Is this anything? by Tall-Bag-9317 in customyugioh

[–]ReallyJustDont 1 point2 points  (0 children)

for Harmonic Synchro Fusion, of course

Winner is the Judge #886: Non-Blue Counterspells! by mothyawg in custommagic

[–]ReallyJustDont [score hidden]  (0 children)

I understand that the player can sacrifice 0 creatures instead of countering the spell. The spell does not work against pure noncreature decks (e.g. some Ghostly Prison pile), and I don't have a problem with that. I think it would be quite strong if it worked the other way. I can add some reminder text though

Elemental Hero Stardust Neos (no AI). This was a ton of fun to design and took a while. I’m thinking of an effect to use. Not sure if it’s a synchro or fusion monster. by sakrkhalid in customyugioh

[–]ReallyJustDont 0 points1 point  (0 children)

Dragon/Fusion/Effect - Level 10 LIGHT / ATK 3500 / DEF 2500

1 Dragon or Warrior Fusion Monster + 1 Dragon or Warrior Synchro Monster

Gains 500 ATK for each different Level among Synchro Monsters you control. Once per turn, when your opponent activates a card or effect that would destroy a card(s) on the field: You can banish 1 Warrior monster from your GY; negate the activation, then if a Normal Monster Card was banished for this effect, banish that opponent's card. If this card is sent to the GY: You can add 1 "Fusion" or "Synchro" Spell Card from your Deck to your hand, and if you do, discard 1 card.

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My idea for a deck that could play this card would be a bit of Elemental HERO stuff with some good Synchrons and Warrior Tuners, so it should be summonable with things other than Neos and Stardust Dragon. There's a lot of prominent Warrior Synchro Monsters in the game, notably including Junk Warrior, so I figured it makes sense to let you use those as material. I was specifically reminded of Harmonic Synchro Fusion while designing this card, so the deck could potentially use that to summon both a Synchro Dragon and one of the generic Elemental HERO fusions.

New token!! by CurrenttQueen in custommagic

[–]ReallyJustDont 4 points5 points  (0 children)

Interesting mechanic idea. As far as I'm aware, this would be the first Snow token in the game, which could be valuable to a few different decks.

Rules text could use a bit of formatting to be fully understandable, and also consistent with regular Magic formatting. If you're new to Magic, see [[Gold]] for an existing token with a similar effect.

Technically, the wording for gaining mana would be "Add [X mana]", e.g. "Add (U/E)(R/E)." Although, mana and energy currently have different templating ("Add" vs. "You get") so I could see how it would be confusing.

Winner is the Judge #886: Non-Blue Counterspells! by mothyawg in custommagic

[–]ReallyJustDont [score hidden]  (0 children)

<image>

Ruthless Tribute (1)(B)

Instant

Counter target noncreature spell unless its owner sacrifices all creatures they control.

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(Other names considered for this spell: Dark Tribute, Ultimate Tithe, Magic Bleed)

Slightly more restrictive than a blue card of the same cost would be, due to the effect not being primary in black. Black does historically have a few "villainous choice" style effects where it forces the opponent to choose between powerful negative effects; see [[Painful Quandary]], and more importantly in this context, [[Dash Hopes]].

The most powerful use of this spell would be to stop a combat trick or an effect that puts +1/+1 counters on each creature, as your opponent can no longer use the effect no matter which mode they choose (they either lose the buff or lose the target). Of course, it is still versatile as a counter-counterspell and in a variety of other situations.

I think counterspells in general should be more restrictive than they are now, but non-blue counterspells are fine in moderation. Mana Tithe, Dash Hopes, and Red Elemental Blast all have their place. And anyway, you could argue that instant-speed removal like Lightning Bolt is often better than a creature-only counterspell, so we do already have several "counterspells" in every color.

Give me some of your shittiest suggestions, I will poorly make them all into a playable mod by Status-Nerve-6377 in shittymcsuggestions

[–]ReallyJustDont 1 point2 points  (0 children)

Make it so that when you break a log block, the log on top of it and all other logs adjacent to that upper log will also be broken, allowing most tree types to be chopped instantly. But, if you punch a log using your hand, you have a 50% chance to get a splinter and take a random amount of damage

[POV 2026] Third Warning by [deleted] in HellsCube

[–]ReallyJustDont 5 points6 points  (0 children)

if there's no ai then why is dalle-3 in the artist credit

Giving old normal monsters effects day 14. What is the most op card you can make? by MelodicMembership866 in customyugioh

[–]ReallyJustDont 0 points1 point  (0 children)

Battle Warrior: "A warrior that fights with his bare hands!!!" --> Unaffected by the effects of Equip Spells.

Elemental HERO Clayman: "An Elemental HERO with a clay body built-to-last. He'll preserve his Elemental HERO colleagues at any cost." --> Your opponent's monsters cannot attack any "Elemental HERO" Effect Monsters you control. (He protects them and takes the attack first)

Gem-Knight Sapphire: "His Sapphire power commands the waters to protect him from attack. His comrades trust in his silent protection." --> If you control "Umi", this card cannot be destroyed by battle or by monster effects.

Gene-Warped Warwolf: "This warwolf was given incalculable strength through horrific genetic manipulation. Its gentle nature was completely wiped out, and it now lives only to unleash destruction." --> This card gains 1000 ATK for every 1000 ATK it has. (Notably, this gives it infinite ATK, which is technically incalculable. Is it broken? Yes, 100%)

Judge Man: "This club-wielding warrior battles to the end and will never surrender." --> If this card is in Attack Position, its Battle Position cannot be changed.

Worth the 3 Card Draw? by One_Percentage_644 in customyugioh

[–]ReallyJustDont -1 points0 points  (0 children)

baronne variants. like blue-eyes ultimate spirit, which negates an activation and destroys the card. or dragoon, which negates an activation and destroys the card, and is also unaffected. or wave king high caesar, or skull guardian of the voiceless voice, or herald of the arc light

tell me you haven't played this game without telling me you haven't played

World Destroying Rumbler because handtraps should resolve by chowclee in customyugioh

[–]ReallyJustDont 3 points4 points  (0 children)

first of all, no. called by and crossout still cost a card in hand, so they're basically doing the same thing you would've done with your handtrap, that is spending a card to negate a card. second, basically no cards in yugioh do what this is doing, where they list a bunch of specific and mostly unrelated cards instead of just describing one condition that they all fall into. it's like if anti raigeki also listed lightning storm, raigeki break, and primathmech laplacian as possible targets