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0:55 Pot of Illusions is very similar to Igknight reload, which has exactly the same effect of drawing +1, but it only allows to shuffle pundulum monsters and it's Quick Spell card.
I 100% want more of these videos. This challenges people to think critically about the current game state and create something that would both be fun and useful, without making it overly strong. Would love to see more themes for things like Zombie monsters, turning Normal Monsters into an Effect Monster, or taking an Extra Deck Monster and changing it from its original type to a different one, like how Trishula went from Synchro to Fusion.
Definitely liked Pot of Illusions' effect, well thought out and balanced in terms of advantage and not being able to just throw them all down in one turn. My favorite card art wise was Mystic Chain. I just liked the colors and the overall look of the chains with the spell circles at their ends. Arcane Defense was a good second in terms of art.
I have a few issues with it, 1 it says "for the rest of this AFTER this card resolves you cannot draw", so you could. in theory play your other draw spells first then shuffle back your garnets. 2 you can still add cards from deck to hand after resolution (so you could play this, then a card like rota) and I feel like that much control over your card selection is a bit dangerous. I would change it to: During the turn you resolve this effect you cannot add cards from your deck to your hand.
It could be balanced by making you unable to add cards for the rest of the turn, not just drawing or being unable to draw cards during the turn it is used (except during the draw phase).
The Pot of Illusions card could honestly be a real card however I think it should have the same clause as Extravagance to where it must be activated at the start of MP 1.
It's closer, but I'm not sure if even that would be enough to avoid the 'auto-include 3' range; it may also need to mulligan the whole hand to be sent back so it's not just a better Upstart Goblin as its worst case.
@@itsthatguyarc7186 Its upstart goblin that locks you out of drawing for the rest of your turn in the worst case. If It had the clause of needing to be activated at the start of MP1 that's much worse than upstart in the worst case scenario.
I would prefer if it just said you can't draw cards by other card effects the turn you active it. So you can activate it MP2, but only if you didn't draw cards by other effects yet.
Reworking a few cards: Pot: Add a once per duel, make it shuffle itself into the deck (meaning this is then a brick). For ballance. Werewolf: Make it: each time your opponent negates the summon of a monster or the activation of a card or card effect, draw 1 card. Neither player can activate cards or card effects in response to this effect. Now it is a negate-compensator which allows for more play on turn 2.
Surprisingly, most of the shown cards were pretty balanced-ish. I was honestly expecting a bunch of cards that just said stuff like ‘Draw 5 cards’ (like in the thumbnail, ‘If you do X then you win the duel’, or stuff like Utopic Zexal that just prevent the opponent from playing the game
Solemn Smite was actually a lot stronger than it seemed because the clause is that you cannot SET spells and traps on your next turn, which means you can still activate spell cards and do your combos like normal. That's a REALLY good staple right there!
@@TeamAPS Paul, I love that you had a Google Pixel. Given the time period I'm thinking this was Pixel 6 Pro. The launch of that phone was so bad that we returned the Pixel 6 and 6 Pro at the time lol. Do you still have a pixel and if you do is it that phone or have you upgraded since then? Did you get the phone at launch?
One card I think is neat is an Odd-Eyes Link Dragon with three arrows pointing down, so more pendulums can come back from the extra deck. Effects would probably be a bit similar to Beyond the Pendulum but the main thing would be the three arrows (I just want an Odd-Eyes Link card as Odd-Eyes has a dragon for each summoning type except Link).
I like that idea, and what if it gives you and additional pendulum summon for odd eyes monsters the turn it’s link summoned, either that or it should be an omni negate lol
@@kyleaca5122 that's a good idea to have just singular Odd-Eyes summons but one effect I want to take from another card is Gravity Dragon having the opponent pay 500 lp to activate effects. Another idea could be locking the opponent out of a certain summoning type
@@WahWhoopie Link Pendulums are not possible. Heard from some custom card creators that are exceptional in card design that tried to make a template for them in precise quality. There's so many problems that just couldn't be fixed. Konami more likely avoided them for that reason. Hence why we didn't get Metafoes a Link Pendulum when they were getting new support or why Valiants/Valyantz didn't get one and used some other gimmick that evolved Pendulums.
The art of the second card is from Minimus Containment, a white Magic the Gathering enchantment removal card from the Dungeons and Dragons set, that basically turns a monster into a treasure you can use for mana.
I think dueling with fan made archetypes/custom cards could be a very interesting concept as well, if you’d want to continue this series! This was super cool.
Delinquent Werewolf seems designed to be the anti-handtrap handtrap. Your opponent can choose to throw their interruptions at you and let you keep drawing and potentially be able to just power through or they can let your combos go off. It really seems like one of those things that would be abused in any OTK/FTK strategy to just power through any attempts at stopping you.
First card reminds me of Igknight Reload, Spell, Quick-Play Reveal any number of Pendulum Monsters from your hand and shuffle them into the Deck, then draw cards equal to the number of cards you shuffled into the Deck +1. For the rest of this turn after this card resolves, you cannot draw cards by card effects. You can only activate 1 "Igknight Reload" per turn.
I remember five I made. A Polymerization of Blue-Eyes Shining Dragon and Red-Eyes Darkness Dragon. I called it, Purple-Eyes Eclipse Dragon, and it resembled BESD and REDD basically cut in half and mashed together, only the two halves blended together rather than just being half-and-half (like the dusk/dawn), and the jewels and markings on its body were purple instead of red or blue. It had BESD abilities of being immune to card effects, it could not be destroyed in battle (still lose Life Points), and it gained 300 ATK for every dragon in both players' Graves. It had an ATK/DEF of 5400/4500 (combining BESD and REDD's ATK/DEF), and any monsters it destroyed were banished instead. You could sacrifice it to banish all cards on your opponent's side of the field. That may seem OP, but the summoning conditions for it are pretty tough. Another was a Polymerization of Five-Headed Dragon and Blue-Eyes White Dragon. It was basically FHD with a BEWD head added to the other five heads, giving it the Light attribute FHD lacked. I called it Mythic Dragon God. It had 6000/6000 ATK/DEF and could not be destroyed in battle (still lose Life Points) or by card effects. It's somewhat OP, but again, considering the summoning conditions, it seemed fair enough. Then I had a Polymerization of Blue-Eyes White Dragon and Dark Magician. I called it Armored Dragon Of The Dark. It resembled a purple BEWD, but had an armored body that resembled the plates on Dark Magician's outfit. It had an ATK/DEF of 3500/3200, and gained 200 ATK/DEF for every Dark monster in your Grave that you banished. Once per turn, you could discard a Spell Card to destroy one card on your opponent's side fo the field. And then I had a Polymerization of Thousand-Eyes Idol and Masked Beast Des Gardius. It resembled TEI, but its cape was now bat-wings and its body was red instead of green, and its many eyes were replaced with the different masks from differently cards and monsters. I called it Thousand-Face Totem. It's ATK/DEF was 3300/2500 (same as MBDG since TEI had 0/0), and since Masked Doll is not an actual TCG card, it had that card's effects where while it was face-up on the field, it negated the negative effects of Mask based Spell cards, and when its sent to the Grave, you could add one Mask card to your hand. Snake-Eyes Serpent. It was a green diamond-back rattlesnake with eyes that were a pair of dice. It was a 5 star monster with an ATK/DEF of 1000/1000 and a Flip effect where once it's flipped face-up, it activated the effects of both Graceful Dice and Skull Dice, where you roll 2 dice. The first dice raised the ATK/DEF of it by 100x for whatever number you roll, and the second dice lowered the ATK/DEF of one of your opponent's monster's ATK/DEF by 100x for whatever number rolled. I made others too, but these five were my favorites. I also came up with some Spell cards. One I called Home Field Advantage. You paid 1000 Life Points to activate it, and it basically worked the same way as the Field Power Bonus during the Duelist Kingdom arc in the anime, where the users declared a field type (ocean, land, wilderness, etc, same as in the show), and those monsters gained a 30% increase in ATK/DEF. This also increased your opponent's monsters ATK/DEF too if their monsters were that type. Another was called Ultimate Sacrifice. By paying 3/4 of your Life Points, as long as this card remained face-up on the field, you could summon monsters without Tributing (Fusion and Ritual monsters were excluded from this). Monsters summoned without Tributing by this effect had to wait 1 turn before attacking. Another was the Millennium Eye. Pay 2000 Life Points to activate. As long as it was face-up on the field, it allowed you to see all your opponent's face-down cards (this did not activate any of your opponent's card effects). Once you lose any Life Points from battle or card effects, this card was destroyed.
Those fusions are easy to bring out. You just use something like King of the Swamp to sub, or Dragon's Mirror, or Red-Eyes Fusion. So they're not really balanced, sorry.
That's such a cool format! 🙌 These cards are really creative and cool. It's great to see the players themselves create stuff like this! Would love to see more of these reviews. 😊
@@moaa042 It only locks you out *after* playing it so worst case scenario you just play it as your last card. It's just too good. I'd personally say at a bare minimum they need to extend that "cannot draw cards by card effects" out to the whole turn. Hmm, I'd also say that they need to introduce some other minor penalty. Since it is indeed very reminiscent of Upstart maybe 1000 self burn? Most of the other thematic penalties I can think of seem too harsh. The way it is written right now though it's a staple that would be an easy auto-include in at least 80% of decks. Improved Upstart Goblin.
I believe that in Yugioh, effects like Pot of Illusions' always have an unspoken (min. 1) attached to them. See cards like Twin Twisters, which lets you target up to 2 spells/traps, but has to target at least one and can't be cast with no targets. Even with that restriction, it's still extremely good. If your hand contains 4 cards you don't want to mulligan and somehow still isn't playable, your deck probably isn't very good.
I'd change board cramming's effect to something like "neither player can control more than 3 cards in their monster zones, and neither player can control more than 3 cards in their spell/trap zone." Both to make it more powerful, and to avoid some of the weird rulings that its current wording would inevitably cause
We should definitely do this again I loved the hard work put into the cards and the way u explain how they could be used and countered. Much love to u guys
Only thing I would change about Pot of Illusions for PSCT’s sake and so people don’t just lose the game to Ash, is “ Choose any number of cards in your hand; shuffle them into the deck, then draw that many +1. You cannot draw cards by card effects for the rest of the turn.” In the original they said to shuffle for cost then draw, by making them in the same part of the effect Ash blossom doesn’t just make you lose the game
I would love to see more videos like these from this channel. As always, video presentation and flow are on point. You give the community who make custom cards a place to show off their work and give us insight into what players can cook up in their spare time. Delinquent Werewolf should be card. That thing screams official Yugioh card art even if the effect is novel and not as useful as other handtraps (by far my favorite card on this list). Being a low level Beast tuner is also very nice.
Solemn Smite is way more powerful than described. Though you cannot set spells/ traps you can activate them (see left hand offering if you want confirmation). Personally I would run this in almost every deck i run because I just don't run much backrow hate (or negates in general).
While I liked the idea of Solemn Smite, its current wording makes it impossible to play properly - since they'd end up face down, there's no way to prove that you're only setting counter traps on your turn, unless you confirm that to your opponent by showing them the cards as you set them, which ruins counter traps
A more workable restriction could be that you cannot *activate* set spell and trap cards until the end of your *opponent's* next turn, except counter traps
you don't need to make your opponent check as for card rules as it illegal to set non counter traps, for a similar example you can think of mind crush, after the rule changes your opponent doesn't get to check because it's a private zone . also the card is broken, it's just a better psi frame delta that would let you negate normal spells during your opponent turn 1
@@bombatomica_6449 The Mind Crush ruling isn't quite the same situation, and is only applicable if the card you declare is either on the Forbidden list, or all possible copies are in public knowledge (grave, banished face-up, on the field face-up) after the effect's resolution. Otherwise, the Konami Judge Program states "If the maximum legally allowed number of copies of the declared card cannot be verified as public knowledge, you may ask your opponent to verify their hand."
@@bombatomica_6449 Also, while it would let you interrupt an opponent's spell or trap on their turn 1, that's kinda all that the current meta is given how essential hand traps are to stop the opponent making unbreakable boards. It's only about as broken as all of the other Solemn counter traps were upon release (well, except for Scolding)
Pot of Illusions would be really awesome to have! A unique but also cool card! Since it still relies on random draws it’s very well balanced! Very well balanced! The less cards you have the less advantage you get out of it! Really cool to add to our card pool!
@@FrostBeast5 how is it not well balanced when the turn you activate it you can’t draw cards from ur Deck with any other effects? There is no way to enable broken combos!
fun fact, the card art of mystic chain cones from a card named "chain of calling" in shadowverse, and the card art of Atlas, knight of reflection comes from another card named "white ridge swordsman" in the same game.
Man, I remember in high school, I used to make full archetypes with support cards and stuff, and actually tried to balance it out as closely as I could to the way cards were balanced at the time. Supremely tempting to get back into that again, thanks to this video lol.
The only problem I see with Mystic Chain is that how it's worded it could send itself for cost in order to gain the additional effect, since it does not specify it needs to send another card you control, but any. Anyways, great video! Been loving your content ever since and you actually got me into playing Yu-Gi-Oh!
I want Arcane Defense to be a real card. That sounds fucking awesome and really solves sort of the problem found in a lot of modern strategies where you just get shut down right out of the gate at the start of turn 2. It solves the problem of "build a board decks" that slap a gazillion disruption/negation monsters on the board turn 1, but there's still a lot of skillful counter play. My only suggestion would be adding "this card's activation can't be interrupted" only because a card like this is dead on arrival if it has to worry about baiting out negates first. Against a Halq board, Naturia Beast, Borreload Savage Dragon or some other horse shit? Forget about it. This should be a card that you can slap down and then not have to worry about much during your MP1. In other words, it means your opponent would need to either side deck back row destruction or have to already be playing back row destruction, which can be accounted for if your opponent has extra deck monsters with back row removal that they can play when setting up their turn 1 board (which in turn can eat up the amount of resources they can use to slap negation monsters on the board). Hell, if they made this card and it was still affordable, i'd be down with banning Mystic Mine.
A long time ago I thought of this card. A normal trap card. “Dark magic cannon buster” if you control a level five or higher dark spellcaster you can activate this card from your hand. When your opponents monster declares an attack negate that attack, if you do inflict damage equal to the original attack of that monster to your opponents life points. Then shuffle that monster back into your opponents deck.
Delinquent Werewolf has some interesting use verse tax effects like Masquerade Dragon, Trickstar, and so on. Maybe could also be useful against trap heavy decks? Seems better going second.
name = LOL type = continuous trap card effect = This card cannot be set. This card cannot be negated or destroyed. Your opponent cannot lose the duel except by decking out.
I remember on Duelingbook you can make custom cards. One of the cards i was most proud to make was a card called Jurassic Era. It turns all monsters on the field and Graveyards into Dinosaur type monsters and has the only cards allowed to be tribute summoned be default Dinosaur type monsters.
So Solemn Smite is easily a 8 or 9 out of 10. It is basically an infinite impermanence for spells and traps, but your opponent has almost no other way to respond to it, because unlike Imperm it is a counter trap. If this card was in the game, it would immediately shift the game, and make spell heavy decks pee their pants
@@reeonboi937 you made that card? If so then bravo I think it would be rather interesting, as it directly counters Infinite Impermanence, could make for some interesting interactions if it were in the game.
Honestly love Custom Cards reviews. As a card creator, it’s nice to see the balanced ones being reviewed too, and not the amateur, poor-quality customs that get focused on a lot
With Mystic Chain, the send one card from your hand or field to the gy does not specify that you cant send itself to the gy, meaning you can get the additional negate for free
I remember I made an entire custom archetype that I called the Ukrites. They had the gimmick of switching between being trap monsters and floodgates. They were super op but we're limited by a hard once per turn and you had to have out a specific continuous trap. Those were the days
I made a custom deck based off of the world ends with you that involves you to special summon any of the monsters from the grave but banish them when they go to grave after being summoned( xyz don’t work to return them to grave). The deck also revolves around making synchro and links using the on theme tuner
i guess the plus side to Board Cramming is that you can use it to effect your opponent then let it banish itself in your turn so it doesn't hinder you, at least for solemn smite you can still play standard spells just not set them.
The first card reminds me of igknight reload, if it's not limited to only pendulum monster, not a quickplay, and has no hopt. The idea behind the Knight of Reflection's special summon effect is real creative there, but I have to agree that the soft once per turn negate kinda make it too OP. Reminds me of Dogmatika Fleurdelis, but much, much stronger. Maybe make the negate "once while this card is face-up on the field" instead? Or if you want to be evil, give it Red-eyes Flare Metal Dragon's burn effect in exchange for the negate. That said, I'd like to see more of this kind of video!
After reading pot of Illusions I’d like to make a few additional Restrictions! You can only shuffle 1-2 cards back (min. 1 so can’t get a free mulligan with Pot of illusions itself!) Being able to shuffle too much back is way to powerful! Especially after the siding!
First off what a cool video! I would change one(ish) thing on the delinquent werewolf. Change the name to “(random archetype) werewolf” Add the following effect On the turn this card is summoned the player may name an archetype and this card becomes a member of that archetype for that turn only. This effect may only be used once per turn. Would be a novel and useful effect for a lot of decks, but not a broken one. Definitely adds usefulness and versatility to the card, making it an excellent side deck card.
I think the wearwolf should have an effect where it cannot have it's activation or effected negated by faceup monsters on the field. So it ultimately performs its purpose but you can still use something like ash or called by the grave to stop it.
This isn’t a staple type of thing but my friend decided to make an archetype of Gemini Ritual monsters, where they can be Normal Summoned/Set as vanillas. Are always treated as vanillas and gain their effect when ritual summoned. I thought this was a realllly interesting idea to fix the entire gemini mechanic as a whole, i even suggested to make the archetype as Pendulums, just so they can have their pendulum effects either act as a fusion spell or ritual spell while also never running out of materials to use for their ritual or fusion summons. Plus with the entire deck being Rituals, Geminis, Vanillas AND Pendulums, it has 4 types of very large waves of support that could easily break it
I’ve made a few custom cards for just random decks whenever one comes to mind, but I always make sure to balance the effects and not just make them super broken.
In dueling book, I made 8 archetypes 1. Fire deck based on powerful effects but burns me instead, but I have monsters that have me gain lp instead of lose it 2. A chaos deck that banishes cards from the opponents deck 3. Water banish stun deck 4. Earth Fusion Equip 5. Raidraptors, but are wind pyro Phoenix monsters that focus on retrieving from the graveyard 6. Dark grim reapers that focus on a field spell 7. Luck based rituals 8. A deck that punishes people for using the extra deck, even have a spell that uses my monsters to summon an opponent extra deck monster to my field
I'm thinking we should print more powerful going 2nd cards. I got an idea, handtrap, discard to negate an effect that includes "until the end of the turn" or "for the rest of this turn" and destroy, and if you do that cards/effect with the destroyed card's name cannot be activated for the rest of the turn. Negates stuff like Dweller, scythe, d. Barrier and other lingering effects.
Definitely want that Pot of Illusion card, I already use Moray of Greed in my Marincess deck and it's very useful when you need to unbrick yourself when using extenders and sea turtle kaiju
My custom card idea: A retrain for Painful Choice where you select 4 Normal monsters and 1 Effect Monster all with different names and they have to select one to keep while the rest get sent to the graveyard. I know this card won't be very competitive but it will be a great reference to the anime where Painful Choice was used to send Exodia to the graveyard.
i made a level 5 blackwing where if it is banished it becomes level 4 and special summons a blackwing from the deck. it is meant to be banished by simoon, special summon kris, use whirlwind to search auster and bring it back
This is super interesting to me, not for these particular cards but the reaction to custom cards as a whole. I've been playing a lot of Hearthstone, and community figures (RUclipsrs/Streamers) looking at custom cards and evaluating them is regular, whereas the Yu-Gi-Oh community at large seems a lot less receptive to the idea of custom card making. I think this is because Yu-Gi-Oh is so much more open-ended in what a card does, combined with the wording being a lot to handle. In a game like Hearthstone, most things that are allowed to exist on a card are established in some way, and card creation is more about finding a fun and thematic way to combine those elements. Yu-Gi-Oh just has an endless supply of things you can mash together, where any card can do basically anything. The utility of any one card is also a lot cut-and-dry in yugioh. A "bad" card could become "good" at any time with the right thing that uses it (See Tyrant Neptune).
I'd probably put, "this card is unnaffected by your opponents card effects until your next standby phase" on Board Cramming just so you actually get the floodgate effect off, also change the wording or just get rid of "when this card is activated" otherwise you could miss timing. for it to be a better card but still not broken maybe have the effect be "your opponent can only have the same or less cards of the declared card type as you and, if a card is set in the S/T zone your opponent cannot activate it if it would go over the limit of the chosen card type" (the latter half would probably just be a ruling and not on the card).
One thing about Pot of Illusions is that it says shuffle ANY number of cards, meaning you can shuffle 0 cards into the deck and draw 1 card. Using it like that is basically a "free" upstart goblin, which in decks that dont draw, rather they search, is pretty damn good. Still, think it needs a stipulation of needing to send atleast 1 card to the deck.
Since it's a hard once per turn it is just a better upstart but it would not break the meta and wouldn't enable FTKs It would just be played in decks that don't draw cards and that would be fine
I loved this video! Not a single uninteresting card. Your commentary made it so much more fun and also clear as to how to use the cards. Great ratings too! More please!
Pot of illusions would be super op. A complete mulligan without negging is super strong. It ensures that you see combo pieces, a lot of decks go off without drawing at all and this card just restricts draws not searching and adding. This is the kind of card that wins games.
One day I want to make my own Yu-Gi-Oh series and this video is so cool because I wanna use my custom cards and these people made cards better than mine
Spell idea: Normal Spell Draw one card: the drawn card cannot be used in any way for the remainder of this turn, or, the card drawn can be used, however you must banish two cards of your choice from your hand.
Trap Card: Offensive Proposal Effect: Play this card and slap the opponent as hard as possible across the face. Each Link Summon, Synchro Summon, and Pendulum Summon they perform this round, add another slap until the end of their turn. This card does not effect Life Points, this card cannot be negated or destroyed.
Pot of Illusions is literaslly the Performapal Recasting Spell card, awesome card in Performapal decks, and i love the warrior monster, being a warrior deck lover i'd love to have something like that.
An idea I had for a custom card is one that has, among a couple other effects, one that let's you change the type of card it is (monster spell trap). The intended use of this this would be dodging things like imperial order, skill drain or Royal decree. E.g the card in question is a monster, your opponent activates skill drain, you chain custom card eff and change it to a spell so you can continue using its other effects. Or say if custom card is currently a trap and your opponent tries to mst it, change it to a monster, dodging the mst. Don't think it would be particularly powerful but it would be fun nonetheless imo
I had the ultimate custom card when I was a little kid, I can't remember the name but basically the effect for this custom monster was that if it's in the deck I win the duel 😂
Back then i made the Chuck Norris card which can be drawn also from graveyard, banish zone or other people's deck and made you win the game and allow you to roundhouse kick your opponent
Arcane Defense would be a quite good card for Floowandereeze instead of Book of Moon. Because then, you only have to make sure that you can chainblock Ash and such and Veiler and Imperm wouldn't be a problem anymore.
Something interesting about the picture for bored cramming is that it's the picture for a new card in Magic that came out with Baldur's gate. I can't remember the name
Typing this just as I start watching the video. A custom card we all want: Card of Sanctity 2: Each players draws till each has six cards in their hand like in the anime, but to make it fair both players must have at most five cards in their hand. It’s OP as F, which is why the real card isn’t like that, but dang it I know we all want it!
I am really impressed by pot of illusions. Way to make a good card that isn't super OP or frustrating to play against. I think you are missing that solemn smite can still be activated from the field at no LP cost even if your Lap are low, and the "trap cards are too slow" problem with trap cards is only about that first turn, so the card is still useful in a grind game. Also you can still activate spells on your turn just fine, it only says no setting.
APS, the art for Atlas, Knight of Reflection and Mystic Chain are copied from 2 cards in Shadowverse called: Chain of Calling and White Ridge Swordsman (Evolved). I hope I'm not being crazy for pointing that out but yeah. Might have to contact whomever submitted those 2 cards and ask where they got the art from.
Delinquent werewolf could have the same activation condition as water enchantress of the temple, where you can activate it by banishing it from hand or grave, that way it can avoid called by the grave, it can be great discard fodder for cards with effects likely to be negated, and it can be more accessible with for example fraktall or the new spright link 2 sending it to the graveyard(though that last one seems a bit too good so maybe it's better for it to be level 1 or 3). Though one thing I'd change if this were the case it would be making it a non tuner cause it would be a little overkill.
Could be cool if there was a battle city field. Spell maybe has effects based on how in battle city you take a card from you opponent you beat. Maybe some sort of enemy controller type thing idk
Honestly I’ve been trying to support archetypes and/or basically remake them for a while now for multiple decks that my friends and I enjoy! I came across someone making custom Cards for the Felgrand strategy and decided to try my hand at that too I then did some for Vylons as I absolutely adore their design and equip gimmick Then I did one for Megalith as it is one of my favorite decks ever and the one I currently plan on building irl!! Maybe I’ll try this kind of thing in the future again! Sometimes I do wish I could submit card ideas to Konami!
@@DarkSymphony777 That actually sounds very interesting! Would love to see that actually becoming a thing! Triamids have such beautiful artwork it’s a shame they’re so mediocre.
@@k-dawgHI here's one Triamid chant Counter trap If your opponent activates a card or effect while you control a field spell; negate the activation and if you do, destroy it. If you have 3 field spells with different names in your GY when this card resolves. Special Summon 1 "Triamid Sphinx" from your hand, deck or GY and if you do that, it is unaffected by your opponents card effects until the end phase of the next turn.
Here's one I came up with: Blue Eyes Shining Nova Dragon! It's my own retrain of the Blue Eyes Shining Dragon from the first movie. Same attribute, LV, type, ATK, and DEF. It cannot be normal summoned/set, and must first be Special Summoned by tributing 1 Blue Eyes monster. Doesn't need to be the Ultimate Dragon, it can be any Blue Eyes monster. It gains 300 ATK for every Dragon in the GY, and is able to be tributed to destroy one card. It can also negate targeting effects once per turn, and is immune to being targeted by effects itself. And lastly, if this card is destroyed by battle or card effect, you can Special Summon 1 Blue Eyes monster from your GY. I have a huge soft spot for the Shining Dragon and would even argue that its not a bad card in of itself, but it is sadly outdated and even when it was released, it was just hard to summon. Actually, they forgot to even print the Ultimate Dragon at the time! Oops! But now with the retrain, it's easier to summon, has some similar abilities to its original counterpart, and is even able to revive another Blue Eyes monster after it's destroyed. I could see this being a fan-favorite card if it actually exists! Also, whereas the original Shining Dragon could potentially be summoned having less ATK than the Ultimate Dragon used to summon it, Shining Nova would already have an attack boost compared to a regular Blue Eyes.
*Hope you all enjoyed the video! Thank you for your crazy custom card submissions. 5,000 Likes and maybe we'll do this segment again!*
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How does one submit the cards, just in case anyone wants to send you cards.
What about a video of you guys of Team APS making a your custom card? One for each of you
0:55 Pot of Illusions is very similar to Igknight reload, which has exactly the same effect of drawing +1, but it only allows to shuffle pundulum monsters and it's Quick Spell card.
Really enjoyed the video! How about Making a series about this?
@@DarkSymphony777 Like mentioned at the beginning of the video, just join our Discord server!
I 100% want more of these videos. This challenges people to think critically about the current game state and create something that would both be fun and useful, without making it overly strong. Would love to see more themes for things like Zombie monsters, turning Normal Monsters into an Effect Monster, or taking an Extra Deck Monster and changing it from its original type to a different one, like how Trishula went from Synchro to Fusion.
I thought about joining as well in one of these competitions. But more for something like an archetype
We would love to have you in the server. It's a lot of fun, and a very friendly environment.
i hope they make this a series
"turning Normal Monsters into an Effect Monster" So basically Geminis but not terrible?
@@ArbitraryOutcome Taking the flavor text and making it an effect
Definitely liked Pot of Illusions' effect, well thought out and balanced in terms of advantage and not being able to just throw them all down in one turn. My favorite card art wise was Mystic Chain. I just liked the colors and the overall look of the chains with the spell circles at their ends. Arcane Defense was a good second in terms of art.
It’s not though. This is an upstart goblin that mulligans. And upstart goblin is limited
I have a few issues with it, 1 it says "for the rest of this AFTER this card resolves you cannot draw", so you could. in theory play your other draw spells first then shuffle back your garnets. 2 you can still add cards from deck to hand after resolution (so you could play this, then a card like rota) and I feel like that much control over your card selection is a bit dangerous.
I would change it to: During the turn you resolve this effect you cannot add cards from your deck to your hand.
I definitely don't think Pot of Illusions is balanced at all. A massively improved Upstart Goblin would become a 100% must include in all decks.
It could be balanced by making you unable to add cards for the rest of the turn, not just drawing or being unable to draw cards during the turn it is used (except during the draw phase).
Definetly cool artwork
The Pot of Illusions card could honestly be a real card however I think it should have the same clause as Extravagance to where it must be activated at the start of MP 1.
It's closer, but I'm not sure if even that would be enough to avoid the 'auto-include 3' range; it may also need to mulligan the whole hand to be sent back so it's not just a better Upstart Goblin as its worst case.
@@itsthatguyarc7186 Its upstart goblin that locks you out of drawing for the rest of your turn in the worst case. If It had the clause of needing to be activated at the start of MP1 that's much worse than upstart in the worst case scenario.
I would prefer if it just said you can't draw cards by other card effects the turn you active it. So you can activate it MP2, but only if you didn't draw cards by other effects yet.
@@xboosted5590 You can’t draw the turn you play prosperity. There’s a reason why flu does not run upstart goblin.
Not rly, you could print it as it is right now as most people would still run Prosperity over this card.
Reworking a few cards:
Pot: Add a once per duel, make it shuffle itself into the deck (meaning this is then a brick). For ballance.
Werewolf: Make it: each time your opponent negates the summon of a monster or the activation of a card or card effect, draw 1 card. Neither player can activate cards or card effects in response to this effect. Now it is a negate-compensator which allows for more play on turn 2.
Surprisingly, most of the shown cards were pretty balanced-ish. I was honestly expecting a bunch of cards that just said stuff like ‘Draw 5 cards’ (like in the thumbnail, ‘If you do X then you win the duel’, or stuff like Utopic Zexal that just prevent the opponent from playing the game
Solemn Smite was actually a lot stronger than it seemed because the clause is that you cannot SET spells and traps on your next turn, which means you can still activate spell cards and do your combos like normal. That's a REALLY good staple right there!
No card will ever be as broken as that blank card that Alec played
This is true!
@@TeamAPS "Interpreting"
One rule: don't ever ping Paul
@@SpectresFromHell he will negate with the hand trap that he has on him at all times
@@TeamAPS Paul, I love that you had a Google Pixel. Given the time period I'm thinking this was Pixel 6 Pro. The launch of that phone was so bad that we returned the Pixel 6 and 6 Pro at the time lol. Do you still have a pixel and if you do is it that phone or have you upgraded since then? Did you get the phone at launch?
One card I think is neat is an Odd-Eyes Link Dragon with three arrows pointing down, so more pendulums can come back from the extra deck. Effects would probably be a bit similar to Beyond the Pendulum but the main thing would be the three arrows (I just want an Odd-Eyes Link card as Odd-Eyes has a dragon for each summoning type except Link).
I like that idea, and what if it gives you and additional pendulum summon for odd eyes monsters the turn it’s link summoned, either that or it should be an omni negate lol
@@kyleaca5122 that's a good idea to have just singular Odd-Eyes summons but one effect I want to take from another card is Gravity Dragon having the opponent pay 500 lp to activate effects. Another idea could be locking the opponent out of a certain summoning type
honestly there would have to be 2 a pure link one and then… a pendulum/link monster
@@WahWhoopie I wonder how that would look design wise with a link pendulum card
@@WahWhoopie Link Pendulums are not possible. Heard from some custom card creators that are exceptional in card design that tried to make a template for them in precise quality. There's so many problems that just couldn't be fixed. Konami more likely avoided them for that reason.
Hence why we didn't get Metafoes a Link Pendulum when they were getting new support or why Valiants/Valyantz didn't get one and used some other gimmick that evolved Pendulums.
The art of the second card is from Minimus Containment, a white Magic the Gathering enchantment removal card from the Dungeons and Dragons set, that basically turns a monster into a treasure you can use for mana.
I think dueling with fan made archetypes/custom cards could be a very interesting concept as well, if you’d want to continue this series! This was super cool.
How can you expect people to make "balanced" cards when Konami is the first one powercreeping the game into oblivion with every new thing?
Delinquent Werewolf seems designed to be the anti-handtrap handtrap. Your opponent can choose to throw their interruptions at you and let you keep drawing and potentially be able to just power through or they can let your combos go off. It really seems like one of those things that would be abused in any OTK/FTK strategy to just power through any attempts at stopping you.
First card reminds me of Igknight Reload, Spell, Quick-Play
Reveal any number of Pendulum Monsters from your hand and shuffle them into the Deck, then draw cards equal to the number of cards you shuffled into the Deck +1. For the rest of this turn after this card resolves, you cannot draw cards by card effects. You can only activate 1 "Igknight Reload" per turn.
I remember five I made. A Polymerization of Blue-Eyes Shining Dragon and Red-Eyes Darkness Dragon. I called it, Purple-Eyes Eclipse Dragon, and it resembled BESD and REDD basically cut in half and mashed together, only the two halves blended together rather than just being half-and-half (like the dusk/dawn), and the jewels and markings on its body were purple instead of red or blue. It had BESD abilities of being immune to card effects, it could not be destroyed in battle (still lose Life Points), and it gained 300 ATK for every dragon in both players' Graves. It had an ATK/DEF of 5400/4500 (combining BESD and REDD's ATK/DEF), and any monsters it destroyed were banished instead. You could sacrifice it to banish all cards on your opponent's side of the field. That may seem OP, but the summoning conditions for it are pretty tough.
Another was a Polymerization of Five-Headed Dragon and Blue-Eyes White Dragon. It was basically FHD with a BEWD head added to the other five heads, giving it the Light attribute FHD lacked. I called it Mythic Dragon God. It had 6000/6000 ATK/DEF and could not be destroyed in battle (still lose Life Points) or by card effects. It's somewhat OP, but again, considering the summoning conditions, it seemed fair enough.
Then I had a Polymerization of Blue-Eyes White Dragon and Dark Magician. I called it Armored Dragon Of The Dark. It resembled a purple BEWD, but had an armored body that resembled the plates on Dark Magician's outfit. It had an ATK/DEF of 3500/3200, and gained 200 ATK/DEF for every Dark monster in your Grave that you banished. Once per turn, you could discard a Spell Card to destroy one card on your opponent's side fo the field.
And then I had a Polymerization of Thousand-Eyes Idol and Masked Beast Des Gardius. It resembled TEI, but its cape was now bat-wings and its body was red instead of green, and its many eyes were replaced with the different masks from differently cards and monsters. I called it Thousand-Face Totem. It's ATK/DEF was 3300/2500 (same as MBDG since TEI had 0/0), and since Masked Doll is not an actual TCG card, it had that card's effects where while it was face-up on the field, it negated the negative effects of Mask based Spell cards, and when its sent to the Grave, you could add one Mask card to your hand.
Snake-Eyes Serpent. It was a green diamond-back rattlesnake with eyes that were a pair of dice. It was a 5 star monster with an ATK/DEF of 1000/1000 and a Flip effect where once it's flipped face-up, it activated the effects of both Graceful Dice and Skull Dice, where you roll 2 dice. The first dice raised the ATK/DEF of it by 100x for whatever number you roll, and the second dice lowered the ATK/DEF of one of your opponent's monster's ATK/DEF by 100x for whatever number rolled.
I made others too, but these five were my favorites. I also came up with some Spell cards. One I called Home Field Advantage. You paid 1000 Life Points to activate it, and it basically worked the same way as the Field Power Bonus during the Duelist Kingdom arc in the anime, where the users declared a field type (ocean, land, wilderness, etc, same as in the show), and those monsters gained a 30% increase in ATK/DEF. This also increased your opponent's monsters ATK/DEF too if their monsters were that type.
Another was called Ultimate Sacrifice. By paying 3/4 of your Life Points, as long as this card remained face-up on the field, you could summon monsters without Tributing (Fusion and Ritual monsters were excluded from this). Monsters summoned without Tributing by this effect had to wait 1 turn before attacking.
Another was the Millennium Eye. Pay 2000 Life Points to activate. As long as it was face-up on the field, it allowed you to see all your opponent's face-down cards (this did not activate any of your opponent's card effects). Once you lose any Life Points from battle or card effects, this card was destroyed.
Those fusions are easy to bring out. You just use something like King of the Swamp to sub, or Dragon's Mirror, or Red-Eyes Fusion. So they're not really balanced, sorry.
That's such a cool format! 🙌 These cards are really creative and cool. It's great to see the players themselves create stuff like this! Would love to see more of these reviews. 😊
Glad you enjoyed! This was a lot of fun to make.
Pot of Illusion would be a staple unless you had to shuffle something back. Otherwise it’s an Upstart Goblin.
Locking yourself out of draws for one upstart wouldn't be worth it for every deck
Exactly what i thought. I would play it in any deck that didn't want to draw 5 times every turn.
@@moaa042 It only locks you out *after* playing it so worst case scenario you just play it as your last card. It's just too good. I'd personally say at a bare minimum they need to extend that "cannot draw cards by card effects" out to the whole turn.
Hmm, I'd also say that they need to introduce some other minor penalty. Since it is indeed very reminiscent of Upstart maybe 1000 self burn? Most of the other thematic penalties I can think of seem too harsh.
The way it is written right now though it's a staple that would be an easy auto-include in at least 80% of decks. Improved Upstart Goblin.
It's more a generic Igknight Reload
I believe that in Yugioh, effects like Pot of Illusions' always have an unspoken (min. 1) attached to them. See cards like Twin Twisters, which lets you target up to 2 spells/traps, but has to target at least one and can't be cast with no targets.
Even with that restriction, it's still extremely good. If your hand contains 4 cards you don't want to mulligan and somehow still isn't playable, your deck probably isn't very good.
I'd change board cramming's effect to something like "neither player can control more than 3 cards in their monster zones, and neither player can control more than 3 cards in their spell/trap zone." Both to make it more powerful, and to avoid some of the weird rulings that its current wording would inevitably cause
Terminal World NEXT says hi.
I'm the guy who recommended a friend of mine to make Pot of Illusions. Never expected it to be on a video lol. I love it's design :D
We should definitely do this again I loved the hard work put into the cards and the way u explain how they could be used and countered. Much love to u guys
Only thing I would change about Pot of Illusions for PSCT’s sake and so people don’t just lose the game to Ash, is “ Choose any number of cards in your hand; shuffle them into the deck, then draw that many +1. You cannot draw cards by card effects for the rest of the turn.” In the original they said to shuffle for cost then draw, by making them in the same part of the effect Ash blossom doesn’t just make you lose the game
No it isn’t. That’s a comma in the text, not a semicolon. It doesn’t even have a cost or activation condition. It’s just an effect.
I would love to see more videos like these from this channel. As always, video presentation and flow are on point. You give the community who make custom cards a place to show off their work and give us insight into what players can cook up in their spare time.
Delinquent Werewolf should be card. That thing screams official Yugioh card art even if the effect is novel and not as useful as other handtraps (by far my favorite card on this list). Being a low level Beast tuner is also very nice.
Solemn Smite is way more powerful than described. Though you cannot set spells/ traps you can activate them (see left hand offering if you want confirmation). Personally I would run this in almost every deck i run because I just don't run much backrow hate (or negates in general).
Good catch! Didn't notice this at all. It's actually much better in my eyes then.
a counter trap that negates spell cards for 2000 life points by activating from hand on turn 0....
While I liked the idea of Solemn Smite, its current wording makes it impossible to play properly - since they'd end up face down, there's no way to prove that you're only setting counter traps on your turn, unless you confirm that to your opponent by showing them the cards as you set them, which ruins counter traps
A more workable restriction could be that you cannot *activate* set spell and trap cards until the end of your *opponent's* next turn, except counter traps
Yeah I thought about that, too, but decided not to mention it since I basically get what they were probably going for.
you don't need to make your opponent check as for card rules as it illegal to set non counter traps, for a similar example you can think of mind crush, after the rule changes your opponent doesn't get to check because it's a private zone .
also the card is broken, it's just a better psi frame delta that would let you negate normal spells during your opponent turn 1
@@bombatomica_6449 The Mind Crush ruling isn't quite the same situation, and is only applicable if the card you declare is either on the Forbidden list, or all possible copies are in public knowledge (grave, banished face-up, on the field face-up) after the effect's resolution. Otherwise, the Konami Judge Program states "If the maximum legally allowed number of copies of the declared card cannot be verified as public knowledge, you may ask your opponent to verify their hand."
@@bombatomica_6449 Also, while it would let you interrupt an opponent's spell or trap on their turn 1, that's kinda all that the current meta is given how essential hand traps are to stop the opponent making unbreakable boards. It's only about as broken as all of the other Solemn counter traps were upon release (well, except for Scolding)
3:59 It is from Magic the Gathering. "Minimus Containment"
Pot of Illusions would be really awesome to have! A unique but also cool card!
Since it still relies on random draws it’s very well balanced!
Very well balanced! The less cards you have the less advantage you get out of it! Really cool to add to our card pool!
If you ash that pot ur opponent can activate another one sense it has no hard once per turn.
@@malareon no, you can’t draw because of the restriction on the card. That being said, this card is still very poorly balanced
@@FrostBeast5 how is it not well balanced when the turn you activate it you can’t draw cards from ur Deck with any other effects? There is no way to enable broken combos!
@@manh-haimuller6027 you know the card upstart goblin? Which is limited? This is that card, but it also lets you mulligan.
@@FrostBeast5 upstart Goblin is a completely different card! You can’t compare the two! Doesn’t make any sense
Pot of Illusions should of had the clause, "Can only be used once per Duel." That way it is hard text limited to 1.
I think it's pretty balanced as is, no need to further restrict it.
fun fact, the card art of mystic chain cones from a card named "chain of calling" in shadowverse, and the card art of Atlas, knight of reflection comes from another card named "white ridge swordsman" in the same game.
The Board Cramming’s art is from Magic The Gathering card name Minimus Containment.
Man, I remember in high school, I used to make full archetypes with support cards and stuff, and actually tried to balance it out as closely as I could to the way cards were balanced at the time. Supremely tempting to get back into that again, thanks to this video lol.
The only problem I see with Mystic Chain is that how it's worded it could send itself for cost in order to gain the additional effect, since it does not specify it needs to send another card you control, but any. Anyways, great video! Been loving your content ever since and you actually got me into playing Yu-Gi-Oh!
For anyone who was wondering, the artwork used for Board Cramming is from a Magic the Gathering card called Minimus Containment.
I want Arcane Defense to be a real card.
That sounds fucking awesome and really solves sort of the problem found in a lot of modern strategies where you just get shut down right out of the gate at the start of turn 2. It solves the problem of "build a board decks" that slap a gazillion disruption/negation monsters on the board turn 1, but there's still a lot of skillful counter play.
My only suggestion would be adding "this card's activation can't be interrupted" only because a card like this is dead on arrival if it has to worry about baiting out negates first. Against a Halq board, Naturia Beast, Borreload Savage Dragon or some other horse shit? Forget about it. This should be a card that you can slap down and then not have to worry about much during your MP1. In other words, it means your opponent would need to either side deck back row destruction or have to already be playing back row destruction, which can be accounted for if your opponent has extra deck monsters with back row removal that they can play when setting up their turn 1 board (which in turn can eat up the amount of resources they can use to slap negation monsters on the board).
Hell, if they made this card and it was still affordable, i'd be down with banning Mystic Mine.
A long time ago I thought of this card. A normal trap card.
“Dark magic cannon buster” if you control a level five or higher dark spellcaster you can activate this card from your hand. When your opponents monster declares an attack negate that attack, if you do inflict damage equal to the original attack of that monster to your opponents life points. Then shuffle that monster back into your opponents deck.
Delinquent Werewolf has some interesting use verse tax effects like Masquerade Dragon, Trickstar, and so on. Maybe could also be useful against trap heavy decks? Seems better going second.
Masquerade is not an activated effect.
I feel like that it would make blue eyes a little better too
name = LOL
type = continuous trap card
effect = This card cannot be set. This card cannot be negated or destroyed. Your opponent cannot lose the duel except by decking out.
It should summon lol, weed from the deck upon activation
Wait so what does it do to help the person playing it
I remember on Duelingbook you can make custom cards. One of the cards i was most proud to make was a card called Jurassic Era. It turns all monsters on the field and Graveyards into Dinosaur type monsters and has the only cards allowed to be tribute summoned be default Dinosaur type monsters.
So Solemn Smite is easily a 8 or 9 out of 10. It is basically an infinite impermanence for spells and traps, but your opponent has almost no other way to respond to it, because unlike Imperm it is a counter trap. If this card was in the game, it would immediately shift the game, and make spell heavy decks pee their pants
Thats kinda what I was going for, and just the fact that there wasn't a solemn for spell/traps was a little odd to me.
@@reeonboi937 you made that card? If so then bravo I think it would be rather interesting, as it directly counters Infinite Impermanence, could make for some interesting interactions if it were in the game.
I loved this video! I’d like to see more of it! Maybe do a video on custom archetypes?
Last time I was this fast, my girlfriend needed to "have a chat"
Ouch
**laughs a little more than i should**
So never, because youre still under 15
My ex says this on a weekend
Honestly love Custom Cards reviews. As a card creator, it’s nice to see the balanced ones being reviewed too, and not the amateur, poor-quality customs that get focused on a lot
With Mystic Chain, the send one card from your hand or field to the gy does not specify that you cant send itself to the gy, meaning you can get the additional negate for free
I can see board cramming being used in tandom with there can be only one.
I remember I made an entire custom archetype that I called the Ukrites. They had the gimmick of switching between being trap monsters and floodgates. They were super op but we're limited by a hard once per turn and you had to have out a specific continuous trap. Those were the days
I made a custom deck based off of the world ends with you that involves you to special summon any of the monsters from the grave but banish them when they go to grave after being summoned( xyz don’t work to return them to grave). The deck also revolves around making synchro and links using the on theme tuner
Board Cramming's art is drawn by Steve Prescott and was used in Minimus Containment from Magic: The Gathering.
i guess the plus side to Board Cramming is that you can use it to effect your opponent then let it banish itself in your turn so it doesn't hinder you, at least for solemn smite you can still play standard spells just not set them.
The first card reminds me of igknight reload, if it's not limited to only pendulum monster, not a quickplay, and has no hopt.
The idea behind the Knight of Reflection's special summon effect is real creative there, but I have to agree that the soft once per turn negate kinda make it too OP. Reminds me of Dogmatika Fleurdelis, but much, much stronger. Maybe make the negate "once while this card is face-up on the field" instead? Or if you want to be evil, give it Red-eyes Flare Metal Dragon's burn effect in exchange for the negate.
That said, I'd like to see more of this kind of video!
After reading pot of Illusions I’d like to make a few additional Restrictions!
You can only shuffle 1-2 cards back (min. 1 so can’t get a free mulligan with Pot of illusions itself!)
Being able to shuffle too much back is way to powerful! Especially after the siding!
First off what a cool video!
I would change one(ish) thing on the delinquent werewolf.
Change the name to “(random archetype) werewolf”
Add the following effect
On the turn this card is summoned the player may name an archetype and this card becomes a member of that archetype for that turn only. This effect may only be used once per turn.
Would be a novel and useful effect for a lot of decks, but not a broken one. Definitely adds usefulness and versatility to the card, making it an excellent side deck card.
I think the wearwolf should have an effect where it cannot have it's activation or effected negated by faceup monsters on the field. So it ultimately performs its purpose but you can still use something like ash or called by the grave to stop it.
This isn’t a staple type of thing but my friend decided to make an archetype of Gemini Ritual monsters, where they can be Normal Summoned/Set as vanillas. Are always treated as vanillas and gain their effect when ritual summoned. I thought this was a realllly interesting idea to fix the entire gemini mechanic as a whole, i even suggested to make the archetype as Pendulums, just so they can have their pendulum effects either act as a fusion spell or ritual spell while also never running out of materials to use for their ritual or fusion summons. Plus with the entire deck being Rituals, Geminis, Vanillas AND Pendulums, it has 4 types of very large waves of support that could easily break it
"Pot 4 Greed.
Draw 4 cards, then draw 4 cards. Play 4 cards, or else discard 4 cards."
Pot 4 Greed
Draw 4 cards; draw 4 cards, then draw 4 cards, and if you do, draw 4 cards, also, immediately after this effect resolves: draw 4 cards.
Cool concepts.
Btw, activate Mystic Chain, send itself to grave, steal and negate. Gotta get my playset right now XD
I’ve made a few custom cards for just random decks whenever one comes to mind, but I always make sure to balance the effects and not just make them super broken.
In dueling book, I made 8 archetypes
1. Fire deck based on powerful effects but burns me instead, but I have monsters that have me gain lp instead of lose it
2. A chaos deck that banishes cards from the opponents deck
3. Water banish stun deck
4. Earth Fusion Equip
5. Raidraptors, but are wind pyro Phoenix monsters that focus on retrieving from the graveyard
6. Dark grim reapers that focus on a field spell
7. Luck based rituals
8. A deck that punishes people for using the extra deck, even have a spell that uses my monsters to summon an opponent extra deck monster to my field
I'm thinking we should print more powerful going 2nd cards. I got an idea, handtrap, discard to negate an effect that includes "until the end of the turn" or "for the rest of this turn" and destroy, and if you do that cards/effect with the destroyed card's name cannot be activated for the rest of the turn.
Negates stuff like Dweller, scythe, d. Barrier and other lingering effects.
Definitely want that Pot of Illusion card, I already use Moray of Greed in my Marincess deck and it's very useful when you need to unbrick yourself when using extenders and sea turtle kaiju
Board cramming artwork comes from the magic card "minimus containment"
I most DEFINITELY love that trap "Mystic Chain" . As a trap trix player, we would got nuts to resolve that effect with sera
My custom card idea:
A retrain for Painful Choice where you select 4 Normal monsters and 1 Effect Monster all with different names and they have to select one to keep while the rest get sent to the graveyard. I know this card won't be very competitive but it will be a great reference to the anime where Painful Choice was used to send Exodia to the graveyard.
i made a level 5 blackwing where if it is banished it becomes level 4 and special summons a blackwing from the deck. it is meant to be banished by simoon, special summon kris, use whirlwind to search auster and bring it back
Really loved this idea for a video you gotta do more!
This is super interesting to me, not for these particular cards but the reaction to custom cards as a whole. I've been playing a lot of Hearthstone, and community figures (RUclipsrs/Streamers) looking at custom cards and evaluating them is regular, whereas the Yu-Gi-Oh community at large seems a lot less receptive to the idea of custom card making.
I think this is because Yu-Gi-Oh is so much more open-ended in what a card does, combined with the wording being a lot to handle. In a game like Hearthstone, most things that are allowed to exist on a card are established in some way, and card creation is more about finding a fun and thematic way to combine those elements. Yu-Gi-Oh just has an endless supply of things you can mash together, where any card can do basically anything. The utility of any one card is also a lot cut-and-dry in yugioh. A "bad" card could become "good" at any time with the right thing that uses it (See Tyrant Neptune).
I'd probably put, "this card is unnaffected by your opponents card effects until your next standby phase" on Board Cramming just so you actually get the floodgate effect off, also change the wording or just get rid of "when this card is activated" otherwise you could miss timing. for it to be a better card but still not broken maybe have the effect be "your opponent can only have the same or less cards of the declared card type as you and, if a card is set in the S/T zone your opponent cannot activate it if it would go over the limit of the chosen card type" (the latter half would probably just be a ruling and not on the card).
One thing about Pot of Illusions is that it says shuffle ANY number of cards, meaning you can shuffle 0 cards into the deck and draw 1 card. Using it like that is basically a "free" upstart goblin, which in decks that dont draw, rather they search, is pretty damn good. Still, think it needs a stipulation of needing to send atleast 1 card to the deck.
Since it's a hard once per turn it is just a better upstart but it would not break the meta and wouldn't enable FTKs
It would just be played in decks that don't draw cards and that would be fine
Pot of illusions is absolutely insane
I loved this video! Not a single uninteresting card. Your commentary made it so much more fun and also clear as to how to use the cards. Great ratings too! More please!
The art for "board cramming" is the art from the mtg card "minimus containment" that might be where you recognise it from.
Literally every time I think about a fan made card I think of "wicked god fusion' like the wicked god's from the manga like the wicked dreadroot
3:52 Board Cramming and Minimus Containmant from Magic the Gathering has the same artwork
I feel like I'd be playing at least one Solemn Smite in every deck, unless none of the best decks care about spell/trap cards at all.
A lot of decks use staple spell/traps, thats why I made it
also, if it's set, it's a free negate. i think it is an 8 at least
Am I the only one who thought that the chain trap would have something to do with chain links while seeing the art and name?
Pot of illusions would be super op. A complete mulligan without negging is super strong. It ensures that you see combo pieces, a lot of decks go off without drawing at all and this card just restricts draws not searching and adding. This is the kind of card that wins games.
Cool idea! I would be interested if you make this a series, has a lot of potential.
One day I want to make my own Yu-Gi-Oh series and this video is so cool because I wanna use my custom cards and these people made cards better than mine
Hope you continue this video concept seems interesting
3:50 Art is from a MTG card
Spell idea:
Normal Spell
Draw one card: the drawn card cannot be used in any way for the remainder of this turn, or, the card drawn can be used, however you must banish two cards of your choice from your hand.
Trap Card: Offensive Proposal
Effect: Play this card and slap the opponent as hard as possible across the face. Each Link Summon, Synchro Summon, and Pendulum Summon they perform this round, add another slap until the end of their turn.
This card does not effect Life Points, this card cannot be negated or destroyed.
Pot of Illusions is literaslly the Performapal Recasting Spell card, awesome card in Performapal decks, and i love the warrior monster, being a warrior deck lover i'd love to have something like that.
If you ever do this again, I think it would be a good idea to rate the balance and the design of the cards seperately
An idea I had for a custom card is one that has, among a couple other effects, one that let's you change the type of card it is (monster spell trap). The intended use of this this would be dodging things like imperial order, skill drain or Royal decree. E.g the card in question is a monster, your opponent activates skill drain, you chain custom card eff and change it to a spell so you can continue using its other effects. Or say if custom card is currently a trap and your opponent tries to mst it, change it to a monster, dodging the mst.
Don't think it would be particularly powerful but it would be fun nonetheless imo
I had the ultimate custom card when I was a little kid, I can't remember the name but basically the effect for this custom monster was that if it's in the deck I win the duel 😂
Ur still a kid
Back then i made the Chuck Norris card which can be drawn also from graveyard, banish zone or other people's deck and made you win the game and allow you to roundhouse kick your opponent
@@powerfulberry237 bro can read people’s ages just from youtube comments (a power possesed by many, but never confirmed by scientists)
Arcane Defense would be a quite good card for Floowandereeze instead of Book of Moon. Because then, you only have to make sure that you can chainblock Ash and such and Veiler and Imperm wouldn't be a problem anymore.
Atlas’s discard effect for negations, should have Atlas player pitch a card of the same type. 10/10
More of that pls. Nice Video Format
Board Cramming: Made*
Eldich: I'm feeling targeted
Something interesting about the picture for bored cramming is that it's the picture for a new card in Magic that came out with Baldur's gate. I can't remember the name
Minimus Containment
Typing this just as I start watching the video. A custom card we all want: Card of Sanctity 2: Each players draws till each has six cards in their hand like in the anime, but to make it fair both players must have at most five cards in their hand.
It’s OP as F, which is why the real card isn’t like that, but dang it I know we all want it!
I am really impressed by pot of illusions. Way to make a good card that isn't super OP or frustrating to play against.
I think you are missing that solemn smite can still be activated from the field at no LP cost even if your Lap are low, and the "trap cards are too slow" problem with trap cards is only about that first turn, so the card is still useful in a grind game.
Also you can still activate spells on your turn just fine, it only says no setting.
APS, the art for Atlas, Knight of Reflection and Mystic Chain are copied from 2 cards in Shadowverse called:
Chain of Calling
and
White Ridge Swordsman (Evolved).
I hope I'm not being crazy for pointing that out but yeah. Might have to contact whomever submitted those 2 cards and ask where they got the art from.
Delinquent werewolf could have the same activation condition as water enchantress of the temple, where you can activate it by banishing it from hand or grave, that way it can avoid called by the grave, it can be great discard fodder for cards with effects likely to be negated, and it can be more accessible with for example fraktall or the new spright link 2 sending it to the graveyard(though that last one seems a bit too good so maybe it's better for it to be level 1 or 3).
Though one thing I'd change if this were the case it would be making it a non tuner cause it would be a little overkill.
The board cramming artwork is from a Magic the Gathering card called minimus containment
Could be cool if there was a battle city field. Spell maybe has effects based on how in battle city you take a card from you opponent you beat. Maybe some sort of enemy controller type thing idk
Board Cramming's art is from Magic the Gathering
Honestly I’ve been trying to support archetypes and/or basically remake them for a while now for multiple decks that my friends and I enjoy!
I came across someone making custom Cards for the Felgrand strategy and decided to try my hand at that too
I then did some for Vylons as I absolutely adore their design and equip gimmick
Then I did one for Megalith as it is one of my favorite decks ever and the one I currently plan on building irl!!
Maybe I’ll try this kind of thing in the future again! Sometimes I do wish I could submit card ideas to Konami!
Ikr I don't see why we can't because I have a few ideas for my favorite deck
I did some triamid card but it mostly boiled down to. "Make sphinx a proper boss monster"
@@DarkSymphony777 That actually sounds very interesting! Would love to see that actually becoming a thing! Triamids have such beautiful artwork it’s a shame they’re so mediocre.
@@k-dawgHI yeah they do have neat artwork, mechanical Egyptian figures. The main problem is if they don't open a field spell, they are sunk.
@@k-dawgHI here's one
Triamid chant
Counter trap
If your opponent activates a card or effect while you control a field spell; negate the activation and if you do, destroy it. If you have 3 field spells with different names in your GY when this card resolves. Special Summon 1 "Triamid Sphinx" from your hand, deck or GY and if you do that, it is unaffected by your opponents card effects until the end phase of the next turn.
0:37-0:48 It should be a “mallet” card instead of a “pot” card and it doesn’t need the drawback.
Pot of illusions:
" I don't like my hand, redraw"
they made what we all did when we were younger into a pot card
Here's one I came up with: Blue Eyes Shining Nova Dragon! It's my own retrain of the Blue Eyes Shining Dragon from the first movie. Same attribute, LV, type, ATK, and DEF.
It cannot be normal summoned/set, and must first be Special Summoned by tributing 1 Blue Eyes monster. Doesn't need to be the Ultimate Dragon, it can be any Blue Eyes monster. It gains 300 ATK for every Dragon in the GY, and is able to be tributed to destroy one card. It can also negate targeting effects once per turn, and is immune to being targeted by effects itself. And lastly, if this card is destroyed by battle or card effect, you can Special Summon 1 Blue Eyes monster from your GY.
I have a huge soft spot for the Shining Dragon and would even argue that its not a bad card in of itself, but it is sadly outdated and even when it was released, it was just hard to summon. Actually, they forgot to even print the Ultimate Dragon at the time! Oops! But now with the retrain, it's easier to summon, has some similar abilities to its original counterpart, and is even able to revive another Blue Eyes monster after it's destroyed. I could see this being a fan-favorite card if it actually exists!
Also, whereas the original Shining Dragon could potentially be summoned having less ATK than the Ultimate Dragon used to summon it, Shining Nova would already have an attack boost compared to a regular Blue Eyes.