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You make the Card!

Apple Juice

who are you
  • 1,222
    Posts
    14
    Years
    • Seen Jul 15, 2014
    Mineral - Diamond
    * / LIGHT / Rock/Tuner
    0/0
    effect; This card cannot be destroyed be battle. If this card is targeted by a Spell or trap card, destroy it immediately. You can remove from play 1 Rock-type monster to special summon this card from your graveyard. This card's effect can only be used once per duel.

    Mineral - Ruby
    ** / LIGHT / Rock/Tuner
    0/0
    effect; This card cannot be destroyed be battle. If this card is targeted by a Spell or trap card, destroy it immediately. When this card is used as Synchro Material for the Synchro Summon of a "Mineral" Synchro monster, the synchro summoned "Mineral" monster gains 1000 ATK.

    Mineral - Sapphire
    *** / LIGHT / Rock/Effect
    1900/0
    effect; When this card destroys an opponen't monster by battle, you can special summon 1 "Mineral" monster from your deck. It is destroyed during the end phase.

    Mineral - Emerald
    **** / LIGHT / Rock/Effect
    1500/2300
    effect; This card cannot be destroyed be battle. If this card is targeted by a Spell or trap card, destroy it immediately. Once per turn, you can change this card to defense position. When this card is selected as an attack target, your opponent takes 500 points of damage.

    Mineral - Pearl
    * / LIGHT / Rock/Effect
    100/100
    effect; This card cannot be destroyed be battle. If this card is targeted by a Spell or trap card, destroy it immediately. This card cannot switch positions except by card effect. When this card switches from defense to attack position, special summon 2 "Mineral" monsters from your graveyard in face-up attack position.

    Mineral - Iron
    *** / LIGHT / Rock/Tuner
    0/2000
    effect; When this card is special summoned from the graveyard by a monster card's effect, destroy two cards your opponent controls.

    Mineral - Rainbow Golem
    ******* / LIGHT/ Rock/Synchro/Effect
    2900/0
    effect; This card cannot be special summoned except by Synchro summon.This card cannot be destroyed be battle. If this card is targeted by a Spell or trap card, destroy it immediately. You can discard 1 card to send 1 "Mineral" monster from your deck to the graveyard.

    Mining for Treasure
    Normal Spell Card
    Pay 500 life points. Special Summon 1 "Mineral" monster from your graveyard.

    A great find!
    Quick Play Spell Card
    Discard 1 card. Mineral monsters cannot be destroyed by card effects until the end of the turn you activate this effect.

    Shining Jewel
    Continous Spell Card
    Every time a "Mineral' monster is special summoned, your opponent loses 800 life points. This card can't be destroyed by card effects that destroy two or more cards at once.

    Jackpot!
    Trap Card
    Only activate this card when your opponent controls 1 more monster then you. Special Summon as many "Mineral" monsters as possble from your graveyard. At the End Phase, you lose 1000 life points and all "Mineral" Monsters on the field are destroyed.
     

    Zeffy

    g'day
  • 6,402
    Posts
    15
    Years
    • Seen May 21, 2024
    Kick of Chuck Norris
    Quick-Play Spell
    - Destroy one card on the field and special summon a Lv.12 or lower monster from your graveyard. That monster can't attack and is destroyed at the end of the turn.
     

    Apple Juice

    who are you
  • 1,222
    Posts
    14
    Years
    • Seen Jul 15, 2014
    Oh, I forgot 1:

    I dropped them!
    Counter-Trap Card
    Activate this card only when your opponent selects a "Mineral" monster as an attack target. Negate the attack and destroy all "Mineral" monsters on the field. your opponent takes 1000 points of damage.
     

    Zeffy

    g'day
  • 6,402
    Posts
    15
    Years
    • Seen May 21, 2024
    Don't Mess with Chuck Norris!
    Trap
    - Activate only during your own battle phase. Destroy all monsters on your opponents side of the field. For each card destroyed, you take 50 damage.
     

    Circuit

    [cd=font-weight: bold; font-style: italic; backgro
  • 4,815
    Posts
    16
    Years
    Well, I've made a deck out of these, and it is kinda overpowered.

    Spoiler:


    Keroro Gunso
    **********/Water/Frog Invader/Effect
    2000/2000
    Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by having Private Second Class Tamama, Corporal Giroro, Sergeant Major Kururu and Lance Corporal Dororo on the field. When Keron is in play, this card gains 2000 ATK. Once per turn you may activate a Field Spell card from your Deck or Graveyard.
    RARE

    Coporal Giroro
    ********/Water/Frog Invader/Effect
    3000/2500
    Effect: This card cannot be destroyed by battle and you take no battle damage from battles involving this card. When this card is destroyed, you can special summon one Frog Invader type monster from your deck or Graveyard.
    RARE

    Angol Mois (No pic yet)
    *******/Dark/Angol/Effect
    2700/1250
    Effect: You can Special Summon this card from your hand if you control one or less monsters. When this card is summoned, destroy all Field Spell cards on the field. When Keroro Gunso is in play, this card gains 1000 ATK.
    RARE

    Private Second Class Tamama
    ******/Water/Frog Invader/Effect
    2500/1000
    Effect: This card is not affected by Spell and Traps. You can Special Summon this card from your hand. If you do, it is destroyed during the end phase. When this card is sent to the Graveyard, Special Summon one level 6 or lower Frog Invader type monster from your Deck.
    RARE

    Lance Corporal Dororo (Limit 1)
    *****/Water/Frog Invader/Effect
    2200/1800
    Effect: Once per turn, when your Opponent activates a Spell or Trap card, you may negate the effect of that card and destroy it. During battle between this card and a Defence Position whose DEF is lower than the ATK of this card, inflict the difference as damage to your Opponent's Life Points. When this card is sent to the Graveyard, remove from play one Frog Invader type monster from your Deck. During your next Standby Phase, Special Summon that monster to your side of the field.
    RARE

    Pururu (Pic's ATK is wrong)
    ****/Water/Frog Invader/Union
    1000/1000
    Effect: Once per turn, during your Main Phase, you may equip this card to a Frog Invader type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. When equipped to a monster by this effect, the equipped monster gains 1000 ATK and DEF. (A monster can only be equipped with one Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) When this card is destroyed, Special Summon one Frog Invader type monster from your Graveyard.
    RARE

    Sergeant Major Kururu
    ***/Water/Frog Invader/Effect
    ?/?
    Effect: This cards ATK and DEF are equal to it's level x300. Every Time a Spell or Trap card is set or activated, increase the level of this card by 1 (max 12). Once per turn, you may destroy one Spell or Trap card on the field to gain 500 Life Points.
    RARE

    Spiral Sound Wave
    Normal Trap card
    Activate only if you have Sergeant Major Kururu in play. Negate the summon of a monster, and remove it from play.
    RARE

    Podji
    Continuous Spell Card
    While this card remains face up on the field, Pururu raises ATK by 2000 instead of 1000.
    RARE

    Keron
    Field Spell Card
    When a monster is Summoned, place a Keronian counter on this card. You may remove a counter on this card to inflict 500 Life Points of damage to your Opponent OR increase a Frog Invader type monster you controls ATK by 1000 until the End Phase.
    RARE

    Kero! To March!
    Normal Trap Card
    Activate when an Opponents monster declares an Attack. Remove from play the attacking monster, and add one Keroro Gunso from your Deck to your Hand.
    RARE

    That is all of them. I have a deck of them here, which works really well, but has its unfairities.
     

    Cirrus

    dreaming a transient dream.
  • 1,577
    Posts
    15
    Years
    +1 ability too weak. Make it -1/-1 on each opponent's creature and it'll be OP. Switch the -2 and the +1 maybe?
     

    Apple Juice

    who are you
  • 1,222
    Posts
    14
    Years
    • Seen Jul 15, 2014
    Fudge Yeah!
    Spell Card

    Activate when a card you run in 3s and whenever you get on the field you say "You might want to scoop now" you have is put on the field by you. Destroy all cards your opponent controls.

    Onto the serious cards:

    The Force of Nature
    Quick-Play Spell Card
    This card's effect cannot be negated. Add 1 Naturia Monster from your deck to your hand and take 1000 points of damage.

    Sturdy Roots
    Counter Trap Card
    Activate when you control a face-up Naturia monster. Negate an opponent's effect monster's effect and destroy it. You cannot special summon monsters until the End Phase of your opponent's turn.
     

    Circuit

    [cd=font-weight: bold; font-style: italic; backgro
  • 4,815
    Posts
    16
    Years
    Oh Noes!
    Trap Card

    Activate only if you control a lolcat monster. Destroy all monsters your opponent controls.

    Peanut Butter Jelly Time!
    Spell card

    When you have over half your life points left, go get yourself a Peanut butter and jelly Sandwich!
     

    Cirrus

    dreaming a transient dream.
  • 1,577
    Posts
    15
    Years
    Instant Synchro
    Normal Spell
    Pay 1000 Life Points. Special Summon 1 Level 5 or lower Synchro Monster from your Extra Deck, ignoring all Summoning Conditions. (This Special Summon is treated as a Synchro Summon). It cannot attack, and is destroyed during the End Phase. Only 1 "Instant Synchro" can be activated per turn.

    Fusion Synchron
    Level 2 - Effect - Tuner - Machine - 900/400
    When this card is Normal Summoned, you can Special Summon 1 Level 5 or lower Fusion monster from your Graveyard in face-up Defense Position. That monster's effect(s) is negated.

    Flare Creator Archfiend
    Level 5 - Effect - Fusion - Fiend - 2300/1400
    Flare Resonator + Create Resonator
    Once per turn, during your Main Phase, you can select one monster on your side of the Field and have it gain 800 ATK until the End Phase. When you Fusion Summon this card, you can destroy 1 face-up monster with 2300 or less DEF.

    Quillbolt Knight
    Level 4 - Effect - Fusion - Warrior - 2000/1200
    Quillbolt Hedgehog + Speed Warrior
    You can activate this effect during the turn in which you Fusion Summoned this card. Double the ATK of one of your face-up monsters during the Battle Phase only. If you control a face-up Tuner monster, you can Special Summon this card from your Graveyard. If this card was Summoned this way, remove it from play when it is removed from the field.
     

    Gymnotide

    8377 | Scorpaeniform
  • 3,597
    Posts
    16
    Years
    Instant Synchro
    Normal Spell
    Pay 1000 Life Points. Special Summon 1 Level 5 or lower Synchro Monster from your Extra Deck, ignoring all Summoning Conditions. (This Special Summon is treated as a Synchro Summon). It cannot attack, and is destroyed during the End Phase. Only 1 "Instant Synchro" can be activated per turn.

    Fusion Synchron
    Level 2 - Effect - Tuner - Machine - 900/400
    When this card is Normal Summoned, you can Special Summon 1 Level 5 or lower Fusion monster from your Graveyard in face-up Defense Position. That monster's effect(s) is negated.

    Flare Creator Archfiend
    Level 5 - Effect - Fusion - Fiend - 2300/1400
    Flare Resonator + Create Resonator
    Once per turn, during your Main Phase, you can select one monster on your side of the Field and have it gain 800 ATK until the End Phase. When you Fusion Summon this card, you can destroy 1 face-up monster with 2300 or less DEF.

    Quillbolt Knight
    Level 4 - Effect - Fusion - Warrior - 2000/1200
    Quillbolt Hedgehog + Speed Warrior
    You can activate this effect during the turn in which you Fusion Summoned this card. Double the ATK of one of your face-up monsters during the Battle Phase only. If you control a face-up Tuner monster, you can Special Summon this card from your Graveyard. If this card was Summoned this way, remove it from play when it is removed from the field.

    Instant Synchro is just so much better than Instant Fusion. Even though it has fewer targets, you get to reap the effects of Cosmic Fortress Gol'gar, Armory Arm, Turbo Cannon, or X-Saber Wayne. Ugh, I'd hate it.

    Quillbolt Knight is a bit overpowered. If anything it should double only original ATK like the original Speed Warrior, but having it double ATK increasing effects as well as the potential to target ANY monster means it's very OTK material, especially given how easy Quillbolt is to summon...
     

    Cirrus

    dreaming a transient dream.
  • 1,577
    Posts
    15
    Years
    Quillbolt Knight would potentially the next Yusei Fudo side monster (the way Armory Arm is right now, sorta) if it were made. I mean just look at it! Junk Synchron into Speed Warrior into Quillbolt Hedgehog into Quillbolt Knight into Junk Archer after a round with a 4000-ATK beater.

    Quillbolt Knight isn't really OTK material though... the card advantage it represents is really only overwhelming with Instant Fusion, something that I made quite apparent, I hope - and an ATK-based OTK that has no field clearance involved is a weak OTK indeed.
     

    Zeffy

    g'day
  • 6,402
    Posts
    15
    Years
    • Seen May 21, 2024
    Naturias Overload!
    Normal Spell
    Double the attack of "Naturia" monsters until the End Phase of this turn. During your opponent's next Standby Phase, destroy all monsters who has benefited from this card's effect.
     

    Cirrus

    dreaming a transient dream.
  • 1,577
    Posts
    15
    Years
    Blackwing - Habagat the Lance
    LEVEL 6 - DARK - Winged-Beast/Synchro/Effect - 2400 ATK/1600 DEF
    1 "Blackwing" Tuner + 1 or more non-Tuner monsters
    When this card is Synchro Summoned, you can add 1 "Blackwing" monster that is level 4 or lower from your Graveyard to your hand. If this card attacks an opponent's monster, it gains 300 ATK during the Damage Step only.

    Blackwing - Vendavel the Cyclone
    LEVEL 8 - DARK - Winged-Beast/Synchro/Effect - 2900 ATK/2300 DEF
    1 "Blackwing" Tuner + 1 or more non-Tuner monsters
    When this card is Synchro Summoned, you can Special Summon 1 level 4 or lower "Blackwing" monster from your Graveyard if it was used for the Synchro Summon of this card. Once per turn, you can select 1 "Blackwing" monster. Then, remove from play 1 card on the field and Tribute the monster selected by this effect.
     
    Last edited:

    Apple Juice

    who are you
  • 1,222
    Posts
    14
    Years
    • Seen Jul 15, 2014
    Naturias Overload!
    Normal Spell
    Double the attack of "Naturia" monsters until the End Phase of this turn. During your opponent's next Standby Phase, destroy all monsters who has benefited from this card's effect.

    Needs some work on the actual wording, but overall I could see this working well in a Naturia deck, mostly because of their low attack, but besides that it would be pretty bad.

    Overgrowth
    Counter Trap
    Discard 1 "Naturia" Monster. Negate an Effect Monster's effect and remove it from play.
     

    Gymnotide

    8377 | Scorpaeniform
  • 3,597
    Posts
    16
    Years


    Needs some work on the actual wording, but overall I could see this working well in a Naturia deck, mostly because of their low attack, but besides that it would be pretty bad.

    Overgrowth
    Counter Trap
    Discard 1 "Naturia" Monster. Negate an Effect Monster's effect and remove it from play.

    Wording here doesn't make much sense either. If it can negate continuous effects, then it's not a Counter Trap. Should it read "Negate the activation of an Effect Monster's effect and remove that monster from play"?
     

    Apple Juice

    who are you
  • 1,222
    Posts
    14
    Years
    • Seen Jul 15, 2014
    Ah, I forgot the activation part. Thanks for reminding me. No it can't negate continous spells.

    Magnificent Blast
    Normal Spell Card
    If this card is negated by an opponent's trap card, your opponent takes 1500 points of damage. Deal 1000 points of damage to your opponent, and remove this card from play. Durng your next two Standby Phases, discard 1 card to deal 1000 points of damage to your opponent.

    The wording might not be top notch on this one either.
     

    Gymnotide

    8377 | Scorpaeniform
  • 3,597
    Posts
    16
    Years
    Ah, I forgot the activation part. Thanks for reminding me. No it can't negate continous spells.

    Magnificent Blast
    Normal Spell Card
    If this card is negated by an opponent's trap card, your opponent takes 1500 points of damage. Deal 1000 points of damage to your opponent, and remove this card from play. Durng your next two Standby Phases, discard 1 card to deal 1000 points of damage to your opponent.

    The wording might not be top notch on this one either.

    Wow lol
    The damage may be a bit high, as even cards like Tremendous Fire and Meteor of Destruction have drawbacks to their activation.

    I'm confused about the negation part too, since technically, that effect is negated too when the card is negated. Also most cards negate the activation not the effect so the rules say the card wasn't played at all, therefore it can't really have an effect. The only way that effect can be used is if the card's effect (not activation) is negated, but again if the effect is negated, then that part is negated too lol

    Standby Phase ons is weird too but idk how to fix that.
     
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