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You make the Card!

Alter Ego

that evil mod from hell
5,751
Posts
18
Years
  • Is the last sentence really necessary? :P

    It's pretty decent.

    I think the standard phrase is 'and destroy it', but yeah, they do tend to put that part in to determine what happens to the monster after the summon is negated (Such as with Forced Back or Dark Horn of Heaven). Really, though, it's just meanly overshadowing Horn of Heaven (Which requires a field tribute) but I guess it's fair enough otherwise.

    Anyways, it's been a while since I've done one of these, so...

    Mirage of Terror

    Continuous Spell

    Discard one monster card from your fusion deck in order to activate this card. As long this card remains face-up on your field, monsters on the field with an Atk equal to half or less than the Atk of the monster you discarded can not attack or change their battle positions.

    Whim of the Dictator
    Continuous Trap

    During each of your Standby phases, if this card is face-up on your field reveal the top card of your deck. Until your next Standby phase, cards of the same type as the card you revealed can not be played or have their effects activated. If the card revealed was a spell or trap, face-up cards of the type have their effects negated until your next Standby phase. When this card is removed from the field, this effect ends.

    Legionnaire Ghoul
    Zombie/Effect
    3 Star/Dark
    1400 Atk/ 0 Def

    When this card is destroyed and sent to the graveyard as the result of your opponent's card effect, add one 'Legionnaire Ghoul' from your deck to your hand. If this card is destroyed in battle and sent to the graveyard, remove this card from play in order to special summon any number of cards of the same name from your graveyard in face-up attack position.
     
    Last edited:

    Eon-Rider

    An "Original" PC Supporter
    7,501
    Posts
    19
    Years
  • Super Obliteration Blow!
    Normal Spell
    You cannot activate this card when your opponent has less than 4000 Life Points. Inflict 3000 points of damage to your opponent's Life Points. You can only use this effect once per Match. This This card cannot be placed into your Side Deck or discarded.
    Common

    Basically, this card sucks. XD
     

    Kenny_C.002

    Welcome to Rokkenjima
    1,849
    Posts
    20
    Years
  • Is the last sentence really necessary? :P

    It's pretty decent.
    Dunno. They tend to do that, and I just followed their templating.

    Inverse Strike
    Trap
    Activate Inverse Strike only after your opponent's battle phase.
    Remove a field card you control from the game, or Inverse Battle is nagated.
    After this battle phase, you gain a battle phase (this is treated as if it is your battle phase during your turn).

    I wanted some other sort of drawback other than the same old.
     

    Eon-Rider

    An "Original" PC Supporter
    7,501
    Posts
    19
    Years
  • Reverse Striker
    [2/Angel/Light]
    When this card attacks with an ATK that is lower than the ATK of a Attack Position monster, inflict half the difference as Battle Damage to your opponent's Life Points. Any Battle Damage this card's controller takes from a battle involving this card becomes 0.
    ATK/0 DEF/2000
    Super Rare

    It's sorta opposite trample. XD
     

    Alter Ego

    that evil mod from hell
    5,751
    Posts
    18
    Years
  • Reverse Striker
    [2/Angel/Light]
    When this card attacks with an ATK that is lower than the ATK of a Attack Position monster, inflict half the difference as Battle Damage to your opponent's Life Points. Any Battle Damage this card's controller takes from a battle involving this card becomes 0.
    ATK/0 DEF/2000
    Super Rare

    It's sorta opposite trample. XD

    It's also sorta completely overshadowed by Amazoness Swordswoman, which sends all the battle damage to your opponent regardless of who attacked. :O Also, note that the wording doesn't state which attack position monster should have more than Atk that this one does. I'd say specifcy that part.
     
    Last edited:

    Kenny_C.002

    Welcome to Rokkenjima
    1,849
    Posts
    20
    Years
  • More rule bending fun!

    Willbender
    4/Water/Spellcaster
    You may summon Willbender only if you did not summon during your turn and only during your opponent's turn.
    When Willbender comes into play, negate the summon of target monster. Put that monster back to its owner's hand. (The owner does not get to normal summon if that was a normal summon)
    100/100
     

    Naito

    ...
    1,075
    Posts
    19
    Years
    • Seen Dec 13, 2013
    Magician's Defense
    Quick-Play/Trap Card

    When a spellcaster-type monster is targeted for an attack, activate this card's effect. Special Summon one Magician's Shield Token (0 ATK/0 DEF/Dark/Rock/5 Stars) to substitute for the attack.

    Neverending Recruiting
    Continious/Spell Card

    Each standby phase Special Summon one Recruit Token (500 ATK/500 DEF/Earth/Warrior/3 Stars) per turn. These tokens cannot be used for a tribute for the first five turns.
     

    Eon-Rider

    An "Original" PC Supporter
    7,501
    Posts
    19
    Years
  • No. Imagine The Unhappy Girl taking it out. :P

    Here's another one.
    Curse of the Millenium Items
    Normal Spell
    Send the top 5 cards of your opponent's deck to the Graveyard. Both players can only attack with 1 monster during their respective Battle Phases. The first player unable to draw a card wins the Duel.
    Super Rare

    Someone help me think of a better name. :P

    I thought of a newer version of a card I invented a while ago.

    Curse of the Millenium Items #2
    Normal Spell
    Send the top 15 cards of your opponent's deck to the Graveyard. All cards played are played without a cost neither player takes damage. During the Draw Phase, the turn player draws 3 cards instead of 1. The first player unable to draw a card wins the Duel.
    Super Rare

    So just to make it fair, since you can build a deck around it, your opponent gets a head start. What do you think?
     

    digi-kun

    Hourai NEET
    4,638
    Posts
    20
    Years
    • Age 34
    • Seen Mar 12, 2018
    well, first of all, the last line is unneeded, since being unable to draw cards is a win condition anyways...
    secondly, milling your opponent for 15 is a way too much, especially for Yugioh at 40 card decks, which puts the opponent at a huge disadvantage.
    Then, the fact that no damage can be dealt, including effect damage, means that this turns into a waiting game, especially when it's a normal spell
    Of course, "all cards are played without a cost" makes it even more screwed up.

    Here's my rewrite:
    Curse of the Millenium Items #2
    Continuous Spell
    Send the top 10 cards of each player's deck to the Graveyard. Battle damage to each player becomes 0. No tributes are needed to normal summon monsters. Each player draws 2 cards during their standby phase.
    Super Rare
     

    Eon-Rider

    An "Original" PC Supporter
    7,501
    Posts
    19
    Years
  • Why is the last sentence unneeded? Normally you lose if you can't draw. In this case, you win if you can't draw.
     

    digi-kun

    Hourai NEET
    4,638
    Posts
    20
    Years
    • Age 34
    • Seen Mar 12, 2018
    oh, sorry, didn't notice that XD, sorry XD
    ya, that makes that thing pretty balanced then XD
     

    Kenny_C.002

    Welcome to Rokkenjima
    1,849
    Posts
    20
    Years
  • Logically speaking the card doesn't even work, since there is no so called "delayed trigger" that triggers at every standby phase and during every move. Moving it to continuous magic makes it too abusive. :-/
     

    Eon-Rider

    An "Original" PC Supporter
    7,501
    Posts
    19
    Years
  • It's supposed to be like Final Countdown. It's a condition for the rest of the game.
     

    Kenny_C.002

    Welcome to Rokkenjima
    1,849
    Posts
    20
    Years
  • Right. Spell cards aren't supposed to have a continuous effect by definition, that's all.

    Undying Fortune
    Quick Spell
    Undying fortune can only be played during Main Phase 2. Monsters destroyed this turn are removed from the game. During your next standby phase, each player puts all cards removed this way from the game into play if able. These monsters cannot be tributed. All monsters put into play this way are removed from the game during any player's end phase.

    Very, VERY powerful card IMO. :-/
     

    Naito

    ...
    1,075
    Posts
    19
    Years
    • Seen Dec 13, 2013
    Here's a few cards I made recently when I was bored. Most of them probably suck.

    Kozaky's Assistant
    2/DARK/Fiend/Effect

    When this card is summoned successfully, you may add three cards with "Kozaky" in their name from your deck to your hand.

    Song of the Angels
    Continious Spell Card
    For each monster with "Angel" in it's name, the controller of that monster gains 200 Life Points.

    Angel Knight
    Light/4 Stars
    Attack: 1800
    Defence: 1300
    Fairy/Normal
    A knight who came from the heavens in order to eliminate the Dark World.

    Dragon of the Heavens
    Light/5 Stars
    Attack: 2300
    Defence: 1400
    Dragon/Effect
    This card gains 100 ATK and DEF points for each monster with Angel in it's name on the field. This card also loses 100 ATK and DEF for each monster with Dark World in it's name.

    Heavenly Battlefield
    Field Spell
    All cards with Angel in their name gain 300 ATK points. All cards with Dark World in their name lose 100 ATK points.

    Double Damage
    Continious Spell Card.

    When a spell or trap inflicts damage to a player's life points, double the amount of damage the player would normally receive.

    Eradicating Light
    Equip Spell Card

    This card can only be equipped to a monster that is either LIGHT, Fairy, or contains Angel in it's name. When the equipped monster attacks a Dark World monster, the targeted monster loses 300 ATK and DEF points.

    Chain Summoning
    Trap Card

    Activate this card only as chain link 3 or higher. Both players Special Summon up to 2 monsters from their hand with 4 or less stars. For each monster Special Summoned this way, the controller of that monster loses 500 Life Points.

    Different Dimension's Apocalypse
    Spell Card

    For each card removed from play, the controller of those cards loses 150 LP per card removed from play.

    Phantasm of the Night
    Dark/4 Stars
    Fiend/Effect
    ATK: 1500
    DEF: 1800

    This card's name is treated as "Dark World Ghost." For each Dark World Ghost in the graveyard, this card gains 300 ATK points. If discarded from the hand to the graveyard by a card effect, special summon 3 "Dark World Ghost Tokens" (Dark/Fiend/2 Stars/ATK: 1000/DEF: 1000) in defence mode. These tokens cannot be used for a tribute summon.

    Dark World Ghost
    Dark/3 Stars
    Fiend/Effect
    ATK: 1300
    DEF: 1500

    This card gains 300 attack points whenever a card with Dark World in it's name is destroyed by battle. If discarded from the hand to the graveyard by a card effect, special summon 3 "Dark World Ghost Tokens" (Dark/Fiend/2 Stars/ATK: 1000/DEF: 1000) in defence mode. These tokens cannot be used for a tribute summon.

    Anubis, New Ruler of Dark World
    Dark/6 Stars
    Fiend/Normal
    ATK: 2400
    DEF: 2000

    The Egyptian lord of the dead has found a land known as the Dark World. After arriving there, he claims to be the next ruler of the Dark World.

    Dark World Warlock Lv. 3
    Dark/3 Stars
    Spellcaster/Effect
    ATK: 1000
    DEF: 1300

    For each spell card activated, put one Spell Counter on this card (max 3). For each counter on this card, this card gains 300 ATK. When this card destroys a monster as a result of battle or is destroyed by a card effect, special summon one Dark World Warlock Lv. 4 from your deck.

    Dark World Warlock Lv. 4
    Dark/4 Stars
    Spellcaster/Effect
    ATK: 1900
    Def: 1300

    For each spell card activated, put one Spell Counter on this card (max 3). For each counter on this card, this card gains 200 ATK. By discarding one card from your hand, flip one monster on your opponent's side of the field face-up (flip effects are not activated at this time). When this card destroys a monster as a result of battle or is destroyed by a card effect, tribute one monster on your side of the field to special summon one Dark World Warlock Lv. 6 from your deck.

    Dark World Warlock Lv. 6
    Dark/6 Stars
    Spellcaster/Effect
    ATK: 2500
    DEF: 1800

    This card can only be summoned by the effect of Dark World Warlock Lv. 4. For each spell card activated, put one Spell Counter on this card (max 4). For each counter on this card, this card gains 200 ATK. By discarding one card from your hand, destroy one spell or trap on the field. When this card destroys a monster as a result of battle or is destroyed by a card effect, tribute two monsters on your side of the field to special summon one Dark World Warlock Lv. 9 from your deck.

    Dark World Warlock Lv. 9
    Dark/9 Stars
    Spellcaster/Effect
    ATK: 3100
    DEF: 2500

    Thi card can only be summoned by the effect of Dark World Warlock Lv. 6. For each spell card activated, put one Spell Counter on this card (max 5). For each counter on this card, increase the ATK and DEF of this card by 150 points. Pay 1500 life points to discard both player's hands. Each player then draws 5 cards. This card negates the effect of any monster, spell, or trap that targets it.

    Dark World Protection
    Quick-Play Spell

    This card can only be activated when a monster is targeted by a spell or trap card. Remove 3 counters from a card to negate the activation of the spell or trap card and destroy it. Discard two cards from your hand afterwards.

    Dark Tribute
    Spell

    Special summon one monster with 5 or more stars. Discard from your hand twice the amount of monsters normally required to tribute summon the summoned monster.

    Destiny Hero - Sound Warrior
    Dark/3 Stars
    Warrior/Effect
    1200 ATK
    500 DEF

    When this card and another Destiny Hero is on the field, select one monster. The selected monster cannot attack next turn. This effect can only be activated on your turn.
     

    digi-kun

    Hourai NEET
    4,638
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    • Age 34
    • Seen Mar 12, 2018
    eh...normally with the level-up monsters, you have to tribute the monster and replace it with the level up version of it...
     

    Eon-Rider

    An "Original" PC Supporter
    7,501
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    19
    Years
  • Is it just me or is Dark World Warlock LV4 slightly overpowered? Dark World Warlock LV3 isn't even worth using.
     

    Alter Ego

    that evil mod from hell
    5,751
    Posts
    18
    Years
  • @Angelic Excalibur: Ehh...broken level-upers, a pointless vanilla, and a bunch of monsters with darkworld in their names that aren't really darkworldish...also, the Dark World Warlocks are majorly broken. The level 9 is sort of like Magical Marionette colliding with Morphing Jar. Except it's reusable. o.O Double Damage is just plain broken. (Just Desserts + Fieldfull of Oja tokens ftw). Different Dimension's Apocalypse, on the other hand, is just a watered-down D.D. Dynamite. Really, quality over quantity. :\

    Oh, and because I'm bored...

    Sealing Chain
    Normal Trap

    This card can only be activated as chain link 5 or higher. Your opponent skips his/her next two draw phases. You cannot activate this card if multiple cards/effects with the same name are in that Chain.

    Cross-Summon
    Counter Trap

    This card can only be activated when your opponent normal summons, special summons, or flip summons a monster. Select one monster from your hand and special summon it to your opponent's field. Then, the monster your opponent summoned is summoned to your field.

    Soul Transfer
    Quick-play Spell

    Select one monster from your field and one monster in your graveyard whose level stars are equal or fewer than the level stars of the monster selected from your field. Tribute the monster on your field then special summon the monster from your graveyard. The special summoned monster may not attack on the turn this effect is activated.
     
    Last edited:
    4,227
    Posts
    19
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    • Seen Aug 11, 2009
    @Angelic Excalibur: Ehh...broken level-upers, a pointless vanilla, and a bunch of monsters with darkworld in their names that aren't really darkworldish...also, the Dark World Warlocks are majorly broken. The level 9 is sort of like Magical Marionette colliding with Morphing Jar. Except it's reusable. o.O Double Damage is just plain broken. (Just Desserts + Fieldfull of Oja tokens ftw). Different Dimension's Apocalypse, on the other hand, is just a watered-down D.D. Dynamite. Really, quality over quantity. :\

    Oh, and because I'm bored...

    Sealing Chain
    Normal Trap

    This card can only be activated as chain link 4 or higher. Your opponent skips his/her next two draw phases. You cannot activate this card if multiple cards/effects with the same name are in that Chain.

    Cross-Summon
    Counter Trap

    This card can only be activated when your opponent normal summons, special summons, or flip summons a monster. Select one monster from your hand and special summon it to your opponent's field. Then, the monster your opponent summoned is summoned to your field.

    Soul Transfer
    Quick-play Spell

    Tribute one monster from your field. Select one monster from your graveyard whose level stars are equal to or fewer than the level stars of the tributed monster and special summon it to your field.

    You basically said everything I needed to.

    Sealing Chain: ...WAY too easy to pull off in a Chain Burn deck (if they still exist). Raise it to Chain Level 5 or something...

    Cross-Summon: Quite a bit of Monarch hatred here...as it reads now, you would gain the effect. Evil.

    Soul Transfer: Well, seeing as there's nothing as-is stopping you from summoning the same monster, this basically makes targeting cards obselete.
     
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