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You make the Card!

Scarlet Weather

The Game is Afoot!
1,823
Posts
17
Years
Hmm...

Skipping comments on the early Restless monsters for the moment, mostly because Frosty said everything I wanted to say. I'll comment on the newest ones instead.

Spirit Banisher: Yay, ghost-banishing tricks! Unfortunately, Atk of 1700 puts it well out of recruiter range, which is a pity for poor Shining Angel, who still needs a worthwhile target besides D.D. Warrior Lady.

Spirit Firefly: Unfortunately, use of this monster with Spirit Warder is kind of... I dunno, counter-productive? Since the restless monster is destroyed, then comes back, and then is still able to attack if I'm not mistaken owing to prior rulings on cards such as Giant Rat or Mystic Tomato. So in the end, you're ditching two cards per Restless monster.

Abandoned Bride: Quick burn to your opponent if there aren't Restless monsters in the graveyard already, and a way to pull multiple Restless monsters out. Nice.

Disgraced Emperor: And now we have the king of the Restless. Unfortunately, he suffers from "too quick, too little" syndrome- not enough burn per destroyed card, especially considering the trend of commiting as little as possible to the field until you make the final push, and afterwards he becomes a 2600 Atk fighter for your opponent for free. AND he's eight-star, so you can't use him yourself.

Starving Ghoul: Screwing with graveyards, yay! Unfortunately, he's a bit... well, let's just say that the Parasite Demons are pwning this set left and right because they go from the hand to the opponent's field. FROM THE HAND. Meaning that you get to transfer negative effects right away, as opposed to needing special support to do it.

Vindictive Soul: One card per turn? Would be harsh, if you had more to wall with than Spirit Warder, who goes through your hand incredibly quickly. Seriously, it's either miss bringing back a Restless monster and re-using its effect, or losing an additional card from your hand and losing them until you want to stop bringing back the dang Restless. Seriously, poor Warder.

Curse of Return: Once again- Counterproductive with Spirit Warder, but makes it possible to transfer Restless monsters.

Spirit Chain: Very good. It brings back the monster but, unlike poor firefly who brings it back during the battle phase, this brings it back during the end phase and makes things much easier for Spirit Warder.

Spirit's Possession: Demon Fusion Lite. The problem is the same thing that happens with Black Horn of Heaven: Cyber Dragon and Dark Armed Dragon are feasible targets, and possibly Dark Grepher, but that's about it. Yeah, problematic.
 

Alter Ego

that evil mod from hell
5,751
Posts
18
Years
Spirit Firefly: Unfortunately, use of this monster with Spirit Warder is kind of... I dunno, counter-productive? Since the restless monster is destroyed, then comes back, and then is still able to attack if I'm not mistaken owing to prior rulings on cards such as Giant Rat or Mystic Tomato. So in the end, you're ditching two cards per Restless monster.

Ahh...but the whole point with restless is to spam them from the graveyard as many times as possible. Say you just smashed a special summoned Weeping Maiden with Asura Priest for 3400 then flanked it with this to bring that same maiden back for another go, or hit your opponent's hand with revenant, or their deck with Avarice...twice. Get the idea? :3 But yeah, it remains a tad situational. Let's see what we can do about that.

Disgraced Emperor: And now we have the king of the Restless. Unfortunately, he suffers from "too quick, too little" syndrome- not enough burn per destroyed card, especially considering the trend of commiting as little as possible to the field until you make the final push, and afterwards he becomes a 2600 Atk fighter for your opponent for free. AND he's eight-star, so you can't use him yourself.

Well, with the mid-format banlist change, that kind of conservation has become a tad harder, really. (hinging our whole winning strike on a single copy of Return? Not likely.) Plus, most recursion methods these days stay on the field to work their magic (Premature, Escape, D.D.R. etc.), meaning that you hit both the recursion card and the recurred monster in one strike. (that's already 1200 burn)

Starving Ghoul: Screwing with graveyards, yay! Unfortunately, he's a bit... well, let's just say that the Parasite Demons are pwning this set left and right because they go from the hand to the opponent's field. FROM THE HAND. Meaning that you get to transfer negative effects right away, as opposed to needing special support to do it.

In a way, yes, but there's a difference. The parasite effects are all slow grind, hinging either on your opponent's actions or only triggering once a turn, meaning that you have to keep them on your opponent's field for at least a turn before reaping any significant benefits. The restless, on the other hand, are all about being blown up again and again, most of them only landing a big, one-shot effect before they go bye-bye.

Vindictive Soul: One card per turn? Would be harsh, if you had more to wall with than Spirit Warder, who goes through your hand incredibly quickly. Seriously, it's either miss bringing back a Restless monster and re-using its effect, or losing an additional card from your hand and losing them until you want to stop bringing back the dang Restless. Seriously, poor Warder.

Mmhmm...I was looking to make a more user-friendly restless to stand alongside the warrior, but I do get the point. Maybe up the destruction to two cards each turn?

Curse of Return: Once again- Counterproductive with Spirit Warder, but makes it possible to transfer Restless monsters.

Counter-productivity thing already addressed above. This card pretty much sums up what the set is about, you know. xD

Spirit's Possession: Demon Fusion Lite. The problem is the same thing that happens with Black Horn of Heaven: Cyber Dragon and Dark Armed Dragon are feasible targets, and possibly Dark Grepher, but that's about it. Yeah, problematic.

Umm...pardon me if I missed something, but what happened to Premature Burial, Monster Reborn, D.D.R., Dasher, and all those other special summon methods? Everything just mentioned works equally well for Spirit's Possession, and if what you drop down there is the emperor, that could mean one seriously screwed up rush for your opponent. ;D


Oh dear, looks like it's revamp time again. :x

Spirit Firefly
Fairy/Effect
1 Star/Light
0 Atk / 0 Def

This card can not be offered as tribute for a Tribute Summon. When a "Restless" Monster is Special Summoned from the Graveyard to either player's Field, you may Special Summon this card from your Hand or Deck to that player's Field. All Battle Damage from Battles involving this card becomes zero. When a "Restless" Monster controlled by this card's controller is destroyed, this card is tributed to Special Summon that Monster to the controller's Field in its original position.

The Restless - Burning Phantom
Zombie/Effect
2 Star/Fire
1000 Atk / 1000 Def

During the controller's Standby Phase, if this card is in Attack Position, the controller of this card loses 1000 Life Points. When this card is Special Summoned from the Graveyard, the controller of this card loses 1000 Life Points.

The Restless - Disgraced Emperor
Zombie/Effect
8 Star/Light
2600 Atk / 2200 Def

When this card is Special Summoned from the Graveyard, destroy all cards on the controller's Field other than "Restless" Monsters. For each card destroyed by this effect, the controller of this card loses 800 Life Points. Each time this card Battles, the controller of this card must send one card from their Hand or Field to the Graveyard.

The Restless - Mischievous Revenant
Zombie/Effect
2 Star/Light
1450 Atk / 1300 Def

If the Battle Position of this card is changed, discard a card at random from the controller's Hand. When this card is Special Summoned from the Graveyard, the controller of this card selects a card at random from their hand and returns it to the bottom of their deck.

The Restless - Vindictive Soul
Zombie/Effect
4 Star/Dark
1900 Atk / 0 Def

When this card is Special Summoned from the Graveyard, the controller of this card tributes one Monster on their Field other than this card. At the end of a turn when this card did not destroy a Monster by Battle, the controller of this card selects two cards from their Field other than this card and destroys them. If there are no cards to destroy, the controller of this card takes 800 damage instead.

Curse of Return
Continuous Spell

When a "Restless" Monster is sent your Graveyard, you may pay 500 Life Points. If you do, Special Summon that Monster to your opponent's Field on the next End Phase. When this card is destroyed or removed from the Field, destroy all Monsters Special Summoned by this effect.

Spirit's Possession
Counter Trap

This card can only be activated when your opponent Special Summons a Monster. Negate the Special Summon of that Monster and destroy it, then select one "Restless" Monster from your Graveyard and Special Summon it to your opponent's Field.


And since you mentioned the good old parasites...well, I figured it was time I gave them a final face-lift. Fuu...here goes. MOAR REVAMPS!!!one :3

Exorcism
Normal Spell

Select one "Parasite Demon" monster on the Field and destroy it. The controller of the card destroyed by this effect loses Life Points equal to the Atk of the destroyed monster.

Poltergeist
Normal Spell

Destroy one "Parasite Demon" monster on your opponent's Field. Select two cards at random from your opponent's Hand then place one of them at the top of your opponent's Deck and the other at the bottom of your opponent's Deck.

Violent Purge
Normal Trap

Destroy all face-up 'Parasite Demon' monsters on the Field. For each monster destroyed by this effect, inflict 1000 damage to the controller of the card(s).

Parasite Demon Karasu

Fiend/Effect
3 Star/Dark
1550 Atk / 600 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each Standby Phase, the controller of this card pays 200 Life Points for every card in their Graveyard. (This is not optional)

Parasite Demon Searinox
Fiend/Effect
4 Star/Fire
1800 Atk / 500 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each Standby Phase, the controller of this card pays 500 life points for every Monster Card on his/her field. (This is not optional)

Parasite Demon Zeptiemus
Fiend/Effect
4 Star/Water
1600 Atk/1800 Def

This card can be Special Summoned from your Hand to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Whenever the controller of this card would gain Life Points, the controller of this card loses that many Life Points instead.

Parasite Demon Saadat
Fiend/Effect
6 Star/Earth
2450 Atk / 1850 Def

This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. If the controller of this card has more than three cards in their Hand, send cards at random from the controller's Hand to the Graveyard until the number of cards in his/her Hand is three.

Parasite Demon Nishruu
Fiend/Effect
6 Star/Dark
2500 Atk / 1200 Def

This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. While this card is face-up on the Field, the controller of this card must pay 1000 Life Points to activate a Spell Card.

Parasite Demon Sherincal
Fiend/Effect
6 Star/Fire
2400 Atk / 1400 Def

This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. While this card is face-up on the Field, the controller of this card must pay 1000 Life Points to activate a Trap Card.

Parasite Demon Severash

Fiend/Effect
8 Star/Dark
2900 Atk / 2300 Def

This card can only be Special Summoned by Tributing 2 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monsters. The controller of this card must discard one card from his/her Hand in order to set a card from his/her Hand.

Parasite Demon Shamishra

Fiend/Effect
6 Star/Fire
2300 Atk / 600 Def

This card can only be Special Summoned by Tributing 1 monster on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Each time the effect of a card in the controller's Graveyard would be activated, the controller of this card pays 800 Life Points to negate it. (this is not optional)

Parasite Demon Jaboli
Fiend/Effect
7 Star/Earth
2700 Atk / 2100 Def

This card can only be Special Summoned by Tributing 2 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Monsters on the controller's Field with a lower level than this card's may not Attack. During each End Phase, the controller of this card pays 800 Life Points for each of their monsters that didn't attack this turn. (this is not optional)

Parasite Demon Juncar
Fiend/Effect
3 Star/Dark
1400 Atk / 800 Def

This card can be Special Summoned from your Hand to your opponent's Field. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. Whenever a monster is Summoned to the controller's Field (Including Flip Summon) the controller of this card discards a number of cards from the top of their Deck equal to the Level of the summoned Monster. For each card discarded by this effect, the controller of this card pays 100 Life Points. (this is not optional)

Parasite Demon Nefreeti
Fiend/Effect
4 Star/Fire
2000 Atk / 400 Def

This card can be Special Summoned from your Hand to your opponent's Field. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each Standby Phase, the controller of this card tributes one Monster on their Field (if any) to take 800 Damage. (this is not optional)

Parasite Demon Tsukuya
Fiend/Effect
7 Star/Water
2600 Atk / 2600 Def

This card can only be Special Summoned by Tributing 2 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each of the controller's Standby Phases, Special Summon one Parasitic Token (Fiend Type/ Water Attribute/ 2 Star/ 1000 Atk/ 1500 Def) to the controller's side of the field in attack position. While this card is face-up on the field, destroy all tokens on the controller's field except for "Parasitic Token" and inflict 600 damage to this card's controller for each token destroyed by this effect..

Parasite Demon Karashah
Fiend/Effect
10 Star/Dark
3600 Atk/2800 Def

This card can only be Special Summoned by Tributing 3 monsters on your opponent's Field and is Special Summoned to your opponent's Field. If you Special Summon this monster, you cannot Normal Summon or Set a monster during the same turn. This card may not be offered as tribute except to Special Summon a "Parasite Demon" monster. During each of the controller's Standby Phases, the controller of this card tributes 2 cards from his/her field. If there are no cards to tribute, the controller of this card pays 1000 Life Points for each card that would have been tributed instead. (This is not optional)


And finally...something that ain't revamped.

Cahelion the Imprisoned
Fiend/Effect
10 Star/Dark
? Atk / 0 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned when "Cleansing Seal" is destroyed and sent to the Graveyard while this card is in your Hand or Graveyard. On the turn this Monster is Special Summoned, you may not Summon or Set any other Monsters (including Flip Summon). You may only have one "Cahelion the Imprisoned" on your Field at a time. The original Atk of this card becomes the combined original Atk of every "Parasite Demon" Monster on the Field. While there is a "Parasite Demon" Monster on the Field, this card can not be destroyed and is not affected by card effects.

Blood Offering
Normal Spell

Pay any Multiple of 1000 Life Points. For every 1000 Life Points you paid, Special Summon one Parasitic Token (Fiend Type/ Water Attribute/ 2 Star/ 1000 Atk/ 1500 Def) to your opponent's Field.


Aaand something that's not even masochistic like the rest. xD

Earthbound Angel
Rock/Effect
4 Star/Light
1200 Atk / 1800 Def

This card can not be Special Summoned from the Graveyard. While this card is face-up on the Field, cards can not be removed from the Graveyard.
 
Last edited:

Phanima

That servant of the evil one
1,567
Posts
18
Years
  • Age 34
  • Seen Oct 11, 2011
Phani's <3 for machines returns~

Spoiler:


And some Alien rip-offs for a future NPC. *w*

Spoiler:
 

Alter Ego

that evil mod from hell
5,751
Posts
18
Years
Now, now, now...what's all this, then? Still no new card comments here? Looks like I'll have to do something about that myself, then.

Primal Armored Core: You can just go with "unaffected by your opponent's card effects". Hmm...full effect immunity is interesting, I'll give it that, but then the monster itself has fairly low stats so there shouldn't be any balance issues with this. Nice card, one that could actually reap some serious benefit from those old Atk up equips too. =O

Reboot: Gadget love? Well, I guess it's a way to recycle searchable machines, and I certainly see no obvious exploits for this, so it's fair enough at least.

Plug-in Field: Ugh...this looks a bit too situational for me since it's dependent on the monster types your opponent plays and is essentially just a one-sided DNA Surgery. System Down/Machine Control Virus follow-up could be a potential exploit route, but then that's kind of not worth protecting this card for. (though I suppose your opponent might not feel such a pressing need to get rid of it either). Still, whatever serves your RPing needs.

Kojima Burst: Ahh...I do believe I see the follow-up here. xD Ehh...not too hot, really, as we could just play Lightning Vortex to wipe the field without needing a specific continuous trap or battle destruction for support.

Psycho Parasite: A-counter spread is always good for these critters, though I see that the parasite is also faithful to their line of terribly low stats.

Psycho Shocktrooper: The second effect is sort of confusing...did you mean "This card can only attack the selected monster"? Because that's going to cause conflicts if you've used this effect multiple turns in a row without wiping the target out each turn (thus establishing multiple 'target only me' monsters). Maybe limit that second effect to only apply for the turn you place the A-Counter on? Anyways, much-needed size increase for these (as it's an effective 1700+ because of the effect), though it's still a bit...lacking.

Psycho Mother: Now this is evil, actually. In combo with A-Zone, this means everything your opponent summons is liable to get spun right back to your deck and burn you in the process, creating a draw lock similar to Jackal Control. It's insect, too, so we have lots of special summon methods at our disposal. (Pinch Hopper, Gigaplant and Insect Imitation come to mind here)

Psycho Nought: Oh come now, we already have Newdoria which just plain trumps this on every front. Maybe have it do something a bit more substantial in compensation for the bother of spreading those A-counters?

Psycho Father: So...sort of a Lava Golem style touch? On one hand, tributing is the nastiest way to dispose of a big beatstick, but on the other...three monsters with A-Counters on them is a pretty tall order, and even if you do pull it off, odds are that this card won't have very many critters to distribute his own counters among. Mother > this. =O

Psycho Mars: Umm...yay for protecting our opponent's monsters? x.O I suppose this has some sort of synergy with Father (though it's pretty weak since they can just switch their monsters into defense to avoid damage), but it's kicking the strongest card among these right where it hurts, so I'm not too wild about it.

Advanced Atrophy: Okay, Alien those want those counters out badly, but...ouch, just ouch. That LP cost is looking pretty hefty to me. Mass Brainwashing follow-up FTW? :x

Psycho Immunisation: that would be "Remove all A-Counters from your Field" since counters aren't monsters and thus can't be destroyed. I really don't see why you'd want to run this outside of the highly unlikely Alien mirror match, but whatever floats your boat...

Psycho Cocoon Nest: Again, I find myself wondering what this card is meant to accomplish. I take it, it's something involved with fakes you haven't show yet?


And like, since I'm against not leaving a new fake with every post:

Wall of Remnants
Rock/Effect
3 Star/Dark
0 Atk / 1800 Def

Once per turn, if this card is in your Graveyard, negate the attack of a Monster with an Atk low than or equal to the original Def of this card.
 
Last edited:
4,227
Posts
19
Years
  • Seen Aug 11, 2009
:O Oh, my goodness. Just look what happens when I leave you all alone: ACC suddenly gets lazy and we have...a full page of posts!! My, my...

Wall of Remnants
Rock/Effect
3 Star/Dark
0 Atk / 1800 Def

Once per turn, if this card is in your Graveyard, negate the attack of a Monster with an Atk low than or equal to the original Def of this card.

Not quite sure what to say here. A lot of beatsticks will completely ignore this card, and it'll only help out with stuff that's searchable, mainly...and, of course, there's the once-per-turn limit. Still, there are a lot of monsters it can stop.

And, of course:

Psycho Destiny
Quick-Play Spell
This card cannot be activated during your turn after you have finished your Main Phase. Roll a six-sided die for each face-up "Psycho Hero" on the field. Discard a number of cards form the top of your opponent's deck equal to the combined result. It is now the End Phase of your turn.
 

Scarlet Weather

The Game is Afoot!
1,823
Posts
17
Years
*smacks Icha* I am ACC, you little nutcase you. XD

And.... WELCOME BA~CK!

Welcoming Party
Normal Spell
Hold a welcome-back party for Icha, complete with drinking games. Get him smashed on root beer, if possible, in order to gain the edge in the duel. XD

And wouldn't you know it, just when NiGHTS gets banned....

hmm... well, I'd comment on the Restless monsters and the revamped demons but... THERE ARE WAY TOO FREAKING MANY TO COMMENT ON AT ONCE. 0.o

So instead, I'll just post a revamp of my own favorite fake set, a little at a time. :3

Yoko Yokai
Monster/Fire/Beast/Effect/4*
Atk 1900/ Def 1000
Once during your main phase, you can tribute this face up monster to send the top card of your opponent's deck to the graveyard. If that card is a monster, inflict damage to your opponent's life points equal to the original Atk or Def of that monster, whichever is higher.

Yokai Mountain
Field Spell
Once per turn, you can special summon a "Yokai" monster from your graveyard that was tributed for its own effect during your last turn. A monster summoned in this way cannot be tributed on the turn it was summoned. While you control this card, both players must play with their decks upside-down and draw from the bottom of their decks, and show each other their hands. When this card would be destroyed, you can destroy a face-up "Yokai" monster you control instead.

Yokai Karasu
Monster/Dark/Winged Beast/Effect/3*
Atk 1400/ Def 1600
During your main phase, you can tribute this monster in order to randomly select one card from your opponent's hand and place it on top of their deck. If "Yokai Mountain" is on the field, you can select the card you place on your opponent's deck instead. You cannot activate this effect if there are less than three cards in your opponent's hand.

Yokai Kappa
Monster/Water/Fish/Effect/4*
Atk 1600/ Def 1400
By tributing this monster, you can special summon one level four or lower "Yokai" monster from your deck. A monster summoned by this effect cannot attack or be tributed on the turn it is summoned.
 
4,227
Posts
19
Years
  • Seen Aug 11, 2009
*smacks Icha* I am ACC, you little nutcase you. XD

......Wait...WHAT!!!!?!??????????

And.... WELCOME BA~CK!

Welcoming Party
Normal Spell
Hold a welcome-back party for Icha, complete with drinking games. Get him smashed on root beer, if possible, in order to gain the edge in the duel. XD

15 people show up at the maximum and I don't drink. 'Nuff said.

And wouldn't you know it, just when NiGHTS gets banned....

...

hmm... well, I'd comment on the Restless monsters and the revamped demons but... THERE ARE WAY TOO FREAKING MANY TO COMMENT ON AT ONCE. 0.o

AHA!!! I was right after all! =O

So instead, I'll just post a revamp of my own favorite fake set, a little at a time. :3

Yoko Yokai
Monster/Fire/Beast/Effect/4*
Atk 1900/ Def 1000
Once during your main phase, you can tribute this face up monster to send the top card of your opponent's deck to the graveyard. If that card is a monster, inflict damage to your opponent's life points equal to the original Atk or Def of that monster, whichever is higher.

Slight mill with maybe a burn, but with Monster Reborn back there is too much of a chance to get it thrown back in your face. Heaven help you if you end up dropping Disc Commander...

Yokai Mountain
Field Spell
Once per turn, you can special summon a "Yokai" monster from your graveyard that was tributed for its own effect during your last turn. A monster summoned in this way cannot be tributed on the turn it was summoned. While you control this card, both players must play with their decks upside-down and draw from the bottom of their decks, and show each other their hands. When this card would be destroyed, you can destroy a face-up "Yokai" monster you control instead.

I don't think there's much to say here. Convulsion of Nature + Respect Play + Skyscraper 2 copy (sort of) + protection. Quite a few novelty cards would love this, including a personal like, Ominous Fortunetelling.

Yokai Karasu
Monster/Dark/Winged Beast/Effect/3*
Atk 1400/ Def 1600
During your main phase, you can tribute this monster in order to randomly select one card from your opponent's hand and place it on top of their deck. If "Yokai Mountain" is on the field, you can select the card you place on your opponent's deck instead. You cannot activate this effect if there are less than three cards in your opponent's hand.

Tomato-searchable and miniature The Forceful Sentry. Perhaps splashable in Tomato decks for hand control.

Yokai Kappa
Monster/Water/Fish/Effect/4*
Atk 1600/ Def 1400
By tributing this monster, you can special summon one level four or lower "Yokai" monster from your deck. A monster summoned by this effect cannot attack or be tributed on the turn it is summoned.


Eh, I'd rather go with normal searchers, I think. Even if this one has that magic 1600 ATK, searchers are a little more versatile.
 

Alter Ego

that evil mod from hell
5,751
Posts
18
Years
15 people show up at the maximum and I don't drink. 'Nuff said.

Aww...but haven't you ever heard of quality over quantity? Oh well, more root beer for me. xD

Not that I've ever actually had a root beer in my life, mind you, but I'm willing to give it a try. If there's one thing the mili has taught me, it's that you should never turn down an offer of free edibles and/or drink. :3

And wouldn't you know it, just when NiGHTS gets banned....

I know. I'd share my personal theory of NiGHTS being an ancient spirit trapped in the millenium keyboard that had temporarily assumed control of Icha's body and was - in the absence of an all-fixing card game - banished along with his user account, but somehow I don't think it would be appreciated. xD

hmm... well, I'd comment on the Restless monsters and the revamped demons but... THERE ARE WAY TOO FREAKING MANY TO COMMENT ON AT ONCE. 0.o

So obviously you couldn't comment on some of them? Or even just the ones that weren't revamps? I smell a touch of laziness here...=P Besides, I rated all of the psycho heroes and goodness knows how many other cards all in one post way back then. Ahh...crazy days. xD

Not quite sure what to say here. A lot of beatsticks will completely ignore this card, and it'll only help out with stuff that's searchable, mainly...and, of course, there's the once-per-turn limit. Still, there are a lot of monsters it can stop.

Mmm...I thought long and hard about this one because I wanted it to have some usefulness, yet at the same time I didn't want to completely overshadow Necro Gardna, so I settled for a more limited pool of targets in exchange for reusability. :3

Psycho Destiny: Self-mill on drugs. o.o Refresh my memory: is there a psycho hero that can abuse this like crazy? Because otherwise...well, to borrow Frosty's philosopy: if a card mills more than Lightsworn it had better have a darn good reason to do it. Possible Blasting the Ruins/Magical Explosion follow-up for the win, maybe?

Yoko Yokai: It's true that this can bite you if luck (or Yokai Mountain) ain't on your side, but then...with the format being what it is, odds are that your opponent will have ample ways to ditch that monster anyway, so I see nothing wrong with letting them eat 2800 points of damage for that Zerato/DMoC before they get to reap the benefits for it. And let's not even get me started on how mean it is to nail Judgment Dragon or Dark Armed with this. It's a nice, solid, 1900-atk body too, so it certainly won't be idle on your field either way.

Yokai Mountain: Indeed, lots of love for marginalized cards here. Archfiend's Oath is always a keeper (is it just me or did the potential Yokai draw engines get even more expansive than before?), and you might even get lucky with Conscription. (Your Dark Magician of Chaos? Guess again, amigo. xD)

Yokai Karasu: Potential for an endless spin lock here, provided that you manage to secure mountain on the field and at least three unplayable cards in your opponent's hand. (tricky, but not impossible) Failing that, the Conscription synergy I just mentioned has just become a notch more viable. Plus, hand disruption is never wrong, especially with the mountain tp churn this out time and time again.

Yokai Kappa: Agreed, there are too many restrictions on this. Maybe let it summon without level restriction (possibly excluding the real big ones like Okami or Kyuubi) or at least let the summoned monster attack on the turn it's summoned?


Now then...

Colossus of Gaia
Rock/Effect
10 Star/Earth
2800 Atk / 2800 Def

This card can not be Special Summoned. If there are no Rock Type Monsters in your Graveyard, destroy this card. Reduce the Level of this card in your Hand by the number of differently named Rock Type Monsters in your Graveyard. While this card is face-up on the Field, the original Atk and Def of all Monsters on the Field are switched.

Shifting Mosaic Jar
Rock/Fusion/Effect
5 Star/Earth
800 Atk / 700 Def

Morphing Jar + Morphing Jar #2

A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. During your Main Phase, by paying 2000 Life Points, send all cards on the Field and in both player's Hands to the Graveyard. Then, both players declare one type of card (Spell, Trap, or Monster) pick up a number of cards equal to the number of their cards sent to the Graveyard by this effect. Both players then send all cards of the type they declared to the Graveyard then add the rest of the cards to their Hands.


Aaand something silly that is linked to another even more silly idea. xD

Card Law: Conquest
Normal Spell

Pay 2000 Life Points. For the remainder of the Duel, whenever a Monster is destroyed by Battle, it is added to the Hand of the player who destroyed it instead of being sent to the Graveyard. When the card(s) are sent to the Graveyard, they are sent to the Graveyard of the original owner. When this card is activated, the Effects of other "Card Law" Spell Cards that have been activated during this Duel are no longer applied.

Card Law: Equal Loss
Normal Spell

Pay 2000 Life Points. For the remainder of the Duel, all effects of discarding cards from a player's Deck are applied for both players. When this card is activated, the Effects of other "Card Law" Spell Cards that have been activated during this Duel are no longer applied.

Card Law: Zero Sum

Pay 2000 Life Points. For the remainder of the Duel, whenever a player draws a card(s) as the result of a card effect, that player returns cards from their Hand to the bottom of their Deck until the number of cards in their Hand is equal to the number of cards they had in their Hand before the effect was activated. When this card is activated, the Effects of other "Card Law" Spell Cards that have been activated during this Duel are no longer applied.
 
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4,227
Posts
19
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  • Seen Aug 11, 2009
I know. I'd share my personal theory of NiGHTS being an ancient spirit trapped in the millenium keyboard that had temporarily assumed control of Icha's body and was - in the absence of an all-fixing card game - banished along with his user account, but somehow I don't think it would be appreciated. xD

You'd be wrong. The truth is actually much better for an RP...

Psycho Destiny: Self-mill on drugs. o.o Refresh my memory: is there a psycho hero that can abuse this like crazy? Because otherwise...well, to borrow Frosty's philosopy: if a card mills more than Lightsworn it had better have a darn good reason to do it. Possible Blasting the Ruins/Magical Explosion follow-up for the win, maybe?

Psycho Destiny
Quick-Play Spell
This card cannot be activated during your turn after you have finished your Main Phase. Roll a six-sided die for each face-up "Psycho Hero" on the field. Discard a number of cards form the top of your opponent's deck equal to the combined result. It is now the End Phase of your turn.

Now then...

Colossus of Gaia
Rock/Effect
10 Star/Earth
2800 Atk / 2800 Def

This card can not be Special Summoned. If there are no Rock Type Monsters in your Graveyard, destroy this card. Reduce the Level of this card in your Hand by the number of Differently named Rock Type Monster in your Graveyard. While this card is face-up on the Field, the original Atk and Def of all Monsters on the Field are switched.

Hello, Labyrinth Wall/Millennium Shield swar--no, wait...Hello, GIANT ROCK beatsticks. And just summoning Valkyrion alone would drop this to what, Level 7? One away from single-tribute.

Shifting Mosaic Jar
Rock/Fusion/Effect
5 Star/Earth
800 Atk / 700 Def

Morphing Jar + Morphing Jar #2

A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. During your Main Phase, by paying 2000 Life Points, send all cards on the Field and in both player's Hands to the Graveyard. Then, both players declare one type of card (Spell, Trap, or Monster) pick up a number of cards equal to the number of their cards sent to the Graveyard by this effect. Both players then send all cards of the type they declared to the Graveyard then add the rest of the cards to their Hands.

I use Magical Explosion OTK and call Spell. Magical Explosion just became an FTK (again).

Aaand something silly that is linked to another even more silly idea. xD

Card Law: Conquest
Normal Spell

Pay 2000 Life Points. For the remainder of the Duel, whenever a Monster is destroyed by Battle, it is added to the Hand of the player who destroyed it instead of being sent to the Graveyard. When the card(s) are sent to the Graveyard, they are sent to the Graveyard of the original owner. When this card is activated, the Effects of other "Card Law" Spell Cards that have been activated during this Duel are no longer applied.

Okay, what about the taken monsters once this no longer applies? Are they returned to the opponent, count as yours, or what?

Card Law: Equal Loss
Normal Spell

Pay 2000 Life Points. For the remainder of the Duel, all effects of discarding cards from a player's Deck are applied for both players. When this card is activated, the Effects of other "Card Law" Spell Cards that have been activated during this Duel are no longer applied.

Lightsworn. 'Nuff said.

Card Law: Zero Sum

Pay 2000 Life Points. For the remainder of the Duel, whenever a player draws a card(s) as the result of a card effect, that player returns cards from their Hand to the bottom of their Deck until the number of cards in their Hand is equal to the number of cards they had in their Hand before the effect was activated. When this card is activated, the Effects of other "Card Law" Spell Cards that have been activated during this Duel are no longer applied.

Mmm...I think you need to specify timing for this. Otherwise, cards like Dark World Dealings may dodge it (ala DMoC-style) and you might or might not be able to return the cards you draw.
 

Scarlet Weather

The Game is Afoot!
1,823
Posts
17
Years
Why, yes, AE, I am extremely lazy. But since you won't be around for a while, I suppose I could just do a quick overview of a few of your revamped and new cards. *sigh*

Earthbound Angel: Mein Gott... Gadget has a new bestest buddy, and so does every other deck that wants to shut down Dark Armed Dragon and similar strategies in a hurry. It's like a miniature End of Anubis.

Cahelion the Imprisoned: Also known as "Cahelion the great wall of doom". If you have multiple Parasites on your field already, you do NOT want to be hit with this guy. Not only can he pick off the weaker parasites if he has enough Atk and the LP damage is worth it, he's the biggest wall a Parasite player could hope to throw at the opponent. Foolish Burial in demon decks to ensure Cahelion lock, anyone? Plus, it'll make the opponent think twice about destroying Cleansing Seal.... mwahaha.

Blood Offering: 1000+ LP to give tributable tokens to my opponent? Thanks but no thanks. They need a restriction on what they can be tributed for, at the very least.

And in response to the wording on Spirit Posession earlier... its current wording is the same as Black Horn of Heaven's, which means that it can only target monsters that have been summoned by their own effect as opposed to the effect of another card, as I recall.

Oh, and a few more because I have time.

Jaboli: Forced attack or burn damage? Interesting, especially considering the possibilities when you control Cleansing Seal or Cahelion.

Severash: Dark World can't even LOL at this, because the effect is a cost. Nice, and a helpful way to ensure that nasty Torrential Tribute traps are harder to set. :3

Edit: And here I forgot the whole reason I was posting. FAKES!!! FAKES!!!!

Yokai Kappa (revamped)
Monster/Water/Fish/Effect/4*
Atk 1600/ Def 1400
By tributing this monster, choose one "Yokai" monster from your deck except "Yokai Kyuubi" and special summon it to your side of the field in face-up attack mode. The monster summoned by this effect cannot be tributed on the turn it is summoned unless you control "Yokai Mountain".

Yokai Oni
Monster/Earth/Fiend/Effect/6*
Atk 2200/ Def 1400
Tribute this monster in order to look at the top card of your deck. Based on that card's type, activate the appropriate effect:
-Monster: Special summon this monster from your graveyard after its effect resolves. Its original Atk becomes 2600 and it deals piercing damage.
-Spell: Add one "Yokai Mountain" to your hand from your deck.
-Trap: "Yokai" monsters you control are unaffected by your opponent's trap cards until this turn's end phase.

Yokai Okami
Monster/Light/Beast/Effect/6*
Atk 2100/ Def 1500
Tribute this monster in order to select one level five or higher monster your opponent controls and destroy it. Your opponent takes damage equal to half the original Atk or Def of the destroyed monster, whichever is higher.

Yokai Ronin
Monster/Eart/Warrior/Effect/3*
Atk 1200/ Def 1400
Tribute this monster in order to special summon a "Yokai" monster from your graveyard that was tributed for its own effect, except "Yokai Kyuubi".
 
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Frostweaver

Ancient + Prehistoric
8,246
Posts
20
Years
I don't do reviews mainly because I'm too lazy to review if there's a whole stack of cards to do, but maybe I got a small bit of time today =P


Yoko Yokai- eh more like beatstick of the theme unless we can do something with mill

Yokai Mountain- what Icha said... just combining a LOT of effects into one card really

Yokai Karasu- definitely has its use even without being splashed. With the field card, it's pretty deadly. Tribute it once, then it's still a fodder to protect the field card.

Yokai Kappa- does have use above normal searchers and that is this one doesn't need to be destroyed in battle or sent to the graveyard. However, no attacking or tributing is pretty slow...

Colossus of Gaia- interested card as I always agree that rock should stick to high def and work off of it excluding the crazy jars and stupid magnets. 4 rock monsters in graveyard takes some setup though... morphing jar does help quite a bit here

Shifting Mosaic Jar- instant fusion? o_O

Card Law- Conquest: pretty fun way to punish disc commander along with keeping graveyard extremely empty by fueling it to your hand instead for whatever purpose. Muka muka will somehow like this type of thing XD;

Equal Loss- pretty suicidal though, as we want to mill ourselves nowadays for most decks except gladiator beasts. As much as how lightsworn comes to mind, can lightsworn really play a mill deck instead with this? Hm... seems just as iffy to me like Judgment Dragon. If they milled this card down to graveyard, oops?

Zero sum- unstoppable protector of the sanctuary type of effect. Lightsworn and gladiator beasts will feel proud running these things... kinda overpowered as it counters all the stronger theme (strong because they can draw)

Yokai Kappa revamped- O_O; sooo, use this to start chain reaction to get all the kappas out at once, and we got 3 1600s on to the field at once... but at least it's forced to be run with the field card?

Yokai Oni- just not worth the trouble that it's a tribute monster even with Kappa to bring it out. The effects are really subpar. Either a beatstick, a cheap terraforming or 1 turn ancient gear... most traps are solemn judgments nowadays.

Yokai Okama- so punish dasher, monarch, DMoC and so on... it's not bad for field control if you can keep mountain alive.

Yokai Ronin- so here it is, the CoSR abuser of the deck... Kappa tribute for Ronin, Ronin brings back Kappa. Kappa tributes for next Ronin, you get the picture... in case this 6 monster engine is consumed, luckily 6 is a bigger number than the 5 required in pot of avarice o_o


Yokai Mountain has built in protection, and getting a Yokai monster out is not difficult at all since 1 Kappa means a field full of monsters within 1 turn. As of right now, Yokai theme is a near OTK to try to clear the field, drop the mountain, use Ronin + Kappa's tribute chain to get 2 kappa, 2 ronin and 1 Okami for a brilliant near 8000 damage right on. Okami can clear the field for the other 4 to attack too if there is someone blocking the way...

OTK material >_<;; the revamped Kappa is obviously the source of the problem. It was too weak before, and it's too strong now...



Vanity Punisher
Spellcaster/Effect
4 Star/Earth
1400 Atk / 1800 Def

This card cannot be special summoned. When this card battles with a monster that is special summoned, increase the Atk and Def of this card by 1500 during damage calculation.

Pedestral of Summoning
Continuous Spell

Whenever a monster is special summoned, put 1 spell counter on this card. When there are three spell counters on this card, tribute this card and activate one of the following effects:
-special summon one "Dark Magician" from your hand, deck or graveyard. "Dark Magician" is unaffected by your opponent's spell cards.
-special summon a Spellcaster monster from your deck, and put 1 spell counter on it.
 
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Alter Ego

that evil mod from hell
5,751
Posts
18
Years
Zero sum- unstoppable protector of the sanctuary type of effect. Lightsworn and gladiator beasts will feel proud running these things... kinda overpowered as it counters all the stronger theme (strong because they can draw)

*Sigh* Guilty as charged. What can I say? I just wanted a card to hit the old 'draw your whole deck in one turn' game right where it hurts. xD

Yokai Kappa: Yeah, better just keep that 'no on-summon tribute' part right where we can see it. Frosty already pretty much summed up how crazy this is.

Yokai Oni: yeah...not to hot for a tribute monster. Maybe drop the atks a bit and make it low-level?

Yokai Okami: Hii Dark Armed/Jinzo/DMoC/whatever! Guess who doesn't need a bigger beater than you? ^_^ It's kind of lightly troublesome to get this thing out, but once you do with Mountain behind you, you've got yourself some pretty nasty field management.

Yokai Ronin: You don't even need to stop there. Just tribute one Ronin to recur whatever, tribute the second for the first, then first for the second again. Lather, rinse, and repeat for infinite draws out of Safe Return; it's really just another incarnation of double Manticore when you think about it, except that Ronin is a low-level, low-atk Warrior, making it dead easy to search and recur. :x

Vanity Punisher: Only complaint is how it can't be special summoned. But then, letting that one slip would be screwing with the vanity thematic. xP So basically, it's a simple one-card solution against all cheaply pulled big beaters save for Judgment Dragon, eh? Liking this, definitely, as it is actually surprisingly hard to get past this with the current top decks. (I mean, how big do we usually normal summon, really? Can't really see it going past Stratos or Zombie Master, save for the odd monarch deck or LaDD) I can see this bugging the hell out of Gladiator Beast too. xD

Pedestral of Summoning: Now why do I see DMoC as an obvious pick here? (Immediately pulls back the spent pedestal too) Still, placing spell counters opens up some interesting opportunities with stuff like Dark Red Enchanter and Magical Marionette too. Only thing is that spellcaster already has quite a bit of special summoning between Magical Dimension and Magician's Circle. Still...more is never wrong, I suppose. xD


After that huge pile of customs I probably should cool it, but...a few shouldn't hurt. xD

Jinzo - Backup
Machine/Effect
4 Star/Dark
1700 Atk / 500 Def

When "Jinzo" on your Field is destroyed, Special Summon this card from your Graveyard. When this card is Special Summoned this way, it gains the following effect:

- Once per turn, if a Trap Card is activated, negate the activation and effect of that card and destroy it.

Psycho Voltage
Normal Spell

This card can only be activated on a turn when you haven't Summoned or Set a Monster (Including Flip Summon). Special Summon one "Jinzo" Monster from your Graveyard. When you Summon another Monster (Including Flip Summon), the Monster Special Summoned by this effect is destroyed.
 
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Frostweaver

Ancient + Prehistoric
8,246
Posts
20
Years
I made that card purely with the hope that DMOC (along with Discoboy) are gone by september! >_<!

Pedestral of Summoning is actually really slow and not really usable, but at least that card will be a better common than the commons we get IRL anyday XD; Perhaps better if I say, 2 spell counters instead of 3?


Jinzo Backup- I'm not sure if you know the newer Jinzo returner engine for DAD, but yeah. This will be a great part of it. Returner always blows up the Jinzo, which will always bring this out. Talk about an endless cycle of anti-trap doom o_o A darn lot of muscle too on a 1900 body.

Psycho Voltage- suddenly even Jinzo family is highly compatible with card of safe return, which is unbelievable. You receive Jinzo with this or returner, and that works. Jinzo blows up to get the backup, which is more draw. o_o What's with PC's ability to make cards that rely on graveyard summoning (and getting screwed by Crow?)
 
4,227
Posts
19
Years
  • Seen Aug 11, 2009
o_o What's with PC's ability to make cards that rely on graveyard summoning (and getting screwed by Crow?)

I guess that's just the "hot" topic for card making.

Oh, and speaking of hot topics...

Rules
Normal Spell
Pay 5000 Life Points in order to activate this card. Remove from play all cards on the field and in either player's Hand, Deck, and Graveyard that are listed as Limited or Semi-Limited on the official Advanced Format Limited and Forbidden Lists.

Money
Quick-Play Spell
You can only activate this card in response to the activation of "Rules". Your cards are not removed from play by the effect of "Rules". You may also discard this card from your hand in order to activate it.
 

Frostweaver

Ancient + Prehistoric
8,246
Posts
20
Years
Joke Over-Recitation
Normal Spell

You and your opponent take turns reciting Yugioh the Abridged Series joke. Whoever fails to recite a Yugioh the Abridged Series joke first, loses the duel, but proves that he/she still has a life.

Arcana Force- XVI The Tower
Spellcaster / Effect
6 Star / Light
2100 Atk / 2300 Def

When this card is summoned, flip a coin.
-heads: If your life points are lower than the opponent, switch your life points with the opponent. If your life points are higher, decrease your opponent's life points by 1000.
-tails: If your life points are higher than the opponent, switch your life points with the opponent. If your life points are lower, decrease your life points by 1000.
 
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Alter Ego

that evil mod from hell
5,751
Posts
18
Years
Ahh...that returner engine would be the Future Fusion for triple Jinzo plus triple returner to summon all the Jinzos, right? Yeah, I'm aware of it; that's what inspired me to make those, actually. xD

And yeah, the backup is a bit too bulky, maybe...I think a slight Atk drop is in order here. :x


Arcana Force- XVI The Tower: Aww...but I did this one fiiiirst! *Pout* Nah, just kidding. xD Well, it's a neat card for a Life Equalizer style deck, but maybe just a bit too hard to put into play (since it's handily 100 points too high for Magician's Circle) and rather unreliable given the coin flip. All in proper Arcana Force style, mind you.


Aaaanyhow...

Malice Vanguard

Fiend/Effect
4 Star/Dark
1900 Atk / 0 Def

When this card is destroyed by Battle, discard a number cards from the top of your opponent's Deck equal to the Level of the Monster that destroyed this card.

Spirit of the Wildfire

Pyro/Effect
3 Star/Fire
1500 Atk / 300 Def

When this card is Special Summoned, it is tributed to select one card at random from your opponent's Hand and remove it from play. When this card is Normal Summoned, it is tributed to remove three cards from the top of your opponent's Deck from play.

Illusion of Dancing Flames
Continuous Spell

By discarding one Pyro Type Monster from your Hand, Special Summon one Pyro Type Monster from your Deck. The Monster Special Summoned by this Effect is destroyed at the next End Phase.
 

Scarlet Weather

The Game is Afoot!
1,823
Posts
17
Years
Weel, now.... Time for some good ol' card-makin' action! KAMEHAMEHA!

Malice Vanguard: Milling effect attached to a 1900 Atk body. Lightsworn players facing this will call it a mixed blessing- it may be the little shove needed to knock those precious cards off their deck, or it may be just what they needed to get that last Lightsworn into the graveyard for Judgment Dragon. Dark Armed and Gladiator Beast won't bother to battle it, they'll just squash it with card effects, although 1900 Atk means that it can hit over Stratos and most lower-level Gladiator Beasts without much of a problem, not to mention that Dark Armed will need a card effect to blow it away, since the biggest they have is Stratos. 0 Def makes it targetable for Recurring Nightmare, so there's a nice combination present. Only problem I can see is that it could have been made better by giving it a Warrior type so as to make it searchable by RotA.

Spirit of the Wildfire: Well, one way or the other this card ain't gonna stick around long, is it? Hate to Lightsworn when normal summoned, since it won't go towards Judgment Dragon and it'll hasten the self-mill process, and hate to everything when special summoned. Obvious candidate for UFO turtle.

Illusion of Dancing Flames: But this is good too! Or I could special summon whatever that card is, the one 2000 Atk piercer... Gaia the Combustible Collective, right? Yeah, that thing. Since it blows up at the end of the turn anyway.

Miracle Return
Normal Spell
Pay 800 life points. Select one fusion monster with "E-Hero" in its name in your graveyard and special summon it. This special summon is considered a fusion summon.

Will of the Underdog
Continuous Spell
When a normal monster you control is destroy by battle, you can draw a card.

Tenacity of the Underdog
Continuous Trap
Discard one card from your hand. Special summon as many normal monsters as possible from your graveyard. When this card is destroyed, destroy all monsters special summoned by its effect. When all monsters special summoned by this card's effect are destroyed, destroy this card. This card cannot target Gemini monsters.

Master of the Underdog
Monster/Warrior/Fire/4*/Tuner
Atk 1400/ Def 1450
This monster is treated as a normal monster. When this monster is destroyed as a result of battle, special summon one level four or lower normal monster from your deck.

King of the Underdog
Monster/Synchro/Warrior/Fire/Effect/10*
Atk 2800/ Def 2000
"1 Tuner monster + 1 or more normal monsters"
By discarding one card from your hand, special summon one normal monster from your graveyard. When this card is face up on the field, all normal monsters gain 800 Atk points, and deal piercing damage. By discarding one card from your hand, negate the effect of a card that would destroy a normal monster you control and destroy it.
 

Alter Ego

that evil mod from hell
5,751
Posts
18
Years
Miracle Return: Super-techy Fusion Guard synergy ftw? xD Well, on a more practical level this does some pretty crazy things in your average e-hero fusion strategy. I mean, Premature Burial for Wildedge & co. as soon as we get one of them offed? (Something that's probably going to happen pretty fast) Nasty, nasty indeed. But then, e-hero fusion is already plagued by a deckspace problem so I guess it's all good. :x

Will of the Underdog: Self-replacing vanilla? Hurr...not bad, and definite improvement from Heart of the Underdog since you don't have to create a crazily monster-dominant lineup to abuse this. Combine with Dark Factory of Mass Production and we've got ourselves quite the CA generation engine. But then something tells me that the opponent is not about to let this stick around for long (unless they've got plenty of removal effects up their sleeve), so fair enough, I suppose.

Tenacity of the Underdog: Hysteric Party for vanillas. With a suitable dump engine I could really see this ending games in a hurry. Best bet is probably springing this on your opponent's end phase then pulling a Cold Wave on your own to block out defensive cards. Just to be mean, maybe change the summon destruction to "When this card is removed from the Field", though. Otherwise Trunade provides a way to rid the monsters of their trap dependence.

Master of the Underdog: So let's count our blessings. It's high level and fairly high stats for tuner, it's warrior (and treated as normal) so we have dead easy recursion and search, it's also in turtle range so we have another search method there, AND we can replace it with a bulky vanilla if it's destroyed.

Woah, just woah. Looks like vanilla will be able to run Stardust Dragon for monster/backfield protection now. :3

King of the Underdog: Well...it's big and it makes Malicious Edge cry over its redundance in comparison to our buffed vanillas, but 10 stars makes the synchro summon a bit bothersome. (Well, unless we're running a few one-tribute vanillas or something) Tempting, especially with the above tuner, but not quite as easy to use as it would seem.


Anyways, having seen that synchro I just randomly decided to revamp an old one:

Fallen Wata
Fairy/Tuner/Effect
1 Star/Dark
300 Atk / 200 Def

When a card(s) is added to your Hand from your Deck as the result of a card effect, send one of those card(s) to the Graveyard to Special Summon this card from your Graveyard. When this effect is activated, you may not add any more cards from your Deck to your Hand until the end of the turn.


And something...different.

Big Hand Gardna

Warrior/Effect
3 Star/Earth
700 Atk / 1600 Def

This card can not be destroyed in Battle with a Monster whose Level is lower than or equal to the number of cards in your Hand. When this Defense Position card Battles, you may reveal any number of cards from your Hand in order to increase the Def of this card by 300 x the number of cards revealed for Damage Calculation only. The cards revealed by this effect remain revealed until the next End Phase.

Muka Muka King
Rock/Effect
8 Star/Earth
1800 Atk / 900 Def

This card can not be Normal Summoned or Set. This card can only be Special Summoned when the number of cards in your Hand is 8 or more. Increase the Atk and Def of this card by 500 points for every card in your Hand. If the number of cards in your Hand is greater than the number of cards in your opponent's Hand, you may discard cards from your Hand until the number of cards in both players' Hands is the same. For each card discarded by this effect, send a card from the Field to the Graveyard.

Hand Interposition

Counter Trap

This card can only be activated when there are at least twice as many cards in your Hand as there are in your opponent's. Negate the activation or summoning of a card controlled by your opponent and destroy it.
 

Frostweaver

Ancient + Prehistoric
8,246
Posts
20
Years
Miracle Return- fair enough, they need the stupid help XD;

Will of the Underdog- sadly it's not too likely to see monsters destroyed by battle unless you are up against gladiator beasts, but then gladiator beasts got plenty of removal effects as well as battling... normal monsters tend to have great stats to be taken down in battle that easily.

Tenacity of the Underdog- and it's not too hard to dump enough monsters that stack to 8000 atk. There's a few monsters that are always treated as normal monster as well too although they have effects, so this is a great way to bring those out too. Heh, you and your mobbing cards XD;

Master of the Underdog- searcher that's treated as normal monster o_O; oookay... and too bad I don't remember the spoilers for tuners so I'll pass on commenting the other monster and how this is a tuner too.

Big Hand Gardna- interesting effect... I like it :P Though not desperate enough to use it. Still better than some of the real cards we see.

Muka Muka King- is there anyway to play this without splashing it into existing draw engines...? Unreliable card in perfect circle since no other deck type can seriously get a 8 card hand.

Hand Interposition- fair card as the activation requirement is pretty high... Though we'll be in for some pain as gadgets can use this AND solemn judgment for massive deadlock.
 

Alter Ego

that evil mod from hell
5,751
Posts
18
Years
Well, Ojamagic could do the trick with the king. If you make a dual dump that's already six cards right there. x3 (And we don't mind dumping our ojamas too much now, do we?) But you know...somehow I have the feeling that it would end up as more of a Trade-In + Phantom of Chaos abuse card, if even that. It's meant to be novelty anyway. XD

Cards of Promise
Normal Spell

Draw two cards. The cards drawn by this effect can not be Set, Summoned, or activated until your second End Phase after this card's activation and remain revealed to your opponent during this time.

Black Thunder Dragon

Thunder/Effect
5 Star/Dark
1600 Atk/1500 Def

By discarding this card from your Hand, select up to two "Black Thunder Dragon"s from your Deck and discard them.


Yeah, Dark Armed's new best buddy. I know. *Shot*
 
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