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You make the Card!

Alter Ego

that evil mod from hell
  • 5,751
    Posts
    18
    Years
    Dark Dancer: Clarification, please. Does the dancer that activated the effect need to be on the field to control the attacker on the next turn? Either way, it's a very worthwhile play since it's a self-searcher that won't be any weaker if you draw it in multiples.

    Graveyard from the Beyond: Umm...uberly overpowered. It's basically a buffed up Begone, Knave! that only bites your opponent. o.O Some major balancing is in order here...also, wording problems. It should be: "On each player's End Phase, return all monsters on the field except face-up 'Dark Angel' monsters to their owners hands." but as I said; it's still overpowered. Maybe make it the other way around? Y'know, only dark angels return? That way they could get field-specific effects at the penalty of leaving you down on field presence (Hiii Brain Control/Soul Exchange/Cyber Dragon fans!), sort of like spirits except that they don't have a special summon restriction and don't have to return unless you decide to activate that field spell.

    Fugan: Meh, I wouldn't bother tributing for something like that. It doesn't have the 'umph' for it. If Graveyard was the other way around it could be interesting, though.

    Yumeko: Heavy Storm in Summoned Skull's body. o.o Umm...yeah, I wouldn't sacrifice the overpowered Graveyard for this, though.

    Rule of the Fallen: There's no such thing as main type, or dark type for that matter. Should be "Tribute one level 4 or lower DARK attribute monster to special summon 'one Dark Angel' monster from your hand."

    Mestorius: Tribute; not sacrifice. Also, special summon from where? You have a bad habit with this. Can't really judge this without Jyukushu, though.


    Dark Sanctuary: Overpowered field number two; it's like Clocktower Prison without the wait. Also, note that since battle damage is 'negated' instead of 'reduced to zero' it means that only dark monsters can destroy other cards by battle, so most decks would be reduced to bapping with Sangan, Spirit Reaper, and Gravekeeper's Spy for damage until they draw a removal card.

    Dark Seraph: Would be okay if the field wasn't broken.

    Dark Cherubim: Does that work for facedowns too? Cool card. :3

    Dark Prophet: Useful search effect. The second one isn't that relevant since it's the flip you play this for, but whatever.

    First Judgement: This smells disturbingly much like Norleras. If some insidious person were to spam up the field with seraphs and cherubims (perhaps partially by prophet) they'd be all set for an OTKO. Meh, at least throw in an LP cost or something. Even Demise isn't allowed to destroy the world for free, you know, and Daedalus needed to be summoned before he could nuke.

    Second Judgement: Could use some extra cost too, either that or extend it to all facedowns.

    Wrathful Judgement: Okay, this is Norleras reborn except you don't have to special summon and don't get that freebie draw. Let's see some real costs, please. Full-field destruction isn't supposed to be cheap. Dark World abuses the heck out of this, by the way. :\ Oh, and that should be 'Both players discard all cards from their hands'; if you want to avoid the Dark World trap then make it an activation cost.

    Funeral Shroud: Send from where? Meh, this is just another way to help with setting up that Second Judgement OTKO.

    Fallen Seraph Lucio: Should be "This card can not be Normal Summoned or Set. This card can only be Special Summoned by removing from play three 'Dark Seraph's from your Graveyard while 'Dark Sanctuary' is face-up on your field." Meh...a bit too situational for my tastes, but fair enough I guess. It still gets Brain Controlled, though.

    Angel Spear: Decent enough effect, but the restrictions for using it and the general suckiness of being an equip spell prevents it from going overboard. Fair card. :3

    Dark Moon Renewal: Again, special summon from where? I bet you're getting pretty tired of hearing this by now.

    Dark Angel Bunny Girl: Meh, it's vanilla (even though the style of it is very much YGO). Not much to say.

    Dark Angel Necrolion: Wording, wording; "When this monster is Normal Summoned successfully, Special Summon one level four or lower 'Dark Angel' monster from your hand. The long version of the name thing isn't necessary with the new wording practice. :3 Anyways, it's overpowered. 1900 Atk is a standard-issue vanilla beatstick, being able to summon another one just like that is too much. Bring the Atk down a notch.

    Dark Angel Sacarafice: I assume that's meant to be 'sacrifice'? Anyways, the first of the two options needs rewording. That's "Send one DARK attribute monster from your hand to the Graveyard to negate the attack". Remember, the activation specifies an attack so there wouldn't be any 'effect' to negate. Second one should be: "Select another face-up 'Dark Angel' monster on your field and the attacking monster attacks that monster instead". Anyways, the discard effect seems sort of underpowered for a -2 seeing as how Magic Cylinder and Draining Shield (Both -1s) are also capable of negating one attack but also have useful side-effects and don't require a specific target on your field. Maybe destroy the attacking monster or something? Even that would be an underpowered Sakuretsu Armor, though. Ohh...you could always re-direct the attack to an opponent's monster for the discard. :3


    Anyways...

    Winged Mirth
    Fairy/Effect
    2 Star/Light
    500 Atk / 1200 Def

    Any Battle Damage from battles involving this card becomes zero, then the player who would have received the damage gains a number of Life Points equal to the amount of Battle Damage they would have received. If your opponent's Life Points are increased while The Sanctuary in the Sky is face-up on your Field, increase your Life Points by the same amount.

    Pulse of Life

    Normal Trap

    This card may only be activated on the End Phase of a turn when one or more of your monsters was sent to the Graveyard. Special Summon any number of monsters from your Graveyard whose combined Atk is less than or equal to the amount damage your received this turn.

    Purging Light
    Normal Spell

    Pay any multiple of 1000 Life Points, then flip all face-down monsters on the Field face-up (Flip Effects are not activated) and destroy all monsters with an Atk less than or equal to the amount of Life Points you paid.

    Lifeforce Barrier
    Continuous Trap

    If you have fewer Life Points than your opponent, this card is destroyed. While this card is face-up on the field, monsters with an Atk less than or equal to the difference between your and your opponent's Life Points may not Attack.
     
    Last edited:

    Akio123

    Sadness forever...
  • 5,094
    Posts
    19
    Years
    Alright I will make the changes in a moment.

    Again: Sorry for the spelling errors and much needed re-wording.^^;
     
    Last edited:

    TheGreatMothim

    The Moth/Bug Trainer
  • 35
    Posts
    16
    Years
    Ancient Katana
    Equip Spell

    This card can only be Equipped to a Lv 4 or Lower Warrior type. Increase the attack and defense of the Equiped monster by 800. Once per turn you can discard 1 card from your hand to destroy 1 face down monster on the field.

    Flame Lion
    Beast Warrior/Lv 4/Fire/1700/1300
    Each time you or your opponent activate a Spell card inflict 600points of direct damage to your Opponents life points.

    Aqua Leopard
    Beast Warrior/Lv 4/Water/1500/1700
    For each Equip card equipped to this monster, increase your life points by 300 during your stanby phase.

    Cyclone Cheetah
    Beast Warrior/Lv 4/Wind/1800/1000
    If this card is sent directly to your hand from the field, you can destroy up to 3 cards on the field.

    Electric Lynx
    Beast Warrior/Lv 4/Light/1600/1600
    During the End phase of a turn that this Monster destroys a Monster in Battle draw 1 card. If the card is a Lv 3 or Lower special summon it Face-down on your side of the field.
     

    Alter Ego

    that evil mod from hell
  • 5,751
    Posts
    18
    Years
    Ancient Katana: Eww...so medicore. But w/e. :\

    Flame Lion: 'activates', not 'activate' and you need a comma after 'Spell card'. Other than that, fine, but I don't see why it's a Beast Warrior as opposed to just Beast.

    Aqua Leopard: Measly LP gain on a weak monster in return for running a bunch of sucky equips? Erm...no, just no. This card's way too weak. I mean, even Cure Mermaid pwns it. o.o

    Cyclone Cheetah: Crazily overpowered. It's ridiculously easy to bounce monsters (*Cough* Begone, Knave! *Cough*) and since you can control how many cards it destroys that means it will never bite you.

    Electric Lynx: 'destroyed'; not 'destroys', 'this card'; not 'this monster'. Also, the summoning bit should be "If the card you drew by this effect is a level 3 or lower monster card, Special Summon it to your Field.". A bit too strong for a tributeless and potentially summoning Parshath, even though it doesn't pierce.


    Aaaanywho, one piece of support for the most overvalued card in YGO:

    Burial of Dark Magician
    Normal Spell

    Send one 'Dark Magician' from your Hand, Deck, or Field to the Graveyard. If the card you sent to your Graveyard by this effect was on your Field, your opponent selects and tributes one monster from his/her Field. If the card you sent to your Graveyard was in your Hand, your opponent selects and discards one card from his/her Hand. If the card you sent to your Graveyard was in your Deck, discard the top card of your opponent's Deck.
     
    Last edited:

    -Sonic~Boom-

    ☆彡
  • 349
    Posts
    17
    Years
    You make the Card!


    The Picture says all...
     

    Scarlet Weather

    The Game is Afoot!
  • 1,823
    Posts
    17
    Years
    Eh. As far as joke Yu-Gi-Oh cards go, I thought "Elemental Hero Superman" was funnier.

    Burial of Dark Magician: I don't see it being used on the field, since you have to tribute two monsters to pull Dark Magician in the first place, and this card is basically giving you a four-for-one trade off. Still, the hand and deck effects work nicely, though I doubt I'd ever stock my deck with three Dark Magicians just to use this.

    In answer to your question, Dark Dancer doesn't need to be on the field in order to activate its effect. The whole premise was a slightly more evil Rafflessia Seduction type card.

    Dark Sanctuary has been edited to make it slightly less broken. I'll look for another ability for it, for now.
     
  • 15
    Posts
    16
    Years
    • Seen Jan 28, 2011
    first of all i like the card designs ive seen,
    though some may seem cheap too use
    (no offense)
    heres my yugi card
    Dominion overide
    field spell
    As long as this card remains on the field each player may only have one attribute type monster on the field, any face down monsters with different attributes may not be flipped, this card can only be destroyed by a monster effect
    (rarity-Common Hollow)
     

    Alter Ego

    that evil mod from hell
  • 5,751
    Posts
    18
    Years
    Domino Override: One problem, that card has no provisions for what should be done if there are already multiple attributes on the field when you activate it. To solve that, change it to: "When this card is activated, both players declare an attribute then tribute all monsters on their Fields except monsters of the attribute they declared. While this card is face-up on the Field, both players may only summon monsters of the attribute they declared (Including Flip Summon).". Anyways, it's an interesting concept and could do some neat things combined with Element Absorber. :3

    On Burial: no-one in their right mind tribute summons for Dark Magician, at least not using their own monsters. Basically, I just intended to allow the magician to be dumped from anywhere, though. Oh, and since I made a card that does that...*Evil grin*

    Necromancer of Black Chaos
    Spellcaster/Effect
    7 Star/Dark
    2500 Atk/ 2000 Def

    This card may not be Normal Summoned or Set. This card may not be Special Summoned by any card effects except its own. Remove from play one 'Dark Magician' in your Graveyard to Special Summon this card from your Hand or Graveyard. When this card is Special Summoned Successfully, both players Special Summon as many monsters from their Graveyards as possible. On the End Phase of the turn this card is activated, all monsters Special Summoned by this effect are sent to the Graveyard.

    Anyways...that's enough for YGO's Pikachu, on to...other matters. :3

    Mirror Fiend Gardna
    Fiend/Effect
    3 Star/Light
    800 Atk/? Def

    Once per turn, when this Defense Position monster is involved in Damage Calculation, the Def of this card becomes equal to the Atk of the monster that battles with this card until the end of the turn. Flip this face-down Defense Position card on your Field face-up in order to switch the effect of a card that designates this card as a target to another correct target on the Field.

    Mirror Fiend Vashne
    Fiend/Effect
    4 Star/Light
    1600 Atk/ 1550 Def

    When this card is Special Summoned successfully (other than by the effect of 'Mirror Fiend Nevash'), Special Summon one 'Mirror Fiend Nevash' from your Hand or Graveyard. Once per turn, while 'Mirror Fiend Nevash' is face-up on your Field, you may switch the target of an attack declared by your opponent to a monster on your opponent's Field other than the attacking monster.

    Mirror Fiend Nevash
    Fiend/Effect
    4 Star/Dark
    1550 Atk/ 1600 Def

    When this card is Special Summoned successfully (other than by the effect of 'Mirror Fiend Vashne'), Special Summon one 'Mirror Fiend Vashne' from your Hand or Graveyard. Once per turn, while 'Mirror Fiend Vashne' is face-up on your Field, you may switch the effect of a card that designates this card as a target to a monster on your opponent's Field.

    Mirror Fiend Knight
    Fiend/Effect
    4 Star/Light
    ? Atk/ 1500 Def

    During Damage Calculation, the Atk of this card becomes the Atk of the monster it battles with until the end of the Damage Step (Direct Attacks result in an Atk of 0). Whenever your opponent declares an attack against a face-up 'Mirror Fiend' monster on your Field, you may switch the target of the attack to this card instead.

    Mirror Fiend Soldier
    Fiend/Effect
    3 Star/Dark
    1200 Atk/ 1200 Def

    While there is a face-up monster on your opponent's Field with the same number of level stars as this card, you may Special Summon this card from your Hand. Whenever a card on your Field with 'Mirror' in its name would be destroyed, you may tribute this card instead.

    Mirror Fiend Assassin
    Fiend/Effect
    2 Star/Dark
    800 Atk/ 800 Def

    Tribute this card to select one monster card on your opponent's Field and inflict Direct Damage to your opponent equal to half the selected monster's Atk. You may only activate the effect of one 'Mirror Fiend Assassin' each turn.

    Mirror Fiend Predator

    Fiend/Effect
    4 Star/Dark
    1700 Atk / 1600 Def

    When this monster battles, all changes to Atk and Def due to card effects (other than this card's) that are applied to one of the battling monsters are applied to both monsters.

    Mirror Fiend Arcanist
    Fiend/Effect
    6 Star/Light
    1600 Atk/ 800 Def

    This card may not be Special Summoned. Discard one Spell Card from your Hand to activate the effect of a Normal Spell Card in your opponent's Graveyard. You may only activate the effect of one 'Mirror Fiend Arcanist' each turn.

    Faceless Sorceress - Queen of Mirrors
    Spellcaster/Effect
    10 Star/Light
    1800 Atk/ 1600 Def

    When Normal Summoning this card, you must tribute three 'Mirror Fiend' monsters. This card can not be Special Summoned except by the effect of 'Pact With the Mirror World'. This card may use all abilities of face-up monsters on the Field. Whenever this card battles, increase the Atk of this card by half the Atk of the monster it battles with.

    Mirror of Opposition
    Continuous Trap

    This card may only be activated when your opponent declares a Direct Attack on your Life Points. For each Monster on your opponent's Field, Special Summon one "Mirage Token" (Fiend-Type/LIGHT/1 Star/ATK ?/DEF 0) to your field in Attack Position. These tokens may not Attack or change their Battle Position and may not be offered as Tribute for a Tribute Summon. The Atk of a "Mirage Token" becomes equal to the Atk of the card that battles with it. When this card is destroyed or removed from the field, destroy all "Mirage Token"s Special Summoned by this effect.

    Mirror of Counterpoise
    Counter Trap

    This card may only be activated when your opponent declares an attack against a face-up 'Mirror Fiend' monster on your Field. Tribute the monster then switch the attack to a monster on your opponent's Field other than the attacking monster. If there are no other monsters on your opponent's Field, the attack becomes a Direct Attack on your opponent's Life Points.

    Mirror of Inversion
    Normal Trap

    Tribute one 'Mirror Fiend' monster on your Field. All damage you would take this turn becomes zero, then you gain a number of Life Points equal to amount of damage you would have received.

    Mirror Restoration
    Normal Spell

    Select and activate one of the following:
    - Add one 'Mirror Fiend' monster from your Graveyard to your Hand.
    - Add one card with 'Mirror' in its name from your Graveyard to the top of your deck.

    Mirror Palace
    Field Spell

    This card accumulates effects according to the number of 'Mirror Fiend' monsters on your field.
    1 - Switch the effect of a card that designates this card as a target to another correct target on the Field.
    2 - Once per turn, change the target(s) of a card effect controlled by your opponent to another correct target(s) on the Field.
    3 - Whenever your opponent Special Summons a monster, you may Special Summon one 'Mirror Fiend' monster of the same level from your Hand.
    4 - Whenever your opponent draws a card(s) outside his/her Draw Phase, draw the same number of card(s).
    5 - All damage you receive is reduced by half. Whenever you receive damage, inflict the same amount of damage to your opponent.

    Pact With the Mirror World
    Normal Spell

    This card may only be activated when 'Mirror Palace' is in your Graveyard, pay half of your Life Points to Special Summon 'Faceless Sorceress - Queen of Mirrors' from your Hand, Deck, or Graveyard.


    EDITNESS: Gah, everyone's getting into making custom cards for their characters, so why not me too? I have just the ones, too. xD

    Coronation of the Princesses
    Normal Spell

    This card may only be activated by tributing 'White Magician Pikeru' or 'Ebon Magician Curran' from your Field and discarding one card from your Hand. If you tributed 'White Magician Pikeru', Special Summon one 'Princess Pikeru' from your Hand or Deck, ignoring the Summoning conditions. If you tributed 'Ebon Magician Curran', Special Summon one 'Princess Curran' from your Hand or Deck, ignoring the Summoning conditions.

    ^

    Yes, the cards referred to here do exist. Look them up, you ignorant children. >O

    Royal Bodyguard
    Warrior/Effect
    4 Star/Light
    1800 Atk / 1600 Def

    While a 'Pikeru' or 'Curran' monster is face-up on your Field, you may Special Summon this card from your Hand. While this card is face-up on your Field, your opponent may not select a 'Pikeru' or 'Curran' monster on your Field as the target of an attack or card effect.

    Chivalry
    Continuous Trap

    Whenever your opponent declares an attack against a monster on your Field, you may change the attack to a face-up Warrior type monster on your Field instead.

    Generally useful? Doubt it. Thematic? Oh, yes. xD
     
    Last edited:
  • 4,227
    Posts
    19
    Years
    • Seen Aug 11, 2009
    Well, AE, you just single-handedly turned Mystic Tomato into a god. Seriously, Tomato dies, and out comes a monster to wipe out an opponent's monster and/or deal LP damage. You're basically getting an even break, if not more damage.

    Powers of Foresight
    Normal Spell
    Select Monster, Spell, or Trap, then pick up the top three cards of your opponent's deck. If the third card is the selected type, send it to the Graveyard. If at least two of the three cards are the selected type, send all three cards to the Graveyard. Otherwise, place the cards back on top of your opponent's Deck in the same order, then place the top card in your opponent's hand.
     

    Alter Ego

    that evil mod from hell
  • 5,751
    Posts
    18
    Years
    All those cards and all I get is a line about Tomato? Icha, you're killing my creative mood. ;__; J/K

    Anyways...you're basically saying that Tomato couldn't do that with Exploder Dragon and Bowganian anyway? It's hardly become divine. Besides, part of the monsters are light attributes so the only ones on the dark-side worth pulling out with Tomato are Assassin or possibly Nevash, the latter of which only turns nasty when Vashne is around. =O

    Power of Foresight: Umm...yay outdecking? Still can't really think of a definite purpose that only this one could fulfill. I'd sooner peek at my opponent's draws and dispose of problems with one of the virus cards. :3 I'm pretty sure that the wording should be "Declare one card type (Spell, trap, or monster)", though.
     
    Last edited:
  • 4,227
    Posts
    19
    Years
    • Seen Aug 11, 2009
    ...Whoops. I saw Fiend and automatically thought DARK. ...That, and I was in a bit of a hurry :P. I have plenty of time now, so here we go...

    Necromancer of Black Chaos
    Spellcaster/Effect
    7 Star/Dark
    2500 Atk/ 2000 Def

    This card may not be Normal Summoned or Set. This card may not be Special Summoned by any card effects except its own. Remove from play one 'Dark Magician' in your Graveyard to Special Summon this card from your Hand or Graveyard. When this card is Special Summoned Successfully, both players Special Summon as many monsters from their Graveyards as possible. On the End Phase of the turn this card is activated, all monsters Special Summoned by this effect are sent to the Graveyard.

    As if Card Trooper mill wasn't strong enough already...you could be pretty evil with this and combine it with some anti-summoning effect (*gasp* BOTTOMLESS), making it pretty much a OTKO (especially if Jinzo happens to come out), but that would be one weird deck to have all those cards...

    Anyways...that's enough for YGO's Pikachu, on to...other matters. :3

    Mirror Fiend Gardna
    Fiend/Effect
    3 Star/Light
    800 Atk/? Def

    Once per turn, when this Defense Position card is attacked, the Def of this card becomes equal to the Atk of the attacking monster until the end of the turn. Flip this face-down Defense Position card on your Field face-up in order to switch the effect of a card that designates this card as a target to another correct target on the Field.

    Um, major wall? On the other hand, based on the way you have the timing, this would have to be face-up to use the effect (attack, then flip). Due to that, this thing loses some points, because I can only see somebody attacking it when they have a Rush Recklessly ready to kick in after its effect activates.

    Mirror Fiend Vashne
    Fiend/Effect
    4 Star/Light
    1600 Atk/ 1500 Def

    When this card is Special Summoned successfully (other than by the effect of 'Mirror Fiend Nevash'), Special Summon one 'Mirror Fiend Nevash' from your Hand or Graveyard. Once per turn, while 'Mirror Fiend Nevash' is face-up on your Field, you may switch the target of an attack declared by your opponent to a monster on your opponent's Field other than the attacking monster.

    Instant +1 and damage if your opponent's running multiple monsters. At least it's too powerful for Tomato.

    Mirror Fiend Nevash
    Fiend/Effect
    4 Star/Dark
    1500 Atk/ 1600 Def

    When this card is Special Summoned successfully (other than by the effect of 'Mirror Fiend Vashne'), Special Summon one 'Mirror Fiend Vashne' from your Hand or Graveyard. Once per turn, while 'Mirror Fiend Vashne' is face-up on your Field, you may switch the effect of a card that designates this card as a target to a monster on your opponent's Field.

    I spoke too soon. Tomato into this thing and you get Vashne right out still during your opponent's Battle Phase, so they're either already done attacking or about to be. The second part is kind of useless, though, seeing as the opponent will prefer to go after Vashne first.

    Mirror Fiend Knight
    Fiend/Effect
    4 Star/Light
    ? Atk/ 1500 Def

    The Atk of this card becomes the Atk of the monster it battles with (Direct Attacks result in an Atk of 0). Whenever your opponent declares an attack against a face-up 'Mirror Fiend' monster on your Field, you may switch the target of the attack to this card instead.

    Shining Angel ruling?

    Um...again, opponent will probably use a Rush Recklessly to kill this thing. Of course, if they aren't running it, there goes their monster for a -0. A good way to kill Raiza and annoy Cyber Dragon, but should Sangan run into it...


    Mirror Fiend Soldier
    Fiend/Effect
    3 Star/Dark
    1200 Atk/ 1200 Def

    While there is a face-up monster on your opponent's Field with the same number of level stars as this card, you may Special Summon this card from your Hand. Whenever a card on your Field with 'Mirror' in its name would be destroyed, you may tribute this card instead.

    Protection for Knight & Vashne. I can't think of many Level 3 monsters that would come out other than Sangan or Card Trooper.

    Mirror Fiend Assassin
    Fiend/Effect
    2 Star/Dark
    800 Atk/ 800 Def

    Once per turn, during your Main Phase, if this card is on your Field in face-up Attack Position you may select one monster card on your opponent's Field and inflict Direct Damage to your opponent equal to half the selected monster's Atk. On the turn this effect is activated, this card may not attack or change its Battle Position.

    Do I really need to say it? Tomato abuse. Knight & Vashne are already taking care of the monsters, so this guy can take care of the Life Points.

    Mirror Fiend Predator
    Fiend/Effect
    4 Star/Dark
    1700 Atk / 1600 Def

    When this monster battles, all changes to Atk and Def due to card effects (other than this card's) that are applied to one of the battling monsters are applied to both monsters.

    Ah, hatred for the Rush Recklessly that anihilates Knight & Gardna...decent ATK.

    Mirror Fiend Arcanist
    Fiend/Effect
    6 Star/Light
    1600 Atk/ 800 Def

    Once per turn, discard one Spell Card from your Hand to activate the effect of a Normal Spell Card in your opponent's Graveyard.

    Two of these. Lightning Vortex. Heavy Storm. Good Game.

    Faceless Sorceress - Queen of Mirrors
    Spellcaster/Effect
    10 Star/Light
    1800 Atk/ 1600 Def

    When Normal Summoning this card, you must tribute three 'Mirror Fiend' monsters. This card can not be Special Summoned except by the effect of 'Pact With the Mirror World'. This card may use all abilities of face-up monsters on the Field. Whenever this card battles, increase the Atk of this card by half the Atk of the monster it battles with.

    Well, special summon Nevash with a Tomato and there's two right there. Dies too easily to Bottomless, but works well with Knight.

    Mirror of Opposition
    Continuous Trap

    This card may only be activated when your opponent declares a Direct Attack on your Life Points. For each Monster on your opponent's Field, Special Summon one "Mirage Token" (Fiend-Type/LIGHT/1 Star/ATK ?/DEF 0) to your field in Attack Position. These tokens may not Attack or change their Battle Position and may not be offered as Tribute for a Tribute Summon. The Atk of a "Mirage Token" becomes equal to the Atk of the card that battles with it. When this card is destroyed or removed from the field, destroy all "Mirage Token"s Special Summoned by this effect.

    Just use Mirror Force and get it overwith, I say. Mirror of Opposition won't be there for long, anyway...

    Mirror of Counterpoise
    Counter Trap

    This card may only be activated when your opponent declares an attack against a face-up 'Mirror Fiend' monster on your Field. Tribute the monster then switch the attack to a monster on your opponent's Field other than the attacking monster. If there are no other monsters on your opponent's Field, the attack becomes a Direct Attack on your opponent's Life Points.

    Well...more protection for Assassin and Vashne. -1 for some damage or -2 for a direct attack? Magic Cylinder would seem to be the better choice for the latter.

    Mirror of Inversion
    Normal Trap

    Tribute one 'Mirror Fiend' monster on your Field. All damage you would take this turn becomes zero, then you gain a number of Life Points equal to amount of damage you would have received.

    Would only work against burn effects, since tributing the monster would cause a replay and your opponent not to attack. This card loses points because of that.

    Mirror Restoration
    Select and activate one of the following:
    - Add one 'Mirror Fiend' monster from your Graveyard to your Hand.
    - Add one card with 'Mirror' in its name from your Graveyard to the top of your deck.

    ...Meh. Calling back the monsters...o.O Uh...what type of card is this?

    Oh, wait...Mirror Force coming back? Not too bad...


    Mirror Palace
    Field Spell

    This card accumulates effects according to the number of 'Mirror Fiend' monsters on your field.
    1 - Switch the effect of a card that designates this card as a target to another correct target on the Field.
    2 - Discard one card from your Hand to change the target(s) of a card effect controlled by your opponent to another correct target(s) on the Field.
    3 - Whenever your opponent Special Summons a monster, you may Special Summon one 'Mirror Fiend' monster of the same level from your Hand.
    4 - Whenever your opponent draws a card(s) outside his/her Draw Phase, draw the same number of card(s).
    5 - Whenever you would receive damage, tribute one 'Mirror Fiend' on your Field to inflict the damage to your opponent instead.

    Meh. 1, 3, and 4 are probably the only useful effects. 2 is too costly to just switch targets (any monster works for Tribute, which is what the effect will be for 80% of the time) and 5 is just too costly to reflect damage.

    Pact With the Mirror World
    Normal Trap

    This card may only be activated when 'Mirror Palace' on your Field is destroyed, pay half of your Life Points to Special Summon 'Faceless Sorceress - Queen of Mirrors' from your Hand, Deck, or Graveyard.

    Uh...I'll just tribute my three mirror monsters, thank you very much.

    EDITNESS: Gah, everyone's getting into making custom cards for their characters, so why not me too? I have just the ones, too. xD

    Coronation of the Princesses
    Normal Spell

    This card may only be activated by tributing 'White Magician Pikeru' or 'Ebon Magician Curran' from your Field and discarding one card from your Hand. If you tributed 'White Magician Pikeru', Special Summon one 'Princess Pikeru' from your Hand or Deck, ignoring the Summoning conditions. If you tributed 'Ebon Magician Curran', Special Summon one 'Princess Curran' from your Hand or Deck, ignoring the Summoning conditions.

    ^

    Yes, the cards referred to here do exist. Look them up, you ignorant children. >O

    WHO ARE YOU CALLING IGNORANT!!!??????????

    Meh, better than destroying a level 5 or higher monster.


    Royal Bodyguard
    Warrior/Effect
    4 Star/Light
    1800 Atk / 1600 Def

    While a 'Pikeru' or 'Curran' monster is face-up on your Field, you may Special Summon this card from your Hand. While this card is face-up on your Field, your opponent may not select a 'Pikeru' or 'Curran' monster on your Field as the target of an attack or card effect.

    High enough ATK to be a beatstick and a special summoning effect? Hmm...

    Chivalry
    Continuous Trap

    Whenever your opponent declares an attack against a monster on your Field, you may change the attack to a face-up Warrior type monster on your Field instead.

    *coughcontinuousloopwithmaraudingcaptaincough*

    Generally useful? Doubt it. Thematic? Oh, yes. xD

    Eh, the bodyguard has some uses...a beaststick in a rogue burn deck? Yes, please.
     

    TheGreatMothim

    The Moth/Bug Trainer
  • 35
    Posts
    16
    Years
    Some Fairy Monsters based on Angels

    Calliel
    Fairy - Light - 2600/1000 - Lv 6
    If this card was destroyed by a card effect you can special summon it to your side of the field during your next Standby Phase.

    *One of the throne angels serving in the second heaven, invoked to bring prompt help during adversity.

    Savuriel
    Fairy - Light - 1900/900
    If this card was flipped summoned gain 400 life Points. If this card is Special Summoned gain 800 Life Points. If this card is Removed from Play gain 1000 Life Points.

    *An angelic guard of the third heaven.

    Hakem
    Fairy - Light - Lv 3 - 1700/0
    If you have another Fairy type monster on your side of the field you can reflect the attack of a monster targeting this card to another monster on the field.

    *An angelic guard stationed at the fourth heavenly hall.
     

    Alter Ego

    that evil mod from hell
  • 5,751
    Posts
    18
    Years
    Calliel: Overpowered. 2500 is the roof value for penalty-free one-tribute monsters and that's vanillas. cut it down to the 2200 range. =O

    Savuriel: No level? Fix that, please.

    Hakem: There's no such effect as 'reflect' so this card does nothing. Anyways, it would be broken with the effect you intended to give; two Hakems deflect everything to your opponent and serve as beatsticks to boot. Put a limit on where the attacks can be transfered or when/how often you can use that ability.

    Anyways...*Looks at Icha's post*

    Now that's what I'm talking about. :P Yay crits! Anyways, I've done some edits, in order:

    Gardna: The Def is now set at Damage Calculation. Do note, however, that the def for the turn is set by the first monster that attacks it, so it's pretty easy to dispose of if you bap it with something small and then follow it up with a big trampler type. The usual defense breakers like Drillroid and Mystic Swordsman work here too.

    Nevash: Now with 50 more Atk to prevent Tomato exploit (Its counterpart got 50 more Def for all the good it will do it). Anyways, the effect does serve the purpose of 1) Reeling in Smashing Ground, since Nevash has 50 more Def than Vashne, and 2) a neat target for Mirror Palace's transfer effect. :3

    Knight: Now with slightly edited wording to ensure that the Atk change is applied at the damage step and only for the duration of the damage step. Recruiters, Sangan, Reaper, and Treeborn are the best candidates for picking it off, either that or a removal/controlling card. Also, it's fetchable by Shining since it has no Atk outside of the damage step. Pulling this one out in anything except a mirror fiend deck is not that different from playing Copycat, though.

    Assassin: Now a one-shot burn and only one of these per turn. Less exploitable? :3

    Arcanist: Well...it serves the opponent right for putting such volatile spells in their graveyard. >O Anyways, cut down to one recursion per turn.

    Palace: Effect number 2 now works once per turn but free of charge, effect 5 got a bit of a makeover. Hopefully less useless ones now. :3

    Mirror Restoration: It's a normal spell, corrected that little oversight.

    Pact: Changed it slightly to make it a bit less situational. It's meant to be a bit of a last-ditch card, though.

    Predator is there primarily because I noticed that these have very few monsters that can actually get something done on a clear field. Also, the sorceress doesn't die quite as easily as you'd think. Keep Vashne and Nevash around and you can deflect both attacks and card effects from it. All you've got to do is tribute both for the queen and then pull one back with Premature Burial. x3

    Oh yes...one last Mirror:

    Mirror of Vanity
    Normal Trap

    Tribute one 'Mirror Fiend' monster on your Field. For three of your opponent's turns, monsters on your opponent's Field may not be offered as tribute under any circumstances.
     
    Last edited:
  • 4,227
    Posts
    19
    Years
    • Seen Aug 11, 2009
    Calliel: Overpowered. 2500 is the roof value for penalty-free one-tribute monsters and that's vanillas. cut it down to the 2200 range. =O

    That limit was recently raised to 2600, remember?

    Savuriel: No level? Fix that, please.

    Hakem: There's no such effect as 'reflect' so this card does nothing. Anyways, it would be broken with the effect you intended to give; two Hakems deflect everything to your opponent and serve as beatsticks to boot. Put a limit on where the attacks can be transfered or when/how often you can use that ability.

    Anyways...*Looks at Icha's post*

    Now that's what I'm talking about. :P Yay crits! Anyways, I've done some edits, in order:

    Gardna: The Def is now set at Damage Calculation. Do note, however, that the def for the turn is set by the first monster that attacks it, so it's pretty easy to dispose of if you bap it with something small and then follow it up with a big trampler type. The usual defense breakers like Drillroid and Mystic Swordsman work here too.

    Nevash: Now with 50 more Atk to prevent Tomato exploit (Its counterpart got 50 more Def for all the good it will do it). Anyways, the effect does serve the purpose of 1) Reeling in Smashing Ground, since Nevash has 50 more Def than Vashne, and 2) a neat target for Mirror Palace's transfer effect. :3

    Smashing Ground doesn't target, though, remember? The only cards that are used and actually target are, as I said, Raiza & the monster-controllers, which will usually go after Vashne first.

    Knight: Now with slightly edited wording to ensure that the Atk change is applied at the damage step and only for the duration of the damage step. Recruiters, Sangan, Reaper, and Treeborn are the best candidates for picking it off, either that or a removal/controlling card. Also, it's fetchable by Shining since it has no Atk outside of the damage step. Pulling this one out in anything except a mirror fiend deck is not that different from playing Copycat, though.

    Except Copycat doesn't get ATK boosts after being played.

    I would also like to know what happens if this thing gets equipped with an ATK booster...


    Assassin: Now a one-shot burn and only one of these per turn. Less exploitable? :3

    Still exploitable, but not as much by relation to Nevash being too strong for Tomato now.

    Arcanist: Well...it serves the opponent right for putting such volatile spells in their graveyard. >O Anyways, cut down to one recursion per turn.

    Still broken.

    Palace: Effect number 2 now works once per turn but free of charge, effect 5 got a bit of a makeover. Hopefully less useless ones now. :3

    Eh, not too bad.

    Mirror Restoration: It's a normal spell, corrected that little oversight.

    Pact: Changed it slightly to make it a bit less situational. It's meant to be a bit of a last-ditch card, though.

    Predator is there primarily because I noticed that these have very few monsters that can actually get something done on a clear field. Also, the sorceress doesn't die quite as easily as you'd think. Keep Vashne and Nevash around and you can deflect both attacks and card effects from it. All you've got to do is tribute both for the queen and then pull one back with Premature Burial. x3

    Oh yes...one last Mirror:

    Mirror of Vanity
    Normal Trap

    Tribute one 'Mirror Fiend' monster on your Field. For two of your opponent's turns, monsters on the Field may not be offered as tribute under any circumstances.

    A weaker version of Mask of Restrict that requires a tribute? That is a VERY watered-down version, and stall cards would definitely go for the original.
     

    Alter Ego

    that evil mod from hell
  • 5,751
    Posts
    18
    Years
    I honestly don't get how arcanist is broken. It's basically Double Spell in the body of a frail tribute monster; what game-breaking combo does it bring that doesn't require your opponent to have assembled a specific set of cards in their graveyard first? I honestly can't see it and it's not like there's such a big difference between using your opponent's vortex rather than one of your own (Not to mention that you have to summon the darn mirror monster before you can use it). It dies to Bottomless too. =O Oh well, I'm cutting out special summoning too.

    As for knight...Atk boosters do absolutely nothing for it. As the effect states, the card's Atk 'becomes' the opponent's Atk for Damage Calculation, so it will always be a draw battle if both are in attack position. Also, Copycat can step on opponents that are smaller than the one it copied whereas the knight can't; attacking with it is basically self-sacrifice with a damage step in-between. It can still be smashed, fissured, brain controlled, and soul exchanged with impunity or you can use Enemy Controller to switch it into defense and run it over. The only strength it really has is being a searchable card that forces one-for-one trade-offs, and it's hardly the first in that area. So whatever attacks it dies. How is this different from D.D. Warrior, D.D. Warrior Lady, and D.D. Assailant? Come to think of it, it's actually a bit weaker since it doesn't forestall recruiters and the like, isn't searchable by Reinforcement or Freed and can't deal any battle damage to your opponent.

    Concerning Assassin: how big are monsters these days, honestly? Against your average player it wouldn't be able to squeeze out more than 1200 damage for a -1 in field presence, 1500 if you fit Lava Golem somewhere into your deck, and that's if you like letting your opponent's monarchs and other big beaters stick around. On average, Des Koala nets more than that (Thanks to the insane surge in card drawing) while at the same time sitting face-down (protected from Brain Control and most forms of monster removal) and walling smaller attackers and doesn't become useless if your opponent is turtling it out with face-downs, playing swarm, or just plain ignoring monsters altogether.

    Anyways, changed vanity: it's now three turns and only affects your opponent. Is that a bit different from restrict?
     

    MegaDitto

    Windsor ™
  • 8,495
    Posts
    19
    Years
    • Seen Jun 27, 2013
    Mirror Fiend Arcanist
    Fiend/Effect
    6 Star/Light
    1600 Atk/ 800 Def

    This card may not be Special Summoned. Discard one Spell Card from your Hand to activate the effect of a Normal Spell Card in your opponent's Graveyard. You may only activate the effect of one 'Mirror Fiend Arcanist' each turn.


    I don't get how it is broken. It is a monster form of Double Spell. So I should see where your going Ichy. It would be limited worthy. Even if most traditional spell cards were unbanned. It has a lot of restrictions that does not make it broken. It makes Call of the Haunted and Premature Burial useless. Along with a once per turn restriction. Which does make it useful enough.

    Though the card would do horrible in the early game. Even though in the late game you would have to discard a likely useful spell card which is a big cost. It's rather a bit situational. Best in the mid-late game though. It does give more options which makes it powerful.
     
  • 4,227
    Posts
    19
    Years
    • Seen Aug 11, 2009
    I honestly don't get how arcanist is broken. It's basically Double Spell in the body of a frail tribute monster; what game-breaking combo does it bring that doesn't require your opponent to have assembled a specific set of cards in their graveyard first? I honestly can't see it and it's not like there's such a big difference between using your opponent's vortex rather than one of your own (Not to mention that you have to summon the darn mirror monster before you can use it). It dies to Bottomless too. =O Oh well, I'm cutting out special summoning too.

    As for knight...Atk boosters do absolutely nothing for it. As the effect states, the card's Atk 'becomes' the opponent's Atk for Damage Calculation, so it will always be a draw battle if both are in attack position. Also, Copycat can step on opponents that are smaller than the one it copied whereas the knight can't; attacking with it is basically self-sacrifice with a damage step in-between. It can still be smashed, fissured, brain controlled, and soul exchanged with impunity or you can use Enemy Controller to switch it into defense and run it over. The only strength it really has is being a searchable card that forces one-for-one trade-offs, and it's hardly the first in that area. So whatever attacks it dies. How is this different from D.D. Warrior, D.D. Warrior Lady, and D.D. Assailant? Come to think of it, it's actually a bit weaker since it doesn't forestall recruiters and the like, isn't searchable by Reinforcement or Freed and can't deal any battle damage to your opponent.

    Knight doesn't cause you any Battle Damage when you suicide it into something big and can be revived easier after doing its job. That's the difference. There's also a continuous spell that would make it indestructible from attacks...I think its name was Kishido Spirit or something...

    Oh, this card also has better synergy with Enemy Controller because most beatsticks have lower DEF than ATK, anyway.


    Concerning Assassin: how big are monsters these days, honestly? Against your average player it wouldn't be able to squeeze out more than 1200 damage for a -1 in field presence, 1500 if you fit Lava Golem somewhere into your deck, and that's if you like letting your opponent's monarchs and other big beaters stick around. On average, Des Koala nets more than that (Thanks to the insane surge in card drawing) while at the same time sitting face-down (protected from Brain Control and most forms of monster removal) and walling smaller attackers and doesn't become useless if your opponent is turtling it out with face-downs, playing swarm, or just plain ignoring monsters altogether.

    I didn't catch the tribute part of the effect when I wrote that. Sorry about that.

    Anyways, changed vanity: it's now three turns and only affects your opponent. Is that a bit different from restrict?

    I say that Arcanist is broken at this time because of the mill power hanging around. We've got Card Trooper, Diamond Dude Turbo (big point here), and a bunch of other mill effects hanging around, and with Arcanist out, you can toss a Spell Card that is currently useless to you in order to most likely get a more useful one instead of it. Suddenly, dead draws such as Spell Reproduction or an extra Mirror Palace become instant wonder cards, allowing you to copy your opponent's used Spell Cards for your own purposes. On top of that, since Magician of Faith is currently banned, your opponent doesn't have much choice to getting their spells back, leaving them there for you to use over and over again. With Nevash and Vashne out for protection, you're looking at possibly a lot of copies.

    As far as the fix to vanity, yes that's quite different and a lot better. Now it's a virus-wannabe, and there's no problem with that.
     

    Alter Ego

    that evil mod from hell
  • 5,751
    Posts
    18
    Years
    Most face-up troublemakers still get Brain Controlled, though. Battle between monsters isn't exactly the 'in' thing at the moment. =O Hmm...maybe cut knight down to limited and restoration to semi-limited? It can still be recurred but it won't be all over the place in multiples, even though Momonga, Germ, and every other recruiter under the sun still feast on it and Kishido Spirit kind of seems like a bit of an over investment if it's only to abuse one monster too. So controller works for it; it also works against it and it's not like knight is the only thing that benefits from teaming up with that card. (I mean, how many common beatsticks even have the strength to wall out Hydrogeddon when they're switched to defense?)

    On Arcanist: players still have Spell Striker to wipe out spells from their graveyard, not to mention that you can always chain in D.D. Crow if you're really hell-bent about stopping the effect...or people could run The Transmigration Prophecy, which could also be used to pull the dangerous normal spells out of the graveyard and put them into the deck too. Yes, arcanist pays off, but it comes with a healthy portion of risk as well: it's not exactly low maintenance since its measly 1600 Atk isn't really helping it stand up in a fight, not to mention that it's an absolutely horrible topdeck or early draw. Smashing Ground also breaks up the Vashne/Nevash duo, as does having only one monster on your field. I'd like to think of it as high investment high return. I mean, how much more penalty and restriction can be applied to it without making it utterly unplayable? If people are carelessly tossing dangerous cards into their graveyards then that's a conscious risk they're taking. I don't see why something should be stamped as broken just because it capitalizes on the current gaming trends. Brokenness is a clear absolute advantage over all other cards with the same purpose; not a comparative one caused by your opponent's card choices. :\

    Anyways: do we have an agreement on the cards besides arcanist? xD
     
    Last edited:

    Scarlet Weather

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

    n00by ACC doesn't want to comment on the mirror monsters because they don't matter as far as n00by ACC is concerned. I'll let the more experienced people deal with that, since my grasp of the metagame is basically equal to "I know what card advantage is!" and that's where it stops.

    The Pikeru/Curran theme cards are definitely acceptable though. Anytime you wanted to shove those cards in my roleplay, feel free to do so. *smile of GREAT JUSTICE CAPS*
     

    Fallen Angel_Messiah Of Black Roses

    The one you hate to love. :P
  • 1,613
    Posts
    18
    Years
    • Seen Sep 29, 2017
    (Name of Card: Zach Young
    (Card Type: Monster
    (Level/Type/Attribute: 4, Warrior, pyro
    (Effects: For every zombie in the oppnents and user's graveyard this card gets 100 attack points and 100 defence points.
    (ATK/DEF) Atk: 1500 Def: 1500
    (Rarity) uncommon

    Name: AJ Valentine
    Card type: Monster
    Level: 6 stars
    Type: Warrior
    Attribute: light
    Effects: For every zombie in the opponents and user;s graveyard, this card attains 200 atk and def points
    Rarity: Rare
    Atk: 2500
    Def: 1950

    Name: Type Zero: The Fool
    Card type: Monster
    Level: 4
    Type: Beast Warrior
    Attribute: Dark
    Effects: For every turn this card is in play you and your opponent lose 250 life points, additionally if this card is sent to the graveyard you can sacrifice a card of the same level to return this card to your hand.
    Rarity: One Of A Kind
    Atk: 1800
    Def: 0

    Name: Type One: The Magician
    Card type: Monster
    Level: 8
    Type: spellcaster
    Atribute: dark
    Effects: This Card can only be destroyed by magic or trap cards, additionally to keep this card on the feild you must pay 1000 life points each battlephase.
    Rarity: one of a kind
    Atk: 3000
    Def: 1500

    Name: Type Two: The High Priestess
    Card Type: Monster
    Level: 4
    Type: Spellcaster
    Attribute: Dark
    Effects: This card can only be destroyed by a monster, Additionally you must pay 500 life points each turn.
    Rarity: one of a kind
    Atk: 1600
    Def: 1600

    Name: Type Three: The Empress
    Card Type: monster
    Level: 3
    Type: Spellcaster
    Attribute: dark
    Effects: When this card is on the feild, if you discard two cards from your hand to the graveyard you can destroy a card of choice on the foe feild.
    Rarity: one of a kind
    Atk: 1500
    Def: 300

    Name: Type Four: The Emperor
    Card Type: monster
    Level: 7
    Type: spellcaster
    Attribute:dark
    Effects: By Sacrificing this card off the feild you can special summon any of the following cards to the feild: Judgement, Heirophant, the tower and Strength.
    Rarity: one of a kind
    Atk: 2900
    Def: 1500

    Name: type five: Hierophant
    Card Type: monster
    Level: 4
    Type: spellcaster
    Attribute: dark
    Effects: Flip: Inflict 500 direct damage to your opponents life points.
    Rarity: one of a kind
    Atk: 1800
    Def: 100

    Name: Type Six: The Lovers
    Card Type: monster
    Level: 2
    Type: spellcaster
    Attribute: dark
    Effects: By Tributing this card you may summon any Tarot card from the graveyard thats effect doesn't decline it.
    Rarity: one of a kind
    Atk: 500
    Def: 500

    Name: Type Seven: The Chariot
    Card Type: monster
    Level: 4
    Type: winged beast
    Attribute: dark
    Effects: Flip: Gain 500 life points, after so this card is destroyed
    Rarity: one of a kind
    Atk: 1200
    Def: 2000

    Name: Type 8: Justice
    Card Type: monster
    Level: 4
    Type: Warrior
    Attribute: dark
    Effects: Sacrifice all the cards on you side of the feild to special summon a Fusion monster
    Rarity: one of a kind
    Atk: 1700
    Def: 1700

    Name: Type nine: The Hermit
    Card Type: monster
    Level: 5
    Type: spellcaster
    Attribute: dark
    Effects: Flip: Increase the defence of any card on your side of the feild by 1000 points but half there defence points
    Rarity: one of a kind
    Atk: 2200
    Def: 1100

    Name: Type Ten: Wheel Of Fate
    Card Type: Monster
    Level: 9
    Attribute: Dark
    Type: spellcaster
    Effects: This card can only be summoned when it is Special summoned by sacrificing these Five Cards, The Emperor, The Magician, Judgement, The sun, The moon. It's Atk and Def Points are determined by the Remaining Life Points, If the Life Points are above 4000 then this cards Atk and Def are 2000, if the remaining points are above 2000 then the points are 3000, if the points are lower then 1000 then the points are 5000 each, if the points are below 2000 but above 1000 they are 4000.
    rarity: one of a kind
    Atk: ?
    Def: ?




    Name: Type Eleven: Strength
    Card Type: monster
    Level: 8
    Type: warrior
    Attribute: dark
    Effects: Pay 1000 Points a turn to keep this card on the feild.
    Rarity: one of a kind
    Atk: 3800
    Def: 3500

    Name: Type Twelve: Hanged Man
    Card Type: monster
    Level: 4
    Type: warrior
    Attribute: dark
    Effects: every battle phase the card loses 500 atk points
    Rarity:
    Atk: 2000
    Def: 2000

    Name: Type Thirteen: Death
    Card Type: monster
    Level: 4
    Type: spellcaster
    Attribute: dark
    Effects: Destroy one monster on the other side of the feild, additionally this card is destroyed
    Rarity: one of a kind
    Atk: 1800
    Def: 0

    Name: Type 14: Temperance
    Card Type: monster
    Level: 4
    Type: spellcaster
    Attribute: dark
    Effects: this card can only be destroyed by a magic card.
    Rarity: one of a kind
    Atk: 1300
    Def: 1800



    Name: Type 15: The Devil
    Card Type: monster
    Level: 8
    Attribute: Dark
    Type: Spellcaster
    Effects: While using this card, no other monster can be on your side of the feild, in adition you can for your battle phase turn one of your foes monsters against him.
    rarity: one of a kind
    Atk: 3000
    Def: 2900

    Name: Type 16: The Tower
    Card Type: monster
    Level: 5
    Attribute: dark
    Type: spellcaster
    Effects: No matter the curcumstances this card may not inflict damage upon the foes side of the feild, in adition this card may be used as a sheild for another card, but only one card per turn.
    rarity: one of a kind
    Atk: 0
    Def: 3000

    Name: Type Seventeen: The Star
    Card Type: monster
    Level: 4
    Attribute: dark
    Type: spellcaster
    Effects: it costs 500 life points a turn to keep this monster in play, in addition this monster must shift to defence mode after the battle phase.
    rarity: one of a kind
    Atk: 2700
    Def: 500


    Name: Type Eighteen: The moon
    Card Type: Monster
    Level: 4
    Attribute: Dark
    Type: spellcaster
    Effects: While this card is in play, Umi or Legendary Ocean may not be in play on either side of the feild, in addition every water type monster Atk and Def points are decreased by 500 points.
    rarity: one of a kind
    Atk: 1000
    Def: 1500

    Name: Type Nineteen: The sun
    Card Type: monster
    Level: 4
    Attribute: dark
    Type: spellcaster
    Effects: While this card is in play, Fire type monsters atk and def are raised by 500 points while water type monsters are decreased by 500 points.
    rarity: one of a kind
    Atk: 1500
    Def: 1000

    Name: Type 20: Judgement
    Card Type: monster
    Level: 9
    Attribute: dark
    Type: spellcaster
    Effects: This card can only be destroyed by Monster cards that are either one above or one below it's level, in adition this card can only be summoned when all other Arcana cards are in the graveyard except Type 21: The World; and Type 10: The Wheel Of Fate Cards include, The Fool, The Magician, The High priestess, The Empress, The Emperor, The Heirophant, The Lovers, The Chariot, Justice, The Hermit, Strength, The Hanged Man, Death, Temperance, The Devil, The Tower, The Star, The Moon and the Sun
    rarity: one of a kind
    Atk: 3000
    Def: 3000

    Name: Type 21: The World
    Card Type: Monster
    Level: 10
    Attribute: dark
    Type: spellcaster
    Effects: Can only Be special summoned when all Arcana Types Below it are in the Graveyard, Only another Monster card can destroy it.
    rarity: one of a kind
    Atk: 6000
    Def: 6000


    Name: AJ Valentine- Corruption
    Card Type: Fusion Monster
    Level: 9
    Attribute: Light
    Type: Warrior
    Effects: AJ Valentine + Type Ten: Wheel Of Fate
    rarity: rare
    Atk: 5000
    Def: 3000

    Name: AJ Valentine- Enlightend
    Card Type: monster fusion
    Level: 9
    Attribute: light
    Type: warrior
    Effects: AJ Valentine + Type 20: Judgement
    rarity: rare
    Atk: 3000
    Def: 5000

    Name: Handgun
    Card Type: magic equipt
    Effects: When equipted to a warrior, the warrior's Atk increases by 500
    rarity: common

    Name: Revolver
    Card Type: Magic Equipt
    Effects: When equipted to a warrior the warrios atk is increased by 800 points
    rarity: Uncommon


    Name: Shotgun
    Card Type: Magic Equipt
    Effects: When equipted to a warrior the warrios atk is increased by 1000 points
    rarity: rare

    Name: Uzi
    Card Type: Magic Equipt
    Effects: When equipted to a warrior the warrios atk is increased by 600 points
    rarity: Uncommon

    Name: Rifle
    Card Type: Magic Equipt
    Effects: When equipted to a warrior the warrios atk is increased by 1000 points
    rarity: rare

    Name: Fallen angel
    Card Type: monster
    Level: 4
    Attribute: Light
    Type: spellcaster
    Effects: Whenever this card is sent to the graveyard, return it to your hand
    Atk: 1800
    Def: 1200


    Name: Messiah Of Light
    Card Type: monster
    Level: 4
    Attribute: Light
    Type: spellcaster
    Effects:
    rarity: rare
    Atk: 1900
    Def: 1100


    Name: Messiah Of Darkness
    Card Type: monster
    Level: 4
    Attribute: dark
    Type: spellcaster
    Effects:
    rarity: rare
    Atk: 1900
    Def: 1100


    Name: Messiah Of Chaos
    Card Type: Fusion Monster
    Level: 6
    Attribute: Light
    Type: spellcaster
    Effects: Messiah Of Light + Messiah Of Darkness
    rarity: rare
    Atk: 2500
    Def: 2500

    Name: Black Rose
    Card Type: monster
    Level: 1
    Attribute: dark
    Type: spellcaster
    Effects:
    rarity: rare
    Atk: 500
    Def: 500

    Name: Fallen Angel; Messiah Of Black Roses
    Card Type: fusion monster
    Level: 10
    Attribute: Light
    Type: spellcaster
    Effects: Messiah Of Chaos+Fallen Angel+ Black Rose
    rarity: rare
    Atk: 5000
    Def: 5000

    Name: Perfection Almagation
    Card Type: Magic
    Effect: Acts as a Polymerzation, However the monsters cannot defuse once fused.
     
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