand. Once per turn you can normal summon 1 "Penguin" monster in addition to your normal summon/set. You can only activate 1 "Club Penguin" per turn.
You send Nopenguin to the graveyard to search Emperor. Normal summon some random monster, tribute it for Great Emperor. Tribute Emperor and chain Nopenguin. Then you get out 2 penguins + Nopenguin. This 1 card let's go +3 and won't be abused by other decks since they would have to play a lot of bricks. Nothing too broken since Penguin's are meant to be a trash casual meme deck anyways. Not gonna break your locals or anything.
Counter trap
Pool’s Closed
Negate the activation of any Penguin card and destroy it
are y'all for real?
"It's very difficult to make a balanced card"
Konami employees nod
Custom cards love the "your opponent cannot respond to this cards activation or effect" line, it's on almost every card I see.
And the 'this card is op it will kill your opponent's life points in just one flick' trope.
I mean that's what fits the theme of a lot of the scrubs you wanna translate into yu-gi-oh. Think the Egyptian gods from the anime. No one, except the game developers, wants to nerf their final boss.
>Demonic Demon of Fate
I think I vomited when I read that...
WeirdBoySkuzag *Demonic Demon*
The ultimate redundant
Nefarious arch fiend Eater of nefariousness
Well, it could be demonic demon of demonism.
Most custom cards look like they were written by a 5-year-old. So many grammar mistakes, not including the psct of yugioh itself
Pretty sure a majority of them are made by people who don't speak English as their first language. Either that or the education system has failed much more miserably than we first thought.
@@DKong100 looking at dabbing and other horrible memes, im moving toward the latter
@@e-tan3911 nobody dabs what
@@NewNub im saying that stupid shit like that exsists and people did it for a long time
Shoutout to Stardust Moose
loved your original cat archetype
Stardust.....Moose?
Tbf, I think most pop culture cards are made as a joke, or just for a bit of fun. Still terrible, but yeah.
But as he says, it's a waste of a good oportunity to make something well. The joke is Refference + "Effect" that's actually just dumb bullshit. It's a diservice to the card when that stuff could perfectly fit on a motivational poster.
We will never have a custom card community like hearthstone because hearthstone cards are insanely simple and rarely require being part of a archtype to think about.
That, and you have a costing system that everyone relys on.
And Firewall Dragon. When you have a creator that is fundamentally corrupt. How can you expect custom cards to be fair and balanced?
Custom Hearthstone cards are mostly lame too
My friend group and I make custom card decks (with a casual-to-rogue power level) and duel in fun lil' tournaments. Our biggest problem, I tell you what, is non-PSCT cards. Timing sucks to figure out on these 2003ish effect explanations. The most fun part, though, is the challenge of making a custom-card deck with just a decent-ish power level.
I feel your pain amigo.
I think the shortage of good custom cards is partially due to the multitude of new summoning mechanics that complicate the game for former players who use the fusion deck. They either look at cards from modern yugioh with absurd effects and attempt to compensate or stick to the stuff they know and make large and unwieldy beat sticks.
Shinji get in the graveyard
Shinji Matou did enter the graveyard. It was fantastic.
My custom card would be a Man Eater Bug that could destroy 3 monsters on a flip summon. Broken
Hade-Hande non-target returns three monsters to hand if that is close enough. I play him in my Nobleman-Eater Bug Beatdown deck. Pretty decent.
@@haruhirogrimgar6047 meta scrub
So like noble maneater bug
Ultra-man eater bug. Flip: all cards sent to the graveyard this turn are banished face down instead; tribute up to three monsters. Draw 2 cards.
Is that broken enough?
@@doctorwhouse3881 Nah, it needs a floating effect too
My ethos when making a custom card is to look at similar cards that already exist. For instance, instead of trying (and failing) to word an effect which searches or Summons cards, I had him look at Flute of Winged Kuriboh. In general, I was trying to use it as an opportunity to teach him how PSCT works, and he's starting to get it. Meanwhile, I was making my own version in parallel. I'd say mine ended up more competitive, with a bit more of a board control and consistency focus, while his ended up as glass-cannon board flooding (without archetypal cards to take advantage, though it could probably make an Extra Link with outside support if it opened perfectly).
Personally, I feel like custom card design is a great way to teach people about what makes good and bad cards, as well as helping them get a handle on not just PSCT, but also rulings (like using "if" instead of "when" if there's a decent chance that the card could miss timing, for instance).
10:30 Is it scary that the head wobbling and articulation perfectly line up to the voice you hear, while being 2 completely different videos?
pretty funny tbh
Pot of Voraciousness: "During your next draw phase draw cards in addition to your normal draw equal to the number of Pot of Voraciousness in your graveyard. You can only activate one Pot of Voraciousness per turn, and only once that turn."
Maybe it could be: "equal to the numbers of pot of voraciouness in your graveyard +1." (Like another card that I forgot the name). Because the fisrt time that you play it nothing will happen
alysson alves azevedo it says next turn...so it's slow, and if you foolish goods before next turn draw it's a draw 3...
@@mhail7673 oh yeah, I didn't realised that the effect only activate on the next turn xD , I thought that it would activate before the card goes to the graveyard.
@@alyssonalvesazevedo3657 It's "Good Goblin Housekeeping".
@@BmanTheChamp Change it to simply "Draw cards equal to the number of Pot of Voraciousness in the Graveyard."
Yes, including opponent's Graveyard. This makes this card have the potential to be as much as a plus 5, but it isn't automatic, and you won't get anything insane early game. Hell, if you draw this on turn 1, you basically brick with it. They aren't guaranteed pluses, because you have to find a way to send other Pot of Vs to the grave, or wait until your opponent has already activated at least 1 before it becomes a worthwhile play. But the incentive comes from the potential to have huge late game pluses.
If this is too powerful, you can add a "discard one card" cost to it, or something similar. I think a discard one card cost could work because if you draw 2, you can discard 1 to draw one, which makes it a neg 1, which makes it a hard choice to add such cards to your deck.
Basically, I think this concept for a Pot card could be interesting. I would certainly consider running something like this over Desires.
I would kill for that Blackwing Link Monster. I never imagined such an amazing effect for Blackwings.
Same. I hope they release a BW like that in the future.
That bw link is horrible overlaps with lvl 6 synchro
@@Poske_Ygo no. It works well. The forced normal summon doesnt negate the second summon from nothung. Add that with the new level 6 and you have 4 normal summons in the turn.
@@phoenixgemini42 The new level 6 is not a bonus normal summon. Found that out when talking with some judges this last monday. Nowhere on the card does it say to treat it as a bonus normal. Kills the whole combo and makes the card much weaker.
@@Poske_Ygo The BW link gives you good arrows you can special summon to and searches Black Whirlwind. Nothung is terrible without a Black Whirlwind on the board. Now if you have enough draw power you can get 3+ searches in one turn without batting an eye.
konami arent the best when it comes to card balance, but they do try to never completley powercreep an old card where theres no point in using the old ones anymore.
(this is why they never made a neos retrain that SS itself to the field and is treated as "elemental hero neos", even though the deck would greatly benefit from it )
but its clear that most people who make fancards dont think about this kind of stuff and only want the deck to be played better ignoring everything else
Eh, normal monster creep basically is the opposite.
How do you use The Wandering Doomed or Headless Knight on a modern deck?
Don't you do the DB multiverse animated?!! Love your work!
@@HunterStiles651 *Twin-headed Behemoth intensifies*
i think it would be interesting for konami to do a joke set like magic does with it's unsets. Hell some mechanics from the unsets have made it into the actual game after proving they are not so ridiculous after all
I would love that lmao
That's just normal YGO cards though.
@@notoverwatch6991
Yeah, I looked at Un-sets and I see the yugioh designs. (More than one effect per card name.
@@suddenllybah You obviously can't make it exactly like an unset. Magic works off of "evergreen mechanics", mechanics that appear in every set (Haste, Vigilance, Hexproof etc.) that are put on the card as a word and not explained, and other mechanics that are added in each set for only that set (if it does well it might be brought back in others), ex in most recent set: Sureil, undergrowth, mentor. In other words magic designs are built around shared mechanics instead of each card having unique effects. the unsets introduce strange and weird mechanics that the design team doesn't believe would work in real magic. Now YGO could just do fun and weird cards that are not tournament legal that poke fun of themselves (see "Look at me! I'm R&D" for example which allows you to replace all instances of one number on the field with another) or just are plain ridiculous (Gizmos)
One more example of what unsets do is have mechanics that fundamentally change the way the game works. Usually, wizards is unwilling to do this (unlike Konami) to keep it easy to learn for new players. It's been probably around 10 years since wizards has added a completely new card type (last one was planeswalkers). Unsets add really weird card types.
is that a challenge? time to make some custom cards!
how are those cards going?
You totally don't have to read this, but I just want to put this out there.
Gaia's Greatness
[Spell][Field]
Only earth monsters can be normal summoned and all earth monsters gain 300 ATK points
Tome of the Dark Sage
[Spell][Equip]
Can only be equipped to a Spellcaster monster. Once per turn, you can play a spell card as a quick-spell
Dark Destruction
[Trap]
Target one DARK monster, destroy all monsters on your opponents field with less original ATK
hello everyone, i live 2 years in the future, what if i told u about a splashable fusion monster with 3000atk, that negate any card every turn, can destroy up to 2 cards on field every turn, do well over 3000 burn damage every turn, gain a 1000 permeate atk , can not be destroyed by any effects, also can not be targeted. do u think konami would ever make such a card? of course not, i mean i didn't even see custom cards that powerful in this vid ;)
I made an archetype as a kid. The theme was that all your monster jumped into the grave yard at the end of the turn. And they had less text than the average yugioh card. I'm really proud of it. I would be under powered in modern format. I am thinking of revamping them.
When I used to play in college there was this one guy that I swear always just wanted to play his my little pony custom deck
The heck.
He should've just stayed with the actual MLP CCG if this was in December of 2013
@@joshuaxiong8377 didn't even know there was one. The dude played crystal beasts normally so I think he had a thing for animals aha
In midschool there was a guy who had a card named hulk and the hulk was basically exodia
There is a very flourishing CC community in ygo, it helps when you can code the cards into Percy easily, and play with each other. There are always unbalanced and balanced cards, but we try to balance them on ygocc.
Cybernetic Reflection Field
Continuous spell:
“Cyber” monsters and machine fusion monsters you control cannot be targeted by card effects. Once per turn, if a “Cyber” monster or machine fusion monster you control would be destroyed by a card effect, you can banish this card (from your field or GY); negate card’s effect and if you do, destroy it.
You know, at one point my friend was working on a Yu-Gi-Oh story, and they created a boss monster of an 'anime only' original villain arch-type that was to quote: 'A monster that exists to terrify anyone playing against it.'
Me and my friends have a chat in a yugioh community called "FCG (Fake Card Game). There we focus on playing with custom cards and we even have a staff the corrects the cards and makes custom collections. We know how to do cards that have proper effects and are well balanced, since we base them on things that already exists in the TCG/OCG. So we have a nice experience.
There's also some artists on deviantart that do that kind of stuff (Batmed, Grezar, Alanmac and Bdsceptyr if you're curious).
Johnatan Piazza where do you guys do it???
Also alot of them would be censored by konami of america
Spell card:
Bee Movie Script
Effect:
"According to all known laws of aviation..."
Fast forward to 2023, shit's barely changed. MTG, brimming custom card scene with its own entire discord dedicated to custom commanders in the EDH format. Hearthstone, still has the subreddit dedicated to posting custom hearthstone cards with constant fluctuation into the world of RUclips. Yu-Gi-Oh? Customs are written off as a joke and shelved into oblivion, never to see the light of day and ran underground, so underground that I'm confident that there isn't anyone in said underground.
Imo, a big issue with that is a stigma against custom cards. My friend, for instance, hates them. There are communities for that exists, there are a few Discords for them. But I do think there's a stigma against custom card creators in the community.
The Chuck Norris card displayed at 3:47 even has a nice little spelling error on it.
Your kidding?
How to break Yugioh 101: make an archetype that depends on a field spell, which makes all special summons to be treated as normal summons
My buddies and I actually hold create a card tournaments locally. We have a set of rules as to which the cards have to go by, and they HAVE to be put into PSCT in order to be played.
It’s a lot of fun for casuals and competitive players alike, so like he said in the video, I wish there was a better way of doing it online.
What is PSCT?
The Skyfarer Captain card @7:08 was pretty well designed. Not particularly good necessarily, but clearly had thought put into its design.
I used to create entire custom decks based on retrainings of old cards, and actually they were a bit broken ahah. I remeber an Assault custom deck with an hand-trap that could stop attacks just having it in the hand with requirements on the field, and a custom deck based on Macro Cosmos where with a good set up you can summon 2/3 monster with 3k attack in one turn
Throw It All Away (Spell): While this is on the field, at the end of each player's turn the former active player must discard all cards in hand.
Man, I remember me and my friends making custom cards back in the day. We were little kids with time on our hands, so we cut construction paper into card sized pieces and drew our own Yugioh cards in pencil. Made mine with tree monsters with different fruit and a fusion monster giant tree with a bunch of different fruit. Good times!
Capitalism, quick spell, pay the judge 50 bucks, you win the duel
Miguel Sosa good time to be a judge.
This is Yugioh. you gotta pay them more than that.
But sir, if you have money anyway, you can screw the rules.
More like bribery lol
Just play Dark Bribe. @@shady8045
im working on an archetype and this video helped fix the mechanic that i was working on for my deck, thx
My friend a while ago made an entire kingdom hearts archetype, it was pretty cool.
I would love to see some support for six samurai.. like "swift six samurai" with somewhat of a glad beat effect with a once per turn to search any "six samurai" except itself. And an additional effect when special summoned. Like reviving searching etc. What do u guys think
There is a group of custom card creators in a Portuguese-Brazilian Amino Yu-Gi-Oh! Community that are really good, with cards very much like ones you would see Konami printing and pretty creative ideas
What's the group's name?
He even print the boxes and send them out. Actually insane quality
@@alyssonalvesazevedo3657 Fake Card Game or FCG for short
@@afwhite888 legal men
You're not wrong about missed opportunities. I sometimes design yu gi oh cards for fun and they tend to be focused on having a theme and making a legitimate archetype.
Mega Man Archetype: Yes, I made one based off of the robot masters from mega man classic. These monsters are all machine types that fall into various attributes with different focuses depending on their type. Generally all of them had minor toolbox effects but their unique effects focus on...
Fire: Burn damage(Go figure), token manipulation
Water: Self milling other water robot masters, graveyard manipulation. A few have temporary stunlock effects on the backrow/monster zones.
Wind: bounce effects, backrow destruction
Light: Stunlock and destruction
Earth: Special Summoning from gy, varied effects such as battle immunity or bypassing opposing monsters.
Dark: Monster Destruction, temporary XYZ lockdown, and attack power manipulation,
Mega Man himself: He acts more as a noble knight, equipping cards (mostly other robot masters) to himself for various powerful effects.
Bass sent cards to the GY for attack boosts and could equip treble to himself for a double attack, detach to escape destruction and a power boost. That's like 100+ odd cards though so describing all of them is a pain.
Gemini Galaxy: Archetype of Gemini monsters that take the high damage output of the galaxy/photon archetype and 'boost' them a fair bit by requiring them to be normal summoned before getting access to potent effects. They're stupidly powerful... Assuming you can actually get their effects off since you have to normal summon multiple monsters to get them to do much and while the archetype helps some with a crucial spell card and a monster that allows an additional normal summon, they have to act as normal beaters more than they'd like.
My favorite archetype that I built: Horror Progeny.
These guys... These guys.
They're essentially based on the eldritch horrors of the mind. Their entire mechanic is based off of banishing horror progeny cards to bring back other horror progenies. They're monsters that rarely hit the GY and instead are banished... Only to return stronger than before. However, they struggle to build up a field presence as many of their monsters are high level and require to be summoned via being banished with primarily once-per turn effects or effects that require you to banish one or more other horror progeny monsters to return it to play. They're also extremely reliant on their field spell cards. (They have two with different effects.)
*Flipped Pot*
Dark
Level 3
*Fiend* / *effect monster*
*100* atk/ *2000* def
*Flip* : if there is any pot card in your graveyard, draw 2 cards.
If do not, draw 1.
@Jesus The Dark Lord haha, I thought on that card because there not many pot cards in use nowadays, so you don't buy 2 cards all the time.
But I was thinking if that card would no be too slow compared with other cards.
There's a guy whose channel is called Aldo Mendoza, he reviews custom decks that are printed by them and, although it's in spanish, he has made some which are pretty sweet. Awesome video, I especially love the way you make so easy to understand what is right and wrong about the game I love. You have earned a subscriber pal.
dark dragoon is a good example of a custom card becoming reality.
I think part of it is that there is no real costing system for yugioh, and a lot of broken effects in the game itself.
it's also really interesting that magic does 'the great designer search", where they invite people to apply to become designers by submitting their custom cards. Then they give out a seires of challenges to test their design skills to narrow down their finalists.
I made an archetype of Heartless from KH cards in high school, it was fun. The idea was that most of them could summon themselves from the hand or graveyard if you controlled one of the same name with “Heartless Shadow” being a Tuner having an effect to once per turn discard a Heartless monster to summon a token with the same name, level, and type, but 0 ATK/DEF. This combos with the Field Spell I made, “End of the World” which had an effect to destroy a DARK monster you control to summon a Heartless with the same level/type from the deck (most are Warriors/Fiends). Most of the other Heartless monsters have various other effects such as popping cards when Special summoned by their own effects and random others just to give them each different effects (Air Soldier dealt piercing damage for example). I made Kurt Zisa and Phantom the main bosses as Synchros, Kurt can’t be destroyed by battle and has a dice roll effect to give him extra effects and Phantom being immune to targeting and battle and having an effect like Glow Moss where he once per turn during your Main Phase becomes immune to the card types not chosen until the opponent’s End Phase. I also threw in Ansem as the anime-style “true” boss as an XYZ that was summoned with 2 level 9 DARK monsters (in archetype being Darkside, who would Special Summon himself from the hand or grave if a Field Spell is destroyed and would destroy 2 cards if it was your own) who can’t be destroyed at all and is basically Ultimate Tyranno with piercing damage with 3600 ATK
pot of tier zero format
art: pot of greed holding a gun to his head
effect: draw two cards from your opponent's deck, then send any cards drawn by this effect into your opponent's deck if they have a name that does not match the name of any other cards you have in your hand, deck, graveyard, or banish zone
Actually I made an entire archatype based on the Mechas in Tengen Toppa Gurren Lagann that combines the LV and the counter Strategy, for example, one card was Gurren Lagann, to summon it you had to fusión summon it with polymerization using Gurren and Lagann (two normal monster a with low stats) well, Gurren Lagan has 2300 ATK points and 1200 DEF points, every Standby Phase a place Spyral counter on it (max 5) Gurren Lagann wind 200 ATK points for each Spyral counter on it, and the final effect was “when this card has 5 Spyral Counters on it, send it to the GY and special summon one Chouginga Gurren Lagann from your Deck or hand” and it also had spells and traps as a support.
Yeah, that’s why when I make custom cards, I make sure to add certain restrictions like “for the rest of the turn, you cannot Special Summon from the extra deck, except “insert archetype” monsters, or something.
Spell Card
Effect: If you put your heart in the cards, you win the duel.
Impending Doom by Poltergeist (Fiend/Link/Effect/DARK/Atk 0/Link-2)
D, L
2 "Impending Doom" monsters
This card is unaffected by the effects of other cards and can't be targeted for attacks, but doesn't stop monsters your opponent controls from attacking directly. During your main phase, you can tribute 2 Spirit monsters; special summon this card from your gy. You can only use this effect of "Impending Doom by Poltergeist" once per turn.
My custom cards were based on Bloodborne's Pthumerian creatures, and kind of represented a different approach to Link Monsters - instead of thriving on pointing to monsters the way Link Monsters often do, the Thumeru basically get special abilities from NOT pointing to anything, and their field spell, Tomb of the Gods, lets them move to main monster zones from the extra monster zone.
The Tomb also has a super-Mistake built in if you have 5 Thumeru monsters with different names in your graveyard, which I figured would be good to give the archetype a boost considering most of the cards lock you into only summoning Thumeru.
Admittedly the extra deck monsters themed after the major boss Pthumerians are all over the place; Watchdog is a multi-attacking doubled piercing damage thing, Descendant has a Quick Effect Targeted Destruction effect if he doesn't point to anything, and special summons monsters if Tomb is out, Elder...prevents destruction and moves things to different spots, and deals 800 damage whenever anything's destruction is prevented, Watchman has three different burn effects, and the Queen is 1) brutally difficult to summon (requiring 3 Thumeru Link Monsters of different Link Rating) 2) has four overpowered effects and 3) can't be special summoned except by Link Summon.
So...yeah I don't know how well I did on this.
heh I remember when I made a set of cards based on memes, I actually tried to make it a series set like having a theme of summoning a lot of cards and having them work together
I know when I dabbled a bit with making custom cards, I learned a really valuable lesson when creating an archetype that revolved around banishing to make Fusion plays. Within the confines of the archetype, it was actually a pretty slow, value-oriented archetype as was its intention, but then I had forgotten cards like Dimension Fusion and Fusion Gate existed because they hadn't been played at all or recently and it completely broke the archetype to the point where it was pretty much an auto-loss going second against the deck.
I think a lot of people make bad custom cards because they have no way to actually use those cards. I had the benefit of having a friend who loved coding and would code our custom cards, and it is often really enlightening when an archetype is overpowered or just really limited and not useful.
On a final note, I felt like SU's custom toon cards really bounced between "Toon Dark Magician" and "Toon Ancient Gear Golem" / "Toon Buster Blader" in terms of usefulness and balance and it really made me not like them as a whole, but that's just my opinion.
This isn't ojama bulges >:(
It's coming. It's coming.
Be patient.
He did say he wanted to wait a day to make sure the money really went through.
Bulges? Why not just Ojama Lime?
Whoever drew the change of heart card needs to come out of retirement so I can get my half fairy half fiend deck archetype.
I like to design custom support for archetypes that are severely lacking support.
I once completely resigned arcana force so that they weren't totally useless. And made new cards for the missing tarot numbers.
I thought about making a synchro tuner for yang zings, and then denglong happened.
I am kinda guilty of the void, but I am also trying to balance the custom cards, and also the one I did the most cards on, is mostly Archetype locked, so if you actually want to play something in it, you’ll most likely have to play a great amount of my cards with what you are doing, unless your just putting other monsters, spells, or traps in. the mechanic of this archetype is simply revolving around banishing and retrieving things from the banish. I also have my own Custom HERO archetype, but it’s a huge mess, and right as Konami whipped up their own Dragonmaid archetype, I made my own which is a Synchro Pendulum Deck that both revolves around discarding other Dragonmaid monsters for effects, and also being able to be used as Synchro materials while in the Pendulum zone using Scale instead of level.
but even though I do make the card first on a Yugioh Discord Server, I make then Balance it on Duelingbook, and sometimes the Firdt thing I mentioned feels overpowered sometimes and underpowered at other times.
Now makes me think of a series of card Ideas I had.
Basically they are field spells that allow the owner to freely summon 1 extra deck monster type, but does not allow any other types to be summoned, and it prevents you from using the extra monster zone.
To think of it, it wasn't a good idea. Even if I added a large life point cost that can't be negated unless the card is destroyed, people would still run 3 per deck.
I got back into yugioh via a card maker forum where I mostly tried to review cards and come up with a few ideas for cards of my own. Then as shifted focus to the tcg I realized that not only was there a lot to the game I didn't understand, there were just so many cards! I'm still kind of interested in trying to make some cards, mostly to blend different media into the game, but I think that the best way to make fan yugioh cards would be either add new cards to existing archetypes or take whatever pop culture you want to use and make 1 or 2 new cards as archetypal support or a standalone generic card that could fit in more kinds of decks.
I am currently working on a custom archtype myself, i know there is little to no glory in doing that these days, but this video helped me realize about couple mistakes i was making, so thank you for that!
Just for reference, this is the first card i created for this archtype. As you see, it has a ton of text.
Puppy Pauper Tattaro
Lvl 3
earth
beast warrior/effect
If your control an earth, beast warrior type monster, you can special summon this card from your hand. During either player's main phase: if there are no beast warrior type monsters in your banish pile, you can send this card to the grave, beast warrior type monsters you control are unaffected by your opponent's activated effects till the end of the main phase. If this card is in your graveyard because it was sent there this turn, your can return it to the deck; then add one lvl 4 or lower beast warrior type monster from your banish pile, and add it to your hand. You can only activate each effect of "Puppy pauper tattaro" once per turn.
1500 atk/ 100 def
I had an idea for a trap card called "mutually assured destruction" When both players control at least one face up monster with 3000 or more ATK destroy all face up cards on the field. It emulated a nuclear war with only face down cards surviving (as that emulated being in a bunker)
I kind of want to create cards centered around Ash Blossom, Ghost Ogre, Ghost Reaper, and Ghost Belle. They seem a lot like they’re sprites based around the seasons: Ash Blossom is spring, Ghost Belle is summer, Ghost Ogre is autumn, and Ghost Reaper is winter.
It’d be an archetype centered around synchro summoning monsters using the four cards, and adding in some support to make them actually playable instead of just being used as hand traps.
Take this one for example that I’ve thought up (don’t actually have any artwork for it):
Ashen Maiden of Spring - Haruka
Level: 6
Zombie/Synchro/Tuner/Effect
1+ Tuner + 1+ non-Tuner monsters
If this card would be Synchro summoned using “Ash Blossom and Joyous Spring” as material, you can use only Tuner monsters to summon this card. While this card is face-up on the field, you can(Quick Effect): target one “Ash Blossom and Joyous Spring” in your GY, banish it. You can then activate one of these effects:
- Add one card from your Deck to the hand
- Special summon one lv3 Tuner monster from your Deck or Hand to the Field in face-up defense position
- Send one card from your Deck to the GY, treating it as a discard from your hand
ATK/0 DEF/ 2000
Does anyone think this is good? If not, then what could it use to work better? I plan to have it be similar to the Agent’s archetype in which you can recover banished cards.
0:09:41 - Here's my attempt at balancing this card. :-) (Good luck printing this...)
This card must be Fusion Summoned and cannot be summoned by other ways. If this card is in your Extra Deck: You can reveal 3 "Danger!" monsters in your GY that have been discarded due to a card effect; your opponent chooses 2 cards at random, also, after that, banish the 2 chosen cards face-down. Return the remaining card to the GY, then Fusion Summon this card from your Extra Deck (this card must be in the Extra Deck in order to activate and resolve this effect). When this card is Fusion Summoned, add 1 "Danger!" monster from your Deck to your hand, then discard 1 card (except the added card). When this card leaves the field due to a card effect (except during the Damage Step), you can Special Summon a "Danger!" monster from your GY. You can only use this effect once per turn, and only once that turn. You can only control 1 "Danger! Mistress of Calamities".
A certain devientart artist im following called batmed and he actually does a really good job making balanced cards, be it original archetypes or legacy support I suggest you check him out
transformersmoviesp awww thank you x3
I follow him too. I try to make balanced custom cards myself too.
Cool.
There was this one time I tried making an archetype of quick play spell cards that acted as spell speed 4 cards, and when activated they would have an effect as well as special summon themselves to use for xyz summons, kinda like paleozoics, and would have effects that allowed more versatility for the spells. Looking back it was probably overly complicated, but it was fun making a unique archetype.
From a year ago, I am also making Custom Yu-Gi-Oh! Cards too and I'm still doing it until to this day. There is "Black Mist" (swarm the field with face-down flip monster, and rearrange them during the End Phase), "Cursed Equipment" (Kinda like a rip-off of Masked Hero with battle-oriented effect), "Data Corruption" (My attempt to make my own Psy-Frame), "Deemo" (similar to Spellbook's shenanigans), "Elemusion" (my Invoker rip-off), "Lazuryl" (my first attempt to make a ritual base archetype). "of the Opera" (basically Zoodiac but worse), "Puppet Master" (kinda like Cyberdark but better), "Pyrex" (make your LP as low as possible to OTK), "Simmiror" (destroy your own card to burn your opponent can ruin their field), "TERRA the Band" (Kinda like altergeist and mekk-knights combined with the goal to swarm and clog your opponents hand), "Time Hollow" (my own SPYRAL-esque archetype), and "Tune-Up" (my own "Dragon Rulers" but with synchros).
"So much text packed onto one card that you literally can't read it."
So, just actual Yugioh cards?
Legacy Support Dragon
Lv. 6
Dragon/Effect
At the beginning of the game, if this card is in your hand and you Bricked, you can reveal your hand and special summon this monster.
(You Bricked if your hand has no optimal plays.)
Once per turn: you can banish a card from your graveyard that lists a card that is a normal monster in its rule text: Special summon that monster from your deck to the field.
Banish a normal monster from your field: Draw a card.
Shuffle a banished normal monster into your deck: Destroy a card your opponent controls.
2000 Atk/0 Dfn
I love how the Cortana one is a fusion monster, with no fusion requirements for its fusion summon and is a lvl12 tuner making it impossible to actually synchro summon with unless you used a level changing card
I remember one day I was really tired and made a deck where the entire theme was just swarming and the archerype was just Scarce with badly-edited weapons on top of it.
i had made some pendulum monsters for subterror
Subterror Mage
level 2 Psychic / effect / pendulum
400 Atk / 1600 Def
13/13 Pendulum Scale
Monster effect: You can discard this card to the GY; Add 1 "Hidden City" from your deck to your hand.
Pendulum effect: You cannot Pendulum Summon monsters, except "Subterror" monsters. This effect cannot be negated. If you have no card in your other Pendulum Zone: Add 1 "Subterror Witch" from your deck to your hand. Once per turn: Set 1 "Subterror" Spell/Trap Card directly from your Deck. You can only use each effect of "Subterror Mage" once per turn.
Subterror Witch
level 3 Plant / effect / pendulum
1400 Atk / 1600 Def
4/4 Pendulum Scale
Monster effect: During either player's turn: You can send this card from your hand to the Graveyard, then target 1 other "Subterror" flip monster in the Graveyard; activate the flip effect of the targeted "Subterror" monster as it was on the field. You can only this effect of "Subterror Witch" once per turn.
Pendulum effect: You cannot Pendulum Summon monsters, except "Subterror" monsters. This effect cannot be negated. If you have no card in your other Pendulum Zone: Add 1 "Subterror Mage" from your GY to your hand. Once per turn: Set 1 "Subterror" Spell/Trap Card directly from your Deck. You can only use each effect of "Subterror Witch" once per turn.
I made a Silent Hill deck of cards. The equip cards were based around weapons in game it consisted of the main characters from specific games and some of the creatures in the worlds. Had a Silent Hill field spell, spells and traps that dealt with the Silent Hill cards. It was actually straightforward but not so basic it was boring. Like having two of a specific monster would increase all of the monster by 100 or whatever.
I want to see an archetype that deals with banishing cards from the Extra Deck to special summon them later. Inter dimensional Vikings. "Voidking." For an archetype other than warriors, maybe fairy or reptile, being named "Vesper" or "Novang" (or some similar snake/scale pun) respectively. I could see them being Reptile potentially broken by something like Snake Rain though.
You can use appropriate cards banished face up as material for X type of summoning (tribute summons, or whatever specified extra deck summon) by turning them face down. Cost of effects could be paid by banishing face down (from Deck or Extra Deck, not entirely sure). Probably a janky way to play Gren Maju and Eater of Millions, but it's interesting in theory to me.
Banlist LIGHT
Level 3
0 ATK / 1800 DEF
[Zombie/Tuner/Effect]
If your opponent activates a monster or Spell/Trap card or effect that would win the game instantly, (Quick Effect): Discard this card; Negate that effect, and if you do, banish it. You can only use that effect of "Banlist" once per turn. You cannot chain this card to "Firewall Dragon".
I love how everyone makes cards that are stupidly broken but they forget Kaijus exist
I once made a Xenomorph deck and even printed it out. Around 20+ custom cards all made to work as a cohesive deck together. People hated it, but always wanted to play against it! It was really over powered, but in a unique bizarre way that made it feel very accurate to the movies. It involved weak easy to summon drones, union monsters that would disable opponent monsters, and then trap cards that would stop anything you are doing and dump a scary boss monster on the board. Each card itself actually had simple effects!
I don't remember all of them that well, but the star cards of the deck were the face hugger which was a union hand trap with an effect like "Once per turn, during your opponents turn only attach this card in your hand to an opponents monster as an equip spell card. Or [Typical union monster effect for attaching as summon monster during your turn] A monster equipped with this card can not attack or activate it's effect. During your standby phase, tribute a monster and this card equipped to that monster to summon one xenomorph monster from your deck with a level less than or equal to that monsters" (This was the only card with a legitimately complicated text, though it's straightforward mechanically)
Aside from that, the main card people hated was a blatantly over powered counter trap card. "If a monster attacks or activates it's effect; Negate it. Then, special summon one "xenomorph" monster from your hand to your side of the field."
As with most of the cards, it's name was a reference to a line in the show. "Game Over". Unironically winning the duel many times when it was played. Hahaha I actually limited it to 2 myself, after finding 3 copies made it too spammy and annoying.
It's worth noting all of the "bosses" have effects that limit their utility if they were special summoned that turn. So if you don't summon a weaker drone with one of these effects they aren't as over powered as they might seem at first.
The final card I remember being key to the deck was a field spell called "absolute isolation" with an effect in the vicinity of "Cards can not me removed from the deck by adding or drawing them outside of the normal draw phase, unless by the effect of a "xenomorph" card."
It's worth noting the deck used minimal searching only to keep a steady supply of face huggers and drones, it's mostly just to slow down meta decks so it's not steam rolled by card advantage, (something the deck doesn't actually do well despite having some broken ass cards)
1:04
*KNACK IS BACK BABYYYYY*
Hey Suzie, you big dumb looser dinosaur. I heard you play kiddie games in the unused classroom with that weirdo Kris!
TELL THAT TO ANYONE AND I'LL BITE YOUR FACE OFF
7:41 - I actually had to pause and open my Custom Card folder because I've used that exact name and image combination. Mine's a Synchro, though.
>goes to Twitter to send in some Archetypes
I posted this to a facebook group once when someone asked for custom cards for archetypes that needed it, I tried to balence it, though I might have been a bit off, though I'll comment it anyways.
Crystal Beast Diamond Warbler
Level 4 Wind/Winged-Beast/Effect
You can discard one card, and if you do, place one "Crystal Beast" monster from your GY card into your Spell and Trap Card Zone as a Continuous Spell, then Special Summon one other "Crystal Beast" card from your Spell and Trap Card Zone. You can only use this effect of Crystal Beast Diamond Warbler once per turn. If this face up card is destroyed while it is in a Monster Card Zone, you can place it as a face up card in your Spell and Trap Card Zone as a Continuous Spell instead of sending it to the GY.
1200 ATK/1400 DEF
At 7:03 Captain Scarlet is not over powered because it is not a quick effect and you can still chain other stuff to it.
It is very powerful and does not target but it is slow enough and suseptable to Solemns and hand traps so I do not see it as the best example of two strong.
This video actually made me go back through my files and remake some of my old custom cards I made in high school
Thanks, I managed to make my favourite set I made back in the day actually work now and I love it
I made some custom ones where the darklords were errated with the copy effect ability and removing the cannot be summoned clause. Additionally, I changed Edeh Arae to have the piercing effect all the time in addition to the above changes. Feels much more better that way.
I put together a fan made archetype of gemini monsters... It consisted of 6 spell cards, 9 monsters, 3 traps, 1 link monster, 1 Xyz, and 2 synchro monsters.
Cyber Purification
Normal Spell
Activate only while you control a Cyber Dragon monster or Fusion Monster that lists Cyber Dragon as a material; banish any number of "Cyber Dragons" from your graveyard and banish an equal number of cards from your opponent's field.
This reminds me of a custom cube that my friend tried to design for drafting. A lot of the cards and archetypes were either extremely underpowered because he was "afraid to make them better", or they were total blowouts that myself and several other players more or less demanded erratas of.
A primary complaint he would have is that costs on things were too high, and as such many of the overpowered stuff had costs that did not reflect the effects use, like a raigeki that made you banish four cards face down as cost, erratta'd to ten and then eight.
His defense was usually "but its so damn good!" and loved the aspect of designing a super "fun" card, but this was not a justification and usually aided in stating why the card was unhealthy for the draft.
Mind you this is a draft style cube, so there's no guarantee that you will pull the nuts and have the overpowered combos, but overall, the game required balances a lot during its development and overall play. Heck of a lot of fun, but extremely tiring after you see the fifth card go by out of five that is either entirely unplayable or is just too good.
Some examples:
A earth beast-warrior that if it dealt damage, could summon another earth beast warrior from the deck. This was neither a hard once per turn nor did it stop you from targeting another copy of itself. I believe it was an 1800 beater.
A continuous spell card that let you gain LP equal to the number of monsters in each players GY*400 each end phase. You could also mill or discard during your endphase before checking the monster count. Backrow removal was rather nonexistant in this cube.
A single column based anti spell. Woo.
A spirit archetype that relied on tribute summoning.
A fusion that could equip a monster to it to gian the attack, had double piercing, would destroy the equip instead of itself, could target destroy, and floated, with ~2k attack before equip.
I actually understand the critical points in what to expect when looking at custom cards.
I basically got myself involved a while ago, to make a birthday present for my little brother. We play casually, really only him and me. We change cards, we trade decks to look at how the other plays what is in it and so on.
Right now I´m making an archetype revolving around the creatures of the Monster Hunter franchise. I have tribute fodder, searchers, archetypical strenghts and weaknesses coming with a common thematic (like all boss-monsters being Level/Rank 10) and more like an Extra Deck with multiple Xyz, Synchro, Fusion and Link Monsters. Even a "Unity"-Monster, which is kinda weird, but hey, I put my own restriction on it and made it a hard-to-bring-out win condition.
I only look for pictures that I can cut to fit into a card boarder without looking horribly cropped and I have pretty high standards considering the used picture showing what the card is about. Zinogre without Lightning? Pff.
I have some troubles fully utilizing Links and Pendulums, since they are new to me, but I learn fast.
I only design my cards so I can also think of ways to defeat them with certain effects or beatdown strats (again, certain strengths and weaknesses).
And now I ask, is someone interested in my project?
If so, you can comment down below, or just comment anyway to create a discussion.