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...They specifically say "cards" to keep the Ojama abuse away. Of course, that also means Trap Monsters and stuff like Dandylion is perfect for the theme...
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Striker's Draw Normal Spell You can only activate this card if you have 3 or more cards on your side of the field. If the number of cards on your opponent's side of the field is greater than the number of cards on your side of the field, you may draw a number of cards equal to the difference. Ignore the effect of "Striker's Miscount" for the purpose of this effect. Striker's Reunion Quick-Play Spell If the number of cards on your opponent's side of the field is greater than the number of cards on your side of the field, you may Special Summon 1 "Striker" monster from your Graveyard whose effect lists a number equal to or less than the difference +1. Treat the monster summoned by this effect as having been summoned by its own effect. Note to self: never post new cards less than an hour before midnight. >.< Anyway, you are right about some of the other cards. After all, they were posted last stage, so I guess I should give them a bit of a tweak. Let's see here... Nightmare Striker 7 Stars/DARK/Fiend ATK: 2800 DEF: 2000 When the number of cards on your opponent's side of the field is at least 5 more than the number of cards on your side of the field, you may Special Summon this card from your hand. When this card is summoned, inflict 1000 points of damage to your opponent. Increase this damage by 2000 if it was Special Summoned by its own effect. Striker's Trick Quick-Play Spell Until the end of the turn, you may move two face-down cards on your side of the field to your opponent's side. Your opponent cannot look at or activate/Flip Summon any cards you switch control of. Striker's Trap Continuous Trap After activation, place this card in an open Spell/Trap Card zone on your opponent's side of the field. As long as this card is face-up on your opponent's side of the field, inflict 400 points of damage to your opponent during each of your Standby Phases. This face-up card counts as two cards being present on the field. Striker Force 3 Stars/DARK/Fiend ATK 1400/DEF 800 If the number of cards on your opponent's side of the field is 1 or more greater than the number of cards on your side of the field, you may Special Summon this card from your hand. When this card is destroyed and sent to the Graveyard, add 1 card with "Striker" in its card name from your Deck to your Hand. Dark World Striker 5 Stars/DARK/Fiend ATK 2200/DEF 1500 When this card is discarded from your hand to the Graveyard by a card effect, Special Summon this card to your side of the field. At that time, if this card was discarded by your opponent's card effect and your opponent has more cards in his/her hand than you do, look at your opponent's hand and discard cards from it until the number of cards in each player's hand is the same. Quote:
Now to toss out a couple more... Speed Striker 2 Stars/DARK/Fiend ATK 1200/DEF 900 If the number of cards on your opponent's side of the field is 4 or more greater than the number of cards on your side of the field, you may Special Summon this card and 1 additional "Striker" monster from your hand. When this card is summoned by this effect, draw 1 card for every other face-up "Striker" monster on the field. Striker's Alliance Continuous Spell When this card is activated, place 3 "Alliance Tokens" on it. Once per turn, you may pay 1000 Life Points to remove 1 "Alliance Token" from this card and discard 1 "Striker" monster from your hand. Treat the number of cards on your opponent's side of the field as increased by a number equal to half the discarded monster's Level (rounded down). If this card has no Alliance Tokens on it, destroy this card. |
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Striker's Draw: Ehh...the problem with theme really is miscount, when you get right down to it, because doubled numbers just get crazy that fast. *Meaningful glance at tokens* Given the Barrel/Collapse rulings precedent, Ojama Trio is still three extra cards. There's got to be a cap in there somewhere; I mean, just imagine multiple Miscounts being sprung on the same turn, followed by this. >.< We already got Allure for draw power too. Striker's Reunion: Well, now that they don't net full effect for just any special summon I suppose that this is pretty much staple for the archetype, though still somewhat troublesome to play at times. Fair enough, I suppose. Nightmare Striker: Simochi'd Gift Card level damage combined with a DMoC-size body? Not too bad, given that you manage to bait your opponent into committing enough cards to the field first. Striker's Trick: Unless we do the committing ourselves. Suddenly, first-turn Nightmare Striker became a very real prospect. Guess the dude at the receiving end had better hope they have Emergency Provisions set if you try to toss dud S/T. (Lawl, big odds of that happening XD) Striker's Trap: Even more reason for those teched Provisions. The burn is almost small enough to be moot, but the extra 2 to your card count most certainly isn't. Striker Force: Striker equivalent of recruiter. Easy to deploy for a quick extra poke or tribute material for a bigger beater. Dark World Striker: yay for cross-theme monsters? xD Well, it's a pretty nasty effect, but since it requires quite a bit of setup (or a specific playstyle from your opponent) to pull its trick off, I see no problem. Fair enough. Speed Striker: So it's instant gratification we're after, eh? Well, since the second striker is summoned by this card's effect rather than its own, I guess it's fair enough. Striker's Alliance: I find myself looking in vain for a duration limit to this. Yes, it takes 1000 LP, but you seriously only need to use this once to get all your strikers online and go crazy. This could do with some serious balancing, really. Overall...strikers still have a bit of trouble taking on conservative plastyles as the only passable lead of their own that they've got is a set Striker Force. Even with that, though, Royal Oppression pretty much kills them, and they definitely aren't on friendly terms with the current format's hype monster, Prime Material Dragon, either. I suppose you could splash in some infrastructure from DaD decks to flesh it out, hopping to push your opponent to commit cards and then punishing them with DaD or a high-level striker, but I dunno'. As it is, these pretty much stand or fall depending on how fast and frequently you get your hands on Miscount and Trick. =O Quote:
Also, to answer your question: Prime Material Dragon is also tribute summoned now, by basically every deck with the infrastructure to support it, and there's still the ocassional LaDD variant of Dark Armed decks. Frozen Grave handily intercepts its self-protection effect too. Funny coincidence, eh? *Innocent smile* Aaaanyhow... Avalanche Caller Aqua/Effect 4 Star/Water 1800 Atk / 900 Def Once per turn, by selecting an unoccupied Spell or Trap Card Zone on your Field, select one Spell or Trap Card on your opponent's Field and destroy it. Both the selected Spell and Trap Card Zone and the Spell and Trap Card Zone occupied by the card destroyed by this effect are treated as occupied until your second Standby Phase after this effect was activated. On the turn when this effect was activated, this card can not attack. Glacier Dragon Sea Serpent/Effect 8 Star/Water 2900 Atk / 2500 Def When this card is Special Summoned, all unoccupied Monster Card Zones on your Field are treated as occupied for as long as this card remains on your Field. By selecting one unoccupied Monster, Spell or Trap Card Zone on your Field, negate the activation and effect of a card that targets this card and destroy it. The Zone you selected is treated as occupied for as long as this card remains on the Field. When this card destroys a Monster by Battle, the Monster Card Zone that Monster was in can not be used for the remained of the duel. Oppressive Snow Normal Spell For each of your occupied Spell and Trap Card Zones, select one face-down card on your opponent's Field. Your opponent may not flip any of the selected card(s) face-up until your third Standby Phase after this card's activation. This effect can not be chained to. |
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Hmm...you're starting to make the set more usable, but most of the effects are either too weak to justify sealing off your field or so strong that they almost justify being splashable. ...... Striker's Miscount Normal Trap Double the count of cards on your opponent's side of the field until the end of the turn. You can only activate 1 "Striker's Miscount" per turn. |
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Besides, I'm sick of people always getting off easy with summoning their big beaters. Quote:
Personally, I think you should restrict the field buffing to Striker's Trick type effects to avoid...y'know, complete brokenness with Striker's Draw and Bubble Crash. Support, sure, but let's not make it too easy to go crazy with these. >.< Hah, all this discussion over this set has inspired me. XD Ambush Striker Fiend/Effect 7 Star/Dark 2600 Atk / 1800 Def If your opponent declares an attack while there are three or more Monsters on his/her Field than there are on yours, you can Special Summon this card from your Hand. Then, this card and the attacking Monster Battle. When this card destroys a Monster by Battle, if this card was Special Summoned by its own effect, your opponent selects Monsters from his/her Field and sends them to the Graveyard until the number of Monsters on both players' Fields is the same. Striker's Challenge Normal Trap Reveal a number of "Striker" Monsters from your Hand up to the number of unoccupied Monster Card Zones on your opponent's Field, then look at your opponent's Hand. If there are any Monster Cards, select one of them for each "Striker" Monster you revealed and the card(s) you selected are Special Summoned to your opponent's Field in Attack Position. *Giggles like a loony for precisely fifteen minutes* Okay, I'm done hocking your theme now. =D In other news...I'm taking a brief break from the chilly temperatures. Goblin Cavalry Fiend/Effect 4 Star/Dark 1900 Atk / 0 Def Once per turn, when this card destroys a Monster by Battle, it can attack once again in a row. At the end of a Battle Phase when this card attacked, it is switched into Defense Position and cannot change its Battle Position until your next End Phase, other than by card effect. Goblin Sapper Squad Fiend/Effect 4 Star/Fire 1800 Atk / 0 Def At the end of a Battle Phase when this card attacked, it is switched into Defense Position and can not change its Battle Position until the End Phase of your next turn, except by card effect. When this card destroys a Monster by Battle, select one Spell or Trap card on your opponent's Field and destroy it. Goblin Taskmaster Fiend/Effect 5 Star/Dark 1600 Atk / 2200 Def While there is another "Goblin" Monster other than "Goblin Taskmaster" on your Field, this card can not be selected as an attack target. During your End Phase, you may switch switch all Defense Position "Goblin" Monsters and "Giant Orc"s on your Field into Attack Position. |
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..."The effect of this card is negated if there are no cards on your opponent's side of the field" sound like a good idea for Alliance? And I already specified on Striker's Draw that it ignores Miscount. Quote:
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Striker's Alliance Continuous Spell Pay 1000 Life Points and discard one "Striker" Monster from your Hand to activate this card. Treat the number of cards on your opponent's side of the field as increased by a number equal to half the discarded monster's Level (rounded down). Quote:
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Anyhow, you seem to be neglecting the fact that there's quite heavy risk involved here too. What if you turn over your opponent's Hand with a full three only to find that they're only holding Jinzo, Dark Magician of Chaos, and Darklord Zerato? Like with sampler, there's always the risk of seeing something you really wouldn't want to give your opponent. Besides...it's not nearly as breaktacular as Alliance + Bubble Crash. *Shrug* Just my shot at a slightly more risky finisher card. Quote:
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Anyhow... Emergency Call - Code Zero Normal Spell Add one Monster with a combined Atk and Def of zero from your Deck to your Hand. When your opponent declares an attack that would reduce your Life Points to zero, you may send this card from your Hand to the Graveyard to Special Summon one Monster with a combined Atk and Def of zero from your Deck. Final Barrier Continuous Trap All Battle Damage from direct attacks becomes zero. |
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*smacks Icha* Emergency Code Zero's second effect screams one thing to me: YUUUUBEEEELLL. That, and searching for King of the Skull Servants. Seriously, is it just me or is Skull Servant a really fun decktype now that we've got the Lady in Wight?
Final Barrier: Yay for preventing the opponent from pressing their advantage! Of course, I can see some pretty scary stall strategies popping up using a monster-less field. If Prime Material Dragon weren't such a hit, I'd call for Chain Strike Burn reborn. 0.o Frustration of the Card Designer Normal Spell During this turn only, you can change the cost to activate the effect of any one card to "Discard one random card from your hand". Bold Idea of the Card Designer Normal Spell Pay any amount of life points. Draw one card for each 2000 LP you pay. Seal of the Card Designer Normal Spell Select one set card you control. As long as that card remains on the field, so does this card. When this card is sent to the graveyard, you can set another copy of the card you selected from your deck to the field. Promotion of the Card Designer Normal Spell Select one monster from your deck that requires another specific monster to be tributed in order for it to be summoned. Tribute that monster and special summon the selected monster, ignoring summoning conditions. Meh, random ideas. 0.o |
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There's so many new cards that I don't think I'll bother with commenting all of them ><;
Really, Yugioh card types need themes too, and sadly they are long lost... Ant Eggs Insect / Effect 1 Star / Earth 0 Atk / 600 Def If this card is normal summoned, switch this card to Defense position. Put 1 counter on this card during each of your end phase. When this card is removed from the field, activate one of the following effects depending on how many counters is on this card: 1 counter: special summon 1 "Ant Soldier" monster from your deck 2 counters: special summon 1 "Ant Soldier" monster from your deck or graveyard 3 or more counters: special summon 1 "Queen Maya" from your hand, deck or graveyard Ant Soldier: Andre Insect / Effect 2 Star / Earth 1000 Atk / 600 Def When this card is sent to the graveyard as a result of battle, your opponent select 1 spell card from his or her deck and send it to the graveyard. If "Queen Maya" is on your side of the field, this card can attack your opponent's Life Points directly. Ant Soldier: Pierre Insect / Effect 4 Star / Earth 1600 Atk / 1100 Def When this card deals damage to your opponent's Life Points, your opponent select 1 trap card from his or her deck and send it to the graveyard. If "Queen Maya" is on your side of the field, this card can attack twice in one battle phase. Ant Soldier: Deniro Insect / Effect 4 Star / Earth 1900 Atk / 1600 Def When this card deals damage to your opponent's life points, send the top card from your opponent's deck to the graveyard. If "Queen Maya" is on your side of the field, increase the Atk and this card deals piercing damage. Maya Purple Insect / Effect 5 Star / Earth 2400 Atk / 1600 Def During the end phase, you may special summon this card from your hand if your opponent sent 2 or more cards from his or her deck to the graveyard in this turn. During each player's end phase, send 1 card from the top of your opponent's deck to the graveyard. Queen Maya Insect / Effect 8 Star / Earth 2800 Atk / 2400 Def During each player's end phase, send 3 cards from the top of your opponent's deck to the graveyard. If this card is destroyed, tribute one "Andre" and this card is not destroyed. When this card destroys a monster as a result of battle, you may special summon one "Ant Eggs" from your deck or graveyard. Ant Swarm Continuous Trap When your opponent sends a card from his or her deck to the graveyard, search your deck for "Ant Soldier" monster and special summon it. You may only activate this effect once per turn. Desperation Strike Continuous Spell When a Level 4 or lower monster on your side of the field is destroyed as a result of battle, send 1 card from your opponent's deck to the graveyard. When a Level 5 or higher monster on your side of the field is destroyed, send 2 cards from your opponent's deck to the graveyard. The Queen's Rule Normal Spell Activate one of the following effects: -Your opponent shuffles 5 cards from his or her graveyard into the deck, then draw 2 cards. Special summon one "Queen Maya" from your hand or deck. You cannot declare an attack this turn. -Tribute one "Queen Maya" from your side of the field. Your opponent sends 1 card from his or her deck to the graveyard for every Insect monster in your graveyard. |
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Seriously, I for one am ready to brave one turn of empty field in exchange for 'draw six'. Quote:
And I have to say that I'm honestly surprised that none of you have mentioned Cyber Valley in connection with Code Zero yet. Just because it isn't an infinite draw loop anymore it doesn't mean that you can just neglect it, you know. >O I knew I could count on Thesis to catch the obvious Yubel synergy, though; you never did remember to carry your twos, Icha. For shame. XD Frustration of the Card Designer: Personally, I'm thinking Final Destiny when I see this. Three cards for complete field wipe is looking a lot more appealing than six. Backs to the Wall also bears mentioning, though. There are other little lovelies lurking around the unused cards lot and just waiting for a little love from this card, though, I'm sure. Nice. Bold Idea of the Card Designer: There is a way to abuse this, I'm sure. Oh yeah, what about Spell Economics? Suppose you declare "I pay 72000 Life Points" only to have it reduced to zero by Economics, would you still get to draw 32? o.o Seal of the Card Designer: Hmm...possible support for Hamon? Just set a card of your choice then tribute this away for your phantasm to double up. But then...Hamon needs all the support he can possibly get, really. XD Other than that, I suppose that it's a way for doubling up solemns or such, or doing the big beatstick abuse thing that Icha mentioned. Promotion of the Card Designer: Yeah, that tribute thing needs rewording. As it is, I'm not quite sure what you're trying to make it do, to be honest. o.o Ant Eggs: So...basically we always get at least a 1900 Atk beatstick out of this if nothing else, and at best we get a milling, field-infesting monstrosity. Not too bad. Ant Soldier: Andre: Pretty much nothing but a squishable pest without the queen, but if you can keep on spamming this from your graveyard (not too hard with the compatibility with Ant Eggs, Limit Reverse, Angel Lift and goodness knows what else) the opposition is going to end up seriously missing those spell cards. Ant Soldier: Pierre: A bit more muscle, which is never good. Stripping traps off your opponent's deck is also a nice addition, especially against those low-trap builds where every one of them is a big reversal or stabilizer card. Ant Soldier: Deniro: And here we have the actual low-level beatstick of the lot, I see. It does beg the question, though: how much Atk does this gain from the queen? That part of the effect is missing. x.O Maya Purple: More muscle that shouldn't be too hard to drop down, given the general theme of the set. Also a very nasty response to Card Trooper and Lightsworn, especially if you're holding multiple copies. The mill is almost a moot point given how this is already a monarch-size beatstick that likes smashing face. Queen Maya: Now this is mill that stings. Lightsworn stares in hapeless wonder at the mixed blessing they're getting here while Dark Armed cries over having lost even the faintest resemblance of control over what goes into their graveyard and gladiator beast just sulks dejectedly in the corner since they can't tag in their ditched key monsters anymore. The queen is also big enough to butt heads with Dark Armed and Dark Magician of Chaos on her own...and stand there laughing when all she loses out on is Andre, who has probably already made his direct attack for the turn anyway and who will be revived or replaced shortly by the Ant Eggs your netting anyway. Seriously, the loops this thing creates are scary, especially when you throw in the spell and trap support. One problem, though: as it is, the self-protection effect specifies a monster named only "Andre", which obviously doesn't exist. That should be "Ant Soldier: Andre". Ant Swarm: The once per turn limit is the only thing that keeps this from being completely broken. Even with it, the prospect of dealing out 3800 points of hurt simply by smacking your opponent with Deniro and then pulling another is certainly tempting. Both Mayas also effectively turn this into 'summon an ant each turn'. Yeah, these little guys swarm with a vengeance. XD Desperation Strike: Basically, you'll only want this to spam those ant special summon effects even further. But hey, it's great at doing just that, so why not? :3 The Queen's Rule: Just to be perfectly clear, which player gets to draw the cards? Because if it's the player who activated this then we have a winner. Instant access to your big beatstick and two new cards from your deck is definitely nothing to sneeze at, especially since the advantage your opponent gains is eaten away by the queen's effect in just two end phases. The second effect is basically just a coup de grace, since otherwise the mill really isn't worth the big beater who mills on her own anyway, not unless we have some way to pull her right back up after we've used this. Well...with all the insufferable swarming and constant nuisance effects they certainly look like ants to me, alright. Pot of Avarice and The Transmigration Prophecy very viable support here since they pile up in the graveyard pretty fast but their most accessible special summons are from the deck. Needle Worm could also find a home amongst his fellow milling insects. Yay for mill archetypes. And now...it's time for a silly little theme. Not really competitive and I don't know about the whole Type theme aspect, but hey. It amuses me. XD Great Dragon of Landstar Dragon/Effect 10 Star/Fire 1600 Atk / 1500 Def This card can be Normal Summoned using one, two, or three tributes. Increase the Atk of this card by the original Atk of all "Landstar" Monsters used to tribute summon it. This card accumulates effects depending on the number of "Landstar" Monsters used to tribute summon it. 1 or more: When this card would be destroyed, you may destroy another "Landstar" Monster you control instead. 2 or more: This card can attack twice in the same Battle Phase. 3: This card is not affected by Spell or Trap cards. Legendary Hero of Landstar Warrior/Effect 3 Star/Light 1000 Atk / 600 Def Increase the Atk of this card by the original Atk of every other "Landstar" Monster you control. Once per turn, you may reveal the top card of your Deck. If that card is a Level 3 or lower "Landstar" Monster, Special Summon it to your Field. Otherwise, return the revealed card to the bottom of your Deck. On the turn this effect is activated, this card can not attack. Master Thief of Landstar Warrior/Effect 2 Star/Wind 800 Atk / 500 Def Increase the Atk of this card by the original Atk of every other "Landstar" Monster you control. Once per turn, you may select a card at random from your opponent's Hand and guess its Type (Monster, Spell, or Trap) then check the card you selected. If you guessed right, send the selected card to the Graveyard and draw a card. On the turn this effect is activated, this card can not attack. Peerless Huntsman of Landstar Warrior/Effect 2 Star/Earth 400 Atk / 800 Def Increase the Atk of this card by the original Atk of every other "Landstar" Monster you control. Once per turn, you may destroy a Monster with a Def lower than the Atk of this card. On the turn this effect is activated, this card can not attack. Redeemed Necromancer of Landstar Spellcaster/Effect 3 Star/Dark 600 Atk / 1200 Def Increase the Atk of this card by the original Atk of every other "Landstar" Monster you control. Once per turn, you may select one "Landstar" Monster from your Graveyard and add it to your Hand. Then, if this card is the only Monster you control, you may Special Summon that Monster to your Field. On the turn this effect is activated, this card can not attack. Shield Maiden of Landstar Warrior/Effect 2 Star/Water 200 Atk / 2100 Def Increase the Atk of this card by the original Atk of every other "Landstar" Monster you control. While you control this face-up card, your opponent can not select any "Landstar" Monster except "Shield Maiden of Landstar" as the target of an attack or card effect. The Landstar Fellowship Normal Spell Discard one card from your Hand. Reveal the top three cards of your Deck, then Special Summon all Level 3 or Lower "Landstar" Monsters you find and return the rest of the cards to the bottom of your Deck. Landstar Destiny Continuous Spell If you control no Monsters when this card is activated, select one Level 3 or lower "Landstar" Monster from your Deck and Special Summon it to your Field. Once per turn, during your Draw Phase, if the card you drew is a Level 3 or lower "Landstar" Monster, you may Special Summon it to your Field then draw again. When this card is destroyed, all Monsters Special Summoned by this effect are also destroyed. Unity of the Landstars Normal Trap This card can only be activated when your opponent declares an attack against a face-up "Landstar" Monster you control. Select one Level 3 or lower "Landstar" Monster from your Deck and Special Summon it. Then, the attacking Monster and the Monster Special Summoned by this effect Battle instead. Shameless swarm antics...I swear, Thes, you're starting to rub off on me. XD |
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I call Gravity Bind & LLAB abuse on your new set, AE. With the exception of the Dragon (which can form its own self-protection, anyway), this entire set just skirts right underneath those two, presenting one very lovely stall swarm. And what a swarm it is, bringing out monster after monster and powering each other up because of it, not to mention the large win condition you have sitting at the beginning. |
Well, seeing as I need to exercise mah braincells... XD
Alright, "Charge of the Light Brigade" has me all excited, so here's my contribution. Mercury, Lightsworn Messenger Monster/Light/Warrior/Tuner/2* Atk 1300/ Def 1700 Once per turn when this monster would be destroyed, you can send four cards from the top of your deck to the graveyard and it is not destroyed. Jupiter, Lightsworn Conqueror Monster/Light/Thunder/Synchro/11* "Mercury, Lightsworn Soldier+ 1 or more Lightsworn non-tuner monsters" Atk 3000/ Def 2200 This monster cannot be targeted by card effects. When this monster destroys an opponent's monster as a result of battle, deal damage to your opponent's life points equal to the number of Lightsworn monsters in your graveyard x300. During the end phase of your turn, send five cards from the top of your deck to the graveyard. And just an odd idea of mine.... Instant Cut Normal Spell You can only activate this card when your life point total and your opponent's life point total are the same. Send all spell cards from your hand to the graveyard and halve both player's life points. Eh, right, too easily abused by burn, I know. But still, I wish it wasn't. XD D.D. Flock Monster/Dark/Winged Beast/Effect/3* Atk ????/ Def ???? By sending this monster from your hand to the graveyard, you can select and add to your hand from your deck a number of "D.D. Crow"s equal to the number of monsters in your opponent's graveyard with 2000 Atk or higher. This monster's original Atk and Def are equal to the number of "D.D. Crow" cards in your graveyard x800. Eh? I know, crazy things with Dark Armed Dragon, but I'm still working on a solution for that. Hopefully there's a limitation on the next banlist. 0.o |
These are just some my Yu-Gi-Oh card ideas:
Everlight Dragon(Light) Star x10 [DRAGON/EFFECT] For every dragon type monster in your graveyard this monster gains 100 ATK. ----------------------------------------- ATK/4000 DEF/3500 ----------------------------------------- Light Magician(Light) Star x7 [SELLCASTER] A sacred magician that is skilled in the art of magic. ----------------------------------------- ATK/2500 DEF/2000 ----------------------------------------- Light Magician Girl(Light) Star x5 [SPELLCASTER/EFFECT] For every Light Magician in your graveyard it gains 300 ATK ----------------------------------------- ATK/2100 DEF/1500 ----------------------------------------- Chaos Sorcerer(Light) Star x9 [SPELLCASTER/FUSION/EFFECT] "Light Magician"+"Dark Magician" This monster can't be Normal Summon. This monster can't be Fusion Summon except by using "Sorceror Sommoning". this monster gains 300 ATK for every SPELLCASTER in your graveyard.This monster can not be destroied in battle. ----------------------------------------- ATK/3500 DEF/3000 ----------------------------------------- Chaos Dragon Master Star x12 [SPELLCASTER/FUSION/EFFECT] "Chaos Sorcerer"+"Everlight Dragon" For every SPELLCASTER in your graveyard this monster gains 500 ATK and DEF. This monstercan't be destroied in battle. ----------------------------------------- ATK/? DEF? ----------------------------------------- Spellcaster Destruction(Spell) [SPELL CARD] Send all SPELLCASTER monsters in both players deck and hand. ----------------------------------------- |
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Mercury, Lightsworn Messenger: Whoa, those are some pretty hefty stats for two-star, especially tuner too. And it self-destructs while potentially plunking down Wulf too? x.O That's...a bit much on just one card. Jupiter, Lightsworn Conqueror: another indomitable beatstick for Lightsworn to drop down when Judgment Dragon just isn't panning out, but ironically this can't be summoned since there is no 'Mercury, Lightsworn Soldier' to use for the tuning. Assuming that the names would match up, I would imagine that Mercury + Wulf + insert-favorite-fourstar-Lightsworn-here would be the standard setup, possibly with an expended Celestia as a Wulf replacement. Seriously, though, I only see this sitting as a lone copy in the extra deck for a just-in-case scenario, simply because it's just so much easier to synchro summon for Goyo or Stardust instead. In most situations, their effects are more generally useful too. =O Still, it's a decent finisher for Lightsworn. Instant Cut: Yeah, kinda' abusable by burn indeed, especially since most of the big burn cards are traps and you can just set all but one spell to save them from the dump too. You're really itching to pull that 'halve your opponent's LP' stunt, aren't you? xD D.D. Flock: Indeed, Dark Armed's best buddy, as it can be quick CA, big beater, or graveyard management depending on the situation. Running 3x D.D. Crow just became that much easier. Everlight Dragon: Most pointless effect ever. With 4000 Atk you seriously do not need any further boosts, especially not pitifully small ones. For all but a few situations, that 100 atk per dragon thing might as well not be there. Plus, this is just way too big for two-tribute. D= Light Magician: Well, Dark Magician has always been YGO's Pikachu, so now I guess we have YGO's Pachirisu too. Yay. Light Magician Girl: Dark Magician Girl is already epic fail; what does that make an otherwise identical clone with an even worse support pool, thanks to its inferior attribute? You decide. Chaos Sorcerer: We already have a Chaos Sorcerer, thank you very much, and unlike this thing it was actually so good that it became a permanent fixture of the banlist. Fusing two subpar vanillas for a lukewarm effect monster is seriously not worth the trouble, especially when the effect monster in question specifies summon by a spell card that doesn't exist. There are far better and easier-to-summon big beaters in fusions already, ones with more interesting effects too. :\ Chaos Dragon Master: There is way too much Atk and Def boosting going on here already. There is a lot more to a good card than just Atk and Def, you know. >.< And no; 'this card can not be destroyed by battle' is not that either. Less genericness, please. Spellcaster Destruction: We already have Last Day of Witch, which does precisely the same thing as this one. Soo...Thesis, I heard you like self-milling? What a coincidence. xD Reaper Ankhes Fiend/Effect 4 Star/Dark 2350 Atk / 0 Def When this card attacks a Monster controlled by your opponent, your opponent can send a number of cards equal to that Monster's Level from the top of their Deck to the Graveyard to negate the attack. (Face-down Monsters are treated as having a Level of 1) Reaper Endel Fiend/Effect 3 Star/Dark 1100 Atk / 1300 Def By tributing a "Reaper" Monster you control, select one card on your opponent's Field and destroy it. Your opponent can negate this efffect by sending a number of cards from the top of their deck to the Graveyard equal to the Level of the targeted card or the tributed Monster, whichever is higher. (Spells, Traps, and face-down Monsters are treated as having a Level of 1) Reaper Irien Fiend/Effect 4 Star/Dark 1500 Atk / 1700 Def This card inflicts piercing Damage. When this card Battles with a Defense Position Monster, reduce the Def of that Monster to zero until the end of the Damage Step. Your opponent can negate this effect by sending three cards from the top of their deck to the Graveyard. Reaper Zeibal Fiend/Effect 3 Star/Dark 1200 Atk / 0 Def Once per turn, you may reduce the Atk of this card by any multiple of 100 in order to inflict Damage to your opponent equal to the amount of Atk lost by this card. When this effect is activated, your opponent can send any number of cards from the top of their Deck to the Graveyard in order to reduce the Damage from this effect by 300 for each card they sent to the Graveyard. Death God's Decree Normal Spell This card can only be activated when your opponent controls at least one Monster. Your opponent selects one Monster Card from their Hand or Field and sends it to the Graveyard. Reaper Scythe Equip Spell This card can only be equipped to a "Reaper" Monster. Increase the Atk of the equipped Monster by 500. When a card(s) is sent to the Graveyard as a result of the equipped Monster's effect, reveal cards from the top of your opponent's Deck until your find a Monster Card, then send that card to the Graveyard and return the rest of the cards to the top of your opponent's Deck in their original order. Reaper Cry Normal Trap This card can only be activate during the End Phase of a turn when the Effect(s) of one more "Reaper" Monster was activated. Inflict 300 Damage to your opponent for each card that was sent to their Graveyard by the effect of a "Reaper" card this turn. The Ferryman of Styx Continuous Trap Whenever a Monster Card is sent to your opponent's Graveyard, remove that card from play. When a card would be removed from play by this effect, your opponent may send two cards from the top of their deck to the graveyard instead. This only part of the set, of course, but it should be enough to give a general idea. :3 |
Elemental Beast Crystalline Eagle Man
Fusion Monster Wind Attribute Elemental Hero Flame Wingman + Crystal Beast Cobalt Eagle 7 stars For Every Crystal Beast and Elemental Hero In Your Hand,Field and Graveyard, this monster Gains 300 ATK. 2700/2300 Secret Rare |
Here's my Joker Yugioh card ^_^
http://i301.photobucket.com/albums/nn75/minusfive/untitled-1.jpg Not the OCG but how it works. Its Speical Summoned from your hand by tributing 2 fiend and 1 warrior type monster on the field. Each time it attacks, draw a card. If it is a DAK Fiend-Type Monster, Speical Summon one Joker Token ATK/DEF 1800/ LEVEL 4 / DARK / FIEND. Jokers Tokens can only attack once every 3 turns. When this Monster attack directly, halve your life points. If the outcome is 1500 or less, double the Battle Damage this card deals until the end of the turn. |
Elemental Beast Crystalline Eagle Man: Meh, more Atk boost and that's it types? I'm not really liking it, to be honest. Not only are Crystal Beast and E-Hero two basically zero synergy sets with each other, but this thing has no effect resemblant of Flame Wingman (burn damage) or Cobalt Eagle (return cards to the hand), which is disappointing since it's supposed to be a fusion of the two.
The Joker - The Card Master: Whoa, that's quite a bit of effects on one card. o-o It's...expensive, but then it draws stuff for you and nets a lot of free beatstick tokens to boot so it covers that gap fast (not to mention being an indomitable beatstick in its own right). Also, that last effect...does it mean that if your life points become 1500 or less as a result of the LP halving thing this beast doubles in power? If so, then this is definitely broken, as all you need is Joker, Megamorph and a quick field clearing to swing 13000 points of hurt straight at your opponent's face. It's a nice change from the generic Atk/Def-modifier-and-nothing-else shizzle, though. :3 First Blood Normal Spell This card can only be activated by selecting a face-up, Level 2 or lower Attack Position Monster on your Field that was summoned this turn. If it is the first turn of the duel, the selected Monster can attack your opponent once this turn. Otherwise, inflict Damage to your opponent equal to the original Atk of the selected Monster. Level Reverse Normal Trap This card can only be activated when a "LV" Monster you control is destroyed. Select one lower level Monster that designates the destroyed Monster in its card effect from your Graveyard and Special Summon it to your Field, ignoring summoning conditions. The Monster Special Summoned by this effect is treated as having been Special Summoned by the effect of the Monster designated in its card effect and can not be sent to the Graveyard for its own effect before the end of your next turn. |
Red Eyes Ultimate Dragon (Made to go along with the Blue Eyes shining/Blue Eyes Ultimate Dragon pair)
Monster/Effect 12/Dragon/Dark/Fusion Red Eyes B. Dragon + Red Eyes B. Dragon + Red Eyes B. Dragon For every Red Eyes B. Dragon, Red Eyes B. Chick, add 100 ATK. To this monster. Also, oncce per turn you may destroy 1 face up Attack Mode Light Or Dragon Monster on your oponents side of the field. 4300/3900 Ultra Rare also a fake image I found of him :D |
Haha, don't know why I'm still posting here since this thread is basically abandoned, but...here goes. :3
Red Eyes Ultimate Dragon: And we play this because...we wanna' kill defensive Cyber Valley really bad? XD Eh...the Atk boost is pretty much pointless since this already a ginormous beatstick. The destruction effect is...not terribly useful since the only thing we'll really get to hit with this is Lightsworn or the occasional Dark Armed or Cyber Dragon. Good enough way to avoid getting bapped by Honest, I suppose, but kind of...not appealing enough for me to cram three Red-Eyes into my deck. x.O I'd still rather fuse for Five-Headed. Aaanywho... Sky Fortress - Dark Dreadnought Machine/Synchro/Effect 9 Star/Wind 2600 Atk / 3000 Def 1 Tuner Monster + 1 or more Machine Type non-Tuner Monster(s) While in Defense Position, this card can attack your opponent directly. In addition to its normal attack, this card can attack once for each non-Tuner Monster used to Synchro Summon it. If it uses either of these effects, all Battle Damage inflicted by this card this turn becomes 800. |
Kind of ruins the surprise but here they are~ Eri-chan's trump cards. <3
Monster Cards: Name: Loli Pop Attribute: EARTH Type: Fiend Level: 3 ATK: 1200 DEF: 0 Flavour Text: A young girl who has lost everything and relies on confectionery to stave off insanity. Name: Loli Pop Usurper Attribute: EARTH Type: Fiend Level: 3 ATK: 1250 DEF: 0 Flavour Text: Now completely insane, this once sweet girl prowls the earth for sweets in order to satisfy her exponential hunger. Name: Riding Hood Red Attribute: EARTH Type: Beast Level: 3 ATK: 1650 DEF: 200 Flavour Text: A starved but powerful creature that once hunted Loli Pop for her basket of sweets. He now serves her after being put in his place by the sadistic little girl. Spell Cards: Name: Rabbit's Hole Type: Normal Effect: Both players draw cards until their hands have 5. Special Summon all Level 3 monsters and send the remaining cards to the Graveyard. Name: Rabid Fruit of the Zoas Type: Normal Effect: Tribute 1 "Loli Pop" and all Level 3 monsters on your side of the field to Special Summon 1 "Loli Pop Usurper" from the Deck or Graveyard, then increase its ATK and DEF by 500 points for each card Tributed by this effect. Name: Pick Nick's Basket Type: Continuous Effect: During each player's End Phase, he/she can add 1 Spell or Trap Card from their Deck to their hand. The selected card cannot be played until the end of their next turn and he/she skips their next Draw Phase. Trap Cards: Name: The Gingerbread House Type: Continuous Effect: If there is a "Loli Pop" monster in the Graveyard, activate this card. Discard 1 Level 4 or higher monster to add 1 "Loli Pop" monster from the Graveyard to your hand. This effect can only be used once per turn. I didn't think the monster cards needed approval considering they're all Normal types but in the chance that they're somehow exploitable, I thought I'd put them up anyway. |
(it's not abandoned... just that for the last entire week when I try to log on PC, I get memory error or PC is down in one way or another -_-; PC's lowered accessibility is really that's making me visit this place less and less. Guess PC has too much traffic XD)
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Spell Cards:
Name: Rabbit's Hole Type: Normal Effect: Tribute 1 "Loli Pop" monster to activate this card. Both players draw cards until their hands have 5. Special Summon all Level 3 monsters and send the remaining cards to the Graveyard. Name: Super Cost Down Type: Normal Effect: Discard any number of cards from your hand. Downgrade the Levels of all monsters on the field by the same number of cards discarded until the end of the turn. Thought up of an ending for Michel and Eri's duel and kind of need Cost Down's effect to do it. ^^; |
Rabbit's Hole: Well, as I already stated in the OOC thread, it's looking fair enough now. If you want to Dark World abuse this you have to run a pretty wonky deck. XD
Super Cost Down: Not really viewing it as Cost Down since it doesn't do anything for the cards in your hand (which, you know, kind of was the point with Cost Down); maybe have it work with all cards in your hand as well? With such a heft cost it would hardly be overpowered. :3 Aaand...PC downtimes do strange things to my imagination, yes they do. XD Runic Fiend - An Rock/Effect 3 Star/Light 1600 Atk / 1900 Def During either player's turn, if this face-up card is on your Field, you can reveal any number of cards from your Hand to your opponent then check one face-down card your opponent controls for each card revealed by this effect. The card(s) revealed by this effect remain revealed until the End Phase of your next turn. Runic Fiend - El Rock/Effect 2 Star/Fire 1200 Atk / 700 Def During either player's turn, if this face-up card is on your Field, you can reveal any number of cards from your Hand to your opponent then inflict 300 Damage to your opponent for each card revealed by this effect. The card(s) revealed by this effect remain revealed until the End Phase of your next turn. Runic Fiend - Och Rock/Effect 4 Star/Earth 1000 Atk / 2200 Def During either player's turn, if this card is face-up on your Field, you can reveal a number of cards from your Hand to your opponent equal to the Level of a Monster that was Summoned this turn to switch that Monster into Defense Position. The card(s) revealed by this effect remain revealed until the End Phase of your next turn. Runic Fiend - Mi Rock/Effect 2 Star/Wind 800 Atk / 1400 Def During either player's turn, if this face-up card is on your Field, you can reveal any number of cards from your Hand to your opponent the return one card from your Field to the owner's Hand for each card revealed by this effect. The card(s) revealed by this effect remain revealed until the End Phase of your next turn. Runic Fiend - Ti Rock/Effect 3 Star/Water 1500 Atk / 1600 Def During either player's turn, you can reveal any number of cards from your Hand to your opponent to reduce the Atk and Def of all Monsters your opponent controls by 100 for each card revealed until the end of the turn. The card(s) revealed by this effect remain revealed until the End Phase of your next turn. Elochtimian the Runic Horror Rock/Effect 12 Star/Dark 3000 Atk / 3000 Def This card can not be Normal Summoned or Set. This card can only be Special Summoned by sending five "Runic Fiend" cards with different Attributes from your Hand or Field to the Graveyard. By removing one Rock Type Monster in your Graveyard from play, change the Attribute of this card to the Attribute of the removed Monster. Your opponent can not Summon or activate the Effects of any Monster(s) with the same Attribute as this card. Runic Circle Field Spell When a "Runic Fiend" Monster would be destroyed or discarded, you can pay 500 Life Points to place it in your Spell and Trap Card Zone instead (treated as a Continuous Spell Card). When this card would be removed from the Field, destroy one "Runic Beast" card placed in your Spell and Trap Card Zone instead. Monsters with the same Attribute as a "Runic Beast" Card in your Spell and Trap Card Zone can not attack you directly. Rune of Counterpoise Counter Trap When your opponent activates the effect of an Effect Monster, you can reveal one "Runic" Monster with the same Attribute as that Monster from your Hand to negate the activation and effect of that card and destroy it. The card revealed by this effect remains revealed until the End Phase of your next turn. |
I'll see how I can check your cards, however I warn you... I'm not good at playing a childrens card game.
Cards originally posted by Alter Ego: Runic Fiend - An Rock/Effect 3 Star/Light 1600 Atk / 1900 Def During either player's turn, if this face-up card is on your Field, you can reveal any number of cards from your Hand to your opponent then check one of face-down card your opponent controls for each card revealed by this effect. The card(s) revealed by this effect remain revealed until the End Phase of your next turn. This made my brain hurt... But then I figured it out, it might have not enough stars, I'd figure it be at 4 stars. The effect is pretty solid though. Runic Fiend - El Rock/Effect 2 Star/Fire 1200 Atk / 700 Def During either player's turn, if this face-up card is on your Field, you can reveal any number of cards from your Hand to your opponent then inflict 300 Damage to your opponent for each card revealed by this effect. The card(s) revealed by this effect remain revealed until the End Phase of your next turn. The stars on this monster are better, it's not overpowered and has a legal sounding effect. Runic Fiend - Och Rock/Effect 2 Star/Earth 1000 Atk / 2200 Def During either player's turn, if this card is face-up on your Field, you can reveal a number of cards from your Hand to your opponent equal to the Level of a Monster that was Summoned this turn to switch that Monster into Defense Position. The card(s) revealed by this effect remain revealed until the End Phase of your next turn. The level is WAY off balanced... thats either a three or four, leaning towards 4. The effect is good, might be a little underpowered...maybe. Runic Fiend - Mi Rock/Effect 2 Star/Wind 800 Atk / 1400 Def During either player's turn, if this face-up card is on your Field, you can reveal any number of cards from your Hand to your opponent the return one card from your Field to the owner's Hand for each card revealed by this effect. The card(s) revealed by this effect remain revealed until the End Phase of your next turn. Perfect, the level is right, it's a balanced card...as far as I know.. Runic Fiend - Ti Rock/Effect 3 Star/Water 1500 Atk / 1600 Def During either player's turn, you can reveal any number of cards from your Hand to your opponent to reduce the Atk and Def of all Monsters your opponent controls by 100 for each card revealed until the end of the turn. The card(s) revealed by this effect remain revealed until the End Phase of your next turn. This could be real useful, but thats a level 4 monster for sure. I like the theme you have going on. Elochtimian the Runic Horror Rock/Effect 12 Star/Dark 3000 Atk / 3000 Def This card can not be Normal Summoned or Set. This card can only be Special Summoned by sending five "Runic Fiend" cards with different Attributes from your Hand or Field to the Graveyard. By removing one Rock Type Monster in your Graveyard from play, change the Attribute of this card to the Attribute of the removed Monster. Your opponent can not Summon or activate the Effects of any Monster(s) with the same Attribute as this card. Okay, this is more like it, the effect is just and fair...if not almost impossibly difficult to pull off. And then it's got a nice attribute effect. Runic Circle Field Spell When a "Runic Fiend" Monster would be destroyed or discarded, you can pay 500 Life Points to place it in your Spell and Trap Card Zone instead (treated as a Continuous Spell Card). When this card would be removed from the Field, destroy one card placed in your Spell and Trap Card Zone by this effect instead. Monsters with the same Attribute as a card placed in your Spell and Trap Card Zone by this card's effect can not attack you directly. I don't see any problem with this one... Rune of Counterpoise Counter Trap When your opponent activates the effect of an Effect Monster, you can reveal one "Runic" Monster with the same Attribute as that Monster from your Hand to negate the activation and effect of that card and destroy it. The card revealed by this effect remains revealed until the End Phase of your next turn. Okay, also kind of difficult to pull off, but flawless. Okay, thats my view. But...you might want better help then me... My cards: Clouds Above Field Magic Card Increase the ATK and DEF of all Fairy type monsters by 300 points. Sacred Wings Equipt magic card Increase the ATK of the Fairy type monster equipt by this by 700 points. The Divine Wind Trap Card Option 1. Destroy all Dark attribute monsters on the field. Option 2. Destroy all of your opponents Magic or Trap cards on his or her side of the field. Jadon the Arch-Angel Fairy/Effect 7 Stars/Light 2600 ATK/ 2000 DEF Effect: This card can only be special summoned by tributing two light attribute monsters off your side of the field. When this monster inflicts damage to your opponents lifepoints directly you may take one fairy type monster from your deck and put it in your hand. Angel of Friendship Fairy/Fusion 5 Stars/Light 2000 ATK/ 2100 DEF The Shining Friendship + Petit Angel The Angelic King of Heavens Fairy/Fusion/Effect 12 Stars/Light 4700 ATK/ 4500 DEF Shinato King of a higher plane + St. Joan + Wingweaver : Effect: Whenever this card is summomed to the field, add 1 " Clouds above" Card to your hand. For every Fairy type card in your graveyard, increase the ATK or DEF points of this monster by 100. This card can only be destroyed by a Dark Attribute monster. Handmirror of the Vain Trap card Effect: Flip a coin, if it lands on heads then decrease the ATK and DEF of all monsters on the field by 1000. If it lands on tails, then destroy every monster on the field. |
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Ehh...I originally demoted him because I thought it would be fitting to have Elochtimian's combined tributes have a level total of 12. *Shrug* Probably going to rectify that. Quote:
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Clouds Above: Meh, it's yet another lackluster field in lieu of Yami, Wasteland, Forest, and Goodness knows what else. So not worth it unless we have something really big that needs this to work. >< Sacred Wings: That would be "Increase the Atk of a Fairy Type Monster equipped with this card by 700". Worthless, because it is hopelessly overshadowed by Axe of Despair and United We Stand among many others already. Equip can be good, but only if it accomplishes something besides a lackluster attack boost. The Divine Wind: "Select and activate one of the following: - Destroy all DARK Monsters on the Field. - Destroy all Spell and Trap cards your opponent controls". More broken than a teacup smashed by Chuck Norris. Harpie's Feather Duster is sitting squarely on that banlist for a good reason; I don't see why a chainable Feather Duster with a side-order of Lightning Vortex against one of the top decks in the format would be treated any differently. Jadon the Arch-Angel: Second effect would be "When this card inflicts Battle Damage to your opponent as the result of a direct attack, add one Fairy Type Monster from your Deck to your Hand.". Ehh...decent enough effect and stats, but two light is pretty expensive. Odds are that, with a comparable amount of effort, we could summon Goyo Guardian already, and I maintain that Goyo > this, since it's synchro and thus always at hand as long as the required materials are, not to mention that it builds immediate field presence rather than just filling up your hand. Decent enough card for a Freed-based deck, I suppose, but it requires a very specific kind of build to be played effectively and might be a bit too slow now that synchros are entering the scene too. Angel of Friendship: Kind of wimpy fusion from weak materials. There's no point whatsoever in trying to fusion summon for this, but if we drop it with Instant Fusion we have some decent material to summon Avenging Knight Parshath, so I suppose it has its uses. The Angelic King of Heavens: "When this card is Summoned successfully, add one "Clouds Above" from your Deck to your Hand. For every Fairy type Monster in your Graveyard, increase the ATK or DEF of this card by 100.". Just make that Atk and Def, please. The hassle of working out a permanent effect with a decision making process in it is just not worth the bother. Then again, you can really just drop the boost effect to begin with since it's really, really tiny whereas this guy is just plain huge. As it currently stands, that effect means that you can't effect blast this with any spell or trap, or even effect monsters that aren't dark. Which is...kind of much. x.O Still, trying to make an even halfway consistent deck with those fusion materials in it is already difficult in the extreme (I would even hazard a shot at impossible). Handmirror of the Vain: So, it's fifty-fifty for huge power boost and Dark Hole reborn? The controversy of those two effects is appealing in a way (if you try to maximize your gain from one, you are liable to get bitten hard by the other). I'm...finding it difficult to make a call on this one, actually. XD Smiling Fortune Fairy/Effect 1 Star/Light 300 Atk / 200 Def When the effect of a card that involves a coin toss is activated, you can send this card from your Hand to the Graveyard to decide the result of that coin toss. Slot Synchron Machine/Tuner/Effect 3 Star/Light 1200 Atk / 1800 Def Once per turn, you can toss three coins. For each Heads, increase the Level of this card by one until the end of the turn. For each tails, reduce the level of this card by one until the end of the turn. If all three results are tails, destroy this card. If all three results are heads and this card is sent to the Graveyard for a Synchro Summon this turn, the Synchro Summoned Monster gains 1000 Atk until the end of the turn. Okay, I think I just broke the ugly out of that aforementioned with the first one of these. XD |
how do you make a card??????????????????
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i'd make these cards http://i33.*.com/112am54.jpg http://i37.*.com/w6y6a.jpg
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Lucario: Eww...spelling errors and bad wording. Anyway, totally broken as it's an infinitely self-reviving 3000-Atk beatstick, available for...one tribute? >< Get out of here. Balance, plz. Aura: Again, the wording is totally out of whack. Also, this is the most self-defeating card ever. Whenever you play it, it will just flip itself face-down again, because the effect specifies every card on the field, and since it's face-down it won't be able to apply the rest of its effect. Which is good, because that one is so broken it's not even funny. :< |
lucario is alright, aura says all cards on opponents field, i was going to make it just an equiped card for lucario, I Know theres spelling mistakes and stuff, its just that i made it in a rush and stuff lmao
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Actually, neither is okay as they severely break the game balance. But whatever.
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Wow since i cant post my pics yet ill post later
[AGELIMIT]MINES ISNT PORN[/AGELIMIT] |
Y'know...you could just post the description of the card(s) now and then add the pictures later on. What the card does being the more important thing here anyway. x3
Like so: Lucky Pick Normal Spell Select one card from your Deck and your opponent draws one card. Your opponent declares two card types (Spell, Trap, or Monster). If the card you selected is of a type that your opponent declared, return the card to your Deck. If not, add the card you selected to your Hand. |
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And, just to add in a random idea: Carbun Ni 3 Stars/WIND Beast/Effect ATK 1200/DEF 800 Increase this monster's ATK by 500 whenever it destroys a monster as a result of battle. If this monster would be targeted and/or destroyed by a card effect, you may decrease its ATK by 300 to negate the effect of that card and destroy it. |
Nice cards. My card ideas wouldn't be one card, but a series of them. My ideas are the God Droids, these are the main 3:
God Droid - Zeus 8 stars/Light Machine ATK:3000 DEF:3000 God Droid - Hades 6 stars/Dark Machine/Effect ATK:0 DEF:0 Effect: If the card this monster attacks is a machine, destroy it in the damage step. If this card is attacked, you may remove one card from your Graveyard from play to remove this card from play. It is Special Summoned in your next Standby Phase. God Droid - Poseidon 6 stars/Water Machine/Effect ATK:0 DEF:0 Effect: This cards original attack and Def becomes equal to the monster that was tributed to summon this card. If Umi is on the field, this card may attack your opponents Life Points Directly. |
helllooooooooooooo kids :3
Lucky Pick- evil draw, and appropriate probably missed the timing since the last effect of the card is either the player keeping a card or returning the draw to the deck. Still pretty hard to guess it at times. At least calling monster/spell tends to be the save call. At least for traps you know that it has to be set first =o Carbun Ni- isn't it a bit too weak being trampled even by recruiters to start... against gladiator beasts' era on top of fast synchro of gunk warrior and stardust and friends, probably not a good choice =/ God Droid Zeus- there better be support or reason to run this vanilla =o God Droid Hades- not sure why we run this >< its wording will cause replays so it doesn't even block anything for you but save its own butt... God Droid Poseidon- just run the 1700 tank thingie that works with legendary ocean to be lv 3, and save the tributing problem all together. Poseidon's atk power isn't going to be worth the tribute if that's its only effect >< still need to update myself on the latest set to get a good feel of the new balance... gah so much things to do lately >_<; |
There is a reason for the weakness of the God Droids, and I need to edit Hades, I admit. They all can fuse with other god Droids (I made a series) to get better. I'll post them tomorrow.
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Yeah, Appropriate is crewed because the order of the effects. Sorry. XD
Carbun Ni: Yeah, a bit tough to get this thing started, especially since this doesn't get much love on type or attribute support either. Maybe make it, like 1450 Atk or something, just to be mean to recruiters? And...I must say that those must be some pretty crazy fusions to justify using these things, especially now that the far faster (and more flexible) synchros are out. Zeus can play the role of Blue-Eyes in those vanilla recursion type decks, I suppose, but that's about it. :\ Oh, and while we're talking synchros... Lady Luck Spellcaster/Synchro/Effect 9 Star/Light 2900 Atk / 2700 Def 1 Tuner Monster + 1 or more non-Tuner Monsters Once per turn, select one of the following effects then roll a six-sided die twice: - Increase the Atk and Def of all Monsters you control by 100 x the first result and reduce the Atk and Def of all Monsters your opponent controls by 100 x the second result until the end of the turn. - Destroy all Monsters with a Level equal to either result. - Pick up a number of cards from the top of your Deck equal to the first result, then Special Summon as many Monsters with a Level equal to the second result as possible and return the rest of the cards to your Deck in their original order. Oh, and a slight modification to an earlier one. Smiling Fortune Fairy/Effect 1 Star/Light 500 Atk / 200 Def By sending this card from your Hand to the Graveyard, you can decide the result of one coin toss or die roll. |
Lady Luck: ...Yeah, sheer luck. The only effect that's actually liable to do anything for you immediately is the first one, but ATK/DEF changes are so...commonplace today.
Smiling Fortune: ...Meh. Really, there isn't much I can say about this. Quote:
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Carbun Ck 4 Stars/EARTH Rock/Effect 800 ATK/1900 DEF If this face-down monster would be targeted and/or destroyed by a card effect, flip it face-up (Battle Position does not change) to negate the card effect and destroy it. Then, increase this monster's ATK and DEF by 700. Carbun Ch 4 Stars/DARK Machine/Effect 1600 ATK/900 DEF If this card battles with a FIRE- or LIGHT-attribute monster, increase its ATK by 800 before Damage Calculation. This effect can only be activated once per turn. Carbun Pressurizer 5 Stars/EARTH Warrior/Tuner/Effect 2150 ATK/1600 DEF When this card is successfully Tribute Summoned, you may add 1 Spell Card with "Carbun" in its name from your Graveyard to your hand. Increase this monster's DEF by 200 for every "Carbun" monster on the field. Shining Diamond Dragon 12 Stars/LIGHT Dragon/Synchro/Effect 3400 ATK/2800 DEF "Carbun Pressurizer" + 1 or more non-tuner "Carbun" monsters All monsters on your field deal piercing damage. Any increases in ATK and DEF caused by the effect of a "Carbun" monster are increased by 200. In addition, once per turn, you may add 1 Level 4 or lower "Carbun" monster from your Deck or Graveyard to your hand. Carbun Decay Normal Spell Inflict damage to your opponent equal to the total amount that all "Carbun" monsters on the field have increased their ATK and DEF by their own effects. Carbun Effort Equip Spell Equip only to a "Carbun" monster. The equipped monster may attack twice during each Battle Phase. Double the amount the equipped monster's ATK and DEF increase by its own effect while equipped with this card. |
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Carbun Ck: Mean to Gyzarus, Dark Armed and Judgment Dragon. Really mean. Random Snipe Hunters also have it coming. Wow, the more I look at this the more it starts resembling Big Shield Gardna on steroids. x.x Carbun Ch: Lightsworn hate? It's an easy answer to an untimely Cyber Dragon and can smack the standard lightsworn (or the occasional Prisma) around, I suppose, but unless one of those is around you're out of luck, since most big beaters just laugh and trample it and ith as nothing to use against them. Kind of meh card. Carbun Pressurizer: So, we like our tuners humungous, do we? Well, it has a monarch-style tribute-compensation effect, though - I note - precisely 50 more Atk to run the former over. The Def boost is basically moot, as it will hardly become impressive unless your run a full field of monsters. Shining Diamond Dragon: So, not only do we get an enormous beatstick with minimal effort (since any of the Carbuns + Pressurizer handily makes up 10 stars), we also get piercing damage for all and raised attack and defense boosts? Just like that? Not to mention free CA to boot? This...is just a bit cheap, to be honest. Too many effects and too big stats for something that's so simple to summon. :\ Carbun Decay: That wording looks a bit...funky to me. Anyway, this already creates problems with Pressurizer since that one has a continuous boost effect. What if we summon one Carbun monster, tribute it away or destroy it, then summon another? Will this count it as Pressurizer having gained Def again when the new monster is summoned or not? Also, majorly cheap in combo with Diamond Dragon and that eqip spell I spy over yonder as just one boost to Ch in this setup immediately translates to 3200 points of burn in addition to a LR-friendly beatstick of epic proportions. Carbun Effort: and speaking of this...wow, absolutely crazy. So not only are we attacking twice (just slap this one mr.diamonds over there and it's already Cyber Twin on steroids), but Ni, Ch or Ck immediately go crazy if they trigger their effects even once? Not to mention Decay. And just imagine this in multiples. Broken, kthx. Hmm...something randomish for a change. Crystal Reaver Beast/Effect 4 Star/Earth 1700 Atk / 600 Def When this card is Normal Summoned successfully, place two Deflection Counters on it. Whenever this card battles or is targeted by a card effect, remove one Deflection Counter from it. When this card destroys a Monster by Battle, place one Deflection Counter on it. While there is at least one Deflection Counter on this card, this card can not be destroyed. |
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Y'know, you have a handy way of forgetting that Tryce also eats a card from your hand when you play it, so it's a two-card investment rather than one. =O
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Hmm...more oddities. Fated Dice Normal Spell Roll a six-sided die once. Both players can select one Monster from their Deck with a Level equal to the result and Special Summon it. Timetweaker Psychic/Effect 3 Star/Dark 1050 Atk / 1300 Def When this card is destroyed, you can pay 1000 Life Points. If you do, it is now the End Phase of this turn. |
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Second...evil. Flashbang without having an empty field or direct attack. Very useful, and the mindgames would be even more fun with Malevolent Catastrophe. |
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And by the way, here's my own new cards (CARD GAMES post later tonight, I promise, don't shoot! XD) Ghost in the Machine Normal Spell Select one machine-type monster in your graveyard and remove it from play. Then, special summon a machine-type monster from your deck with the same name as the selected monster. The summoned monster cannot be tributed for a tribute summon, and is destroyed during the end phase. Black Angler Monster/Water/Fish/Tuner/2* Atk 800/ Def 1200 Once per turn, you can tribute a fish-type monster on your side of the field (except "Black Angler") in order to select a monster from your opponent's graveyard and special summon it to your side of the field in face-up attack position. A monster summoned in this way has its effects negated, and is destroyed during the end phase. Legacy Dragon Monster/Fire/Dragon/Tuner/4* This monster cannot be used in a Synchro summon unless all other monsters used in the Synchro summon are dragon-type. When a dragon-type monster you control is destroyed as a result of battle, you can pay one thousand life points to special summon this monster from your hand or graveyard. And, the updated King of the Underdog, which I forgot to post here before the Kaito vs. Koji duel (Heh, heh...) King of the Underdog Monster/Fire/Warrior/Synchro/8* Atk 2800/ Def 1400 "Master of the Underdog + 1 or more normal non-tuner monsters" Once per turn, you can discard one card from your hand in order to special summon a normal monster from your graveyard. All normal monsters you control inflict piercing damage. And a slight change to Master... Master of the Underdog Monster/Fire/Warrior/Tuner/4* Atk 1400/ Def 1200 This monster can only be used in a Synchro summon if the other monsters are normal monsters. This monster is treated as a normal monster. When this monster is destroyed as a result of battle, special summon one level four or lower monster from your deck (except "Master of the Underdog"). And that's it! |
My thoughts exactly. Get with the times, Icha. The Psychic's are Dark Armed's new best buddies, so they're probably going to make a splash. =P
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Ghost in the Machine: LR rush support? Well, I can't think of any horrendous abuse for this, so I guess it's okay. Black Angler: Fish really needed something like this. If your opponent has loaded their graveyard with something big, this can get ugly for them. If not then you should still get a pretty nice range of tuning material. :3 Legacy Dragon: no stats? oO Well, it's...sort of expensive recursion (though necessary, since otherwise this could create an infinite self-replacement loop with another copy of itself in the yard) but then it's big, so if you just have a recruiter bapped then summon something of suitable size along with this then you're all set to synchro summon. King of the Underdog: Technically he was still cheating since the edit became official after he made his play, you know. XD Ehh...fair enough, I suppose, though with Master's new effect you won't have to specify vanillas for the non-tuners since the master is taking care of that already. Master of the Underdog: same old, same old, except more picky in its synchro materials now. Heh, I'm suddenly inspired. XD Psycho Bomber Psychic/Effect 3 Star/Fire 1700 Atk / 600 Def Once per turn, you can pay 1000 Life Points to destroy one face-up Monster your opponent controls. Shapebender Psychic/Tuner/Effect 1 Star/Wind 800 Atk/600 Def By paying 800 Life Points and revealing one Synchro Monster from your Deck, you can treat the name of this card as that of the Tuner Monster listed on the card you revealed until the end of the turn. Mental Domination Normal Spell This card can only be activated by paying 1000 Life Points while you control a Psychic Type Monster. Select one Monster your opponent controls and control it until the end of the turn. A Monster controlled by this effect can not change its Battle Position or be offered as tribute. |
Okay, I'm admittedly behind on the new stuff in Duelist Genesis. No, I did not know about the new monster type(s).
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...And, since I haven't taken a look at the new Psychic monsters...I'm going to keep my mouth shut for the moment on those. |
Meh, it was just a random thing anyway, so it doesn't bother me much. XD
Anyways, until Icha gets rid of his psychic-phobia...something less foreign. ^^ Mecha Mokey Fairy/Effect 1 Star/Light 100 Atk / 300 Def While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". When this card is sent from your Field to the Graveyard, Special Summon one "Mokey Mokey" from your Hand or Deck. Mokey Master Fairy/Tuner/Effect 1 Star/Light 200 Atk / 200 Def While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". When "Mokey Mokey" on your Field would be destroyed, you can destroy another Fairy Type Monster you control instead. Mokey Mokey Berserker Fairy/Effect 1 Star/Light 400 Atk / 0 Def While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". When this card is Normal Summoned successfully, add one "Mokey Mokey Smackdown" from your Deck or Graveyard to your Hand. Deity of Mokey Fairy/Synchro/Effect 3 Star/Light 300 Atk / 300 Def Any Fairy Type Tuner Monster + 1 or more non-Tuner "Mokey Mokey" Monsters While on your Field or in your Graveyard, this card is treated as "Mokey Mokey". When "Mokey Mokey" on your Field Battles with a Monster your opponent controls, you can pay 600 Life Points to make the Atk and Def of your opponent's battling Monster equal to the Atk of the "Mokey Mokey" it battles with minus 100 points for Damage Calculation only. Humungous Mecha Mokey Fairy/Fusion/Effect 6 Star/Light 300 Atk / 300 Def Mecha Mokey + Mecha Mokey + Mecha Mokey At the beginning of either player's Battle Phase, you can send one Fairy Type Monster from your Hand to the Graveyard to make the Atk and Def of this card 3000 until the end of the Battle Phase. When this card destroys a Monster by Battle, add one "Mokey Mokey" from your Deck or Graveyard to your Hand. Call of Mokey Normal Spell This card can only be activated when you control at least one "Mokey Mokey" Monster. Special Summon up to two "Mokey Mokey" Monsters from your graveyard. Decoy Doll Quick-play Spell Special Summon one Decoy Doll Token (Fairy-Type/LIGHT/1 Star/0 Atk/0 Def) to your Field in Defense Position. Decoy Doll Token can not be offered as tribute. While you control Decoy Doll Token, your opponent can not select any card on your Field except Decoy Doll Token as the target of an attack or card effect. |
More Mokeys! Yay! They would improve any Mokey Mokey deck! Anyway, my God Droids aren't going to be posted as... well... they aren't that good as Synchro's (I'm new to Synchros and Psychics...)
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Well, I gave up the God Droids, but I've got new ideas (hopefully good ones!). The dream series! They focus on Dream Counters and have counterparts - Nightmares! The Dreams are Dream Versions of some monsters. The main Dream being:
Dream Dragon 8 stars / Light Dragon/Effect ATK: 3000 DEF: 2500 Effect: When this card is destroyed, you can put 3 Dream Counters on 1 of your opponents monsters. When this card attacks a monster with Dream Counters on it, This monster gains 500 ATK for each until the end of the Battle Phase. The most powerful Dream is: Dream God 10 stars / Light Fairy/Effect ATK: ? DEF: ? Effect:This card can only be Normal Summoned if you tribute 3 Dream Monsters. This card gains 500 ATK for all Dream monsters on the field and in your Graveyard. If this monster attacks a monster with Dream Counters on it, this monster gains 500ATK for each till the end of the Battle Phase. When this card is destroyed, Special Summon any Dream monster from your graveyard. |
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Dream Dragon: Oh, that is so not fetch. It's hard to summon and it won't be anything but Blue-Eyes without vanilla benefits until it's killed? And even then it only does a lame little attack modifier jig? Eww...no. A low level monster in the set I could see doing this sort of thing, but the stuff at the top of the food chain should not rely on getting killed. :< How come the big beater has to be a dragon, anyway? << Dream God: Looks like slow buildup and most certainly not worth three tributes. Also, what's with that continuously indeterminate defense stat? D: Very wimpy, definitely not three-tribute material. Meh, you're building this set up the wrong way. Start with the low-level monsters and basic support cards then work your way to the big finishers, because it's the low-level stuff and support that usually determine how viable a deck theme is. (these being the ones that would see most play on account of being the easiest to get out there) As it is, I only see two, unsuported hard-to-play monsters with lukewarm effects, which is not cool. Anyways, a few revamps to correct my oversights: Mecha Mokey Fairy/Effect 1 Star/Light 100 Atk / 300 Def While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". The type of this card is also treated as Machine. When this card is sent from your Field to the Graveyard, Special Summon one "Mokey Mokey" from your Hand or Deck. Humungous Mecha Mokey Fairy/Fusion/Effect 6 Star/Light 300 Atk / 300 Def Mecha Mokey + Mecha Mokey + Mecha Mokey While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". The type of this card is also treated as Machine. At the beginning of either player's Battle Phase, you can send one Fairy Type Monster from your Hand to the Graveyard to make the Atk and Def of this card 3000 until the end of the Battle Phase. When this card destroys a Monster by Battle, add one "Mokey Mokey" from your Deck or Graveyard to your Hand. Mokey Mokey Berserker Fairy/Effect 1 Star/Light 400 Atk / 0 Def While on the Field or in your Graveyard, this card is treated as "Mokey Mokey". When this card is Normal Summoned successfully, add one "Mokey Mokey Smackdown" from your Deck or Graveyard to your Hand. Psycho Bomber Psychic/Effect 4 Star/Fire 1700 Atk / 600 Def Once per turn, you can pay 1000 Life Points to destroy one face-up Monster your opponent controls. Mental Domination Normal Spell This card can only be activated by paying 1000 Life Points while you control a Psychic Type Monster. Select one Monster your opponent controls and control it until the end of the turn. Also, some new stuff on the side: Rescue Operation Normal Trap This card can only be activated on the End Phase of a turn when a Monster(s) you control was destroyed. Select any number of your Monsters that were destroyed this turn up to the number of Monsters you control, then Special Summon all of the selected Monsters to your Field. Oh, and I know you think the royals are a...well, royal mess and all, Icha, but one last go. For old times' sake. XD Now in definitely...ahem, definite edition. Royal Fool Spellcaster/Effect 1 Star/Light 0 Atk / 0 Def When this card is summoned successfully, both players draw a card for each "Curran" or "Pikeru" Monster they control. While "Court of Nobles" is on your Field, you can switch control of this card to your opponent. Royal Exorcist Spellcaster/Effect 4 Star/Light 1600 Atk / 800 Def By discarding one card from your Hand, destroy one Special Summoned Monster your opponent controls. While "Court of Nobles" is on your Field, you can use this effect to negate the Special Summon of a Monster and destroy it instead. Royal Infiltrator Spellcaster/Effect 3 Star/Dark 1000 Atk / 1800 Def During your Main Phase, you can remove this card from play until the second Standby Phase after this effect's activation. If you do, check your opponent's Hand and every card he/she draws while this card is removed from play. Once during each of your opponent's Draw Phases, if "Court of Nobles" is on your Field while this card is removed by its own effect, you can have your opponent return the card he/she drew to the bottom of his/her Deck and draw again. Royal Treasurer Spellcaster/Effect 3 Star/Dark 1200 Atk / 1600 Def When this card is Normal Summoned successfully, draw a card. If "Court of Nobles" is on your Field, you can discard a card at random from your opponent's Hand instead. During your End Phase, if there are no cards in your Hand, draw a card. Queen Curran Spellcaster/Effect 8 Star/Dark 3000 Atk / 0 Def This card can not be Normal Summoned or Set. This card can only be Special Summoned by sending "Coronation of the Princesses" and one Trap Card from your Hand to the Graveyard and tributing "Princess Curran" on your Field. The activation and effect(s) of your Trap Cards can not be negated. Once per turn, you can inflict 800 Damage to your opponent for each Monster they control. On the turn this effect is activated, this card can not attack. Queen Pikeru Spellcaster/Effect 8 Star/Light 3000 Atk / 0 Def This card can not be Normal Summoned or Set. This card can only be Special Summoned by sending "Coronation of the Princesses" and one other Spell Card from your Hand to the Graveyard and tributing "Princess Pikeru" on your Field. The activation and effect(s) of your Spell Cards can not be negated. Once per turn, you can gain 1200 Life Points for each Monster you control. On the turn this effect is activated, this card can not attack. Cureru the Grand Matriarch Spellcaster/Fusion/Effect 12 Star/Earth 3000 Atk/ 3000 Def Queen Curran + Queen pikeru While "Court of Nobles" is on your Field, this card can be Fusion Summoned without using "Polymerization". The activation and effect(s) of cards you control can not be negated. Once per turn, by skipping your Battle Phase, select one Monster your opponent controls and inflict Damage to your opponent equal to that Monster's Atk then gain Life Points equal to its Def. When this card would be destroyed, you can send one "Royal" Monster from your Hand or Field to the Graveyard instead. Okay, really, REALLY done this time. =D |
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(That reminds me, though...I need to go edit Kuso's deck for the new banlist.) |
I did one step better and made the card (with a generator xD but anyways) Click the names to see the card.
Name: Zigzagoon Attribute: Earth Level: 2 ATK: 500 DEF: 750 Rarity: Common [Beast / Pokemon / Effect] During your Draw Phase, before you draw, you can pay 500 Life Points to draw 2 cards instead of 1. Name: Ash Ketchum Attribute: Light Level: 3 ATK: 500 DEF: 500 Rarity: Ultra Rare [Warrior / Pokemon / Effect] If this card is destroyed and sent to the graveyard, Special Summon 1 Level 5 or lower "Pokemon" monster from your hand except "Ash Ketchum". If "Pikachu" is face-up on your side of the field, this card cannot be targeted by your opponent's Spell, Trap, Monster Effects and cannot be selected as an attack target. As long as this card is face-up on your side of the field, increase the ATK of "Pikachu" on your side of the field by 500 points. I've got more so if you want to see them, just look at my profile on deviantART ;) (username is skyshayminx) |
Time for an update! My Dream cards are being edited. here are some new ones!
Dream Lion Beast/Effect 4 stars/Earth ATK: 1800 DEF: 1200 Effect: When this card is destroyed, put one Dream Counter on 1 of your opponents monsters. This card gains 200 ATK when targeted for an attack. Dream Serpent Reptile/Effect 3 stars/Water ATK: 1200 DEF: 1000 Effect: When this card is destroyed by battle, put 1 Dream counter on 1 of your opponents monsters. When this card attacks, the opposing monster loses 500 ATK. Reawakened Normal Trap Effect: Place 3 Dream monsters from your graveyard back into your deck. Then shuffle your deck. Defensive Trance Continuous Trap Effect: Each time your opponent attacks, you may discard 1 Dream monster from your hand to the Graveyard to negate the attack. To keep this card on the field, you must pay 500 Life points each Standby Phase. If you don't, this card is destroyed. Bad Dreams Continuous Spell Effect: Your opponent loses 500 Life points for each Dream counter on their side of the field during each of their Standby Phases. I know these cards don't seem that good, but please give me criticism and ways to improve them. |
Zigzagoon: essentially an inferior Des Lacooda, on account of being a less supported type and having to stay face-up to get you that draw each turn. (not to mention that it costs you each time) Still, fair enough I suppose.
Ash Ketchum: Looks like a decent enough recruiter, though "Pokémon monster" is of course not an approved card subtype. :< Dream Lion: well, it's big enough to hold its own against basically any opening normal summon around right now, which is good. Still remains to be seen whether that counter effect has any real relevance, though. Dream Serpent: I preferred the lion. This one is just too liable to get killed on the counter-attack, though it has the marginal advantage of being able to soften a monster up by 500 points for a follow-up with a bigger monster. Still pretty iffy, though. Reawakened: Graveyard in the fourth for dream monsters. And it's slower. Meh, unless we have some very effective method for pulling these things back out from the deck again, I'll pass. Defensive Trance: Eww...no, just no. Losing an in-hand card to each attack is already bad, losing LP anyway because of maintenance is worse. No way am I touching this; I mean, even Fairy Box is better defense. Bad Dreams: And this would be what we do with the dream counters, huh? It's decent enough burn, but kind of unreliable since most of the stuff with counters on it can just be tributed away (or, in the case of gladiator beasts, tagged out) to get rid of the counters. We don't really have a way to spread those counters en-masse either. And Icha, cynicism does not suit you, no it does not. :< Cloudian - Hail Cloud Fairy/Effect 3 Star/Water 1200 Atk / 0 Def This card can not be destroyed by Battle. If this card is in Defense Position, destroy it. When this card is Normal Summoned successfully, place one Fog Counter on it for each "Cloudian" Monster you control. By removing a Fog Counter from this card, inflict 400 Damage to your opponent. Cloudian - Hurricane Aqua/Effect 8 Star/Wind 1000 Atk / 0 Def This card can not be Normal Summoned or Set. This card can only be Special Summoned by tributing all "Cloudian" Monsters you control. For each "Cloudian" Monster tributed this way, place two Fog Counters on this card. This card gains 500 Atk for each Fog Counter on it. This card can not be destroyed by Battle. If this card is in Defense Position, destroy it. By removing two Fog Counters from this card, destroy one card your opponent controls. This effect can be activated on either player's turn. Fogblind Continuous Trap When a "Cloudian" Monster you control attacks, reduce the Atk and Def of the attacked Monster by 200 for each Fog Counter on it for Damage Calculation only. By removing a Fog Counter from a Monster your opponent controls, negate one attack or targeting effect from that Monster. Cloud Castle Field Spell All Battle Damage you would receive from Battles involving a "Cloudian" Monster you control becomes zero. Whenever a "Cloudian" Monster is summoned successfully, distribute two Fog Counters among face-up Monsters on the Field. When this card is destroyed, you can remove four Fog Counters from your Field to return this card to your Hand on the End phase. |
Time for more Sleep and Dreams!
Sleep Wizard Spellcaster/Effect 4 stars/Dark ATK 1000 DEF: 1400 Effect: When this card is destroyed by battle, you may add any Dream monster from your deck to your hand. Whilst this card is on the field, Once per turn you may select one monster with Dream counters on it. That monster cannot attack until your next Standby Phase.. Dream Phantom Zombie/Effect 3stars/Dark ATK: 300 DEF: 200 Effect: This card cannot be destroyed by battle. When this card is destroyed, put one Dream counter on all of your opponents monsters. Recurring Dream Continuous Spell Effect: Once per turn, during your Standby Phase, you may place one Dream Counter on one of your opponents monsters. Time for a better, upgraded Defense Trance. Defensive Trance Continuous Trap Effect: Each time your opponent attacks, if the opposing monster has a Dream Counter equipped, you may remove one Dream Counter from that monster to negate the attack. That should be better, please criticise however you want. |
Just think of panda anthromorphs with taut toned bodies ripped like hawtness itself. x3
Monster Cards: Name: Pandawa Brawler Attribute: FIRE Type: Beast-Warrior Level: 4 ATK: 2100 DEF: 700 Effect: Send 1 "Hip Flask" from your Deck to the Graveyard to destroy 1 monster on the field. On the turn this card is activated, this card cannot attack. Name: Pandawa Shaman Attribute: DARK Type: Spellcaster Level: 6 ATK: 1400 DEF: 2200 Effect: When this card is Normal Summoned or Flip Summoned successfully, add as many "Hip Flask" from your Graveyard to your Deck. Name: Pandawa Dancer Attribute: LIGHT Type: Beast-Warrior Level: 3 ATK: 300 DEF: 1100 Effect: Send 1 "Hip Flask" from your Deck to the Graveyard to Special Summon 1 "Pandawa" monster from your hand. The Special Summoned monster is returned to the Deck at the end of the turn. Name: Pandawa Priestess Attribute: EARTH Type: Psychic Level: 4 ATK: 1000 DEF: 1600 Effect: During the End Phase, you can pay 500 Life Points to add 1 "Hip Flask" from your Graveyard to your Deck. Name: Pandawa Shooter Attribute: WIND Type: Beast-Warrior Level: 5 ATK: 1900 DEF: 1200 Effect: Discard 1 "Hip Flask" from your Deck to the Graveyard. Until the end of the turn, this card cannot be destroyed by battle. Name: Pandawa Scout Attribute: EARTH Type: Beast-Warrior Level: 3 ATK: 700 DEF: 200 Effect: Send 1 "Hip Flask" from your Deck to the Graveyard to add 1 "Pandawa" monster from your Deck to your hand. Name: Pandawa Forger Attribute: EARTH Type: Beast-Warrior Level: 4 ATK: 700 DEF: 1600 Effect: When this card is Normal Summoned or Flip Summoned successfully, send any number of "Hip Flask"s from your Deck to the Graveyard to add the same number of Spell Cards from your Deck to your hand. Name: Pandawa Sage Attribute: FIRE Type: Beast-Warrior Level: 7 ATK: 2300 DEF: 1700 Effect: You can Special Summon this card from your hand by sending 2 "Hip Flask" from your Deck to the Graveyard. Spell Cards: Name: Root Hatchet Type: Equip Effect: This card can only be equipped to a "Pandawa" monster. When a monster equipped with this card attacks your opponent's monster, it must attack any monster in the adjacent columns to the attacked monster. Name: Hip Flask Type: Normal Effect: The ATK of all "Pandawa" monsters on the field becomes 2000 until the end of the turn. Then take 500 damage for each monster affected by this card's effect. Name: Reckless Hour Type: Normal Effect: Add any number of "Hip Flask" from your hand or Graveyard to your Deck. Take 500 damage for each card returned by this effect. Trap Cards: Name: Bamboo Shoots Type: Counter Effect: Decrease all damage (excluding Battle Damage) to the controller of this card by 500 points for each "Hip Flask" in your Graveyard. Name: Shoulder Barrel Type: Normal Effect: Tribute 1 "Pandawa" monster on your side of the field to add 2 "Hip Flask" from your Graveyard to your Deck. |
Sleep Wizard: So...searcher but not recruiter. Usable all the same, though. The attack negation thing isn't anything to call home about, however, so don't expect this to live for long. :x
Dream Phantom: So it's like reaper except without targeting weak and hand discard? Nice, especially since wizard will insta-search it for you. Recurring Dream: Okayish counter spread, I suppose, but unfortunately the timing means that whatever your opponent summons will get to spend one turn free of counters no matter what. That could cause trouble. Defensive Trance: Looks a lot like Fogblind except weaker. XD Anyway, that's 'on it' rather than 'equipped' since only equip spells and cards simulating equip spells are equipped. Decent enough attack stopper I suppose, but it kind of creates a conflict of interests since we'd probably want to keep those counters around. @Phani: Pandawas? XD Gawd, these have me thinking pandaren from the Warcraft universe, right down to the blatant alcohol abuse. Alright, let's see... Pandawa Brawler: Nice, but too strong. The cap for penaltiless 4-star is still gene-warped warwolf's 2000 points. This card can also go all monster destruction on...anything, really, and the combination of low defense and high attack makes it relatively safe against both Fissure and Smashing Ground. I'd say drop it down to like 1900 or 1800 Atk at least. Pandawa Shaman: As many as...what? As many as you like/can, I presume? You need to finish that effect. Anyway, fueling the effects with spent flasks, I see. Worthwhile ability, though I'm not sure whether I'd want to tribute another pandawan for this. Oh well, worth consideration, certainly. Pandawa Dancer: ah, if only shaman would trigger on special summons. D: This one could get away with summoning from the deck, imo. The card goes back there anyway and summoning stuff from your hand is hardly an extaordinary ability anymore. Dancer is frail too, so you're putting yourself at risk of a nasty counter-attack when playing this. Pandawa Priestess: a slightly easier way to recur those flasks, though keeping this one around for any longer than a turn or two will be a chore. Also plays into the psychic type thematic of LP cost effects, so cheers for that. Pandawa Shooter: I'd either buff this up or drop the atk by a few hundred and make it 4-stars. We have Gellenduo these days already, so conditional invulnerability is not restricted to the puny anymore. Pandawa Scout: yay searchers. This generates some pretty neat CA and let's you pull of all kinds of fun tricks. (One that comes to mind is searching out sage then letting sage use the last two flasks to get naughty) Pandawa Forger: As much as I'd like to have something like this...no. This is a potential +2 CA and three spells of choice from your deck, all for one easily summoned monster. It's just too easily exploitable. Maybe make it put the spell at the top of the deck instead? Or attach some kind of penalty/condition to using the spells you search? I like the idea, but this one is a bit too much. :x Pandawa Sage: emergency beatstick for the set. Handy, since you can drop it at virtually any point of the game. Root Hatchet: a bit of multi-attacking senet fun. Looks decent, though this will probably only work once before your opponent learns their lesson and starts spacing out their monster card zone. Maybe throw in a small attack boost or something? As it is, these poor guys have no way to get past Prime Material Dragon. Hip Flask: The fuel for the decktype, and it turns any combination of four Pandawa into a potential OTKO, but actually weakens some of them. I like. :3 Reckless Hour: another way to put those flasks back. I'm a bit partial to using Hidden Book of Spell or Transmigration Prophecy over this, though, as you'll usually want to use your flask first and then just recur it from the graveyard instead. Still, this definitely comes in handy. Bamboo Shoots: More like a normal trap, imo, since it doesn't respond to any specific effect. Pass on this one. If you run anti-burn you might as well run it big and all-covering (such as Prime Material) Shoulder Barrel: Hidden Book of Spell trumps this; that one cycles any three spells back to your deck without tribute. I'd say just make this require a Pandawa on the field without the tribute part, at least. :3 These...look fun, actually. Probably not competitive tier, but fun. x3 Anyways, something...very specific this time around. XD Moisture Condensor Continuous Spell Once per turn, add one Level 2 or lower Water Attribute Aqua Type Monster from your Graveyard to your Hand. Oh, what the heck, a couple of guys to take advantage of it too. x3 Aquarian Deformer Aqua/Effect 6 Star/Water 1400 Atk / 2200 Def When this card is Normal Summoned successfully, destroy any number of face-down cards on the Field. For each card destroyed by this effect, the controller of that card draws a card. Aquarian Dusk Aqua/Effect 2 Star/Water 700 Atk / 200 Def When this card is Normal Summoned successfully, turn one face-up card your opponent controls face-down. Your opponent can not flip that card face-up until the end of this turn. Aquarian Empath Aqua/Effect 1 Star/Water 200 Atk / 300 Def When your opponent designates 1 "Aquarian" monster on your side of the field as a target of an attack or card effect, you can switch the target to another monster you control. Aquarian Mind Aqua/Effect 1 Star/Water 100 atk / 200 Def All "Aquarian" Monsters you control can attack your opponent directly. Aquarian Phobocaster Aqua/Effect 2 Star/Water 500 Atk / 200 Def When this card is Normal Summoned successfully, return one face-down card your opponent controls to the top of the owner's Deck. Aquarian Pod Caller Aqua/Effect 2 Star/Water 400 Atk / 200 Def Once per turn, you can Normal Summon one additional "Aquarian" Monster other than "Aquarian Pod Caller" from your Hand. |
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Moisture Condenser: ...Yeeeaah, way too specific here. Aquarian Deformer: Uhh...not sure on this one. Mobius could probably trump it at least 9 times out of 10, and aside from Appropriate (which I do know would work) or face-down monsters that you could just Nobleman anyway, the effect doesn't really make up for the Tribute and subpar stats. Aquarian Dusk: So face-down Attack Position or switching it to Defense? You forgot to mention Battle Positions. XP Unfortunately, though...even with the low DEF most beatsticks have, this thing still has too small an ATK to break through most of them. Without some way to bounce it back, you're leaving yourself open for a near-direct swing, too. Most S/Ts would be face-up just for activation, anyway, so that doesn't help. Book of Moon would probably work better. Aquarian Empath: Mmm...decent protection for the monsters, yes, but...you would need something else to "absorb" the effect...which I'm not seeing here. Aquarian Mind: Okay, remember the bouncing thing I mentioned for Dusk (rhetorical question--don't bother answering)? This + Begone, Knave! would work pretty well. Aquarian Phobocaster: This is actually pretty decent. A Raiza spin nerfed down a bit and placed in a much smaller body. You could pull a nasty combo with this and Dusk...if you could only summon them both at onc-- Aquarian Pod Caller: Speak of the devil, look what we have here. Toss this and the Mind combo out once you've otherwise taken some good shots at your opponent's CA, then just keep tossing out Phobocaster and Dusk. Then either keep doing it over and over or tribute for something bigger when your opponent decides not to bother playing anything. |
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... Or would you accept it as a final version if I did? XD Quote:
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Oh, and Wetlands, anyone? Does getting to pump all these little suckers with 1200 Atk apiece make them sound a bit more viable? x3 Quote:
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Oh, and on that note: Aquarian Cerebremone Aqua/Effect 6 Star/Water 1700 Atk / 2100 Def This card can not be Special Summoned. During each of your Draw Phases, before drawing a card, pick up a number of cards equal to the number of "Aquarian" Monsters you control from the top of your Deck then put them back in any order you wish. Aquarian Command Aqua/Tuner/Effect 2 Star/Water 100 Atk / 400 Def Increase the Atk of each "Aquarian" Monster you control by 500. Aquarian Foil Aqua/Effect 1 Star/Water 200 Atk / 600 Def All Battle Damage you would receive from Battles involving an "Aquarian" Monster you control becomes zero. Aquarian Inflamer Aqua/Effect 2 Star/Water 500 Atk / 500 Def Each time an "Aquarian" Monster you control Battles, even if that Monster is destroyed, inflict 500 Damage to your opponent at the end of the Damage Step. Aquarian Rejuvenator Aqua/Tuner/Effect 1 Star/Water 200 Atk / 100 Def Once per turn, you can add one "Aquarian" Monster that was destroyed this turn from your Graveyard to your Hand. Aquarian Genesis Normal Spell Remove one "Aquarian" Monster in your Graveyard from play. Add any number of "Aquarian" Monsters with a combined Level equal to the Level of the removed Monster from your Graveyard to your Hand. Then, by paying 800 Life Points, you can Normal Summon one additional "Aquarian" Monster from your Hand this turn. Tidal Counter Normal Trap Activate only at the end of a Battle Phase when one or more of your Water Attribute Monsters was destroyed. Destroy one of your opponent's monsters for each of your Water Attribute Monsters that was destroyed by Battle this turn. |
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Oh, and that's only for the small, irrelevant Atk boosts. Here we're talking one that can be up to five times the recipient's original attack power. That's not insgnificant or irrelevant anymore. Quote:
Aquarian Cerebremone Aqua/Effect 6 Star/Water 1200 Atk / 1900 Def When this card is Normal Summoned successfully, draw until the number of cards in your Hand is equal to the number of "Aquarian" Monsters you control. Tidal Counter Normal Trap Activate only at the end of a Battle Phase when one or more of your Water Attribute Monsters was destroyed. Destroy all of your opponent's Monsters that destroyed one or more of your Water Attribute Monsters this turn. Better now? And you know what, I'm going to go ahead and unleash the parallel royals too while I'm at it. Have at thee. >O Royal Chancellor of the Magical Kingdom Spellcaster/Effect 5 Star/Light 1400 Atk / 1900 Def When this card is Tribute Summoned successfully, place a number of Spell Counters on it equal to the Level of the tributed Monster. Whenever a Counter Trap is activated, place one Spell Counter on this card. This card gains 300 Atk for each Spell Counter on it. By removing three Spell Counters from this card, negate the activation and effect of a card your opponent controls and destroy it. Royal Marksman of the Magical Kingdom Warrior/Effect 3 Star/Wind 500 Atk / 1000 Def This card can attack your opponent directly. Whenever this card inflicts Battle Damage to your opponent, place one Spell Counter on it at the end of the Damage Step. This card gains 500 Atk for each Spell Counter on it. By removing three Spell Counters from this card, send one random card from your opponent's Hand to the Graveyard. Royal Messenger of the Magical Kingdom Spellcaster/Effect 3 Star/Light 1000 Atk / 800 Def Each time a Monster is summoned successfully, place two Spell Counters on this card (maximum 8). This card gains 200 Atk for each Spell Counter on it. By removing up to eight Spell Counters from this card, add one "Curran", "Pikeru", or "Royal" Monster with a Level equal to the number counters you removed from your Deck to your Hand. Royal Jester of the Magical Kingdom Spellcaster/Effect 1 Star/Light 0 Atk / 0 Def When this card is summoned successfully, redistribute all Spell Counters on the Field in any manner you like. By removing four Spell Counters from this card, switch control of this card and a Monster your opponent controls. Royal Seer of the Magical Kingdom Spellcaster/Effect 4 Star/Light 1200 Atk / 1800 Def Whenever a Spell Card is activated, place one Spell Counter on this card. This card gains 200 Atk for each Spell Counter on it. By removing two Spell Counters from this card, destroy one Spell or Trap card on the Field. Royal Treasurer of the Magical Kingdom Spellcaster/Effect 3 Star/Dark 1000 Atk / 1500 Def Place one Spell Counter on this card for each card you draw outside of your Draw Phase. This card gains 300 Atk for each Spell Counter on it. By removing two Spell Counters from this card, place one Spell Counter on another Monster you control that can have Spell Counters on it. Royal Watchbeast of the Magical Kingdom Beast Warrior/Effect 4 Star/Earth 1600 Atk / 1800 Def By sending this card from your Hand to the Graveyard, add one "Magical Kingdom" from your Deck to your Hand. During each of your End Phases, if "Magical Kingdom" is on your Field, place one Spell Counter on this card. This card gains 300 Atk for each Spell Counter on it. By removing one Spell Counter from this card, negate the destruction of "Magical Kingdom" once. Magical Kingdom Field Spell This card is also treated as "Court of Nobles". Each time a "Curran", "Pikeru" or "Royal" Monster is summoned successfully, place one Spell Counter on this card (maximum 10). By removing one Spell Counter from this card, add a Spell Card designating a "Curran", "Pikeru", or "Royal" Monster in its card effect from your Deck to the top of your Deck. By removing three Spell Counters from this card and tributing one Level 4 or lower "Curran" or "Pikeru" Monster you control, Special Summon one "Curran" or "Pikeru" Monster with the same Attribute as and twice the Level of the tributed Monster from your Hand or Deck, ignoring summoning conditions. Aaand I'll do the rest of it next time, so as to not cause a complete overload. XD |
I made some more Venom cards on another forum for fun.
I'll post them here. Venom Asp ( 4 Stars / EARTH / Reptile / Effect Monster ) 1300 / 500 You can discard this card to add 1 "Venom Swamp" from your Deck to your Hand. Venom Rattler ( 2 Stars / EARTH / Reptile / Effect Monster ) 200 / 200 While this card is in your Graveyard, once per turn, you may send 1 Reptile monster from your Deck to your Graveyard. Venom Python ( 4 Stars / EARTH / Reptile / Effect Monster ) 800 / 1700 Once per turn, you may flip this card into face-down Defense position. When this card is flipped face-up, place 1 Venom Counter on a face-up monster your opponent controls. Venom Hydra ( 7 Stars / DARK / Reptile / Fusion / Effect Monster ) ? / 0 Venom Snake + Any amount of Reptile-type monster(s) When this card is Fusion Summoned, for each monster used as a Fusion Material for the Fusion Summon of this card, distribute Venom Counter(s) amongst your opponent's face-up monster(s). The original ATK of this card becomes 300 x the number of Fusion Material cards used to Fusion Summon it. ^ wtb Future Fusion? Legend of the Ouroboros Normal Spell (Some cost) Return all Reptile-type monsters in your Graveyard to your Deck. Return all removed from play Reptile-type monsters to your Graveyard. |
Time for Dreamland once again!
Dreams of Prosperity Normal Spell If you control a Dream monster, draw 2 cards from your deck. Dream Drain Continuous Trap All monsters on the field lose 300 ATK for each Dream Counter on them. Each turn, you may destroy 1 monster with Dream Counters on them. If you do, you cannot attack this turn. Dream Sprite Fairy/Effect 3 stars/Light ATK: 1000 DEF: 1000 Effect: When this card is destroyed, place 1 Dream Counter on 1 of your opponents monsters and Special Summon 1 Dream Monster with 1500 ATK or less from your deck in either face-up attack or face-down Defense Mode. |
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Venom Asp: Everyone needs their field searchers. :3
Venom Rattler: Ohh...speed up dump to make that big Venominon/Ananta you always wanted. Nice, and certainly far preferable to stuff like Snake Rain. ^^ Venom Python: again, this looks like a step in the right direction. With venom swamp out, getting past this thing is a lot trickier than it looks like. Too bad Ambush Fangs can't protect it since it's face-down. Still, it's certainly a far more workable venom monster than what we've seen thus far. Legend of the Ouroboros: Again, the first thought I get is Ananta. So we use Rattler and whatever other dump methods we have at our disposal to drop a huge pile of reptiles in our graveyard, remove them for a huge beater, and then play this to get the fruits all of our hard labor back and ready to be used by Venominon should we need it. And speaking of venominon, this also keeps his attack power from going too low if we need to keep reviving him. But yeah, some kind of cost is probably in order. Maybe a little LP price tag or something? Like maybe 300 or 200 LP for each reptile we put back in our graveyard? Dreams of Prosperity: Slightly conditional Pot of Greed, which makes it instantly broken. You need to have it do something that keeps it from being instant free CA, like have it discard a card from your hand or return it to the deck, or possibly have some kind of activation requirement besides having a dream monster to slow it down. Dream Drain: okay attack dropper, I suppose, especially given that a number of the dream monsters are quite bulky. The second effect is pretty desperate, but it might help out in a really bad pinch. Dream Sprite: recruiter for the set. Definitely something to run in threes if you plan on using these guys. Quote:
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Royal Chancellor of the Magical Kingdom Spellcaster/Effect 5 Star/Light 1400 Atk / 1900 Def If this card is Tribute Summoned by tributing a "Curran", "Pikeru", or "Royal" Monster, place a number of Spell Counters on it equal to the Level of the tributed Monster. Whenever a Counter Trap is activated, place one Spell Counter on this card. This card gains 300 Atk for each Spell Counter on it. By removing three Spell Counters from this card, negate the activation and effect of a card your opponent controls and destroy it. Royal Marksman of the Magical Kingdom Warrior/Effect 3 Star/Wind 500 Atk / 1000 Def This card can attack your opponent directly. Whenever this card inflicts Battle Damage to your opponent as the result of a direct attack, place one Spell Counter on it at the end of the Damage Step (maximum 5). This card gains 500 Atk for each Spell Counter on it. By removing three Spell Counters from this card, send one random card from your opponent's Hand to the Graveyard. Royal Treasurer of the Magical Kingdom Spellcaster/Effect 3 Star/Dark 1000 Atk / 1500 Def Each time a player draws a card(s) outside of their Draw Phase, place a Spell Counter on this card. (maximum 6) This card gains 200 Atk for each Spell Counter on it. By removing two Spell Counters from this card, place one Spell Counter on another Monster you control that can have Spell Counters on it. And now, the rest. >D Royal Chevalier of the Magical Kingdom Warrior/Effect 6 Star/Light 1600 Atk/1900 Def While you control a "Curran" or "Pikeru" Monster, this card can be Normal Summoned without tribute. At the end of each of your Battle Phases, place one Spell Counter on this card (maximum 3). This card gains 400 Atk for each Spell Counter on it. At the beginning of a Battle Phase, you can remove one Spell Counter from this card. If you do,your opponent can not activate any card effects until the end of that Battle Phase. Royal Chronicler of the Magical Kingdom Spellcaster/Effect 2 Star/Water 800 Atk / 1400 Def Whenever a card(s) is sent to your Graveyard, place one Spell Counter on this card (maximum 6). This card gains 200 Atk for each Spell Counter on it. By removing two Spell Counters from this card, return one card from your Graveyard to your Deck and shuffle it. Royal Field Judge of the Magical Kingdom Warrior/Effect 4 Star/Fire 1600 Atk / 800 Def Each time an Effect Monster your opponent controls is destroyed, place one Spell Counter on this card. (Maximum 6) This card gains 200 Atk for each Spell Counter on it. By removing one Spell Counter from this card, select one Monster your opponent controls. Until the end of this turn, all Effects of that Monster are negated. Royal Shieldbearer of the Magical Kingdom Warrior/Effect 4 Star/Earth 1400 Atk / 1700 Def When this card is summoned successfully, you can switch it into Defense Position. Each time your opponent declares an attack, place one Spell Counter on this card. (Maximum 5) This card gains 300 Def for each Spell Counter on it. By removing a Spell Counter from this card, you can switch the target of any attack or card effect to this card. Royal Signet Ring Equip Spell This card can only be equipped to a "Curran" or "Pikeru" Monster. While on the Field, this card is also treated as "Court of Nobles". Once per turn, you can distribute up to Two Spell Counters among "Royal" Monsters that can have Spell Counters on them. By sending this card to the Graveyard, negate the activation and effect of a card that targets the equipped Monster and destroy it. |
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Monster Cards: Name: XIII - Aerial Blades Attribute: LIGHT Type: Machine/Synchro Level: 6 ATK: 2100 DEF: 2100 Effect: 1 Tuner + 1 Machine-Type non-Tuner monster During your Standby Phase, send from the top of your Deck any number of cards to the Graveyard (max. 3). This card can attack by an amount equal to the number of cards discarded by this effect. When this card is sent from the field to the Graveyard, return the material monsters used to Synchro Summon this card to their respective Decks. Name: XIII - Gun Arrows Attribute: DARK Type: Machine Level: 3 ATK: 1350 DEF: 600 Effect: Any Battle Damage to your opponent involving this card is halved and he/she sends the top card from their Deck to the Graveyard. During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn. Name: XIII - Ginsu Attribute: WIND Type: Machine/Synchro Level: 6 ATK: 2300 DEF: 2250 Effect: 1 Tuner + 1 Machine-Type non-Tuner monster If a Spell or Trap Card(s) would be activated during the Battle Phase of a battle involving this card, negate its effect and return it to the top of its respective Deck. When this card is sent from the field to the Graveyard, return the material monsters used to Synchro Summon this card to their respective Decks. Name: XIII - Tower Shield Attribute: WATER Type: Machine Level: 5 ATK: 0 DEF: 2200 Effect: You can Normal Summon this card without a Tribute. If you do, this card's effect is negated. If a WATER monster would be destroyed by battle, you can send the top card from your Deck to the Graveyard. If you do, the monster is not destroyed. (Damage calculation is applied normally.) During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn. Name: XIII - Chakrams Attribute: FIRE Type: Machine/Tuner Level: 2 ATK: 750 DEF: 400 Effect: If 1 or more cards were sent from your Deck to the Graveyard during the turn this card was summoned, treat the Level of this card as 3. During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn. Name: XIII - Sitar Attribute: WATER Type: Machine/Tuner Level: 2 ATK: 250 DEF: 250 Effect: When this card is Normal Summoned (Including Flip Summoned) successfully, send 2 cards from the top of your Deck to the Graveyard to Special Summon 2 "Dancing Water Token"s (Aqua-Type/WATER/Level 4/ATK 1000/DEF 1000). As long as this card remains face-up on the field, your opponent cannot attack another monster on your side of the field except for "Dancing Water Token"s. During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn. Name: XIII - Claymores Attribute: LIGHT Type: Machine/Tuner Level: 1 ATK: 100 DEF: 0 Effect: Once per turn, you can send the top card from your Deck to the Graveyard to have this card attack your opponent directly. Each time this card successfully attacks directly, it gains 1000 ATK. During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn. Name: XIII - Kunai Attribute: LIGHT Type: Machine Level: 3 ATK: 1200 DEF: 350 Effect: Send the top card from your Deck to the Graveyard to activate this card's effect. Reduce the ATK of all LIGHT monsters on the field by 800 until the end of the turn (excluding this card). During the End Phase of a turn this card was sent to the Graveyard from the Deck, Special Summon it. You cannot Normal Summon or Set another monster until the end of your next turn. Spell Cards: Name: Castle Oblivion Type: Field Effect: Each time a Monster Card is sent from the field to the Graveyard, the controller of that monster discards 1 card from the top of his/her Deck. Trap Cards: Name: Chain of Memories Type: Normal Effect: If 3 or more cards were sent from your Deck to the Graveyard this turn, your opponent must discard the same amount of cards from the top of his/her Deck. Despite the obvious 3rd party reference, if these weapons make it, another certain NPC shall be equipping them and quite soon... Hopefully~ *dies and sleeps* |
XIII - Aerial Blades: Okay, if there is a broken one here then it's this. Three attacks per turn for a negligible cost, and with this amount of attack power, already amounts to a total 6300 damage in one turn. Throw in Limiter Removal and your opponent might as well call it a day, as nothing short of a big wall of defense positions monsters or an attack negating backrow card will save them. Pretty easy to summon with six stars too. :x I'd say let it attack a number of monsters equal to the number of cards you discarded instead. That way, this will still wreak havoc but we don't get the crazy direct attack beatdown. Rectifying the wording, if you go that route:
"Once per turn, you can send up to three cards from the top of your Deck to the Graveyard. This card can attack a number of your opponent's Monsters equal to the number of cards sent to the Graveyard by this effect. When this card is sent to the Graveyard, all Monsters used to Synchro Summon it are returned to their owner's Deck." Also, as it is you are only allowed to synchro summon this with two monsters, one tuner and one non-tuner, no more, no less. Is this inentional? If not, then you'll want to change the synchro materials to "Any Tuner Monster + Any Machine Type non-Tuner Monster(s) XIII - Gun Arrows: you can drop the damage reduction, as this thing is pretty puny anyway. Besides, the summon is compulsory and locks down the normal summon or set of something bigger you probably would have wanted next turn, so I'd say it's pretty balanced. XIII - Ginsu: I'm...not quite sure what you aimed for here. Did you mean, apply this effect if a spell is activated when Ginsu, specifically, battles? If so, then that should probably be "If a Spell or Trap Card is activated during Damage Calculation in a battle involving this card, negate the effect of that card and return it to the top of the owner's Deck". Kind of...very specific effect; shuts down Shrink and emergency LR tricks, but that's about it, and your opponent can still activate those things before reaching the damage step, so it's kind of not a very useful effect, especially since the same synchro material could give us Aerial Blades instead. I'd say extend the favor to cover battle phases as a whole. XIII - Tower Shield: Hmm...no tributeless set? Guess we're not playing this a lot in that way, then, not unless we're ready to synchro summon immediately. Anyway, the effect is useful enough, though I almost find myself wishing it would cover effect destruction too. (Balance? Who cares about balance? XDDD) Nice for a water-heavy deck, even though there aren't very many within this archetype that benefit. XIII - Chakrams: With this archetype, that basically means this is always three stars. This + Gun Arrows is instant access to both synchros, as is this without the level boost and one of the Sitar's tokens. But then, tuning is just about all this is good for, so fair enough. XIII - Sitar: so makes me wish those tokens were machine type. Would have been instant synchro summon again. Well, it's still a free Goyo Guardian and the tokens also combo nicely with Tower Shield, creating a battle phase lock of sorts. Definitely worth having around. XIII - Claymores: Raging Flame Sprite with bells and whistles. If we get that aforementioned battle phase lock up, this thing can kill in a couple of turns. If we don't, we can still try to tune it with something. Oh, and it's Machine Duplication friendly too, and unlike Sitar it can also draw full benefit from it. Definitely a keeper for these. XIII - Kunai: Eww...we're cutting our own attack power? D: The effect will rarely be useful (unless we want to Machine Dupe this, since cutting it down to 400 for a turn would let us get away with it) and it's hardly stellar in attack power. Level can synch with Chakram, but that's about it. Probably not a prime pick. Maybe make the attack drop a bit less...exclusive? Castle Oblivion: Any help in pumping these little guys into the graveyard is welcome. Unfortunately, they're quite liable to mill this right into the graveyard as they go. XD Chain of Memories: This could be continuous, imo. That way it would serve as a nifty pressure card in the deck. Especially if our opponent's are self-milling too. (Lightsworn, I'm looking at youuuu!) Well, these are pretty interesting. Once you get going, you probably won't be normal summoning or setting once, but the low attack power on these little guys might cause problems. Obvious Lightsworn synergy here, so you will probably want to run Jain and Wulf for the muscle, and Ryko and Lyla for destruction effect. Those would also let you get away with running Solar Recharge as a deck-thinner and just generally pump up your self-milling to keep that field filled up. Pot of Avarice also deserves a try at least, as getting those five monsters in the graveyard shouldn't be a very big requirement, and once they get there you'll want them back in the deck to be discarded again anyway. Oh, and you could also try Quillbolt Hedgehog as it's machine and works with the tuners. Card Trooper is a practical must here too. Overall, it looks like a first synchro-committed archetype. (Okay, not counting bio-tech) These guys swarm pretty easily, but aside from Claymores they have trouble actually dealing damage, so you'll want to tune them up as often as possible to put more big beaters on the field than your opponent can deal with. Despite the potential for crazy swarming, I can also this deck getting some really horrible draws, and that compulsory loss of your normal summon can really bite you sometimes, so I'd say it evens out. Aerial Blades was the only one I could really classify as broken here and even that is hardly beyond repair. :3 Darkshine Angel Fairy/Effect 4 Star/Dark 1850 Atk / 1200 Def When this card destroys a Monster by Battle, you can Special Summon that Monster from your opponent's Graveyard to his/her Field at the end of the Battle Phase. If you do, inflict Damage to your opponent equal to the Atk of the monster Special Summoned by this effect. Just a small taste. *Grins evilly* |
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I-I'll hold out... a little... longer. *flatlines* |
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Scenario one: your opponent can react to Ginsu attacking Cyber Dragon with Shrink in the damage step, (since case Ginsu will not have battled yet) and wipe it out. Enemy Controller can't save your butt here since battle positions for this battle have already been determined. If you choose to sick both on Gyroid, your opponent can not react to Gun Arrows (and thus destroy it) because Ginsu's effect would have applied itself for the remainder of the battle phase. Your opponent can still react to Ginsu attacking Gyroid, but won't be able to get rid of it as half of Ginsu's Atk (1150) is still higher than Gyroid's 1000. Scenario two: your opponent can still react to Ginsu attacking Cyber Dragon, but they have to flip Shrink early (in response to the declaration), allowing you to chain Enemy Controller and either turn Cyber Dragon into defense or tribute Gun Arrows to steal Cyber Dragon and cause a replay, both scenarios saving Ginsu from destruction. Regardless of what you and your opponent do or don't do, Gun Arrows is still free to rip Gyroid a new one as long as Ginsu went first. Scenario three: Ginsu is protected just like in scenario two, but your opponent can still decide to kill off Gun Arrows with impunity if it choses to attack Gyroid, as this battle would not involve Ginsu and would fall outside of its protection effect. Scenario four: Your opponent's set card is unable to serve as anything but lukewarm stall, because unless they flip it on the Main Phase Ginsu will just spin it away. Erm...I hope this clarified? XD Anyway, I'd say make it a different level than Air Blades to give this guys a bit more options in tuning and lessen the rivalry. :3 As for the purpose of my little angel...hee...well, suffice to say that it's always nice to have a spare thematic or two to lean back on. XD Darkshine Envoy Fairy/Effect 4 Star/Dark 1600 Atk / 800 Def When this card is summoned successfully, add one "Darkshine" Monster from your Deck to your Hand and your opponent adds one Monster Card from their Deck to their Hand. Darkshine Leash Fairy/Effect 2 Star/Dark 800 Atk / 600 Def When this card Attacks a Monster your opponent controls and is destroyed by Battle, it becomes an Equip Spell card equipped to that Monster. A Monster equipped with this card can not be offered as tribute. In addition, this card gains one of the following effects (you decide which). - The equipped Monster is forced into Defense Position and can not activate or apply any of its card effects. During each of your opponent's Standby Phases, increase your opponent's Life Points by the Atk of the equipped Monster. - The equipped Monster is forced into Attack Position. During each of your Standby Phases, lose Life Points equal to half the equipped Monster's Atk and control of the equipped Monster is switched to you until the end of the turn. Darkshine Mirror Fairy/Effect 1 Star/Dark 0 Atk / 1900 Def This Attack Position card can not be destroyed. Whenever you would receive Battle Damage from a Battle involving this card, that damage becomes zero and your opponent gains Life Points equal to the amount of Damage you would have received instead. Darkshine Watcher Fairy/Effect 3 Star/Dark 1150 Atk / 1300 Def Once per turn, by paying 1000 Life Points, select one Normal Trap Card in your opponent's Graveyard and activate its effect. (the timing of the card must still be met) After this effect resolves, the card you selected is added to your opponent's Hand. Darkshine Blaze Continuous Spell When this card is activated, your opponent gains 1000 Life Points for each "Darkshine" card you control. During each of your Standby Phases, inflict 500 Damage to your opponent for every 1000 Life Points they gained from this effect. Darkshine Beacon Normal Spell Add one card from your Graveyard to the top of your Deck. Your opponent adds one card from their Graveyard to their Hand. Darkshine Renewal Continuous Spell During each End Phase, gain Life Points equal to the amount of Life Points your opponent gained this turn. Yeah, pretty weird set, but I'm fairly confident we don't have any actual theme pulling in this direction yet. XD Will add more to it later. |
Another Card in my Pokemon series.
Name: Pokemon Stadium Field Spell Downgrade all "Pokemon" monsters in both players hands and on the field by 1 Level. Increase the ATK and DEF of all "Pokemon" monsters by 300 points. I've yet to do this one but here is Arceus: Name: Arceus Attribute: Light Level: 10 ATK: 3000 DEF: 3000 Rarity: Secret Rare [Beast / Pokemon / Effect] This card cannot be Special Summoned. This card can only be Normal Summoned or Set by offering 3 monsters as a tribute. During your Standby Phase, you must pay 700 Life Points to keep this card in play, if you cannot, this card is removed from play. If this card is face-up on your side of the field and the following cards are in your hand: "Zap Plate", "Dread Plate", "Flame Plate", "Splash Plate", "Sky Plate" and "Earth Plate", you win the duel. Yeah it's not much but... Oh and what are Synchro Monsters? I guess I haven't been updating on current cards... |
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"During each of your Battle Phases, if your opponent would activate a Spell or Trap Card, negate the effect of that card and return it to the top of his/her Deck. When this card is sent to the Graveyard, all Monsters used to Synchro Summon it are returned to their owner's Deck." Quote:
If that was a little hard to understand, just go here to read more about them. :3 |
... Dream monster post again! Time for:
Dream Sanctuary Field Spell Effect: Whilst this card is on the field, all Dream monsters gain 500 ATK. This card gains a Spell Counter each time a Dream monster is Normal Summoned. When a Dream monster is destroyed, you may Special Summon it back from the Graveyard by removing one Spell Counter from this card. |
Pokémon stadium: Fine, except that "Pokémon" Monster with those quotation marks is shorthand for 'Monster with "Pokémon" in its name', and none of those cards have 'pokémon' in their names so that card doesn't affect anything. :\
Arceus: um...yay for super-specific win condition? Seriously, this is even worse than trying to assemble Exodia, and we all know how hard that is. D: Dream Sanctuary: Broken as heck. As it is, any of those that you summon has at least two lives. And that's not counting the beatstick Atks they hit, and the whole dream counter jazz, and...I'll just stop here. Needs revision. :< Oh, and just to round something else off. Noblesse Oblige (revised) Normal Spell Return one card from your Hand to your Deck. Add one "Curran", "Pikeru", or "Royal" Monster from your Deck or Graveyard to your Hand. While you control a "Curran" or "Pikeru" Monster, you do not need to return a card to your Deck. |
Trying to make more synergy for my Alchemy Archetype.
The base is on Tributes / Attribute Change. Needs balancing since it's only beginning brainstorm. Koleros Quick-Play Spell Increase the ATK of 1 face-up monster you control by 500 points until the End Phase. This card is treated as a FIRE-type monster while it is in the Graveyard. Sanguinus Quick-Play Spell Change the battle position of one face-up monster on the field. This card is treated as a WIND-type monster while it is in the Graveyard. Melankas Normal Trap Decrease the ATK of 1 face-up monster by 100 x its level until the End Phase. This card is treated as a EARTH-type monster while it is in the Graveyard. Flemia Equip Spell A monster equipped with this card is unaffected by effects that change its ATK or DEF. During your Main Phase, you can send this face-up card to the Graveyard. This card is treated as a WATER-type monster while it is in the Graveyard. Berith, Alchemic Fiend ( 5 Stars / WIND / Fiend / Effect Monster) 1900 / 1200 When this card is Summoned, select an Attribute. This card gains the selected Attribute. During your Main Phase, you can tribute this face-up card to Special Summon 1 monster from your Graveyard that shares the same Attribute as this card but has fewer stars. Hydrargyrum ( 4 Stars / WATER / Aqua / Effect Monster ) 600 / 600 Tribute 1 monster on your side of the field to quadruple the original ATK of this monster until the End Phase. When this card is destroyed and sent to the Graveyard as a result of battle, Special Summon it during your next Standby Phase in Defense Position. If this card was Special Summoned as a result of its own effect, it cannot change battle positions, except with a card effect. Salinas the Solid ( 3 Stars / EARTH / Rock / Effect Monster ) 0 / 2000 Once per turn, select 1 Monster on your side of the field and 1 Attribute. The selected monster cannot declare an attack this turn. Special Summon 1 "Saline Token" to your side of the field. The "Saline Token" has the same level / ATK / DEF as the selected monster and has the same Attribute as the one chosen. Brimstone Beast ( 4 Stars / FIRE / Pyro / Effect Monster ) 1400 / 1700 Tribute this face-up card and remove 1 Monster card in your Graveyard from play to add 1 Monster card from your Deck that shares an Attribute with the card removed. If this card was Tributed for its own effect, Special Summon it during your next Standby Phase. Paracelsus ( 2 Stars / WATER / Spellcaster / Effect Monster ) 0 / 1100 If you control a face-up level 3 Monster, you can Tribute it to Special Summon this card from your Graveyard or Hand. If this card was Special Summoned, inflict 400 damage to your opponent's life points. Tribute this face-up card to inflict 400 points of damage to your opponent. Philosopher's Stone Continuous Spell Whenever a monster is Tributed, inflict 500 points of damage to your opponent's life points and increase your life points by 500. Lead Golem ( 1 Star / EARTH / Rock / Effect Monster ) 0 / 0 When this card is sent to the Graveyard, Special Summon 1 "Lead Golem" from your Deck in Attack Position. Aurum Golem ( 8 Stars / FIRE / Rock / Effect Monster ) 2800 / 1900 This card cannot be Special Summoned except by removing from play 3 "Lead Golem" from your Graveyard. Once per turn, select an Attribute. This card gains that Attribute until your opponent's next End Phase. This card cannot be destroyed by battle when battling with a monster that shares the same Attribute as it. |
http://img504.imageshack.us/img504/492/43617bd0.jpg
Effect (in case you can't read it very well): "Red-Eyes Black Dragon" + 1 or more non-Tuner monsters This card gains 100 ATK for every Dragon-type monster in any Graveyard. If you have a card with "Red-Eyes" in its name on your side of the field, you may tribute this card to Special Summon one "Red-Eyes Darkness Dragon" to your side of the field. When this card is destroyed sent to the Graveyard as a result of battle, you may Special Summon one Dragon-Type monster from your Graveyard. I'll post some more in a bit. |
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1 Tuner + "Red-Eyes B. Dragon" This card gains 100 ATK for every Dragon-Type monster in any Graveyard. If you control a card with "Red-Eyes" in its name, on your side of the field other than "Red-Eyes Linting Dragon", you can Tribute this card to Special Summon 1 "Red-Eyes Darkness Dragon" to your side of the field from your ?. When this card is destroyed and sent to the Graveyard as a result of battle, you can Special Summon 1 Dragon-Type monster from your Graveyard. |
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Is that ok? If so I'll update all my cards that have it. Downgrade all "Pokemon" Subtype Monsters in both players hands and on the field by 1 Level. Increase the ATK and DEF of all "Pokemon" Subtype Monsters by 300 points. Or should I just take out the quotation marks? Quote:
And I think there's cards that can add an equip spell from your deck to your hand. And I know there's Magician of Faith, which brings a Spell Card from your graveyard to your hand when it's flipped. And to make it even worse...Arceus and all plates are Limited like Exodia. 1 of each card per deck :D Oh and don't forget about Arceus' cost effect. 700 Life Points every Standby Phase. 2 "Solemn Wishes" will go well with Arceus. Effect: "You gain 500 Life Points when you draw a card (or cards)." 2 of them will make it 1000 ;) EDIT: Is this ok for a Plate card? Name: Dread Plate Equip Spell This card can only be equipped to DARK attribute monsters and "Arceus" Increase the ATK and DEF of the equipped monster by 500 points. Only 1 "Plate" card can be equipped at a time. If "Arceus" is equipped with this card, it's attribute is treated as DARK. |
I decided to make some with that generator.
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And I want to commit three on-field monsters, protect two sucky continuous traps in my backrow, and put five ridiculously conditional equip spells in my deck, because..? Seriously, the point here is not whether or not Arceus' weaks can be covered but whether doing so is worth the effort. In this case, it's not. I'd be committing an insane amount of deckspace to cards with a very low probability of helping me outside of a win condition with very poor odds of ever being pulled off. Yes, you can use both Fairy of the Spring and Iron Blacksmith Kotetsu to search for equips, but that's committing even more deckspace to cards with no value outside of that one combination. (Tried figuring out your chances of summoning a three-tribute monster with your hand clogged down by equips? Or, alternatively, summoning that monster and keeping it on the field for enough turns to dig up the equips? The average lifespan of a card on the field is still one turn, you know. :\) No, just no. If I want an instant win, Exodia is still just plain easier in every way. If I want a big tribute monster, then Plasma, Light and Darkness Dragon, and even Ancient Gear Golem are all better options with easier requirements. Just the 3000 Atk with nothing more or less can be pulled off even easier by running Blue-Eyes and a handfull of vanilla support. There is simply nothing Arceus can do that other cards won't do better with less investment. Hence, Arceus = not worth playing. :\ Oh, and Magician of Faith is banlisted by the way, as is Dark Magician of Chaos, so right now the only legal means of direct spell recursion are Magical Stone Excavation and Spell Reproduction, both of which are three-for-one trades. Dread Plate: Eww...weak. And resricted in its use. Really, equip spells require a lot to their name to be worth playing (think United We Stand, Premature Burial, D.D.R.) and lukewarm atk or def boosts just aren't it. Exodia is still looking a lot more appealing. D: Koleros: Interesting concept, but there's a problem here...if it's treated as a fire monster then it's also viable for being special summoned from the graveyard, which would result in a tremendous ruling glitch. And what if we remove one for Phantom of Chaos' effect? You should add some kind of effect to prevent that. Other than that, it's a weaker Rush Recklessly, but it's the fire monster imitation effect we'd run this for anyway. Sanguinus: Same issue as above, but probably more applicable since nerfed Enemy Controler > nerfed Rush. Works well enough. Melankas: Ehh...unless there is some very big effect we reap for those earth monsters, I'd rather just go with either of the above. This is like a seriously weakened Burden of the Mighty. :x Flemia: Hmm...anti-Shrink? Again, not terribly useful effect unless we specifically need that 'count-as-a-monster' thing for something. Berith, Alchemic Fiend: So, basically it's tribute this to summon one level four or lower monster from your graveyard. As spiffy as all of the rest sounds, it really doesn't make any difference effect-wise. Meh, I suppose it's good for Stratos spam and the occasional other 'on summon' effect monsters, but I'm not sure I'd bother since this one isn't exactly teeming with hadny ways to be summoned. Ehh...interesting enough, at least. Hydrargyrum: Ummm...is it okay to say flippin' crazy? There's no limit to how many times per turn you can do the quadrupling thing, so just imagine what this would do in combo with...oh...a field full of goat tokens? (256 x 600 Atk? Uh-huh...) This is just...Fox Fire on steroids, really. Needs major toning down. Salinas the Solid: Obvious target being Salinas itself here, seeing as how it won't be attacking anyway. Yay for free tribute fodder? Not to mention synchro fodder? And whoa, free beatstick muscle too, if you have a suitable target. xx This thing could make ugly things happen very quickly, especially as it can churn out those tokens without a care in the world, given that it doesn't even slow down your offensive. Need some nerf nao, please. Brimstone Beast: You never specified where the card is added. Anyway, I'm going to cry for balance again. This thing is passable muscle that can then proceed to hide from counterattacks while simultaneously padding your hand with fresh monsters from your deck. Just...rampant CA generation. xx Remove the revival and it's fine, though. Paracelsus: Saline tokens ftw? Free burn all the time with that, basically. It's okay on its own, though; it's saline who's pushing it. D: Lead Golem: Tribute fodder. No larger complaints here. Aurum Golem: Well, it's big...but that's about where the benefits end, seeing as how it's big enough to basically make the self-protection a moot anyway. Dunno', I think I'd rather just cycle the lead golems back into my deck and go on another tribute spree instead. Philosopher's Stone: and that decision is supported precisely by this sort of thing. This does very nasty things given the way you can spam tribute effects. This would also make Mind Master OTKO a reality. All you need is this combined with Mind Master and one other psychic monster on your field (okay, 13 other psychis in your deck too, or less with a recycling card at hand), after that it's just tribute and summon until your opponent drops. Solace in the Shadows: Dark World's best buddy? Go ahead; hit me. I have a Silva/Goldd/Kahki/Reign-Beaux/Insert-favorite-dark-worlder-here with your name on it. >D Other than that, I only really see this as being played as quick draw power for an OTKO deck, or one of those extreme burn variants that play out their hands immediately anyway. Doom: All I can say is good luck trying to keep this around enough for serious benefit. I can see the equipped monster getting tagged out or tributed long before this gets to trigger, really. :x Glyph of the Immortal: Helping hand for Lightsworn? Possibly zombie also? Meh, don't really see any other decktypes enjoying such reckless self-mill, and even those probably wouldn't like tributing a monster for the pleasure. Anywho, since I've been reading way too much fairy tail and just decided that a monster theme built on the zodiac would be cool...xD The Cautious - Capricorn Beast-Warrior/Effect 4 Star/Earth 900 Atk / 2200 Def Once per turn, when a card you control is selected as the target of a card effect, you can remove the top card of your Deck from play. If the card removed by this effect is of the same Type (Spell, Trap, or Monster) as the card targeting your card, negate the activation and effect of that card and remove it from play. The Cunning - Scorpio Fiend/Effect 4 Star/Fire 1100 Atk / 1700 Def Once per turn, you can remove the top card of your Deck from play. If the card removed by this effect is a Normal Trap Card, you can activate its effect during your opponent's next turn. The Forceful - Taurus Beast Warrior/Effect 4 Star/Earth 1600 Atk / 1400 Def Once per turn, you may remove the top card of your Deck from play to have this card gain 200 Atk until the End Phase. If the card removed by this effect is a Monster Card, this card gains 1000 Atk until the End Phase instead. The Rebellious - Aquarius Aqua/Effect 8 Star/Wind 2700 Atk / 2100 Def Once per turn, by removing one card in your Hand from play, check all face-down cards on the Field then return all cards of the same Type (Spell, Trap, or Monster) as the removed card from the Field to their owners' Decks and shuffle them. The Just - Libra Fairy/Effect 8 Star/Air 2650 Atk / 2650 Def When this card is Normal Summoned successfully, the player with more cards on their Field removes cards on their Field from play until the number of cards on both players' Fields is the same. The Mindful - Virgo Fairy/Effect 4 Star/Earth 1000 Atk / 1800 Def Once per turn, you can remove one card from your Hand or Field from play. Until the end of the turn, your opponent can not activate or apply the effect(s) of any cards of the same type (Spell, Trap, or Monster) as the card removed by this effect. The Persistent - Aries Beast Warrior/Effect 4 Star/Fire 1700 Atk / 1200 Def When this card battles with a Defense Position Monster but doesn't destroy it, you can remove the top card of your Deck from play to switch the Defense Position Monster this card battled with into Attack Position. Then, this card attacks that Monster once again in a row. The Proud - Leo Beast Warrior/Effect 5 Star/Fire 2000 Atk / 1800 Def When this card Battles with an Attack Position Monster, you can remove one card in your Hand from play to make the Atk of this card equal to the Atk of the Monster it battles with plus 500 points for Damage Calculation only. The Tenacious - Cancer Aqua/Effect 4 Star / Water 1500 Atk / 1800 Def Once per turn, you can remove the top card of your Deck from play to negate the destruction of this card once. The Truthful - Sagittarius Beast Warrior/Effect 4 Star/Fire 1800 Atk / 800 Def Once per turn, you can remove one Monster you control from play. If you do, this card can attack your opponent directly this turn. The Selfless - Pisces Fish/Effect 2 Star/Water 1100 Atk / 1300 Def By removing the top card of your Deck from play, Special Summon one "Pisces Token" (Fish-Type/WATER/Level 1/550 Atk/ 650 Def) to your Field. "Pisces Token" can not attack or change its Battle Position and can not be offered as tribute except for a Tribute Summon where this card is also offered as tribute. During the End Phase, destroy all "Pisces Tokens" Special Summoned this turn. The Versatile - Gemini Fairy/Effect 3 Star/Wind 1400 Atk / 900 Def Once per turn, you can remove one Effect Monster in your Hand from play to activate the effect of that Monster, treating the effect of that card as this card's. (The activation timing for that effect must still be met) And just because I feel like it...something just generally D.D. Dimension Break Normal Trap This card can only be activated when your opponent declares an attack against a Monster you control. Remove both Monsters from play without applying Damage Calculation. When this card is removed from play without being activated, select one card your opponent controls and remove it from play. |
Let's forget about those Alchemy cards >_o
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Glyph of the Immortal was initially going to be designed for Reptile, but I decided I hate Venom decks. And because I felt like cheating...? Itheron the Primal Monarch Warrior / Fusion / Effect 10 Stars / DARK 2400 / 1200 Any Monarch + Any Monarch This card can only be Summoned by Fusion Summon. If this card is Fusion Summoned, the Fusion Material monsters must be the correct ones and the two monsters used to Summon it must be face-up on the field. When this card is successfully Summoned, apply the effects of the Fusion Material monsters used to Summon it (or however you would phrase it so you get to reuse the Monarch effects -____-). While this card is face-up on the field, its gains the Attribute of the two monsters used to Fusion Summon it. |
Alrighty, then. Duly forgotten.
Mind you, Doom could also be improved by adding some additional effect like 'The Monster equipped with this card can not be offered as tribute." or something to it to make it a bit trickier to dispose of. :3 Itheron the Primal Monarch: this part "If this card is Fusion Summoned, the Fusion Material monsters must be the correct ones" is not necessary. Since you specified "Monarch Monsters" rather than any specific monsters, fusion substitutes other than Prisma won't work anyway and Prisma would not be beneficial since it doesn't have a monarch effect for this to use. As for the second part, that should be "Activate the effects of both Fusion Material Monsters" since monarchs use ignition effects rather than continuous ones (which are the ones that would be 'applied'). So...basically this is recycling the effects of already summoned monarchs for another go? Eh, not too wild about it since they have to be specifically on the field to begin with and you actually lose out on the muscle, not to mention the trouble of fitting the required fusion support into your deck (Random Fusion Gate ftw? oO), but then I'm not a big fan of monarchs anyway. *shrug* And now, from one thing to the third... Ojama Sage Beast/Fusion/Effect 5 Star/Dark 0 Atk / 2500 Def "Ojama Black" + "Ojama Green" Once per turn, you can discard one card from your Hand to add one "Oja" Spell Card from your Graveyard to your Hand. Ojamerization Normal Spell Return Fusion Material Monsters listed on an "Ojama" Fusion Monster from your Hand, Field, or Graveyard to your Deck in order to Special Summon that Fusion Monster from your Extra Deck. This Special Summon is treated as a Fusion Summon. Ojamorphosis Equip Spell Tribute one "Ojama Black", "Ojama Green", or "Ojama Yellow" you control to activate this card. Special Summon one Level 6 or lower Fusion Monster from your Extra Deck and equip it with this card. When this face-up card is removed from the Field, return the Monster this card was equipped to to your Extra Deck and Special Summon the Monster you tributed for this card's effect from your Graveyard. Pride of Oja Continuous Trap When an "Ojama" Monster you control is destroyed, you can Special Summon one "Ojama Black", "Ojama Green", or "Ojama Yellow" from your Deck in Attack Position. And a bit of this and that since I feel like touching this other theme up too. Reaper Scythe (revamp) Equip Spell This card can only be equipped to a "Reaper" Monster. Increase the Atk of the Monster equipped with this card by 500. Whenever a card(s) is sent to your opponent's Graveyard as a result of the equipped Monster's effect, reveal cards from the top of your opponent's Deck until you find a Monster Card, then discard that Monster Card and return the rest of the cards to your opponent's Deck in their original order. When this card is sent to your Graveyard, you can send the top card of your Deck to your Graveyard to return this card to the top of your Deck. Reaper Ailin Fiend/Effect 5 Star/Wind 2000 Atk / 800 Def This card can attack your opponent directly. If it does so using this effect, your opponent can send any number of cards from their Hand to the Graveyard to reduce Battle Damage from that attack by 1000 for each card sent. Reaper Bantral Fiend/Effect 7 Star/Water 2700 Atk / 2150 Def During each End Phase, Special Summon all "Reaper" Monsters that were destroyed and sent to your Graveyard this turn to your Field. Whenever a Monster would be Special Summoned by this effect, your opponent can send a number of cards equal to that Monster's Level from the top of their Deck to the Graveyard to negate that Special Summon. |
But I wanna play too, Mommy! XD
Summon Drive Continuous Spell Once per turn, select any four "Shikigami" monsters from your deck and show them to your opponent. Your opponent selects one and adds it to your hand. The rest are returned to the deck. If this card is destroyed, send all "Shikigami" monsters in your hand to the graveyard. In Reflect Normal Trap When a "Shikigami" monster you control would be targeted by a card effect, switch the target to one of your opponent's monsters instead. Shikigami: Byakko no Kogenta Monster/Wind/Beast-Warrior/Effect/4* Atk 1900/Def 1200 When this monster would be destroyed, send one "In" or "Shikigami" card from your hand to the graveyard, and it is not destroyed. Shikigami: Moumutsuu no Mugyu Monster/Fire/Fiend/Effect/5* Atk 1700/ Def 2100 When this monster would be destroyed, you may destroy one of your spell or trap cards instead. By sending one "In" card from your hand to the graveyard, you can select one of your opponent's monsters and deal damage to them equal to half the combined Atk and Def of that monster. In Fist Normal Spell Select one "Shikigami" monster you control. That monster cannot attack this turn. Destroy one card on the field. In Cutting: Da! Normal Spell You can add this card from your deck to your hand instead of conducting your draw phase. You can only add one "In" card from your deck to your hand per turn in this way. In Cutting: Ri! Normal Spell You can add this card from your deck to your hand instead of conducting your draw phase. You can only add one "In" card from your deck to your hand per turn in this way. In Cutting: Shin! Normal Spell You can add this card from your deck to your hand instead of conducting your draw phase. You can only add one "In" card from your deck to your hand per turn in this way. In Cutting: Kan! Normal Spell You can add this card from your deck to your hand instead of conducting your draw phase. You can only add one "In" card from your deck to your hand per turn in this way. Sure-Kill Technique! Normal Spell Remove four "In" cards with different names from your graveyard and send call cards on the field except for one "Shikigami" monster you control to the graveyard. Shikigami: Byakko no Rangetsu Monster/Dark/Beast-Warrior/Effect/7* Atk 2600/ Def 1700 You can special summon this monster by sending two "In" or "Shikigami" cards from your hand to the graveyard. By sending one "In" card from your hand to the graveyard, destroy one card your opponent controls. By removing four "In" cards with different names in your graveyard from play, send an equal number of cards on the field to the graveyard. |
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... Wait, that didn't come out quite right. oO Anywho... Summon Drive: would probably be easier to use if we actually had more Shikigami to go on. Fun enough, as I always like shoving choices onto my opponent, but with that drawback I wouldn't play it in a format where Bestiari and pals can just swoop down and wipe out my backrow that easily. :x In Reflect: You do realize that this effect means that you can make the poor monster attack itself, right? Other than that, it's just theme-specific Magical Arm Shield, really. Shikigami: Byakko no Kogenta: Fuu...forced activation on that self-protection effect. But then, you can just have this thing send itself to the graveyard if that threatens to cause trouble, and it's a nice, large beatstick to boot, so I'm not complaining. Shikigami: Moumutsuu no Mugyu: You should probably specify that spell or trap card bit as 'one Spell or Trap card you control'. Because as it is, you could technically also destroy cards in your hand (in lieu of Crush Card). If that was your intention, though, then just leave it as is. As a whole...eh, it's small and it's tribute. Granted, we can pull some amusing stunts with stuff like Dark Coffin, Blast With Chain, and Smoke Grenade of the Bandit in combination with this, but even so...it's puny without being easily searchible and doesn't have a support-friendly type/attribute combination either. Would probably avoid using this if possible. In Fist: Controlled destruction. Decent enough. In Cutting: Da!/Ri!/Shin!/Kan!: effect fodder. Enough said. I'd kind of like seeing some form of effect to the cards themselves as well, but whatever floats your boat. Sure-Kill Technique!: And now we start breaching on the real reason to run these. Basically, this makes any one shikigami you have go Demise on the field without the LP cost. Worth running in the archetype, certainly. Shikigami: Byakko no Rangetsu: Completely dwarfed by this, though. It's big, it's special summonable, and it blows stuff up. With a vengeance if need be. Pretty much an instant three of these, as this is really just that easy to summon with a dedicated deck. And now...I think I shall maintain the vain hope of actually getting some comments once in a while as I try to do a little something for my pet neglected game mechanic...and snag along another almost equally neglected one while I'm at it. <3 Battle Gear: Accel Lance Machine/Union/Effect 4 Star/Earth 1200 Atk / 400 Def This card inflicts piercing damage. When battling with a Monster in the same column as itself, this card gains 800 Atk for Damage Calculation only. Once per turn, you can equip this card to a "Battle Gear" Monster other than "Battle Gear: Accel Lance" that you control, OR unequip it and Special Summon it in Attack Position. Increase the Atk of the equipped Monster by 800 when it Battles with a Monster in the same column as itself. (A Monster can only be equipped with 1 Union Monster at a time. If the equipped Monster would be destroyed, destroy this card instead.) Battle Gear: Cyclone Turbine Machine/Union/Effect 4 Star/Wind 1600 Atk / 1500 Def If your opponent controls a Spell or Trap card in the same column as this card, but does not control a Monster Card in that column, you can destroy that Spell or Trap card. Once per turn, you can equip this card to a "Battle Gear" Monster other than "Battle Gear: Cyclone Turbine" that you control, OR unequip it and Special Summon it in Attack Position. Increase the Atk of the equipped Monster by 400. When the equipped Monster attacks a Monster your opponent controls, destroy any Spell or Trap card in the same Column as the attacked Monster before applying Damage Calculation. (A Monster can only be equipped with 1 Union Monster at a time. If the equipped Monster would be destroyed, destroy this card instead.) Battle Gear: Energy Cutter Machine/Union/Effect 4 Star/Light 1800 Atk / 1100 Def When this card destroys a Monster in the same column as itself by Battle, it can attack another monster in a column adjacent to the destroyed monster's. Once per turn, you can equip this card to a "Battle Gear" Monster other than "Battle Gear: Energy Blade" that you control, OR unequip it and Special Summon it in Attack Position. Increase the Atk of the equipped Monster by 300. When the equipped Monster destroys a Monster your opponent controls by Battle, you can destroy one other Monster in a Monster Card Zone adjacent to the destroyed Monster's. (A Monster can only be equipped with 1 Union Monster at a time. If the equipped Monster would be destroyed, destroy this card instead.) Battle Gear: Mobile Base Machine/Union/Effect 4 Star/Fire 1200 Atk / 1800 Def Once per turn, when this card is attacked, you can move it to an adjacent unoccupied Monster Card Zone on your Field before applying Damage Calculation. If you do, reduce the Atk of the attacking Monster by 600 for Damage Calculation only. Once per turn, you can equip this card to a "Battle Gear" Monster other than "Battle Gear: Mobile Base" that you control, OR unequip it and Special Summon it in Attack Position. Once per turn, you can move the equipped Monster to another unoccupied Monster Card Zone on your Field. (A Monster can only be equipped with 1 Union Monster at a time. If the equipped Monster would be destroyed, destroy this card instead.) Union Gear: Cyclone Lance Machine/Fusion/Effect 7 Star/Wind 2300 Atk / 2100 Def "Battle Gear: Accel Lance" + "Battle Gear: Cyclone Turbine" This card can only be Special Summoned by sending the above Fusion Material Monsters from your Field to your Graveyard. (You do not use "Polymerization") This card inflicts piercing damage. You can destroy all cards your opponent controls that are in the same column as this card. If you do, return this card to your Extra Deck. On the End Phase of a turn when this card was returned to your Extra Deck this way, the Monsters that were sent to your Graveyard to Special Summon it are Special Summoned to your Field. Evasive Maneuvers Normal Trap This card can only be activated when a Monster you control is selected as the target of an attack or card effect. Move that Monster to an adjacent unoccupied Monster Card Zone on your Field to negate that attack or card effect. Command Matrix Field Spell Increase the Atk of all "Battle Gear" and "Union Gear" Monsters by 400. Once per turn, the turn player can select one "Battle Gear" or "Union Gear" Monster they control and move it to another unocuppied Monster Card Zone on their Field OR select two "Battle Gear" or "Union Gear" Monsters they control and exchange their places on the Field. Not all of them, obviously, but the basic gist of it should be there. Comments? XD |
I can't help it, I've only seen three episodes of Onmyou Taisenki so far. XD
Er... let's see. Accel Lancer: Searchable Senet monster with a piercing effect, and a Union ability. Nice, especially since you'll be getting way more use out of that Senet effect than you would otherwise. Plus, 800 Atk isn't too shabby when you're tryin' to punch past Stratos or Laquari- or even Andal, now that he's a proven pain in the arse when Gladiators go into mirror matches. Cyclone Turbine: Unsearchable, but better stats and a handy destruction effect that turns it into a combination situational Halberd of the Gladiator Beasts or Destructotron, depending on what you need. Nice, considering that it cuts down on the amount of S/T destruction you need to run, but problematic since the opponent will more often than not play their S/Ts behind their monsters. I mean, I do. 0.o Energy Cutter: Little City/Shine City just got a new toy. Little attack boost, big destruction effect considering that most people instinctively place monsters in zones next to each other. Mobile Base: Searchable, and a handy way to move your other Battle Gears around in order to get more out of their effects without running Senet Switch. Plus, it has a handy battle protection effect. Cyclone Lancer: Situational Gyzarus with more instant re-usability, and 100 fewer Atk. The piercing damage is nice, but I say that you should buff it some. Actually, the really nice thing is the fact that you can pick and choose just when to apply the effect. Evasive Manuevers: A present to all those poor, neglected Senet monsters out there. AE, you're so sweet! Command Matrix: Excellent support for the set, since it does everything except say "Move them to whatever zone on the field ya want", and pulls that off anyway. |
I just started playing Magic and I guess I'll give it a shot.
Sinister Prankster 3BB Creature- Goblin 2BB, Tap: Destroy any target nonland permenant in your opponent's control. BB, Tap: Target creature gets Shadow until the end of your turn. (Creature can only block or be blocked by other creatures with Shadow) First Strike Madness 1B (If you discard this card, you may play it for it's Madness cost instead of putting it in the discard pile) A simple prank can lead to much, much more. 4/1 Uncommon |
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Anywho...some of the others. :x Union Gear: Accel Charger Machine/Fusion/Effect 7 Star/Fire 1600 Atk / 1700 Def "Battle Gear: Accel Lance" + "Battle Gear: Mobile Base" This card can only be Special Summoned by sending the above Fusion Material Monsters from your Field to your Graveyard. (You do not use "Polymerization") This card inflicts piercing damage. When battling with a Monster in the same column as itself, this card gains 1400 Atk for Damage Calculation only. Once per turn, when this card destroys a Monster in the same column as itself by Battle, you can move it to an unoccupied Monster Card Zone on your Field. Then, if your opponent controls a Monster in that Column, this card attacks that Monster. On the End Phase of a turn when you activated this effect, return this card to your Extra Deck and Special Summon all Monsters that were sent your Graveyard to Special Summon it to your Field. Union Gear: Storm Blade Machine/Fusion/Effect 7 Star/Wind 2500 Atk / 1700 Def "Battle Gear: Cyclone Turbine" + "Battle Gear: Energy Cutter" This card can only be Special Summoned by sending the above Fusion Material Monsters from your Field to your Graveyard. (You do not use "Polymerization") If your opponent controls a Spell or Trap Card in the same column as this card, you can destroy that Spell or Trap Card. When a Spell or Trap card(s) is destroyed by this card's effect, any Spell or Trap Cards adjacent to the destroyed card(s) are also destroyed. Then, this card is returned to your Extra Deck. On the End Phase of a turn when this card was returned to your Extra Deck this way, the Monsters that were sent to your Graveyard to Special Summon it are Special Summoned to your Field. And...I swear I had a really big one involving a more complicated fusion, but I just can't seem to recall it. In the mean time...I'm going to revisit one of my old sets with some new fun. x3 Bladedance Marionette Warrior/Effect 3 Star/Wind 1200 Atk / 400 Def During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Bladedance Marionette" from your Hand. When this card is Special Summoned from your Hand, its original Atk becomes 2200. Marionette Bomber Warrior/Effect 3 Star/Fire 1400 Atk / 600 Def During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette Bomber" from your Hand. When this card is Special Summoned from your Hand, destroy one Spell or Trap Card your opponent controls. Marionette of Demise Warrior/Effect 2 Star/Dark 800 Atk / 600 Def During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette of Demise" from your Hand. When this card is returned to your Hand from the Field, destroy one Monster your opponent controls. Marionette Gunner Warrior/Effect 3 Star/Fire 1400 Atk / 900 Def During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette Gunner" from your Hand. When this card is Summoned from your Hand, inflict 800 Damage to your opponent. Marionette Soldier Warrior/Effect 3 Star/Earth 1700 Atk / 0 Def During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette Soldier" from your Hand. Tangle Marionette Warrior/Effect 3 Star/Earth 600 Atk / 1900 Def During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Tangle Marionette" from your Hand. When this card is summoned from your Hand, select one Monster your opponent controls and that Monster can not attack or change its Battle Position for as long as this card remains on the Field. When this card is returned to your Hand from the Field, change the Battle Position of one Monster your opponent controls. Puppeteer's Art Quick-Play Spell Select one level three or lower "Marionette" Monster you control and return it to your Hand then Special Summon one differently named level three or lower "Marionette" Monster from your Hand. If this card is activated in response to an attack declared by your opponent, the attacking Monster must attack the Monster Special Summoned by this effect. The Mad Dollmaker Continuous Spell Whenever a card(s) is added to your Hand by a card effect, you can send any number of those cards to your Graveyard to add an equal number of level three or lower "Marionette" Monsters from your Deck to your Hand. Artful Sacrifice Normal Trap This card can only be activated when a "Marionette" Monster you control is selected as an attack target. All Battle Damage from that battle is doubled and inflicted to both players. At the end of the Damage Step, destroy the "Marionette" Monster and all Monsters your opponent controls with Atk lower than or equal to the amount of Battle Damage you received from the Battle. Curse of the Marionette Normal Trap This card can only be activated when a "Marionette" Monster you control is destroyed in battle with or by the effect of a Monster your opponent controls. For the remainder of the duel, control of the Monster that destroyed your "Marionette" Monster is switched to you. |
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Speaking of Synchros. I'll just leave this with a little idea that's been floating in my head for a while: Synchronization Normal Spell Select 1 face-up monster on your side of the field. Until the End Phase of this turn, treat the selected monster as a Tuner monster. As if Synchro wasn't splashable enough before. |
@Synchronization: I can actually envision this becoming a card. Well, the title anyway. ;P Eats up the cost for some of the bigger Synchros and practically halves Stardust and Red Dragon with tribute-less monsters.
Some additional cards... Spell Cards: Name: Furious Shuffle Type: Quick-Play Effect: Activate only as Chain Link 2 or higher. Return Monster Cards from the Graveyard to your Deck equal to the Chain Link number of this card. Trap Cards: Name: Launching NEXTs Type: Normal Effect: Downgrade all Machine-Type monsters on the field and in either player's hand by 1 Level until the end of the turn. If you Normal Summon or Set an "Armored Core" monster or "Corrupted Core" monster this turn, ignore the Summoning conditions. Destroy the Summoned monster at the end of the turn. |
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Oh, and Sinister Serpent is this card's illegitimate lovechild, but then marionettes in unlimited would be kind of...yeah. XD Quote:
First off, the first effect 'all Battle Damage from that attack is doubled and inflicted to both players'. Waboku turns the battle damage to zero, so the amount damage your opponent receives would also become zero. Second, the destruction effect specifies "the amount of Battle Damage you received"; if you avoid the damage then you don't get to destroy anything except zero-atk monsters. Quote:
Synchronization: Is it just me or did Lightwave Tuning just get the biggest dis ever? XD I'd say throw in some marginal LP cost or something at least. The amount of tuning shenaningas you can pull with this thing is astounding. Furious Shuffle: Hmm...interesting concept, but kind of limited in use since the decks that are good at creating big chains are usually ones with few monster cards. Maybe let it spin monsters from either graveyard or any card from yours? The latter would make it huge in Chain Strike Burn (just imagine putting those Accumulated Fortune cards back in your deck with your chain link fodder). :x Mmmmhmm...interesting card, definitely. Launching NEXTs: Well, the cores all need their special summon if you want those recursion/search effects, so fair enough. Biggest use would probably be playing Armored Core tribute-free, then tributing it for NEXT Armored Core to get a monster that sticks around and then return this card to your hand with NEXT's effect, essentially creating an end sum of 'Summon NEXT Armored Core without tribute'. NEXT could also pull a more useful spell or trap back up as necessary, so this has its uses. Pity Sold Dios Behemoth is six-star, as this could create a killer finisher with it if it was five. XD Anywho, revisions and new stuff: Marionette Gunner Warrior/Effect 3 Star/Fire 1700 Atk / 900 Def During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette Gunner" from your Hand. When this card is Summoned from your Hand, inflict 800 Damage to your opponent. Marionette Soldier Warrior/Effect 3 Star/Earth 1850 Atk / 0 Def During the Main Phase of your turn, excluding the turn when this card was summoned, you can return this card from your Field to your Hand to Special Summon one level three or lower "Marionette" Monster other than "Marionette Soldier" from your Hand. Bigger means better, amirite? :D Also, a couple of new supports: Curtain Drop Normal Trap Activate only when a face-up "Marionette" Monster you control is targeted by a card effect. Negate the activation and effect of that card. It is now the End Phase of this turn. Dance of the Marionette Quick-Play Spell Return one "Marionette" Monster from your Graveyard to your Hand and Special Summon it. On the End Phase, return the Monster Special Summoned this way to your Deck and shuffle it. March of the Tiny Legion Normal Spell Pay 2000 Life Points. Special Summon as many "Marionette" Monsters from your Hand as possible. Then, all Marionette Monsters you control are forced into Attack Position and must attack this turn. On the End Phase of this turn, Return all Marionette Monsters you control to your Hand. On the turn this card is activated, you may not summon or set any other Monsters. |
I made a new card that has nothing to do with my Pokemon Yugioh Cards...
Mass Destruction Normal Trap Pay 1000 Life Points and discard 2 cards. Destroy all face-up monsters on your side of the field to inflict damage equal to half the ATK of the destroyed monsters to the opponent's Life Points. You cannot Normal Summon, Set, Flip Summon or Special Summon any monsters during the turn this card is activated. |
Mass Destruction: so basically, this is OTKO if we get 16000+ Atk on our side of the table. Hurr...could be a deadly finisher, but with that amount of cost and stuff...not likely to make itself useful, really. :x
Aaanywho... Dekoichi the Phantom Train Machine/Tuner/Effect 3 Star/Dark 1200 Atk / 600 Def When this card is summoned successfully, Special Summon any number of "Bokoichi, the Freightening Car"s from your Hand and Graveyard. When this card is destroyed, all Monsters summoned this way are also destroyed. Dekoichi the Afterlife Express Machine/Synchro/Effect 9 Star/Dark 2900 atk / 2600 Def Dekoichi the Phantom Train + 1 or more non-tuner Monster(s) While you control this card, cards can not be added to your Hand or removed from the Graveyard except by this card's effect. During each of your Draw Phases, instead of drawing a card, send the top card of your Deck to the Graveyard then add one card from either player's Graveyard to your Hand. When a card added to your Hand this way would be sent to the Graveyard, remove it from play instead. When this card destroys a Monster your opponent controls by Battle, select one card from your opponent's Deck and send it to the Graveyard. Impact Tuning Normal Trap This card can only be activated when an Attack Position Tuner Monster you control battles with an Attack Position non-Tuner Monster your opponent controls. Make the Atk of the Tuner Monster zero and neither Monster is destroyed in the Battle. At the end of the Damage Step, if the battling Monsters match the Materials listed on a Synchro Monster in your Extra Deck, send both Monsters to the Graveyard to Special Summon that Synchro Monster. This is treated as a Synchro Summon. |
Monster Cards:
Name: ORIGINAL Corrupted Core Attribute: EARTH Type: Machine Level: 4 ATK: 1600 DEF: 1900 Effect: At the end of each of your turns, decrease the ATK of this card by 300. This card is immediately destroyed when its ATK becomes 0 and your opponent takes damage equal to the original ATK of this card. Name: Corrupted Core Attribute: EARTH Type: Machine Level: 6 ATK: 2200 DEF: 2400 Effect: You can Special Summon this card by Tributing 1 "ORIGINAL Corrupted Core" from your side of the field. If this card is Special Summoned this way, decrease the ATK of one monster on the field by 300. At the end of each of your turns, decrease the ATK of this card by 300. This card is immediately destroyed when its ATK becomes 0 and your opponent takes damage equal to the original ATK of this card. Name: NEXT Corrupted Core Attribute: EARTH Type: Machine Level: 8 ATK: 2500 DEF: 2800 Effect: This card cannot be Normal Summoned or Set. This card can be Special Summoned by Tributing 1 "Corrupted Core" on your side of the field. If this card is Special Summoned this way, decrease the ATK of all monsters on the field by 300. At the end of each of your turns, decrease the ATK of this card by 300. This card is immediately destroyed when its ATK becomes 0 and your opponent takes damage equal to the original ATK of this card. Name: Proto-NEXT Corrupted Core Attribute: DARK Type: Machine Level: 10 ATK: 3000 DEF: 3300 Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 "NEXT Corrupted Core" on your side of the field. If this card is Special Summoned this way, move the turn count forward by 3 turns. The turn in which this effect was activated continues as normal. At the end of each of your turns, decrease the ATK of this card by 300. This card is immediately destroyed when its ATK becomes 0 and your opponent takes damage equal to the original ATK of this card. Name: PRIMAL Corrupted Core Attribute: EARTH Type: Machine Level: 8 ATK: 2000 DEF: 2000 Effect: If there is a "Corrupted Core" monster on your side of the field, you can Normal Summon this card with 1 Tribute. If you do, this card is unaffected by your opponent's card effects. At the end of each of your turns, decrease the ATK of this card by 300. This card is immediately destroyed when its ATK becomes 0 and your opponent takes damage equal to the original ATK of this card. Spell Cards: Name: Corrosive Armor Type: Equip Effect: A Machine-Type monster equipped with this card is switched to Defense Position and cannot be destroyed by battle. When the equipped monster is attacked, decrease its DEF by an amount equal to the ATK of the attacking monster. Destroy a monster equipped with this card if its DEF becomes 0 by this effect. Name: Accelerated EN Gauge Type: Continuous Effect: Pay Life Points (in multiples of 300) to move the turn count forward by 1. The turn in which this card is activated continues as normal. Name: Vanguard Over Boost Type: Normal Effect: Select 1 face-up Machine-Type monster on your side of the field. When the selected monster successfully attacks directly, move the turn count forward by 2 turns. The turn in which this card is activated continues as normal. Name: System Breaker Type: Quick-Play Effect: Select 1 face-up Machine-Type monster on the field to activate this card. The ATK and DEF of the selected card become 0 until the end of the turn. Trap Cards: Name: Particle Destruction Type: Continuous Effect: At the end of each player's turn, decrease the ATK of all face-up monsters on the field by 300. Destroy a monster if its ATK becomes 0 by this effect. Name: Zero Repulsion Point Type: Normal Effect: Negate the effects of your opponent's cards until the end of the turn. Then, halve the ATK of all face-up monsters on your side of the field. (Kind of decided not to include these in the set but thought they could come in handy in the future. :x) Trap Cards: Name: Temporal Pulse Rejection Barrier Type: Continuous Effect: As long as this card remains face-up on the field, all face-up monsters on the field are treated as Machine-Types and their effects are negated. During the End Phase of the 3rd turn after this card was activated, destroy this card. Name: Clockwork Countdown Type: Normal Effect: After 10 turns have passed (counting the turn this card was activated as the 1st turn), the duel results in a DRAW. |
Anbo-Mari Maju ( 4 Stars / DARK / Reptile / Effect Monster ) ? / 0 This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 Monster in your Graveyard from play. The original ATK of this card becomes half the ATK of the Monster removed. Lamashtu ( 4 Stars / DARK / Sea Serpent / Effect Monster ) 0 / 0 This card is unaffected by Spell Cards. Increase the ATK of this card by 300 for every Sea Serpent-type Monster in your Graveyard. Gymnotide (4 Stars / WATER / Sea Serpent / Effect Monster ) 800 / 1800 Once per turn, send 1 Thunder-type Monster from your Deck to your Graveyard to switch the battle position of 1 face-up Monster on the field. Echeneis ( 4 Stars / WATER / Sea Serpent / Effect Monster ) 900 / 0 If this card is destroyed and sent to the Graveyard as a result of battle, it is returned to the Deck instead. If this card battles a Defense-position Monster, destroy it after damage calculation and inflict damage to your opponent's life points equal to the DEF of the attacked monster. Kharybdis ( 6 Stars / WATER / Sea Serpent / Effect Monster ) 2600 / 0 This card cannot be destroyed as a result of battle when it is attacked in face-down Defense-position. When this card is Flip Summoned, change the battle positions of all face-up Monsters your opponent controls. Once per turn, send 2 WATER-type Monsters from your Deck to your Graveyard to flip this card into face-down Defense-position. Hydra ( 7 Stars / WATER / Sea Serpent / Effect Monster ) 0 / 2000 When this card is Normal Summoned, place 3 Spell Counters on it (max. 3). Increase the ATK of this card by 800 for each Spell Counter on it. This card can attack once during each Battle Phase for every Spell Counter on it. If this card is to be destroyed, remove 1 Spell Counter instead. When this card is sent to the Graveyard, return it to the Deck instead. Dendrite ( 1 Star / WATER / Thunder / Effect Monster ) 0 / 0 When this card is sent from the Deck to the Graveyard, add it to your hand. |
Corrupted Core monsters: Hurr...you seem to have missed a crucial point with the 'change turn count' mechanic. Changing the turn count doesn't mean that you are actually going through any given phase of the turn additional times, nor does it mean that your current turn has been exchanged for another turn (meaning you haven't ended your turn any more times than previously); it just alters that turn count number, period. In other words: changing the turn count will not make your corrupted cores...um...corrupt faster. :x To remedy that, I'd exchange the Atk loss thing for "Decrease the Atk of this card by XXX points for each turn that it has been on the Field". This would also take both players' turns into account and do something about the bigger problem with our ticking little timebombs:
They're slow. Awfully slow, to be precise. On its own, even ORIGINAL takes six turns to detonate, and that's more than enough time for your opponent to just hammer through your monsters and swing for game. There's some fun Reverse Trap synergy here, but even so, they seem to be on a bit of shaky footing, especially when we compare it to the archetypal time-bomb burn card: Wave-Motion Cannon. (which generates 1000 damage for each of your turns; more than any of these do when you look at it like that) SO I'm going to make some suggestions: ORIGINAL Corrupted Core: Basic, bottom-of-the-food-chain type. Since it's not that big - at least comparatively - I'd say up the reduction rate to 400 per turn. That would accelerate the detonation by one turn and look...neater (4 x 400 makes 1600 precisely). It has good Def for a tributeless, so it should be able to hold its own quite nicely with that. Corrupted Core: Again, slow countdown. The way I see it, the big corrupteds require a lot more investment, so it would only be fitting if they also posed a more immediate threat to your opponent rather than a smaller one like they do now. Also, as it stands Dark Jeroid laughs itself silly over this poor thing's special summon bonus. I'd say up the corruption rate to 400 per turn here and bump the loss effect to 1000. That represents a significant threat to a monster of your opponent's or a considerable acceleration to a corrupted core's detonation time. It's a fairly specific summoning condition, after all; it's only fair that you reap considerable benefit as well. NEXT Corrupted Core: And sort of the same thing. Remember, this is a nomi; we can only summon it by offering a specific other monster as tribute and that represents a big liability when we don't have access to that monster, especially when the required monster requires tribute itself. In lieu of the previous one, I'd say make the loss effect 1000 (making it a lot more scary for your opponent to face) and the decay 500. If you had more low-level corrupteds and a better way of getting them out, this could set up some very nasty mass-detonations, but as it is...eh, a bit of a shortage on the front of monsters that actually like this on your side. :x Proto-NEXT Corrupted Core: I'd say make decay 500 per turn here again. That way this little darling will get to spend a short but glorious lifetime. I still find myself missing something for this one, though, as it's effective Atk is puny and it lacks the ability to screw your opponent's monsters over like regular NEXT. Consider throwing in some form of on-field effect here to compensate for what is most likely a chain of three special summons. PRIMAL Corrupted Core: Would say 500 Atk per turn loss here. Overall...eh, I'm not too wild. Effect immunity isn't as appealing with something that's going to explode anyway and it's a tribute summon, unlike the other bigger ones that can be special summoned. A bit of a more safeguarded explosion, but...eh, I think it could do with a buff. Corrosive Armor: As nice as this looks, it is really only good for soaking up one hit before your Def flatlines and you've lost your timebomb. Heck, given that your opponent will usually be hitting with a bigger attacker than what you have, the end result will usually be as good as not haivng this equipped in the first place, if not even better. Bad deal. I like the idea, but you'll need a different approach to the penalty. Maybe make it remove only a smaller amount of Def, like the difference between the equipped monster's Def and the attacking monster's Atk? That would add a bit of durability. I would also suggest making this invulnerable to destruction while it's equipped to prevent cheap shots from Bestiari and pals. Or maybe make it so that the equipped monster's original Def turns into damage with the self-destruct effect? It needs something to give it a leg up on Mistobody. :x Accelerated EN Gauge: Make that "Move the Turn Count forward by one for every 300 Life Points you paid". As it is, you only get to move it forward by one regardless of how much you pay. Totally needs a rebalance, by the way. Why? Because this + Final Countdown equals an instant OTKO. I'd say put a limit on how many turns you can skip over per turn. Vanguard Over Boost: Nice, except...how exactly are we going to get a direct attack done with these little guys? Shooting Star Bow - Ceal? x.O System Breaker: Emergency detonator for our corrupted cores or a neat synergy trick with that trap I see lurking over yonder. Pretty much instant threes for the deck, just by virtue of the first use. :x Particle Destruction: Accelerator basically. Fair enough, since it applies on both players' turns and stacks those penalties up pretty quickly. Zero Repulsion Point: Total opposing spell, trap, and effect monster lockout for a turn and acceleration for our fieldfull of timebombs. Good precaution against otherwise explosive turns and nice to follow up if you had your monsters face-down, but otherwise...somewhat troublesome as your corrupted cores will probably still be run over in battle. Hmm...tricky, very tricky. Temporal Pulse Rejection Barrier: now we're talking. With this lovely little thing - and especially if you go with the new effect wording - all your corrupted cores become temporary beatsticks while your opponent's monsters are hindered and vulnerable to anti-machine support, before the time limit runs out at which point all of your cores will most likely detonate in unison. Definitely useful. Clockwork Countdown: Ehh...if we're running turn count accelerators, I'd much sooner run Final Countdown to put the pressure on my opponent. A delayed self-destruct button is sort of lacking in uses if you actually want to win. But hey, if you want it for your RPing needs then go for it. :3 Overall...I like the concept, but you kind of need a bigger base of low-level monsters because these really don't fit in with...well, almost any existing monsters, really. Unlike regular armored cores, these can't really be splashed successfully with the usual machine lineup, which leaves you with some slim pickings in monsters. Surprisingly, Elemental Hero Prisma seems to be this theme's best buddy. With Chimeratech in your extra deck, you can have it mimic any one core monster and then tribute it away for genuine article of a bigger one. It's also searchable on account of being a low-level warrior, so you can play it alongside Muscle Tracer and justify putting Reinforcement of the Army in your spell lineup while you're at it. So yeah, you either need some hefty recursion and search support for your existing cores or a larger amount of readily summonable ones. Anbo-Mari Maju: In other words, summon it and tribute it. Even the biggest removals will only net you a lackluster monster out of this, so Anbo-Mari itself is not worth the bother. Good for Spell Striker-style tribute fodder, but it's less searchable so I dunno'. :x Lamashtu: so, for every Levia Dragon Daedalus in our graveyard this one grows by 300...so not worth it. There aren't nearly enough playable sea serpents to get this up to worthwhile power. Gymnotide: Thunders kind of have the same problem. I'd rather just use Jutte, since I can also synchro summon with it and defense is usuall what I'm switching my opponent into anyway. Echeneis: A passable defense breaker, but the problem is that our opponent will get to spring any flip-/on-attack effects they have before they lose their monster, which is usually what we want to prevent by running anti-defense monsters. The low atk also means you'll quite often be taking a hit yourself for attacking, even if your opponent will lose more. Return to deck is...good if we have a grizzly toolbox type thing, I suppose, but overall not a huge thing one way or the other. Decent card, but I'm not sure I'd run it. Kharybdis: Most of the time, this is just a glorified Frostosaurus, really, as any two monsters on the opponent's side means that you can't make use of that flip summon effect. I'd sooner use Windstorm of Etaqua or Shriek (depending on whether I want to change battle positions or dump); neither requires tribute or elaborate setups to work. Hydra: Now this looks a lot more promising. Three attacks at 2400 power is lethal, and self-protection is always a plus, especially since we can drop down Apprentice Magician to refill the spent counter. Even one self-protection already makes this highly vulnerable, though, and two make it a punching bag, but really; when the Hydra comes you're usually looking to end the duel right there already. Dendrite: discard fodder, basically. I guess this works with various forms of self-mill, but I would hardly enjoy drawing into it. Ehh...still, decent enough if you have the right synergies. And now...so many fakes but so little time, what to add...ah, these will do. =D Aesta - Apostle of Summer Fairy/Effect 4 Star/Fire 1600 Atk / 700 Def When this card is summoned successfully, select and activate one of the following effects. - Inflict 400 Damage to your opponent for each "Apostle" Monster you control. - Discard a card from the top of your opponent's Deck for each "Apostle" Monster you control. Autea - Apostle of Autumn Fairy/Effect 4 Star/Earth 1200 Atk / 1600 Def When this card is summoned successfully, select and activate one of the following effects. - For each "Apostle" Monster you control, select a card from either player's Graveyard, then return the selected card(s) to their owners' Deck(s). - For each "Apostle" Monster you control, select a card from either player's Hand, then return the selected card(s) to their owners' Decks. For each card returned to the Deck this way, the owner of that card draws a card. Friga - Apostle of Winter Fairy/Effect 4 Star/Water 900 Atk / 1900 Def When this card is summoned successfully, select and activate one of the following effects. - Select a number of cards from your opponent's Hand equal to the number of "Apostle" Monsters you control. The selected cards are revealed until your next Standby Phase and can not be Summoned, Set, or Activated during this time. - Select a number of cards from your opponent's Field equal to the number of "Apostle" Monsters you control. Until your next Standby Phase, the selected card(s) can not Attack, change their Battle Positions, or be activated. Verda - Apostle of Spring Fairy/Effect 4 Star/Wind 1450 Atk / 1200 Def When this card is summoned successfully, select and activate one of the following effects. - For each "Apostle" Monster you control, select one card on the Field then return the selected card(s) to their owners' Hands. - Gain 800 Life Points for each "Apostle" Monster you control. |
Aesta: So a mild-to-painful burn effect, or a miller? Nice, considering that if you're running all the apostles in triplicate and you can protect them, it's not too shabby, especially considering the possible release of Magician's Village in the next pack. Still, for a one-off without a lot of muscle it feels kind of... lame. (EVIL. FIELD. SPELL.)
Autea: So either a hand-cycling effect or a graveyard management effect? Alright, that's definitely worth running three of each apostle for right there, never mind the fact that this baby is rat-searchable. Nice. Friga: Oh, gods, that's just painful. Three or more apostles and you've got a Cold Wave or a Blizzard Dragon on steroids, whichever you need available, plus you get to scan the opponent's hand? I'd call broken, but even if Autea and Friga can be searched from the deck you still need to invest in keeping your Apostles around. However, I can see these guys forming a potent deck on their own using the trap backbones that make Royal Oppression decks such a pain. Ouch. 0.o Verda: I don't see that second effect getting much use, but the first one is rather nice since you're getting at least one guranteed bounce. I can just imagine having Mother Grizzly out, then swapping it over to the enemy, summoning Verda and bouncing one of their cards, and then netting Friga with Grizzly's effect in order to seal two cards in the opponent's hand. So now you know exactly three cards they're holding, which is half the maximum hand size, for a one-card investment. Nice. Of course, the main thing holding these guys back I can see is the lack of muscle, but in a deck running maxed Creature Swap and three Giant Rat as well as Mother Grizzly for those all-important Autea and Frig searches, you've got some considerable whackin' you can do, and a good spell and trap backbones will make up for a lot of that. Hey, I've always liked your sets. :3 (Remind me to go back and do all the marionettes later). Berserker Beast Rablinster Monster/Dark/Beast/Effect/5* Atk 1500/ Def 1400 This monster cannot be special summoned. During your main phase, you can remove any number of dark-attribute monsters in your hand and graveyard from play. This monster can attack once for each monster removed in this way. Extra-Sensory Manipulation Normal Spell Pay one thousand life points and tribute one psychic-type monster you control. Select one monster from your opponent's extra deck and remove it and all monsters with the same name in your opponent's extra deck from play. Sending Normal Spell Pay half your life points. Remove all cards in both players' graveyards from play. Charming Piper Monster/Light/Spellcaster/Tuner/3* Atk 1300/ Def 1200 When this monster inflicts battle damage to your opponent's life points, special summon one "Rat Token" (Monster/Earth/Beast/Token/Effect/1* Atk 0000/ Def 0000 This monster cannot be used for a tribute summon.) in attack position. This monster can attack once for each "Rat Token" you control during your main phase. |
Yugioh
King drago, ruler of attributes 6/dragon/fusion 3 monarchs + a monarchy war planner When this card is summoned from the extra deck, it gains 500 for each monarch in the graveyard and removed from play pile, when this card is destroyed special summon two monarch, or monarchy card from the deck or graveyard to the field. This card is treatedas all attributes 4000/2500 secret rare/ultimate rare/ ghost rare Monnarchy war planer 3/warrior/effect/monarchy When this card is summoned you can pay all your life points except for 100 to summon up to 4 monarchs, this card can negate any damage toward a controller towards a monarchy, or monarch in its card name. 1200/300 secret rare/ultimate rare/super rare spells: Monarch lineup Quick play When a monarchy, or monarch monster is attacked you can redirect the attack towards another monster on either field, if this card is negated special summon 2 monarchy, or monarch cards from either players graveyard Traps: All out war: Countinous When two monarchs are battling each other on each side of th field choose one and reduce the attack to zero, the loser of this battle losses half their life points, no monster can be destroyed by battle for as long as this card remains on the field. field spell Monarchy castle For each card summoned this card gets a counter by tributing this card summon a monarchy, or monarch monster that level of stars is equal or less than the counters, if this card is sent to the graveyard, other than by tis effect, special summon 2 monarch, or monarchy cards from either players graveyard, your deck or your hand |
Death Knell Continuous Trap After a player successfully Special Summons a monster(s) from the Graveyard(s), that player must Tribute 1 monster for each monster Summoned. Replacement Corpse Normal Trap You can activate this card when a player successfully Special Summons a monster from the Graveyard. That player must Tribute 1 monster they control. Night of the Living Dead Normal Spell Send cards from your Hand to the Graveyard in order to Special Summon 1 Zombie-type monster for each card discarded. During the turn this card is activated, you cannot Summon other monsters and those monsters cannot declare an attack. Destroy the monsters during the End Phase. Second Death Normal Spell Send 1 Zombie-type monster from your Hand to the Graveyard. Select 1 Zombie-type monster, other than the discarded card, in your Graveyard and Special Summon it. Requiem Normal Trap Remove from play all monsters in the Graveyards and inflict 400 damage to your opponent for each monster removed. Dirge Continuous Trap Neither player can Special Summon except from the Graveyard. Paean of Repose Continuous Trap You can send 1 Zombie-Type monster from your Deck to the Graveyard to negate 1 attack during your opponent's Battle Phase. Your opponent can send 1 monster from their deck to the Graveyard to negate this effect. Fallen Gravedigger ( 4 Stars / EARTH / Zombie / Effect Monster ) 1100 / 1200 When this card is Special Summoned from the Graveyard, Special Summon a level 4 or lower Zombie-type monster from the Graveyard. That monster cannot declare an attack and its effect(s) is negated. Destroy it during the End Phase. (A bit broken. Fixing this.) Fallen Heartseeker ( 3 Stars / EARTH / Zombie / Effect Monster ) 800 / 1000 When this card is Tributed for the effect of a card(s), take control of 1 opponent's monster until the End Phase. That monster cannot change battle positions or declare an attack. Fallen Hierophant ( 4 Stars / EARTH / Zombie / Effect Monster ) 1700 / 1200 When this card is Special Summoned from the Graveyard, send 1 Zombie-type monster from your Deck to the Graveyard. Fallen Cleric ( 7 Stars / EARTH / Zombie / Effect Monster ) 2000 / 1700 When a monster you control is Tributed for the effect of a card(s), you can Special Summon this card from the Graveyard. If this card is Tributed for the effect of a card, inflict 100 damage to your opponent for each Zombie-type monster in your Graveyard. Fallen Crusader ( 1 Stars / EARTH / Zombie / Effect Monster ) 200 / 500 When this card is Special Summoned from the Graveyard, place 1 counter on a face-up Spell or Trap card you control. If that card would be destroyed, remove the counter instead. When this card is Tributed for the effect of a card, return 1 Spell or Trap card on your side of the field to its owner's hand. Fallen Necromancer ( 8 Stars / EARTH / Zombie / Effect Monster ) 2400 / 2200 This card cannot be Normal Summoned or Set. This card can only be Special Summoned from the Graveyard. Once per turn, send 1 Zombie-type monster from your Deck to your Graveyard in order to Special Summon 1 Zombie-type monster from your Graveyard to your side of the field. Then, Tribute 1 monster on your side of the field. Hyper Decomposing Bolete ( 5 Stars / FIRE / Plant / Effect Monster ) 0 / 2200 Each time a Zombie-type monster is Special Summoned to your side of the field from the Graveyard, Special Summon 1 "Mulch Token" ( 1* / 0 / 0 / EARTH / Plant ) to your side of the field. Mulch Tokens cannot be Tributed for a Tribute Summon. |
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