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The Great Nether
Field Spell No other Field Spell cards can be Set or activated. This card cannot be targeted by the effects of Trap or Effect Monster cards. ^ forgot two words. Protogenerate Planet ( 7 Stars / EARTH / Rock / Effect Monster / Tuner ) 0 / 0 This card cannot be Normal Summoned or Set. This card can only be Special Summoned when "The Great Nether" is on the field. This monster can only perform a Synchro Summon to Summon a "Planet" card. Protogenerate Hole ( 1 Stars / DARK / Rock / Effect Monster ) 0 / 0 Discard this card from your Hand to add 1 "The Great Nether" from your Graveyard to your Hand. When this card is selected as an attack target, destroy it and remove the attacking monster from play. The Beginning of Time Spell Card Add 1 "The Great Nether" from your Deck to your Hand. Planetary Strike Spell Card Activate this card only when "Protogenerate Planet" is on the field. Destroy all cards that are on the field, except Field Spell cards. Um, I'll finish this later. Premise is to Synchro to make 8 Star'd "Planet" monsters, but you need to use Protogenerate Planet + Normal Type 1 Star'd Monsters. I'm hungry now.. |
Torch, The Black Dragon Knight: In other words, this card can't be summoned since there is no such card in existence. ;D Ehh...effectless ritual doesn't really pay anyway.
The Great Nether: Judgment Dragon and spell-based destruction still kills it. WORTHLESS. >O Just kidding, of course. It's a void field in itself, quite fittingly I suppose, and the opponent probably won't want to attack it for its own game-breaking power, though I'm preempting something far more dangerous that wants this on the field. Protogenerate Planet: and...this would be it? Can't rightly evaluate this one's worth without seeing what it can summon, but given that this is a 0/0 and the rest of our monster base will need 1-star vanilla, those planets had better be something quite special indeed. Protogenerate Hole: So...field recursion but not search? Pity, that, but it earns its keep by forcing at least one-for-one trade most of the time, so quite handy. Free game for Limit Reverse too, which can really turn an opponent's battle phase sour. The Beginning of Time: I'll stick to Terraforming, thank you. I doubt that I'm going to want more field search spell than actual field in my deck any time soon. Planetary Strike: Pre-emptive field wipe before we drop down the planet. Fair enough, I suppose. Aaand...I'm in a dragon mood now. Mmmyes. Dragon Genesis Dragon/Effect 2 Star/Light 900 Atk / 800 Def During your Main Phase, you can remove from play from your Graveyard this card and Fusion Material Monsters that are listed on a Dragon-Type Fusion Monster in your Extra Deck to Special Summon that Fusion Monster from your Extra Deck. (this is treated as Fusion Summon) On the turn this effect is activated, you can not Normal Summon or Set a Monster. Fel Blaze Dragon Dragon/Effect 8 Star/Fire 2600 Atk / 700 Def This card can be Special Summoned from your Graveyard by tributing one Dragon Type Monster you control other than "Fel Blaze Dragon". At the end of the turn when this card was Special Summoned this way, tribute a Monster you control. Flowing River Dragon Dragon/Effect 4 Star/Water 1800 Atk / 1500 Def When this card destroys a Monster by Battle, you can draw a card. At the end of a Battle Phase when this effect was activated, you must tribute this card or discard one card from your Hand. Jeweled Wyrm Dragon/Effect 2 Star/Earth 800 Atk / 1200 Def During the End Phase of a turn when this face-up card was offered as tribute, Special Summon one "Jeweled Wyrm" from your Deck. Kaiser Wing Dragon/Effect 6 Star/Earth 1700 Atk / 1900 Def This card can be Normal Summoned or Set without tribute. If this card was Tribute Summoned by tributing a Dragon Type Monster, select one face-up Monster your opponent controls and this card gains Atk equal to half that Monster's original Atk. Hell Furnace Dragon Dragon/Fusion/Effect 8 Star/Fire 1600 Atk / 2400 Def 1 Dragon Type Monster + 1 EARTH Monster + 1 FIRE Monster This card inflicts piercing damage. When this card destroys a Monster your opponent controls by Battle, inflict Damage to your opponent equal to the Atk of the destroyed Monster. Once per turn, you can remove a Dragon Type Monster in your Graveyard from play to increase the Atk of this card by half the original Atk of the removed Monster until your next Standby Phase. Illusion Mist Dragon Dragon/Fusion/Effect 9 Star/Water 2500 Atk / 1700 Def 1 Dragon Type Monster + 1 FIRE Monster + 1 WATER Monster By discarding a Dragon Type Monster from your Hand, negate the activation and effect of a card that targets this card and destroy it. By removing a Dragon Type Monster in your Graveyard from play, negate an attack declared against this card. Dragon's Necklace Equip Spell This card can only be equipped to a Dragon Type Monster. When the equipped Monster is targeted by a card effect, you can discard one card of the same type (Effect Monster, Spell, or Trap) from your Hand to negate the activation and effect of that card and destroy it. When this card is sent to the Graveyard as a result of the equipped Monster being offered as tribute, draw a card. Swipe of Dragon's Wing Normal Trap This card can only be activated when your opponent declares an attack against a Dragon Type Monster you control. Negate the attack and activate an effect depending on the Level of the Monster: *4 or lower: Return the attacking Monster to its owner's Hand. *5 or 6: Return up two Monsters your opponent controls to their owner's Hand. *7 or higher: Return all Monsters your opponent controls to their owner's Hand. |
I really come here more often when it's school time, since that's when I'm bored at school, lol.
Dragon Genesis- dragon mirror, except now in monster form. Cry if you draw this one though, and you hope dear hard that you milled it, or at least discarded it. Fel Blaze Dragon- something tells me that some card got a darn familiar name... anyway, I guess that it's ok? Costly to maintain though since it seems like you need to tribute every turn. But at least it's a graveyard recursion... and lv 8 works with trade in. Flowing River Dragon- card recycling, not bad. Jeweled Wyrm- it's quite a bit of hassle to get out a defense fodder when the enemy will most likely destroy it already... Kaiser Wing- decent is all I can really say. It's flexible and got good def so it's not dead draw. Its effect allows you to run over any monster with its base attack, so good for countering stardusts and still surviving in black garden. Most people will probably opt for caius if they want to destroy by tribute in most scenario though. H*** Furnace Dragon- oh what HE SAID THE H WORD IN A CHILDREN'S CARD GAME! Let's rename it to... "swirly black clouds with randomly drawn in red lightning Shadow Realm Furnace Dragon" Anyway great burn effect (but beware of Gorz's burn), but somehow i think I'll rather use things like mirror wall to help with attack... it does have built in attack boost, but sadly just not a lot of fire or earth dragon can get you to 2500+. Too bad. Illusion Mist Dragon- difficult to get out, and its cost of dragon in hand every time yet only protects itself is rather pricy... Tytannial is buffer, far easier to get out, and she kind of protects everything from targetting >>; the protection for itself is really hard to use except to survive for a turn (which instead of purposely playing a dragon deck for uniqueness, we really don't have this uniqueness since we can do this every day with Necro Gardna.) Anything that can kill it is probably a synchro. Judgment dragon doesn't even target. Dragon's Necklace- more immunity it seems? however not sure if I want to be that specific when general solemn and that type of counter will probably suffice most of the time. Swipe of Dragon Wing- a problem is that if they're attacking lv 5+ dragons in battle, it's a synchron or one of the 2 dragons, or something easy to pull out like Tytannial or even Gadjiltron Dragon (geartown ftw) where they are special summoned using just 1 card. Synchron is indeed kinda destroyed if they don't have the built in protection, which the commonly used ones do. The others usually just plop right back down there. Dark Armed just comes out immediately (if it didn't destroy this trap right off the bat at all). Same for Judgment Dragon (again, if it didn't wipe the field already). The others are only a bit of minor setback... may want to strengthen the protection for higher level dragons, such as making it a spin instead of just bounce. And I feel more... back to the basics, or to the days where a set doesn't need all of its monsters to have a particular word in the name. Prideful Knight Warrior / Effect 3 Star / Fire 1700 Atk / 1000 Def This card cannot be special summoned. You may draw 1 card from your deck. If you do, you cannot special summon any monster until the end of your turn. Glory Illumination Fairy / Effect 2 Star / Light 900 Atk / 900 Def This card cannot be special summoned. Increase the Atk of all normal summoned monster by 500, and decrease the Atk of all special summoned monster by 500. As long as this card is in play, all special summoned monster must be in Atk position. Flame of Vainglory Pyro / Effect 4 Star / Dark 1000 Atk / 0 Def For every special summoned monster on your opponent's side of the field, increase this card's attack power by 1000. For every special summoned monster on your side of the field, decrease this card's attack power by 1000. Dragon's Conceit Dragon / Effect 4 Star / Water 1600 Atk / 1900 Def This card cannot be special summoned. Whenever a special summoned monster activates its card effect, you may tribute a normal summoned monster on your side of the field to negate the effect of that card and remove it from play. Amour Propre Continuous Spell Card As long as this card is in play, destroy all special summoned monster on your side of the field. When a normal summoned monster on your side of the field is destroyed, you may destroy a special summoned monster on your opponent's side of the field instead. Smugness Normal Spell You cannot special summon any monster until the end of your turn. Select one monster from your opponent's graveyard and special summon it in face up Atk position on your opponent's side of the field, then draw 2 cards. Vanity Prowess Normal Trap When a card on your side of the field is destroyed, remove from play a normal summoned monster on your side of the field to return that card to your hand. |
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Point taken, though, I'll probably raise that Atk a notch. Quote:
But you know what? Fine, I'll return this to original configuration. :x Quote:
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Anywho... Prideful Knight: Still a faithful member of the anti-special summon front, I see. So basically we get a decent beatstick and free card each turn in exchange for not special summoning? Reinforcement searchable too, making it a handy opener card since you probably won't want to commit special summons right at the start anyway. Glory Illumination: I would say searchable by Angel/Nova if you hadn't made a point of preventing that. Decent for crippling big synchros and the like and special summoned needs more than 1900 Atk to hit over this. Normal Summoned Stratos/Zombie Master/Laquari/Rai-Oh has no problems pounding this down, though, nor do synchros. Normal Summoned Tomato loves nothing more than to crash into this too. Flame of Vainglory: Well, this sours Tele-Dad's much loved special summoned Grepher + double synchro move. Dark attribute is virus-compatible too. Dragon's Conceit: pretty much needs protection from another card to not be just plain run over by whatever was special summoned. If you have it, this certainly shuts down both of the big Ds and most synchros too, along with Tytannial. Too bad most decks come with handily normal-summonable or S/T-based forms of monster removal, though. Amour Propre: If the condition is that your monster already is destroyed then there can't be any 'instead' about it, really. Handy partner for conceit, to be sure, though you need yet another combo piece to prevent them both from being blown away S/T-style. Phantom of Chaos just giggles at you as it procs Judgemnt/DaD too. Smugness: Nice for a no special summon deck, especially if your opponent is sitting smug with a Necro Gardna or Malicious in the yard. More than just a bit risky for late game, though. Vanity Prowess: Ehh...two for one? I think I'd rather just play something to keep the card from being destroyed in the first place, really. Field presence is very precious with a no special summon deck and not to be given up lightly. Whatever they blew up was probably removed in preparation for ripping my field wide open too, so I'd want all the bodies out there that I could conceivably get to soak up damage and hopefully keep me out of certain KO range. Anyway, returning to the...stuff. :x Unpronouncable Fire and Brimstone Place That is Most Certainly Not Related to the H-Word Place Furnace Dragon Dragon/Fusion/Effect 8 Star/Fire 2200 Atk / 2400 Def 1 Dragon Type Monster + 1 EARTH Monster + 1 FIRE Monster This card inflicts piercing damage. When this card destroys a Monster your opponent controls by Battle, inflict Damage to your opponent equal to the Atk of the destroyed Monster. Once per turn, you can remove a Dragon Type Monster in your Graveyard from play to increase the Atk of this card by half the original Atk of the removed Monster until your next Standby Phase. Illusion Mist Dragon Dragon/Fusion/Effect 9 Star/Water 2700 Atk / 1700 Def 1 Dragon Type Monster + 1 FIRE Monster + 1 WATER Monster By discarding a Dragon Type Monster from your Hand, negate the activation and effect of a card that targets a card(s) on the Field and destroy it. By removing a Dragon Type Monster in your Graveyard from play, negate an attack declared by your opponent. Swipe of Dragon's Wing Normal Trap This card can only be activated by selecting a face-up Dragon Type Monster you control. The effect of this card is determined by the Level of the selected Monster: *4 or lower: Return one Monster your opponent controls to the owner's Hand. *5 or 6: Return up to two cards your opponent controls to the owner's Hand. *7 or higher: Return all cards your opponent controls to the owner's Hand. And heck, one more. Diamond Gale Dragon Dragon/Fusion/Effect 9 Star/Wind 2800 Atk / 2300 Def 1 Dragon Type Monster + 1 WATER Monster + 1 WIND Monster When this card attacks, your opponent can not flip face-down cards face-up until your next Standby Phase. Once per turn, by removing a Dragon Type Monster in your Graveyard from play, select a Monster your opponent controls and switch it into face-down Defense Position. When this card is removed from the Field, destroy all face-down cards on the Field. |
Just wanted to see what the name would look like on such a small space.
http://i40.photobucket.com/albums/e236/LoLwtFbbQcom/FurnaceDragon.png - - - - - The Great Nether Field Spell No other Field Spell cards can be Set or activated. This card cannot be targeted by the effects of Trap or Effect Monster cards. Protogenerate Planet ( 7 Stars / EARTH / Rock / Effect Monster / Tuner ) 0 / 0 This card cannot be Normal Summoned or Set. This card can only be Special Summoned when "The Great Nether" is on the field. This monster can only perform a Synchro Summon to Summon a "Planet" card. This card cannot be destroyed on the turn it is Special Summoned. Protogenerate Hole ( 1 Stars / DARK / Rock / Effect Monster ) 0 / 0 Discard this card from your Hand to add 1 "The Great Nether" or "Protogenerate Planet" from your Graveyard to your Hand. When this card is selected as an attack target, destroy it and remove the attacking monster from play. Planetary Strike Normal Spell Activate this card only when "Protogenerate Planet" is on the field. Destroy all cards that are on the field, except Field Spell cards. Invasive Species Normal Spell Activate this card only when a "Planet" monster, other than "Interplanetary Invader 'A'" or "The Last Warrior from Another Planet" is on the field. Special Summon up to two Level 1 normal monsters from your Deck or Graveyard. Desolon 8, Planet of the Forsaken ( 8 Stars / EARTH / Rock / Synchro / Effect Monster ) 0 / 0 Protogenerate Planet + Any Level 1 Normal non-tuner monster This card cannot declare an attack. While you control another monster, this card is unaffected by card effects and cannot be destroyed. When a non-token monster is removed from the field, remove it from play and Special Summon 1 "Refugee Token" that has the same Level, ATK, DEF, type, and Attribute as the monster removed. "Refugee Tokens" cannot be used for a Tribute Summon. When this card is removed from the field, Special Summon 1 "Protogenerate Planet" from your Graveyard, ignoring the summoning conditions. Kthahszrhuk, Planet of the Primordial ( 8 Stars / EARTH / Rock / Synchro / Effect Monster ) 0 / 0 Protogenerate Planet + Any Level 1 Normal non-tuner monster When this card is Synchro Summoned, Special Summon the non-tuner monster used to Synchro Summon this card and as many Level 1 Normal monsters as possible from your Hand. This card cannot declare an attack. While you control another monster, this card is unaffected by card effects and cannot be destroyed. Level 1 Normal Monsters you control gain 1700 ATK. When a Level 1 Normal monster you control is destroyed by battle, you can destroy 1 monster you opponent controls OR Special Summon 1 Level 1 Normal monster from your Hand. When this card is removed from the field, Special Summon 1 "Protogenerate Planet" from your Graveyard, ignoring the summoning conditions. Thory'zuun, the Fortress Planet ( 8 Stars / EARTH / Rock / Synchro / Effect Monster ) 0 / 0 Protogenerate Planet + Any Level 1 Normal non-tuner monster This card cannot be destroyed or targeted while it is in Defense position. Increase the ATK of this card by 1300 for every Level 1 Normal monster on the field. At the end of the Battle Phase in which this card declared an attack, switch it to Defense position. Once per turn, you can switch this card to Defense position to remove 1 card on the field from play. This card cannot declare an attack during the turn this effect was activated. When this card is removed from the field, Special Summon 1 "Protogenerate Planet" from your Graveyard, ignoring the summoning conditions. |
Might be kinda big reply but my 54 Rose Warriors
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lol, did I just see "Increase your opponent's life points by 500 to remove 5 cards in their hand from play"?
Oh, no. Let's get a spoiler tag on those cards too. That's a huge post. The Dark Ruler ( 4 Stars / DARK / Fiend / Normal Monster ) 1450 / 1632 A once innocent school supply turned malicious demon. This wooden meter-stick is "bent" on destruction. http://i40.photobucket.com/albums/e236/LoLwtFbbQcom/TheDarkRuler.png |
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But...yeah, going to tackle that wall of cards a little bit a time. xx Invasive Species: So...level 1 vanilla swarm? I guess it has its uses, both in setting up the synchros and giving them fuel. Doesn't require a heavy vanilla concentration in the deck like Enchanting Fitting Room would either. Desolon 8, Planet of the Forsaken: Soo...kill/bounce/whatever the opposing big beatsticks and use the tokens to pound away? Well, with the way it churns out tokens, this thing has some pretty obnoxious staying power, I'll give it that, and hitting your opponent with tokens made from bounced synchros is really going to sting. Brings out Protogenerate for a fresh summon should it actually get destroyed too. Kthahszrhuk, Planet of the Primordial: Level 1 vanilla beatdown? Definitely works well with Invasive Species, since even fluffy little Mokey Mokeys and Skull Servants become 2000-point beatsticks with that effect boost. Add that to the fact that we get to replace them with in-hand copies or blow up anything too big to run over by ramming a vanilla into it and blowing it up with the effect and we have some serious aggression. Stardust still puts a damper on the picnic, though. Thory'zuun, the Fortress Planet: Kind of like Kthahszrhuk in reverse? Only planet that has any intention of attacking by itself, so if we're going to run this we'd probably want Charcoal Inpachi for the support, that being the only 1-star vanilla I can think of that has any real staying power. But...ehh, far less overall damage potential and staying power than the other two planets. Probably nice to keep around as a method of clearing stray copies of Stardust and Prime Material off the field, though. Overall...interesting. It's field-dependent to a degree and certainly 1-star vanilla dependent, yet the effects of the planet synchros are tempting enough to at least almost make it seem like a good idea anyway. Biggest concern is getting to that first Protogenerate Planet ASAP, since that is needed for this to ever get off the ground in the first place, but yeah...not too bad. The Dark Ruler: I could picture this as a real card. I really could. oo Anywho... Lifespring Dragon Dragon/Fusion/Effect 9 Star/Water 2800 Atk / 2000 Def 1 Dragon Type Monster + 1 EARTH Monster + 1 WATER Monster This card gains 200 Atk for each Dragon Type Monster in either player's Graveyard. When this card is destroyed by a card effect, you can discard one Dragon Type Monster from your Hand to Special Summon this card from your Graveyard. When this card is destroyed by Battle, you can remove one Dragon Type Monster in either player's Graveyard from play to Special Summon this card from your Graveyard. Tempest Dragon Dragon/Fusion/Effect 9 Star/Wind 2500 Atk / 1000 Def 1 Dragon Type Monster + 1 FIRE Monster + 1 WIND Monster By discarding 1 Dragon Type Monster from your Hand and offering this card as tribute, destroy all cards on the Field. Once per turn, you can remove 1 Dragon Type Monster in your Graveyard from play to destroy 1 Monster and 1 Spell or Trap Card on the Field. When this card is destroyed, the card that destroyed it is also destroyed. Little by little and bit by bit, I am nearing my goal. In the mean time, I'm digging up some old stuff. :3 Arsenal Marionette Warrior/Effect 3 Star/Fire 1500 Atk / 400 Def During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon 1 Level 3 or lower "Marionette" Monster other than "Arsenal Marionette" from your Hand. On the turn it is Summoned, the Monster Special Summoned by this effect can attack twice in the same Battle Phase. Bladedance Marionette Warrior/Effect 3 Star/Wind 1100 Atk / 600 Def During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon 1 Level 3 or lower "Marionette" Monster other than "Bladedance Marionette" from your Hand. If this card was Special Summoned from your Hand, its original Atk is doubled. Marionette Conductor Warrior/Effect 1 Star/Light 400 Atk / 300 Def During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon up to 2 Level 3 or lower "Marionette" Monster other than "Marionette Conductor" from your Hand. Marionette of Demise Warrior/Effect 2 Star/Dark 700 Atk / 1500 Def During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon 1 Level 3 or lower "Marionette" Monster other than "Marionette of Demise" from your Hand. When this card is summoned from your Hand, discard the top card of your opponent's Deck. When this is returned to your Hand from the Field, destroy one Monster your opponent controls. Marionette Macabre Warrior/Effect 2 Star/Dark 1100 Atk / 1200 Def During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon 1 Level 3 or lower "Marionette" Monster other than "Marionette Macabre" from your Hand. When this card Summoned from your Hand, remove 1 Monster Card in your opponent's Graveyard from play. When this card is returned to your Hand from the Field, add one "Marionette" Monster from your Graveyard to your Hand. Marionette Magician Warrior/Effect 3 Star/Light 1200 Atk / 1600 Def During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon 1 Level 3 or lower "Marionette" Monster other than "Marionette Magician" from your Hand. When this card is summoned successfully, select up to 2 face-down Spell or Trap cards your opponent controls and the selected cards can not be activated for as long as this card remains on the Field. When this card is returned to your Hand from the Field, destroy 1 Spell or Trap card your opponent controls. Marionette Mastermind Warrior/Effect 10 Star/Dark 2700 Atk / 2300 Def This card can not be Normal Summoned or Set. This card can only be Special Summoned by returning three differently named "Marionette" Monsters you control to your Hand. Once per turn, you can Special Summon one Level 3 or lower "Marionette" Monster from your Hand. By tributing a "Marionette" Monster you control, gain control of one Monster your opponent controls until the end of the turn. Marionette Soldier Warrior/Effect 3 Star/Earth 1800 Atk / 0 Def During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon 1 Level 3 or lower "Marionette" Monster other than "Marionette Soldier" from your Hand. Tangle Marionette Warrior/Effect 3 Star/Earth 900 Atk / 1900 Def During your turn, excluding the turn when this card was Summoned, you can return this card from your Field to your Hand to Special Summon 1 Level 3 or lower "Marionette" Monster other than "Tangle Marionette" from your Hand. When this card is summoned from your Hand, select up to 2 Monsters your opponent controls. The selected Monster(s) can not Attack, change their Battle Position or be offered as tribute for as long as this card remains face-up on the Field. When this card is returned to your Hand from the Field, you can change the Battle Position of the selected Monster(s). Marionette Stage - Grand Court Field Spell During either player's turn, excluding the turn when this card was activated, you can return this card from your Field to your Hand to activate a "Marionette Stage" Spell Card other than "Marionette Stage - Grand Court" From your Hand. By returning one Monster they control to the owner's Hand, a player can negate the activation and effect of a card that targets a card(s) on the Field and destroy it. Marionette Stage - Fields of War Field Spell During either player's turn, excluding the turn when this card was activated, you can return this card from your Field to your Hand to activate a "Marionette Stage" Spell Card other than "Marionette Stage - Fields of War" from your Hand. All Monsters on the Field gain 300 Atk for every other Monster on their controller's Field. Marionette Stage - Moonlit Garden Field Spell During either player's turn, excluding the turn when this card was activated, you can return this card from your Field to your Hand to activate a "Marionette Stage" Spell Card other than "Marionette Stage - Moonlit Garden" From your Hand. All Monsters on the Field have their Atk reduced by half during their controller's Battle Phase. Marionette Stage - Town Square Field Spell During either player's turn, excluding the turn when this card was activated, you can return this card from your Field to your Hand to activate a "Marionette Stage" Spell Card other than "Marionette Stage - Town Square" From your Hand. When a player successfully Normal Summons a Monster, that player can Special Summon 1 Level 3 or lower Monster from their Hand. If they do so using this effect, their opponent can do the same. Puppeteer's Art Quick-Play Spell Return one "Marionette" Monster you control to your Hand to Special Summon one differently named Level 3 or lower "Marionette" Monster from your Hand. If this card was activated in response to an attack against the Monster you returned to your Hand this way, the Monster Special Summoned by this effect battles with the attacking Monster instead. Puppet Theater of the Dark Ruler Normal Spell Pay half your Life Points. Return a number of Level 3 or lower "Marionette" Monsters from your Graveyard to your Hand up to the number of Monsters your opponent controls, then Special Summon as many of them as possible and return the rest to your Graveyard. At the end of this turn, all Monsters Special Summoned by this effect are returned to your Graveyard. The Mad Dollmaker Continuous Spell When a card(s) is added to your Hand by the effect of a card other than "The Mad Dollmaker", you can discard any number of those cards to add the same number of Level 3 or Lower "Marionette" Monsters from your Deck to your Hand. Artful Sacrifice Normal Trap This card can only be activated when a Level 3 or lower "Marionette" Monster you control Battles. All Battle Damage from the Battle is doubled and inflicted to both players. At the end of the Damage Step, destroy the "Marionette" Monster that Battled and all Monsters on the Field with an Atk lower than the amount of Damage their controller received. Curse of Marionette Normal Trap This card can only be activated when a Level 3 or lower "Marionette" Monster you control is destroyed by Battle. Control of the Monster that destroyed your "Marionette" Monster is switched to you. Velvet Curtain Normal Trap Until the end of this turn, "Marionette" Monsters you control can not be targeted by attacks or card effects. |
Door in Front of the Barrel
Continuous Trap You can only activate this card when an effect that inflicts damage to your Life Points is activated (except Battle Damage). Every time your Life Points are damaged by a card effect, halve that damage. Then, inflict an equal amount of damage to your opponent's Life Points. Stealing the Thunder Normal Trap When your opponent successfully Summons a monster, you can activate this card to Special Summon 1 Thunder-type monster with equal or less stars from your Hand. Take a Raincheck Counter Trap Negate the activation of a Spell or Trap card and Set it. That card cannot be activated until the next turn. |
Sorry I will fix
Thank you allot |
Door In Front of the Barrel: So, basically shuts out burn finishes (or at least makes them result in a draw game more often than not) and lets you play double-edged burn cards with a little extra sting for your opponent. Too bad you have to take at least one hit before flipping this, though. Meh.
Stealing the Thunder: I'm sure this would be a lot better if we actually had usable Thunder monsters besides Rai-Oh. Handy for Batteryman, I guess, but then Batteryman has a heap of special summon outlets already. Take a Raincheck: Essentially Malfunction with a slightly wider coverage and no LP cost. Ehh...pass. Unless we have Meltiel + Sanctuary around to blow the offending card away it will just be back next turn and we will be one card in the hole. Rather use Dark Bribe and hope they get something worse in exchange. Alright. *deep breath* Let's see if I can crack down on the big one now. Twilight Rose - Haruki + Crimson Rose - Hikari: Well, 2600-point beater is nothing new for synchro and the boost from plants seems utterly nonsensical as there's very little overlap between fire and plant, but if blowing it up gets us a 3000-point beater who may just be S/T immune to boot? Yeaaah. Going to have to see how easy it will really be to pull off this synchro. White Rose - Noboru/Black Rose - Roze: generic synchro beaters that grow to 3100+ by virtue of summoning requirements and pull something smaller back up when they go. Meh, nothing particularly new here but I guess it's fair enough since 8-star synchros have some pretty whack abilities all around. Getting to search from anywhere but RFG is pushing it a bit, though. :\ King's Rose - Jeimuzu: Wow, talk about breaktacular. Three monsters in the graveyard is a ridiculously easy requirement to meet and certainly doesn't justify getting three 3100-point beatsticks for free. Completely and utterly overpowered. Joker's Rose - Jykell: There's no such thing as Tuner Type. Anyway, talk about cheap 8-star synchro setup, especially since it will just pull whatever tuner you used right back up for another go. I'm going to call foul on this one. Blue Rose - Yuki: Generic beatstick with a Doom Lordesque effect if you kill it. Meh, 1900 Atk is a bit high, but given how we have stuff like Rai-Oh around these days, I guess it's okay. Duel Rose - Daisuke and Sora: Eww...broken. It basically doesn't die in battle ever as it will always come back as a fresh 2000-point beatstick. Like a mini-Colossal. Recursion can't be that easy for a low-level beater of this size, seriously. Knight's Rose - Takaru: Eww...wimpy. Just liable to get run over by big beaters, really. Pass. Queen's Rose - Aurora: I covered this with Jeimuzu already, I'm sure. Broken. Tuned Rose - Ifrit: And this would be how we set up Haruki and Hikari, huh? Big low-level beater too, surprise, surprise. Seriously, this set has waaaay too much easy muscle. << Tuned Rose - Keribus: Same thing except 100 more Atk. Ew. Aqua Rose - Ami: And even more free stuff from the deck? Not as breaktacular Atk as the rest, but still pretty ridiculous, especially since it doubles up as a more permissive Bubbleman too. The LP gain is largely moot, but the rest is a bit too much for something that pops out for free. Thorns of a Rose: ...because obviously these things aren't swarming enough already. Free piercing attacks for no extra charge too. Broken. A Rose's Scent: because being mostly Reinforcement-compatible is not search enough. Seriously, the are just way too many abusable things you can pull out with this for this to be acceptable. Pricked Blood Trail: Lingering burn effect, and the first card here that can safely be called balanced. This set needs more of this level, seriously. Star-Crossed: Bleah, wimpy. Even though we can swarm with a vengeance, there's no point in wasting all those huge beatsticks on cheap mill when we can just trample everything with brute force instead. The Statue of Star-Crossed Lovers: No, seriously, these things are more than big enough already. They have very little need for another boost. Floral Festival: Let's just be honest and call it Harpie's Feather Duster, shall we? Not like you'll ever see a shortage of monsters on your field. Rose Blade: Fair enough. Wish I could say that for more of these cards. It removes from the game, which is big, but at least there's a formal activation cost to it. Tybalt's Flame: could almost say fair enough if I didn't know you can swarm with a fieldfull of Jeimuzu and Aurora right after this. Lover's Quarrell: Pointlessly specific protection for monsters that will rarely ever need it. Pass. Capulet's Rose - Juliet: Would call this underpowered if it weren't for the fact that this effect - as it currently stands - can be used as many times as you like without any kind of activation requirement or cost. In other words: having even on rose in the yard and this out spells out infinte burn loop doom to your opponent. Montague's Rose - Romeo: This approach did not work for Shadow Ghoul either, really. Underpowered. Abyss Rose - Ozuko: Big question, remove those cards from where? Field, graveyard, hand and most importantly: whose field, graveyard, or hand? Crucial distinction for whether this is broken, okayish, or just plain wimpy. Chaos Rose - Revan: Dandylion. On steroids. Summoning a pair of 2000-point walls is more than just a little hefty for such an easily met condition. Devil's Rose - Leviathan: First effect is pointless since Leviathan itself is a rose monster so you always get the boost. May as well just put it in the original Atk. Other than that...eww, Buster Blader syndrome. Type-specific hate is never a good recipe for success, especially when it's not even a particularly popular type. Light's Radiance: Another generic Atk boost and a secondary effect that's just plain weird. Hikari's measly attack power boost is not worth wasting a card to fuel, seriously. Arm of Justice: One-shot protection and a negligable attack power boost that you most likely won't even need anyway. Besides, Twilight will negate this effect if it's doing what it's supposed to be doing. Pass. Shield of Hope: Def boosts have never been hot. Especially small ones that only apply to specific monsters. Not even worth considering. Wings of Light: Well, immunity to snipe, DaD, and pals is always nice, but restricted equip targets are not. Best of the three, but still not worth it. Unified Rose - Haruki: Eww...Colossal Fighter wannabe. Unless you bounce or RFG it, it will just revive itself and can be milked for free tributes too. The rest of the effects may as well not be there, but this last one is ridiculous. This + Mass Driver/Cannon Soldier = infinite burn loop too. Rose Essence - Pure: Again, Tuner is not a type. Yet another Atk boost, I see...now where have I seen something like this before? Yeah, avoid all these near-copy effects. You seriously don't need so many cards doing the same basic thing. 4-star tuner too, I see, and turns anything else into a tuner if that strikes your fancy. Bleah, going to call a bit overpowered on account of being 4-star tuner, though it's still tame for this set. Rose Essence - Lust: And another one. 4-star tuner as well, with some added hate for some of our most exploitable roses too. Bleah, do not want. Rose Essence - Mind: Beatstick-size, atk-boosting, four-star tuner that doubles up as a no-flip-required Morphing Jar? No. Seriously, no. This is so overpowered it's ridiculous. Heart's Rose - Ozuko: Effect is ridiculous. Permanent Atk boost for all? Repeatedly? xx The only saving grace here is that no such thing as Rose Essence - Heart exists, so we have to do some kind of fusion substitute thing to even summon this, but still...no. End Rose - Ryuu: Wannabe five-headed, except the fusion material is one weak monster and one non-existent monster. Yay. :\ Pure Rose - Hikari: Now why would we want to do that for a one-turn 'meh' beater when we could instead be blowing Hikari up to summon his oh-so-much-more appealing boytoy instead? Pass, this thing is just plain weak. Sensational Rose - Azu: A monster that's good only if we have a specific synchro out? Yeah, no. There are far more abusable cards aplenty here. Preserved Rose - Noboru: 3000-point night-invulnerable beater...that we only get if we give up an 8-star synchro and an 8-star summon. Bleah, pain in the rear both to summon and to dispose of. Again, there are just too many of these around too. Cursed Rose - Jekyll: ...no, that's Diablos. Seriously. Diablos. GF. Not a rose. ...yeah, all the ripped off art is starting to get to me. can you tell? Anyway, kind of a wimpy monster with a wimpy search effect. I think I'd rather just add some other way of getting those cards to my hand if I need them that badly. Universes End - Apocalypse: Doesn't seem particularly apocalyptic to me. Nuisance, yeah, but not all that impressive as fields go. Pass. Universes End - Promise: Yes, let's be really mean to Double Summon. I'm going to say overpowered. Breaking that one-summon limit should not be this easy. Even Ultimate Offering requires you to pay a price and is a trap that needs to be set and flipped before it can do its thing too. Universes End - Destruction: Limited-target Axe of Despair with some kind of bizarre Self-Destruct Button effect thrown in there. Short of an intense desire to annoy my opponent with draw games, I see no reason to use this, especially since I'd need those other two things too. Tripping the Vine: I have to wonder why this is not a trap. Meh, Doom Lord's something if it tires a quick swing. Fair enough. Actually, kind of weak since we have Dimensional Prison already. Abandoned Rose - Risa: Yet another big beatstick, this one with attack re-direction and a revenge Atk drop thing. Needs lower stats with those effects, seriously. Lust's Rose - Risa: So wait, we can keep cycling the same monster in and out of RFG over and over again? And we get the double the Atk? The exploitability here is astounding. Granted, it's an icky fusion, but once it's out it's quite easily a 6000-point monster every turn and the fusion is not that hard to bring about. Mind's Rose - Ami: wimpy LP gain and a minor hand peeking effect. Eww...no. Not worth it at all. Loving Rose - Serenity: So wait: was the effect you typed out below supposed to go on this thing? If it was then that's another clearly broken one. Otherwise...this is kind of lackluster. Protection from dark effects is nice and all, but not all that useful when your attributes are all over the board and Atk boosts are something this set has already seen way too much of. Rose Essence - Change: it's already a 2100-point low-level beater with no drawbacks. That's overpowered. Being a 4-star Tuner to boot just puts it at a whole new level of broken. Ridiculously overpowered all things said. Changed Rose - Aurora: We have no Kouki in the house, so the second effect is moot. Though such a burn effect would be largely moot on this thing anyway. Another piece of big muscle whose only reason for being is being a piece of big muscle. Pass. End Rose - Kaguya: ...and just when I thought I'd seen it all. That ability is quite possibly the most blatantly disbalanced thing every to come near YGO. Taking away 5 cards from anywhere short of the deck is already insane; doing so for a cost that may as well not be there, with a big fusion monster with very easy summoning conditions is just completely out there. Just...complete disregard for anything even remotely resemblant of game balance throughout. In Yu-gi-oh!, life points are cheap and cards expensive; not the other way around. Also, your Atk values are just completely through the roof with very few exceptions. Just...for the love of all that is sweet and sugary, at least try to make it balanced. Also, think quality over quantity. You have some serious wording issues too, but listing all of those would have taken up at least twice as much space as this has already taken. ... ...I need a drink. So. Many. Cards. xx Someone needs to show a little community spirit and rate mine too. Hanged Horai Doll Fairy/Effect 3 Star/Dark 0 Atk / 1200 Def This card can not be destroyed, offered as tribute, or sent the to the Graveyard for a Synchro Summon. When this card battles, it is forced into Attack Position at the end of the Damage Step and can not change its Battle Position again until the end of the turn. Lash Fiend Fiend/Effect 4 Star/Dark 1800 Atk / 0 Def When this card Battles with a Monster but does not destroy it, you can reduce the Atk of this card by 600 until the end of the turn to have this card attack once again in a row. This effect can not be activated if the Atk of this card is already lower than 600. At the end of each turn, increase the Atk of this card by 200 for each time this card attacked that turn. Amulet of Remorse Equip Spell All Battle Damage from Battles involving the Monster equipped with this card becomes 0. When this card is destroyed by a card effect your opponent controls, draw 2 cards. Power Synchronization Normal Spell Select one face-up Monster your opponent controls. Until the end of the turn, the Atk of all face-up Monsters your opponent controls becomes equal to the Atk of the selected Monster. Undying Hatred Normal Spell Select 1 Monster on the Field and inflict damage 200 to your opponent for each time the selected Monster has battled. Then, inflict 200 more damage to your opponent for each turn that the selected Monster has been on the Field. When a "Hanged Horai Doll" you control is attacked, you can return this card from your Graveyard to your Hand by skipping your next Battle Phase. Limiting Edict: Power Hierarchy Continuous Trap While this card is face-up on the Field, no Monster on the Field can attack unless all face-up Monsters on the controller's Field with an Atk lower than that monster's have already attacked this turn. When a Monster attacks, that Monster must attack the Monster with the lowest Atk on the opponent's Field. Torment of the Immortal Normal Trap This card can only be activated when a Monster is Special Summoned from the Graveyard to your opponent's Field or when the destruction of a Monster your opponent controls is negated by a card effect. Send that Monster to the Graveyard, ignoring other card effects, to Special Summon 1 "Hanged Horai Doll" from your Hand or Deck to your opponent's Field. While the Monster Special Summoned by this effect is on the Field, the Monster sent to the Graveyard by this effect can not be removed from the Graveyard. |
Might as well return, making things up as I go along:
Kirby Fairy/Effect LIGHT/4* 1500 ATK, 1000 DEF Effect: Each time this card destroys an opponents monster in battle, this monsters gains 200 ATK and its Attribute becomes that of the destroyed monster. King Dedede Aqua/Effect WATER/7* 2800 ATK, 2000 DEF Effect: If this card was destroyed in battle by "Kirby", "Kirby"'s effect is not activated. Lololo Fairy/Union/Effect LIGHT/3* 1500 ATK, 0 DEF Effect: Once per turn, this card can be equipped onto "Lalala". Whilst this card is equipped, the equipped monster gains 2400 ATK, and 900 DEF. If this card is equipped, once per turn, you may pay 500 Life Points to destroy 1 of your opponents monsters. If you do, the equipped monster cannot attack this turn. If this card is equipped to another monster, you may Special Summon it to the field. If this card is destroyed in battle by "Kirby", "Kirby"'s effect is not activated. If the equipped card were to be destroyed, destroy this card instead. Lalala Fairy/Union/Effect LIGHT/3* 0 ATK, 1500 DEF Effect: Once per turn, this card can be equipped onto "Lololo". Whilst this card is equipped, the equipped monster gains 900 ATK, and 2400 DEF. If this card is equipped, once per turn, by paying 500 Life Points, you may Special Summon 1 monster from your Graveyard. If you do, that monster cannot attack this turn. If this card is equipped to another monster, you may Special Summon it to the field. If this card is destroyed in battle by "Kirby", "Kirby"'s effect is not activated. If the equipped card were to be destroyed, destroy this card instead. |
Grave-Looper
( 1 Star / DARK / Machine / Effect Monster ) 0 / 1450 When this card is destroyed by battle, Special Summon 1 "Grave-Looper" from your Graveyard in face-up Attack position. |
I haven't read much on YGO's rules or cards in forever, but I came up with a few of my own cards that I would implement into an RP deck that I'll need help building. I'll post a thread about it later.
Gentleman's Agreement Normal Spell You and the opponent agree to wager an amount of Life Points between 100 and 1000. Then flip a coin. If heads, you gain your wager plus the amount of life points lost by your opponent. If tails, you opponent gains their wager plus the amount of life points you agreed to. Uncommon High-Low Normal Spell Roll 5 die. Then guess whether the number of the next roll will be higher or lower than the current number. If you are correct, you gain 1000 life points. If you are incorrect, you lose 1000 life points. Uncommon Casino Palace Field Spell While Casino Palace is in play, the effects of cards that use dice rolls or coin flips, when applicable, are doubled. Rare Accident Insurance Continuous Trap When an opponent's monster attacks your life points directly, you gain life points equal to half of the attacking monster's current Offense. Rare Bad Poker Face Normal Spell Your opponent must reveal his or her current hand. Common One-armed Bandit Normal monster 4/Soldier/Wind 1600/1200 This pour soul lost an arm and a leg to gambling, and wants them back. Common |
So...it's just me rating cards these days? FINE, I see how it is. :<
Kirby: Yay attribute change? not really worth using unless we have some kind of special support that relies on Kirby being of a specific attribute, but very fitting of the character. King Dedede: Yeeeah, that effect may as well not be there for the most part. Usually a weakish high-level vanilla that has the added penalty of not being treated like a vanilla. The king could use a secondary effect right about now. Lololo and Lalala: Hoo...quite intriguing, actually. Regardless of which is equipped with which, they make a 2400/2400 monster that can seriously turn the tide of monster presence, though given the prevalence of spin and destruct effects, they probably won't last long without support. Needs the usual union monster wording, though, as in their current state they can't equip. :O Grave-Looper: Infinite graveyard loop, but you knew that already. Fun fact: if you flip Rainbow Life and activate card of safe return you can suicide slam these little guys for infinite draws and infinite LP gain in one, neat package. Yeah, there are reasons why infinite graveyard loops tend to be plugged. Gentleman's Agreement: Eww...so much that could go wrong with this. First off, coming to an agreement with the opponent could potentially leave the whole game stuck if people can't agree on a value. Just say the opponent decides and leave it at that. Anyway, bleah card. If you're going to gamble, you should do it for something a lot more valuable than puny LP gain and the stakes should always be high. I'll take The Paths of Destiny over this any day. High-Low: Just...what do you mean by '5 die'? Is that a five-sided die? (which, incidentally, violates basic YGO pracitce where the only die you roll is a six-sided one) Or five dies? Standard wording, please. The YGO Wikia is there for all your wording reference needs. And what next roll? If it's rolling a five-sided die then there will be no 'next roll' because you only roll once by this effect. If its five dies, then at which point do you call higher or lower? And what happens if you get the same result? Guaranteed loss on that one? D: Casino Palace: Again, what. Do. You. MEAN? Double as in apply the effect twice? Doubled as in double the numerical values of damage/LP gain (in which case this is already broken as hell because of Dice Jar)? As is, I haven't the foggiest idea what this card is even trying to do. ~~ Accident Insurance: ...offense. Tell me, why in the name of all that is sweet and sugary do you feel compelled to pull a new term from goodness knows where when the one used in actual wordings could be found with a quick glance at this very page? Some basic effort, please. Card itself...ehh, basically amount to halving the damage you take from direct attacks, so I guess it's not half bad, especially since two copies means you take no damage from direct attacks. Fair enough, I suppose. Bad Poker Face: Now I'm sure we have a card that does the same thing already. Has its uses, I guess. One-armed Bandit: Average subpar vanilla monster. Meh, this and that, bits and pieces, not like anyone besides me actually comments anyway. False Charity Normal Spell Your opponent draws 3 cards. During their next End Phase, your opponent sends their entire Hand to the Graveyard. Guilt of the Victor Continuous Spell Whenever a Monster on the Field is destroyed, the controller of the destroyed Monster draws a card. Plot Hole Normal Trap This card can only be activated when your opponent declares an attack while you control a face-up "Toon World". Remove the attacking Monster from play and Special Summon 1 Level 4 or lower Toon Monster from your Deck. |
Sorry for the doublepost. I thought I wouldn't have time to edit a badly-made post that was virtually drama. I was on a bus, hence the rush. Anyway, 5 die meant 5 dice and double meant double life point gain/loss...and I guess I'll just stick to regular cards seeing as my ideas are, in a word, bad. I might make more later. Anyway, even if I don't know the rules, if only for the sake that it's as a gesture of thanks, I'll try grading your cards...
False Charity: This can potentially destroy decks that rely on waiting for having combos of cards in the hand and using them all at once. It'd also wreak havoc with more "enemy draws cards" cards and Infinite Cards in play. Guilt of the Victor: Would this refer to monsters destroyed by ANYTHING? If so, then in unofficial games cards like Raigeki would let you deck your opponent. In official-ruled games I have no clue...but overall very neat. Plot Hole: I don't remember there being very many toon monsters. then again, it's been forever. Very useful for Toon decks, especially if you have something like Return from the Different Dimension or other cards that get back cards removed from play. I'll try reviewing more, just so you don't have such a heavy workload. EDIT: Also, I found an image that, if edited to look a little more toony, would be perfect for Plot Hole. |
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Not-So-Colossal Fighter ( 4 Stars / EARTH / Warrior / Normal Monster / Tuner ) 1600 / 600 A stoic warrior made from various types of metal. Although he does not wield the power he seeks yet, this warrior strives to pester the militant like his superior with his would-be regenerative powers. |
Well, you wanted King Dedede's true existance, right?
Mecha Hammer Spell/Equip Effect: This card can only be equipped to "King Dedede". The equipped monster gains 800 ATK. Once per turn, you may destroy 1 monster your opponent controls. If you do so, The equipped monster cannot attack. Ability Dilemma Trap/Continuous Effect: This card can only be activated if "Kirby" is on the field. Once per turn, you may destroy all cards that have the same attribute as 1 "Kirby" that is on your side of the field. If you do so, you cannot attack this turn. Sis and Bro Unity Spell/Continuous Effect: If "Lololo" or "Lalala" is sent from being equipped to the graveyard, you may Special Summon the destroyed monster next turn by paying 500 Life Points. If there isn't a "Lololo" or a "Lalala" on the field, destroy this card. Masked Dedede Aqua/Effect DARK/9* 4000 ATK, 3000 DEF Effect: This card can only be Special Summoned by sending 1 "King Dedede" that is equipped with "Mecha Hammer" to the Graveyard. If this card was destroyed in battle by "Kirby", "Kirby"'s effect is not activated. This card's name is treated as "King Dedede". When this card is destroyed, you may add any Spell or Trap card with "Mask" in it's name from your deck to your hand. And a little fix... Lololo Fairy/Union/Effect LIGHT/3* 1500 ATK, 0 DEF Effect: Once per turn, during your Main Phase, if you control this monster, you may equip it onto "Lalala". Whilst this card is equipped, the equipped monster gains 2400 ATK, and 900 DEF. If this card is equipped, once per turn, you may pay 500 Life Points to destroy 1 of your opponents monsters. If you do, the equipped monster cannot attack this turn. If this card is equipped to another monster, you may unequip it and Special Summon it to the field. If this card is destroyed in battle by "Kirby", "Kirby"'s effect is not activated. If the equipped card were to be destroyed, destroy this card instead. Lalala Fairy/Union/Effect LIGHT/3* 0 ATK, 1500 DEF Effect: Once per turn, during your Main Phase, if you control this monster, you may equip it onto "Lololo". Whilst this card is equipped, the equipped monster gains 900 ATK, and 2400 DEF. If this card is equipped, once per turn, by paying 500 Life Points, you may Special Summon 1 monster from your Graveyard. If you do, that monster cannot attack this turn. If this card is equipped to another monster, you may unequipped it and Special Summon it to the field. If this card is destroyed in battle by "Kirby", "Kirby"'s effect is not activated. If the equipped card were to be destroyed, destroy this card instead. |
I'll try reviewing the first, second, and fourth cards, seeing as I don't know much about Union Monsters.
Mecha Hammer: This reminds me of destructive burst stream, only you keep it. If you could have 3 Dededes with these hammers you could easily sweep the opposing team. Small attack boost is good too. Overall I don't have a number grade, but it can be cheap if make sure it's gotten immediately. Ability Dilemna: Meh ability. If the person has a deck based entirely around one type or you use a card to change their types, it could potentially negate your opponent's monsters. Don't know what else to say. Masked Dedede: Special Summon method is a bit simple for something so powerful.Based on it being treated as "King Dedede", it could also get the Mecha Hammer, which makes it able to power through many monsters even with equip effects. However, the mask effect I'm not sure about. How many cards have "Mask" in them, anyway? Overall a powerful card...but I'm no pro. Anyway, I gave it my best shot. Hope you like the feedback. |
Update of a card that is fairly cheap.
Mecha Hammer Spell/Equip Effect: This card can only be equipped to "King Dedede". The equipped monster gains 800 ATK. Once per turn, you may destroy 1 monster your opponent controls. If you do so, The equipped monster cannot attack this turn. This card cannot be added to your hand from your deck or by any card effect. A new card: Kracko Jr. Aqua/Effect WIND/4* 1800 ATK, 1200 DEF Effect: If this card was destroyed in battle by "Kirby", "Kirby"'s effect is not activated. If this card is destroyed by battle, in 2 turns, you may Special Summon 1 "Kracko" from your deck by removing this card from your Graveyard from play. Kracko Aqua/Effect WIND/7* 2500 ATK, 2200 DEF Effect: If this card was destroyed in battle by "Kirby", "Kirby"'s effect is not activated. Once per turn, you may Special Summon 1 "Waddle Doo"* from your hand to the field. If you do, that monster cannot attack this turn. * To be added. |
Shared Pot of Greed:
Spell Both Players draw two cards from their decks Well, I hope I did it right ;_; |
Shared Pot of Greed: I think I've seen cards that more or less do the same thing. Still, it's passable.
I made a new card...though it's more of a joke than anything. Don't take it seriously Barbatos Goetia Warrior/12/Effect This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 3 warrior monsters in your hand from play. This card negates the effects of all magic cards that designate this card as a target. While this card is in play, any magic cards on your side of the field are destroyed and their effects negated. 5000 ATK/3000 DEF Again, more of a joke than a real attempt. |
I'm not late for Christmas, am I?
Mist-Led Toe ( 1 Star / Water / Fiend / Normal Monster ) 500 / 500 Although it lacks the power of kissing, it makes up for its deficiency with an ample supply of Vitamin D. |
Mist-Led Toe: What is this I don't even. In all seriousness, average 1-star vanilla monster.
I made a new card just because a friend has pissed me off with this. Incompatibility Continuous Spell (Or trap, if you feel it belongs in the Trap category) While this card is face-up on the Field, neither player can Fusion Summon or Synchron Summon monsters. Uncommon |
Royal Impasse
Continuous Trap Negate the effect of a card(s) that activates when that card(s) is sent to the Graveyard from the Hand or Deck. |
Royal Impasse: Doesn't Ability drain (Skill drain?) already do that? Oh well, it'd be the bane of my existence if paired with a deck destroyer.
Made a few more cards because of how much I hate that deck-destroyer... Taboo Normal Spell Pay 2000 Life Points. State the name of one card. All cards with that name on the field, in both graveyards, and both player's decks are removed from play. Infected Zombie Zombie/1/Effect 300/200 When this monster is destroyed by opponent's card effect, your opponent discards all effect monsters from their hand to the Graveyard. Surprise Zombie Zombie/1/Effect 400/0 When this card is sent from your Deck to the Graveyard, destroy two cards on your opponent's side of the field. |
Infernal Rivulet
Continuous Trap Whenever a monster would inflict battle damage to an opponent, instead of calculating damage (damage between monsters is calculated as normal), remove from play 1 card from the top of the receiving player's Deck for every 300 damage (rounded up) they would have taken. I apologize for the bad wording. Twilight Ebb Normal Spell Remove from play the top card of your opponent's Deck. Apply the corresponding effects based on the card type: -- Monster: Remove from play the top two cards of your opponent's Deck. If any of those cards are monster cards, remove two more. -- Spell: Remove from play the top card of your opponent's Deck. If that card is not a Spell card, draw 1 card. -- Trap: Remove from play 1 card on the field. Absconditus Normal Spell You can only activate this when you have more cards in your hand than your opponent. Both players remove their Hands from play. During each Standby Phase, the turn player selects 1 card at random that was removed from play by this card's effect and adds it to their hand. Herald of Prismatic Light ( 2 Stars / LIGHT / Fairy / Effect Monster ) 300 / 500 You can send this card and 2 other Fairy-Type monsters from your hand to the Graveyard to negate the activation of an opponent's Spell / Trap card or the effect of an Effect Monster they control and destroy it. This effect can be activated during either player's turn. Herald of Black Light ( 2 Stars / LIGHT / Fairy / Effect Monster ) 300 / 500 While you have three or more cards in your hand, you can send this card and all other cards from your hand to the Graveyard to negate all card effects in the same chain and remove the card(s) negated them from play. You can activate this effect during either player's turn. |
Updates to the cards...
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ATK: 3200/DEF: 2600 11 Stars/Warrior/Effect Monster/Earth Effect: This card cannot be Normal Summoned or Set. This card can only be special summoned by removing from play "Seith the Warrior" equipped with "Z-Blade", "X-Buster" and "ZX Armor". Every time you equip an equip spell card into this card, put 2 spell counters on this card. When you have 6 spell counters on this card, by removing all the spell counters on this card, destroy all the cards on your opponent's side of the field. Card Status: Limited Rartiy: Parrarel Rare And I'll comment on some cards as well.... Quote:
Infected Zombie: Another counter to an Exodia deck. But only if the opponent have an "Exodia the Forbidden One" in their hand (Remember, Exodia is an effect monster). Set this little baby here on your field, use some kind of bait (Use a spell card that changes an attacking monster's target to this monster) and then your opponent discards ALL it's effect monsters. |
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And besides, Exodia will have RFP recursion anyway. You'd just help to search it out. Second one said when it's destroyed by a card effect. |
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Shared Pot of Greed: Oh, this will be so abused, solely on the time-honored principle that states it doesn't matter how many cards your opponent is holding if they never get to play them. Any and all OTKO builds would run instant threes of this, as would Tele-DaD; que hilarity ensuing. Yeah, broken. Barbatos Goetia: Would actually be a decent card if you hadn't gone so overkill on the Atk. Drop it to around the 4000 range and we'd be getting somewhere. Not particularly Warrior-like, though, and probably not likely to see play since it eats so many cards and kills off the lifeblood of any fast-paced deck, but only for you. Incompatibility: Nothing wrong with synchro hate, though I'd probably still go with Royal Oppression over this, because Dark Armed/Judgment Dragon can smash you in the face too, as can special summon rushes. Still, decent card. Royal Impasse: Basically says you can't Wulf or Honest me. Would be mean to Dark World too, if anyone played Dark World anymore. Ehh...not all that useful for the current format, though that may change with time. That wording is a bit odd, though, as it seems to imply that you only get a one-shot negation from this effect even though it's continuous. oO Taboo: You will never see your Honest/Judgment Dragon/Dark Armed Dragon/Gorz/Malicious/Krebons/Plaguespreader/Tytannial/Lonefire Blossom/Mezuki ever ever again. It's a bit of a steep cost, but there are enough regular pests saying play right now for me to see this being played. Mmmyes. Infected Zombie: Eh...good luck getting your opponent to blow this up with a card effect, unless you can get them to Torrential/MF or shoot blindly at a face-down. Woe is them if they do so, though, unless the thing that blew you up is Dark Armed Dragon, in which case you've just armed your opponent with more in-graveyard darks. Surprise Zombie: Foolish Burial just became a 'Destroy two' card? Lightsworn needed more ways to blow stuff up for free? Yeah, no. This is just completely overpowered. There's a lot of self-mill going on already, so reaping such a big swing in field presence for basically no price is just way too much. Plaguespreader can put any awkward in-hand copies back on top of your deck for discard too. Infernal Rivulet: Now I'm sure I did something like this except with discards a looong while back. Oh well, converts the battlefield from one of life points to one of deck-presence. I like. Twilight Ebb: Whoa...chain removal FTW. The Monster thing is a self-feeding mill loop that has a fair chance of ballooning into a chain reaction (hit two monsters with the first two removals, thus removing four cards, if any are monsters, we're really in business). Removing the entire deck with that is not even all that implausible. Spell effect is fair enough, and I guess the trap one is...okay since it's a gamble thing. But yeah, the monster effect needs rebalancing. Absconditus: temporary RFG for the win? I could see some abuse with Necroface here, definitely, RFGing the same copy multiple times. D.D. Scout Plane can also do some fun here, and speaking of Necroface...you can always summon it with something you set beforehand to make sure your opponent never sees those in-hand cards again, though you lose your own hand in that, so fair enough. Herald of Prismatic Light: total effect block straight from the hand is definitely powerful stuff, but then, sacrificing three in-hand fairies is certainly expensive. Fair enough, I suppose. Herald of Black Light: Anti-Chain Strike? Ehh...we don't really have long enough chains around these days to make this pay off, especially since it's only spell speed 2. Seith the Ultimate Warrior: Soo...we pay up four specific cards to summon this very expensive nomi, then we must equip it with three more before we can blow stuff up? Ehh...I'd prefer to take my chances with Black Rose's full-field nuke, thank you. Aaand, I'll chip in with some of mine again. Herald of Oblivion Fairy/Effect 8 Star/Dark 2500 Atk / 2200 Def When your opponent declares an attack while you control no cards, you can send this card in your Hand and your entire Hand to the Graveyard. If you do, destroy 1 card on the Field for each card sent to the Graveyard this way. When this card is Summoned or flipped face-up, remove it from play and destroy all Monsters on the Field. For each card destroyed by this card's effect, inflict 400 Damage to the controller of the destroyed card(s). Legacy Chronicler Rock/Effect 3 Star/Dark 1200 Atk / 500 Def FLIP: Draw 1 card for each "Legacy Chronicler" in your Graveyard. Legacy Legion Rock/Effect 4 Star/Dark 1000 Atk / 600 Def Increase the Atk of this card by the combined Atk of all "Legacy Legion"s in your Graveyard. When this card destroys a Monster by Battle, you can remove 1 "Legacy Legion" in your Graveyard from play to have this card attack once again in a row. At the End Phase of this turn, all cards removed from play by this effect are returned to the Graveyard. Legacy Guardian Rock/Effect 4 Star/Dark 1300 Atk / 1900 Def Once per turn, you can activate one of the following effects for each "Legacy Guardian" in your Graveyard: *Make all Damage to you from one attack or card effect zero. *Negate the destruction of a card you control once. Mausoleum of Ancestry Field Spell Monsters in the Graveyard can not be removed from play. Each time a Monster is Summoned or Flip Summoned successfully, the controller of that Monster sends 1 Monster with the same name as the summoned Monster from their Deck to the Graveyard. ...eh, random idea. May finish at a later date. XD |
I like Trauma Center.
Kyriaki Queen ( 7 Stars / WATER / Fiend / Effect Monster ) 2300 / 2600 Once per turn, you can Special Summon 1 "Kyriaki Egg" token ( * / 0 / 0 / WATER / Fiend ) with the effect "You take no battle damage from a battle involving this card" to your side of the field. While a "Kyriaki Egg" token is on your side of the field, this card cannot be destroyed and any time this card would be removed from the field, tribute all "Kyriaki Egg" token(s) on your side of the field instead. Then, Special Summon 1 "Kyriaki" for each token tributed from your Graveyard, Hand, or Deck. Kyriaki ( 3 Stars / WATER / Fiend / Effect Monster ) 1500 / 1800 FLIP: Inflict 700 points of damage to your opponent. Pempti ( 8 Stars / FIRE / Fiend / Effect Monster ) 0 / 3000 When this card is Summoned, place 10 counters on it. This card cannot be destroyed as long as a counter remains on this card. This card cannot change battle positions except with its own effect. When this defense-position card is attacked, switch it to attack position. When this attack-position card is attacked, remove 1 counter from it and switch it to defense-position. Once per turn, you can activate one of the following effects: -- Destroy 1 card your opponent controls. -- Inflict 700 points of damage to your opponent. -- Remove 1 counter from this card. During the next turn, you take no battle damage from a battle involving this card. |
Toon Dragon of Ra
(10 stars / FIRE / Winged Beast / Toon / Effect) You must offer 3 Tributes to Tribute Summon this card while "Toon World" is on the Field. If "Toon World" is destroyed, this card is also destroyed. The ATK and DEF of this card becomes the sum of the respective ATK and DEF values of the Tributes. When this card is Special Summoned, it is sent to the Graveyard during the End Phase. While this card is face-up on the Field, it cannot be targeted by Spells, Traps, or Monsters that designate a target. When this card is successfully Special Summoned, you may pay all but 1 Life Points and increase the ATK and DEF of this card by the amount of Life Points paid. 0 / 0 Obelisk the Toon Monster (10 stars / EARTH / Fiend / Toon / Effect) You must offer 3 Tributes to Tribute Summon this card while "Toon World" is on the Field. If "Toon World" is destroyed, this card is also destroyed. When this card is Special Summoned, it is sent to the Graveyard during the End Phase. While this card is face-up on the Field, it cannot be targeted by Spells, Traps, or Monsters that designate a target. By offering 2 Monsters on your Field as Tributes, all monsters on your opponent's Field are destroyed. 4000 / 4000 Slifer the Toon Dragon (10 stars / WIND / Dragon / Toon / Effect) You must offer 3 Tributes to Tribute Summon this card while "Toon World" is on the Field. If "Toon World" is destroyed, this card is also destroyed. The ATK and DEF of this card becomes the number of cards in your hand x 1000. When this card is Special Summoned, it is sent to the Graveyard during the End Phase. While this card is face-up on the Field, it cannot be targeted by Spells, Traps, or Monsters that designate a target. Additionally, when your opponent successfully Summons or Flip Summons a Monster with 2000 DEF of less, that Monster is automatically destroyed. 0/0 Hehe... |
Time for my Kirby-themed revenge!
Daroach EARTH, 6* Spellcaster/Effect 2200 ATK, 1800 DEF Effect: Once per turn, you may look at your opponent's hand. You may take 1 card from that player's hand, and place it in your hand. If it is still in your hand at the End of the turn, return it to it's owner. If this card was destroyed in battle by "Kirby", "Kirby"'s effect is not activated. Meta-Knight DARK, 7* Warrior/Effect 2500 ATK, 1800 DEF Effect: If this card was destroyed in battle by "Kirby", "Kirby"'s effect is not activated. Galactica - Sword of Masters Equip Spell Effect: This card can only be equipped to "Meta-Knight", or a "Kirby" by the effect of "Meta Teachings". The equipped monster gains 1000 ATK, and if the equipped monster is destroyed, you may destroy this card instead. If this was destroyed in this way, your opponent loses 500 Life Points. Meta Teachings Normal Spell Effect: If you control a "Kirby", and there is a Meta-Knight in your graveyard, you may equip "Kirby" with a "Galactica - Sword of Masters" from your deck or hand. More to come soon. I'll give a shot at rating... May need a professional look at it though... Toon Dragon of Ra: Nice. Just glad that it doesn't have the Attack directly that all Toon's have. All you have done is put a Toon to Ra and edited the conditions of summoning. Not really a like of mine, as the Gods were overpowered anyway, and this... Isn't really good. Toast by Mirror Force, which doesn't designate a target, and leaves you wide open with 1 LP... I'll pass. Obelisk the Toon Monster: Overpowered effect, easy to summon... 3 Toon Mermaids and then this. I'd make the effect of tributing to destroy all weaker a little (such as an if you do, no attack), as the Gods may have been overpowered, but this is slaughter. A bit too overpowered. Slifer the Toon Dragon: No need for the 2000 DEF and under destruction, as it would be destroyed to even see it. The better of the 3, but the others when not Toons weren't really good. I'd add that you can only Summon these if there weren't any other summons in the same turn (including special summons) Herald of Oblivion: Hmm... Can't think of much bad for this... Probably not be used much, as it always destroys itself, and is a good way to clear the field... I like it. Legacy Chronicler: Good for an Exodia deck, and is a bit on the weak side. Seems unusual having a Rock with a higher ATK than its DEF. You're good. Legacy Legion: This is... well, a bit good, a bit bad. The removing a card is fine, bringing it back is ok, attacking once again is a bit... well, I'm not good at this, so you may ignore this, but it does MAJOR damage, in a cheap-ish way... This and Return from the different dimension woud be lethal, especially as you would then have 5 attacks, and thats only from 3 monsters... Legacy Guardian: That seems fine, to be honest. Mausoleum of Ancestry: Good card for your series, but negates Legacy Legion's effect (Remove from play?). I'd change this, or Legacy Legion, as they kind of don't get on... |
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I like Trauma Center. GUILT - Kyriaki Queen ( 7 Stars / WATER / Fiend / Effect Monster ) 2300 / 2600 Once per turn, you can Special Summon 1 "Kyriaki Egg" token ( * / 0 / 0 / WATER / Fiend ) with the effect "You take no battle damage from a battle involving this card" to your side of the field. While a "Kyriaki Egg" token is on your side of the field, this card cannot be targeted and any time this card would be removed from the field, tribute all "Kyriaki Egg" token(s) on your side of the field instead. Then, Special Summon 1 "GUILT - Kyriaki" for each token tributed from your Graveyard, Hand, or Deck. GUILT - Kyriaki ( 3 Stars / WATER / Fiend / Effect Monster ) 1500 / 1800 FLIP: Inflict 700 points of damage to your opponent. GUILT - Pempti ( 8 Stars / FIRE / Fiend / Effect Monster ) 1000 / 3000 When this card is Summoned, place 10 counters on it. This card cannot be destroyed as long as a counter remains on this card. This card cannot change battle positions except with its own effect. When this defense-position card is attacked, switch it to attack position. When this attack-position card is attacked, remove 1 counter from it and switch it to defense-position after damage calculation. Once per turn, you can activate one of the following effects: -- Destroy 1 card your opponent controls. -- Inflict 700 points of damage to your opponent. -- Remove 1 counter from this card. During the next turn, you take no battle damage from a battle involving this card. GUILT - Bythos ( 4 Stars / EARTH / Fiend / Effect Monster ) 800 / 1500 Once per turn, inflict 100 damage to your opponent for each card on the field. When this card is destroyed, Special Summon 1 "GUILT - Bythos Core" ( * / 0 / 0 / EARTH / Fiend ) token that can only be destroyed by battle with a monster in the same column as it. If that token is not destroyed on the turn it is Summoned, during the End Phase, Special Summon this card from your Graveyard. GUILT - Nous ( 4 Stars / WATER / Fiend / Effect Monster ) 0 / 0 When this card is Normal Summoned, Special Summon as many "GUILT - Nous Tumor" ( * / 400 / 0 / WATER / Fiend ) tokens to your side of the field as possible. If this card is destroyed while you control a "Nous Tumor" token, inflict 700 damage to your opponent for each "Nous Tumor" you control. GUILT - Sige ( 4 Stars / WIND / Fiend / Effect Monster ) 0 / 0 Once per turn, you can flip this card into face-down defense-position. When this card is flipped face-up, switch it to defense-position and Special Summon as many "Sige Clone" (* / 0 / 0 / WIND / Fiend ) tokens with the effect "When this card is destroyed, inflict 400 damage to your opponent." to your side of the field as possible. If this card would be destroyed by battle, return it to your Hand instead. GUILT Explosion Normal Spell Destroy 1 "GUILT" monster you control to inflict damage to your opponent equal to 300 x its level. Metastasize Normal Spell Destroy 1 token you control to inflict 400 damage to your opponent's life points and Special Summon to either side of the field a number of "Carcinoma" ( * / 0 / 0 / DARK / Fiend ) tokens equal to or less than the number of monsters on the field. Pempti Small-Core Normal Trap Special Summon up to 3 "Carcinoma" ( * / 0 / 0 / DARK / Fiend ) tokens to your side of the field. GUILT Mutagen Continuous Trap Whenever a token is removed from the field, inflict 500 damage to your opponent. GUILT - Triti ( 3 Stars / EARTH / Fiend / Effect Monster ) 0 / 0 If you do not control another "GUILT" card, return this card to your hand. When this card is attacked, Special Summon 1 "Mass Apoptosis" ( **** / ? / 0 / EARTH / Fiend ) token in attack-position and redirect the attack to the token. The token has the same ATK as the attacking monster - 1000. While this card is on the field, life points cannot be paid and cards cannot be removed from the graveyard to activate a card effect. GUILT - Aletheia ( 8 Stars / DARK / Fiend / Effect Monster ) 0 / 4000 This card cannot be destroyed or targeted. While you control another "GUILT" monster, this card cannot be selected as an attack target. When a "GUILT" monster you control is destroyed, switch this card to attack-position. Each time you take battle damage from an attack involving this card, Special Summon 1 level 4 or lower "GUILT" monster from your Hand, Deck, or Graveyard. GUILT - Tetarti Continuous Spell Once per turn, Special Summon 1 "GUILT Diverticulum" ( ** / 0 / 0 / FIRE ) token to your side of the field. During each of your Standby Phases, inflict damage to your opponent based on the number of "GUILT" tokens you control. -- 1: 200 damage. -- 2: 500 damage. -- 3. 800 damage. -- 4. 1200 damage. ---5. 1700 damage. GUILT - Paraskevi Continuous Spell |
Bet you all thought I was dead, didn't ya. xD
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Kyriaki Queen: Kind of wimpy for a level seven, but you can get some serious potential out of the fact that any sort of destruction, bounce, or spin will result in a bunch of medium-sized monsters showing up- and that includes battle. Kyriaki: Flip effect monster with a little bit of burn and a special summon outlet. Meh, fair enough. Pempti: Ugh.... and attacking it doesn't remove a counter half the time. This thing is easily protected from attacks with defensive traps, and to make things worse you're getting a constant source of destruction or burn, depending on your needs. Yeah, I call broken. Toon Dragon of Ra: Oh gods, literally. Um... I call bizarre. The current wording means that summoning this thing with Toon World will result in tributes being increased by one... since there's no actual rule that Toons need Toon World on the field to be summoned. (Rather, the effects of most bigger toons prevent them from being summoned unless you control toon world.) So... why would we summon this thing in combination with Toon World? Also, as it is this thing is basically an invulnerable juggernaught that can't be touched by anything that targets and unless we're stupid enough to play toon world with this thing it's only two tributes which still adds up to a ton of attack points. Broken. Obelisk the Toon Monster: Broken again, for the same reason. Actually, with four thousand points this thing is a lot worse. Field-nuker is just icing on the cake, not that we'll ever need to activate it. Slifer: Oh gods, now we've hit max break. Blast any small monster the opponent has away? Attach this to a virtually undestroyable body? Yes, yes please. And now for something completely different: Doombat Monster/Dark/Winged Beast/Effect/2* Atk 700/ Def 1200 You can special summon this monster from your hand if you control a "Doombat". Increase this monster's Atk by 700 for each "Doombat" you control. By tributing all "Doombats" you control, special summon a dark-attribute monster from your graveyard whose level is less than or equal to the combined levels of all tributed "Doombats". |
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But yeah, point taken on the field dissonance. I think I've actually found a way to fix that one, though. Quote:
Yeah, going to tweak that. But first... Daroach: Ho-hum, stealing one card from your opponent's hand just like that seems a bit...too good. Even if we can't play whatever we swiped, we can still pitch it for Hand Destruction/any given discard cost effect, remove it for Cyber Valley's graveyard recursion effect, or spin it to the top of the deck with Plaguespreader. Yeah, I think this calls for an activation cost of some sort. Interesting effect, though. Meta-Knight: Aww...come now. No special effect for the one and only Meta-Knight? We both know that's not right. D: Galactica - Sword of Masters: Limited-target Axe of Despair with a bit of protection. Eh...it could use a bit more 'oomph' if it's going to be justifying the use of Meta-Knight over there. And we all want to use Meta, right? Also, that should be 'when the equipped Monster would be destroyed', since you can prevent something that's already happened. Meta Teachings: Well, it's a from-the-deck equip, so it's not completely irredeemable, but as already stated: the equip itself could use a bit more in the effect department. GUILT - Kyriaki Queen: Chump blockers ftw. Now slap Heart of Clear Water on that Kyriaki Egg Token and watch as hilarity ensues. The stats are a bit low, as noted, but it does go one tribute with A Legendary Ocean (in which case it's Summoned Skull size as a monster too) and it will always create a mess of little monsters for your opponent to deal with. Summoning this in the first place is still a chore, though, so fair enough. GUILT - Kyriaki: Ehh...Stealth Bird trumps this as flip-induced burn goes, really, as does Des Koala, but it swarms with the queen and has passable Atk for that job. GUILT - Pempti: Yeah, not going to touch that counter-removing effect any time soon. As has already been stated, this is really a huge pain to get rid of by most conventional means, so blowing up one card each turn is a pretty dangerous effect to be sticking on it. Especially since you can Limit Reverse it too. Destruction by Limit Reverse's effect, you say? Not a problem; the counters have that covered too. And it's Trade-In friendly as well. Yeah, a bit on the broken side. GUILT - Bythos: Basically, just Special Summon this on the end phase of the turn it is destroyed in most cases. After all, you can easily just summon the token into the same column as the monster that destroyed Bythos, or - unless your opponent has a full field - into an unoccupied column. Handily covered from effect destruction too, so only spin, bounce, and RFG will nail it. A bit on the broken side of things again because of that, all things said. :\ GUILT - Nous: Now with built-in Scapegoat. :D Yep, free chump blockers and burn unless said chump blockers are disposed off before this. And again, handily Limit Reversable; you can detonate it with Limit Reverse's own effect to force the burn on your opponent too. Will be readily abused for summoning Destiny Hero Plasma too and immediately sets up five pieces of viable tribute fodder. Rebalance, please. GUILT - Sige: Another Scapegoat on legs? And one that self-cycles on battle destruct, no less. Yeah, broken again. Putting this much abusable tribute fodder on the field should not be that easy. GUILT Explosion: 1200-point burn card, usually, most prominent use being with Nous or Queen to trigger their respective effects. Metastasize: Tokens not swarming enough for you? Yeah, again, way too many free tokens here. Pempti Small-Core: Fires of Doomsday not good enough for you either, I see. Yeah, the too-many-tribute-tokens thing has already been covered quite well, I think. GUILT Mutagen: And now all these chump tokens turn into extra burn too. Combine with Cannon Soldier or even Mass Driver and watch as hilarity ensues. Ehh...nothing horribly wrong with the card itself, but the token swarming is a completely different matter. GUILT - Triti: So...we want to block our opponent out of LP payment against our burn deck because..? Yeah, I guess eliminating Mezuki/Malicious is nice, but I'd actually prefer those opposing Solemn Judgments played and paid for if I intended to burn the ugly out of my opponent. GUILT - Aletheia: Ehh...the first effect already says it can't be targeted (card effect or attack) so the second effect is pointless. Supposedly helps with the swarm, but really...what we'd play this for is a Limit-Reversable can't-touch-me wall monster to make The Fool look like a mild annoyance in comparison. There's basically no way to get rid of this thing. Broken. GUILT - Tetarti: As appealing as a 1700-points per turn burn card is, I think I'd rather take the quicker route of Cannon Soldier and Mutagen. Doombat: It's Ancient Gear...gone dark, and 2-star, and non-machine, and into something that can actually get big and summon something big. Three 2100-Atk beatsticks just like that? With the ability to recur Ha-Des, Jinzo, and a whole lot of other fine fellows from the yard? Yeeeeah...I think some form of rebalance is in order here. And yeah...Egyptian Gods are banned from official play for good reasons. Turning them toon does not erase said reasons. Anywho, revamps: Legacy Legion Rock/Effect 4 Star/Dark 1000 Atk / 600 Def Increase the Atk of this card by the combined Atk of all "Legacy Legion"s in your Graveyard. When this card destroys a Monster by Battle, you can turn 1 "Legacy Legion" in your Graveyard face-down until the end of the turn to have this card attack once again in a row. While face-down, the card(s) turned face-down by this effect can not be checked by either player. *Face-down legions in the graveyard don't count towards the boosting effect since you can't confirm that they're called 'Legacy Legion' or that they have an Atk value for that matter. Effect conflict problem solved, ;P Mausoleum of Ancestry Field Spell Monster Cards can not be removed from the Graveyard. When a Monster is Summoned or Flip Summoned successfully, the player who Summoned it sends 1 Monster with the same name as the Summoned Monster from their Deck to the Graveyard. Legacy Chorus Rock/Tuner/Effect 2 Star/Dark 700 Atk / 1200 Def Increase the Level of this card by 1 for each "Legacy Chorus" in your Graveyard. When this card is Normal Summoned successfully, you can select 1 face-up "Legacy" Monster you control to send 1 Monster with the same name as the selected Monster from your Deck to your Graveyard. Legacy Vindicator Rock/Effect 4 Star/Dark 1050 Atk / 400 Def Each time this card destroys a Monster by Battle, inflict 1000 Damage to your opponent for each "Legacy Vindicator" in your Graveyard. Ancestral Spirits Equip Spell When this card is activated, place 1 Ancestry Counter on it for each Monster with the same name as the equipped Monster that you have in your Graveyard (max.2). Increase the Atk and Def of the equipped Monster by 600 for each Ancestry Counter on this card. When the equipped Monster would be destroyed, remove 1 Ancestry Counter from this card instead. When there are no Ancestry Counters on this card, destroy it. Last of the Lineage Normal Trap This card can only be activated by selecting 2 Monsters with the same name in your Graveyard. Special Summon 1 Monster with the same name as the selected Monsters from your Hand or Deck. ...little by little and bit by bit. These shall do for this time, though. XD |
I had a good review, but I lost it...
Meta-Knight DARK, 7* Warrior/Effect 2500 ATK, 1800 DEF Effect: If this card was destroyed in battle by "Kirby", "Kirby"'s effect is not activated. Once per turn, by paying 2000 Life Points, you may destroy all monsters your opponent controls, and that are in his/her hand. If you do, you skip your Battle Phase. Reviews that I am improvising: First 2 are fine, Alter Ego. Legacy Chorus: Good Tuner, gets better, destroying more monsters from your deck is a bit... good. Great for the series. Legacy Vindicator: Damage is too high. 1000 for each? 700 at the most, surely? This, and Double Attack, as well as Legacy Chorus, or Ancestral Spirits... Ancestral Spirits: This makes Legacy Vindicator MORE annoying... It's slaughter uner the circumstances. Like I said, lower Vindicator's effect, or make this a bit more limited. Last of the Lineage: Makes the whole deck great. Mix with Exchange of the Spirit (is it called that? The one where you change deck and graveyard around), and this card shines immediately. Again, Vindicator kind of sets the negative tone... |
Best Card EVER! xD
http://i158.photobucket.com/albums/t107/zachlm01/Cards/ChuckNorris.png Card Text: This card is unaffected by all Spell, Traps and Monster Effects and cannot be destroyed by battle. You can Special Summon this card from your deck or your hand by discarding 1 card from your hand (except this card). When this card destroys a monster in battle, put 1 Roundhouse Kick counter on this card (max. 1) Remove 1 Roundhouse Kick counter from this card, this card can attack the opponent directly. :D:P EDIT: Yes I know it's a joke card but...:P |
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Meta-Knight: Now, having an effect is all well and good, but...this one is pretty nuts. Wiping the field, fair enough, but the hand too? Umm...yeah, Crush Card is doing enough on that front, thank you. Some kind of middle ground should be found here. And I call BS on that Chuck Norris card. Chuck Norris can't be summoned; the summon gets Chuck Norrised. =P Anywho, going off on a tangent here... The Maiden in Waiting Spellcaster/Tuner/Effect 1 Star/Light 0 Atk/0 Def This Attack Position card can not be destroyed. The Maiden Slighted Spellcaster/Effect 5 Star/Light 1000 Atk/0 Def This Attack Position card can not be destroyed. When you receive Battle Damage from a Battle involving a "Girl" or "Maiden" Monster you control, you can tribute that Monster at the end of the Damage Step to Special Summon this card from your Hand. When it is Special Summoned this way, this card gains Atk equal to the amount of Battle Damage you received from that Battle. The Weeping Maiden Spellcaster/Effect 1 Star/Light 500 Atk/0 Def This Attack Position card can not be destroyed by Battle. When a Monster battles with this card but does not destroy it, reduce the Atk and Def of that Monster by 1000 at the end of the Damage Step. |
The maiden in waiting: Marshmallon does the same thing, except that it works in defense mode, and only indestructible in battle. A real toss-up, but I'd rather have The Fool out instead. Also, too much like The Unhappy maiden.
The Maiden Slighted: See Maiden in Waiting. A bit specific on the summoning, but since it's a free indestructible, I guess it has to be. The weeping maiden: This card sounds so evil...and yet one could just blow it up using a lightning vortex or something similar. Plus with all the stat-altering cards we have, 1000 points may not be that much. Somehow this card reminds me of Cats-ear tribe... Anyway, new card from me. 3-Starred Doodlebug of Finality Insect/Effect 3-star/Dark 600/900 FLIP: Destroy all face-up level 3 monsters |
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Anyway, 3-Starred Doodlebug of Finality: Right... Presuming that you are aware that this would also be destroyed, I'll be ignoring that fact. Nice counter, but not many people use lots of Level 3's in a deck, so it's effect is kind of wasted, but the Level 3's used are full of good effects (except Sangan, which this would help.) I like this, to be honest. Kind of like 4-Star Ladybug of Doom... Which it is based on. And now... I'm editing this, and it is hopefully better: Meta-Knight DARK, 7* Warrior/Effect 2500 ATK, 1800 DEF Effect: If this card was destroyed in battle by "Kirby", "Kirby"'s effect is not activated. Each time this card destroys a monster, put 1 counter for every 2 Levels that the opponents monster has (rounded down, max 5). Once per turn, you may activate one of the following abilities: Remove 1 counter so that this card can attack twice in this turns Battle Phase. Remove 2 counters to Special Summon 2 Warrior Types from your Graveyard. Remove 5 counters to destroy all monsters your opponent controls, and inflict damage equal to the highest monster's ATK to your opponents Life Points. If you do this, you cannot attack this turn |
Hehe, I was trying to preserve the game effects as much as possible.
The problem is that each of them is basically a God in themselves in the game >_< Nerfs incoming. GUILT - Kyriaki Queen ( 7 Stars / WATER / Fiend / Effect Monster ) 2300 / 2600 Once per turn, you can Special Summon 1 "GUILT - Kyriaki Egg" token ( * / 0 / 0 / WATER / Fiend ) with the effect "You take no battle damage from a battle involving this card" to your side of the field. While a "GUILT - Kyriaki Egg" token is on your side of the field, this card cannot be targeted and any time this card would be removed from the field, tribute all "Kyriaki Egg" token(s) on your side of the field instead. Then, Special Summon up to 1 "GUILT - Kyriaki" for each token tributed from your Graveyard, Hand, or Deck. GUILT - Kyriaki ( 3 Stars / WATER / Fiend / Effect Monster ) 1500 / 1800 FLIP: Inflict 700 points of damage to your opponent. GUILT - Pempti ( 8 Stars / FIRE / Fiend / Effect Monster ) 0 / 3000 When this card is Normal Summoned, place 10 counters on it. If this card was Special Summoned, place 2 counters on it instead. This card cannot be destroyed as long as a counter remains on this card. This card cannot change battle positions except with its own effect. When this defense-position card is attacked, switch it to attack position. When you take battle damage from a battle involving this card, remove 1 counter from this card. Once per turn, you can activate one of the following effects: -- Destroy 1 card your opponent controls. -- Inflict 400 points of damage to your opponent for each "GUILT" card on the field. -- Remove 1 counter from this card. During the next turn, this card cannot be selected as an attack target. GUILT - Bythos ( 4 Stars / EARTH / Fiend / Effect Monster ) 800 / 1500 Once per turn, you can inflict 150 damage to your opponent for each card on the field. When this card is destroyed, Special Summon 1 "GUILT - Bythos Core" ( * / 1500 / 0 / EARTH / Fiend ) token in attack-position that cannot declare an attack and can only be destroyed by battle. If that token is not destroyed on the turn it is Summoned, during the End Phase, Special Summon this card from your Graveyard in attack-position. If this was was Special Summoned in this way, it cannot change battle positions until your next End Phase. GUILT - Nous ( 4 Stars / WATER / Fiend / Effect Monster ) 0 / 0 When this card is Normal Summoned, Special Summon up to 2 "GUILT - Nous Tumor" ( * / 700 / 0 / WATER / Fiend ) tokens that cannot be Tributed to your side of the field in attack-position. If this card is destroyed while you control a "Nous Tumor" token, inflict 700 damage to your opponent for each "Nous Tumor" you control. GUILT Explosion Normal Spell Select 1 "GUILT" monster you control. Inflict damage to your opponent equal to 300 x its level. Then, destroy it. Metastasize Normal Spell Destroy 1 token you control to inflict 400 damage to your opponent's life points and Special Summon to either side of the field a number of "Carcinoma" ( * / 0 / 0 / DARK / Fiend ) tokens equal to or less than the number of monsters on the field. Those tokens cannot be Tributed except for the Tribute Summon of a "GUILT" card. Pempti Small-Core Normal Trap Special Summon up to 3 "Carcinoma" ( * / 0 / 0 / DARK / Fiend ) tokens to your side of the field. Those tokens cannot be Tributed except for the Tribute Summon of a "GUILT" card. Destroy them during the End Phase. GUILT Mutagen Continuous Trap Whenever a token is removed from the field, inflict 400 damage to your opponent. GUILT - Triti ( 3 Stars / EARTH / Fiend / Effect Monster ) 0 / 0 If you do not control another "GUILT" card, return this card to your hand. When this card is attacked, Special Summon 1 "Mass Apoptosis" ( **** / ? / 0 / EARTH / Fiend ) token in attack-position and redirect the attack to the token. The token has the same ATK as the attacking monster - 1000. Destroy the token at the end of the Battle Phase. While this card is on the field, cards cannot be removed from the graveyard to activate a card effect. GUILT - Aletheia ( 10 Stars / DARK / Fiend / Effect Monster ) 0 / 2000 This card cannot be Special Summoned or Set. This card cannot be destroyed and it cannot be targeted by the effect of a Spell or Trap Card. This card can only be selected as an attack target once for every "GUILT" card destroyed this turn. When a "GUILT" monster you control is destroyed, switch this card to attack-position. Each time you take battle damage from an attack involving this card, Special Summon 1 level 4 or lower "GUILT" monster from your Hand, Deck, or Graveyard. GUILT - Tetarti Continuous Spell Revision sometime. GUILT - Paraskevi Continuous Spell And adding this sometime. |
More panda support.
Monster Cards: Name: Pandawa Goddess Attribute: LIGHT Type: Fairy/Effect Level: 7 ATK: 2400 DEF: 2200 Effect: You can Special Summon this card by offering 1 monster on the field as a Tribute and by sending 1 “Hip Flask” from your Deck to the Graveyard. As long as this card remains face-up on the field, whenever a “Hip Flask” is sent to the Graveyard, it is returned to the Deck. Spell Cards: Name: Soulbound Flask Type: Normal Effect: Remove 1 “Hip Flask” from your Graveyard from play. Until the end of the turn, all Spell Cards in your hand and Deck are treated as “Hip Flask”s and gain the appropriate effect. |
I got three new cards coming in, all about tradeoffs for drawing more cards.
Payment in Advance Normal Spell Draw 3 cards. Skip your next two Draw Phases. Payment upon Completion Normal Spell Skip your next 2 Draw Phases. Draw 5 cards on the third Draw Phase after this card is activated. Stock Exchange Continuous Spell (Or normal spell, seeing as it'll not likely actually be used as a continuous...) During your Draw Phase, you may pay Life Points ) in multiples of 500) to draw an additional card for every 500 Life Points lost by this card's effect. |
Neuroshock
Normal Trap You can activate this card when your opponent's monster declares an attack. Switch that monster to defense position. It cannot change its battle position, activate its effect, or be used to activate the effect of another card. Bioflare Normal Trap You can only activate this card during your opponent's Battle Phase. Halve the ATK of all your opponent's face-up monsters until the end of the Battle Phase. Toxicosis Equip Spell During their Standby Phase, the controller of the equipped monster must send 1 card from the top of their Deck to the Graveyard for every 400 DEF the equipped monster has. Necrosis Quick-Play Spell Decrease the ATK of 1 face-up monster by its DEF until the End Phase. Panacea Normal Trap Activate as many of the following effects as possible: -- Negate all effects in the same chain as this card that target a Monster. -- Destroy all cards on the field that target a Monster. -- Negate and destroy all cards on the field that change a Monster's ATK or DEF. Alkahest Normal Spell Send the top 8 cards of your opponent's Deck to the Graveyard. For every Monster card removed in this way, remove 1 card from the top of your Deck from play. When this card is in the Graveyard, remove it from play. Revivify Normal Spell Special Summon 1 Monster from your Graveyard. Its ATK and DEF are halved and its effect(s) is negated. The monster cannot be used to Summon another monster. Azoth Equip Spell The equipped monster is unaffected by card effects (except "Azoth"), cannot be destroyed by battle, and you take no battle damage from a battle involving it. The monster's effect is negated and it cannot declare an attack. During your 2nd Standby Phase after this card's activation, destroy this card. If this card is removed from the field by an effect other than its own, return it to its owner's Hand and destroy the equipped monster. |
Hollow Soul
Feind/8/Ritual Attck-3500 Def-3000 Ritual effect-Upon placing this card on the field after performing the ritual summon destroy one monster. Take one more monster and weaken it's attack points by subtracting the number of attack points from the previously destroyed card. Draw 1 card. You may draw a card instead of attacking once per turn. Soul Minion Feind/4/Effect Attck-1900 Def-1000 Effect-This card can be destroyed on the turn it is summoned, if this is done draw one Hollow Ritual and Two Soul minions from your deck. From then on all Soul minions sent to the graveyard after this effect is used are removed from the game. Hollow Ritual Ritual Spell Spell-Sacrifice two Soul minions from either your hand or the field to summon from your deck or hand, Hollow Soul. Blood Seeker Feind/7/Effect Attck-2700 Def-2700 Effect-Draw one Blood of the foe from your deck and equip it to Blood Seeker Blood of the foe Equip spell Spell-Increase the attack and defense of Blood seeker by 500 points Feind of the Forsaken Feind/6/Normal Attck-2500 Def-2100 Decription-A demon that haunts the forsaken and has no mercy for any being. Forbidden Beast Feind/4/Effect Attck-1600 Def-1200 Effect-Sacrifice this monster to Special summon from your hand or deck Feind of the Forsaken. Dark hall Trap card Effect-Once played Summon as many level 4 monsters from your deck then shuffle your deck. You may pay 1000 life points to put this back into your deck. Void to Hell Trap Card Effect-Special summon Hollow Death to the feild and destroy all monsters on your opponents side of the feild Hollow Death Feind/8/Effect Attck-3000 Def-2500 Effect-Special Summon one level 4 monster on the feild from your hand or deck, Destroy one monster card with an attack equal too or less of the attack of the summoned monster. Vernark Feind/4/Effect Attck-1600 Def-2500 You must either tribute one monster card or send your entire hand to the graveyard after the first turn this monster is summoned to keep it in play. You may destroy this card after 3 turns to put Demgon into your hand from your deck. Your deck is then shuffled. Demgon Feind/9/Effect Attck-5000 Def-4500 Destroy a monster on the feild and destroy all your opponents trap or magic cards on the feild then summon a level 4 beast or lower. If a Vernark is in play on either side of the feild, Destroy it and add it's attack to this card. Death Minion Feind/4/Effect Attck-1900 Def-1600 Effect-Destroy this card to summon one Hollow Death to the feild. Sycthe of Death Normal Trap When Hollow Death is on the feild and is attacked flip this card face up to destroy the attacking monster and inflict direct damage to the opponents life points equal to the amount of attack points of the destroyed monster (including any attack point boosts it received) Portal of the Scythe Quick play magic When Hollow Death is on the feild and is attacked play this card and summon as many level 4 or lower monsters as possible. Destroy the attacknig monster Soul Suck Trap card When Hollow Soul is on the feild and is attacked flip this card face up to change the attacknig monsters attack and defense to 0. Soul Creation Quick play magic When Hollow Soul is on the feild and a trap or magic card is used against him, summon a level 4 or lower monster from your deck and apply all negative effects to the newly sumoned monster, the positive effects IF ANY are still delivered to Hollow Soul. (This is all part of a deck. i actually plan to finish this lol. for now this is all i have, so yeah i know it looks a little uber right now but i'll balance it out, i usually make powerhouse decks or decks that recycle a certain type :] the results are sweet XP 17 so far X____X) |
Cursed Palimpsest
Continuous Trap Select 1 monster on the field. Its effect is negated and it cannot declare an attack as long as this card remains on the field. The targeted monster's effect cannot be activated in the same chain as this card. Once per turn, during your Main Phase, you can return this card to your Hand. Stigma - Cheir ( 3 Stars / WIND / Fiend / Effect Monster ) 600 / 1850 FLIP: Select 1 monster on the field. Inflict damage to your opponent's life points equal to half the selected monster's ATK. Stigma - Dual Cheir ( 6 Stars / WIND / Fiend / Fusion / Effect Monster ) 2400 / 1200 Stigma - Cheir + Stigma - Cheir This card is Special Summoned from your Fusion Deck by removing the proper monsters from your side of the field (you do not use "Polymerization"). Once per turn, you can select 1 monster on the field and inflict damage to your opponent equal to half its ATK and DEF. If you activate this effect, this card cannot declare an attack this turn. When this card is destroyed and sent to the Graveyard, Special Summon 1 "Stigma - Cheir" from your Graveyard in attack position. Stigma - Soma ( 5 Stars / WATER / Fiend / Effect Monster ) 0 / 1800 When this card is Normal Summoned, place 6 counters on it. If this card was Special Summoned, place 2 counters on it. This card cannot be destroyed as long as it has a counter on it. When this monster is attacked, remove 1 counter from it. Once per turn, you can Special Summon 1 "Carcinoma" ( * / 0 / 0 / DARK / Fiend ) token to your side of the field in defense position for each counter on this card. Those tokens cannot be Tributed except for the Tribute Summon of a "GUILT" or "Stigma" card. During the End Phase, destroy the Special Summoned "Carcinoma" tokens on the field to inflict 400 damage to your opponent for each token destroyed. Stigma - Brachion ( 4 Stars / EARTH / Fiend / Effect Monster ) 1000 / 0 This card cannot be destroyed by battle while it is in attack position. When you take battle damage from a battle involving this card, switch it to defense position. During the End Phase, if this card is in defense position, inflict 1200 damage to your opponent and switch it to attack position. Stigma - Cardia ( 10 Stars / FIRE / Fiend / Effect Monster ) 0 / 0 This card cannot be destroyed while you control another "GUILT" or "Stigma" monster. Once per turn, you can destroy all "Carcinoma" tokens on the field to inflict 1000 damage to your opponent for each token destroyed. Mutation! Normal Trap Discard 1 card. "Stigma" monsters you control cannot be destroyed this turn. |
Sesh, to be blunt, most of your cards are very broken, especially Demgon, which needs to have its soul reaped by Duel Monsters' official Reaper...oh, and the card itself burned to ashes and thrown into the ocean.
Gymno, your Stigma Cards....it seems to be just like your GUILT cards. Now, one more new card. Life Saving Machine Equip Spell The equipped monster cannot be destroyed in battle. Pay 700 life points during each of your standby phases. If you do not, this card is destroyed. The monster equipped with this card is destroyed when this card is destroyed. If this card is weak, then I'll add immunity to monster and trap effects to the effects of this card. |
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New stuff inc. Nightspore Ravager ( 3 Stars / EARTH / Plant / Effect Monster ) 700 / 800 When this card is Summoned, place 1 Spore Counter on it for every level it has. If this card was Special Summoned, place half as many instead (rounded up). Increase the ATK of this card by 300 for each Spore Counter on it. When this card battles, remove 1 Spore Counter from it and place 1 Spore Counter on a monster your opponent controls after damage calculation. Virulent Nightspore ( 4 Stars / EARTH / Plant / Effect Monster ) 0 / 2100 When this card is Summoned, place 1 Spore Counter on it for every level it has. If this card was Special Summoned, place half as many instead (rounded up). Once per turn, you can activate one of the following effects: -- Place 1 Spore Counter on this card for every "Nightspore" monster you control. -- Place up to 1 Spore Counter on each monster on the field. Then, remove an equal amount from this card. Nightspore Frond Continuous Spell Each time Spore Counters are placed on a monster, place 1 more Spore Counter on that monster. Spore Explosion Normal Trap Select 1 monster on the Field that has Spore Counters on it. Remove all Spore Counters from it to inflict 300 damage to your opponent for each. Then, switch the monster to defense position. Nightspore Harvester ( 2 Stars / EARTH / Beast / Effect Monster ) 600 / 600 When this card declares an attack, increase its ATK by 500 for every Spore Counter on the attack target during the Damage Step only. Not done yet. Maniacal plan will involve spreading spores all over the field; using spores already applied to Special Summon (and a big boss one too); and more spore utility. Spawning Capsule Continuous Trap When a card(s) with Spore Counters is destroyed, place an amount of Spore Counters on this card equal to the amount on the destroyed card(s). Once per turn, you can remove a number of Spore Counters from this card to Special Summon a "Nightspore" monster with the same number of stars from your Hand. Blinding Cloud Normal Trap Move Spore Counters from your side of the field to monsters on your opponent's side of the field. Those monsters lose 600 ATK for each Spore Counter placed on them until the End Phase. Nightspore Mire-Lord ( 6 Stars / EARTH / Plant / Effect Monster ) 1000 / 1900 When this card is Summoned, place 1 Spore Counter on it for each level it has. If this card was Tribute Summoned using a monster with Spore Counters on it, place half those Spore Counters on this card. Increase the ATK of this card by 200 for every Spore Counter on it. When this card destroys a monster by battle, place 1 Spore Counter on each of your opponent's monsters. Fester Quick-Play Spell Remove up to 5 Spore Counters from the Field to Special Summon up to 1 "Nightspore Spawn" ( * / 0 / 0 / EARTH / Plant ) token to your side of the Field for each token removed. Those tokens cannot be used for a Tribute Summon. Place 1 Spore Counter on each of the "Nightspore Spawn" tokens. Mycos Megalo ( 10 Stars / EARTH / Plant / Effect Monster ) 0 / 0 This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 10 Spore Counters from the Field. Increase the ATK and DEF of this card by 200 for every Spore Counter on the field. When this card destroys a monster with Spore Counters by battle, distribute those Spore Counters amongst the monsters on the Field. |
Made a few more zombies...
Plagued Zombie 3 stars / Dark / Zombie / Effect Monster You can return one hand from your hand to the bottom of your deck to Special Summon this card from your Graveyard. 900/400 Crimson-Headed Zombie 6 Stars / Dark / Zombie / Effect Tribute two zombie on your side of the field to attack your opponent directly. 2500/0 ^ Most likely broken, but it was worth a shot. Hunter Zombie 4 stars/ Dark / Zombie / Effect When this monster attacks a level 3 or lower monster, the monster is destroyed after damage calculation. If it has a flip effect, it is not activated. 1400/0 Zombie Librarian 3 Star / Dark / Zombie / Effect When this card is sent to your Graveyard, you can remove this card from the Graveyard to return one "Book of Life" from your Graveyard to your hand. 500/800 |
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Meditate Normal Spell Add 2 "Meditate" from your Graveyard to your Hand. You cannot use those cards as a cost to activate a card effect until your next Standby Phase. |
Meditate: Rather abusable discard fodder here, once you get two of them dumped, seeing as how they basically allow you a free two discards each turn after that point, and of course that's not even getting into the cards where the discard isn't a cost at all, such as Dark World Dealings/Lightning, Card Destruction and friends. Yeah...maybe just a bit too abusable, all things considered.
Plagued Zombie: ...someone has an objection to the Plaguespreader limit, I see? This + Cannon Soldier/Mass Driver/Shadowpriestess of Ohm + Card of Safe Return is an OTKO loop. And that's not even getting into the tribute/synchro fodder abuse. Yeah, quite bad balance issues here. Crimson-Headed Zombie: Actually, this is quite fine nowadays. Totally goes against the standard zombie thematic, though, so I don't see it getting played, really. Hunter Zombie: Anti-Reaper/Marshmallon/Flip for zombie? Eh, has its uses I suppose, but nothing to call home about. Zombie Librarian: ...and this would be our new Mezuki? Seriously, graveyard abuse needs to be toned down, not brought up. Though it's not Mezuki-level exploitable, it's still just a bit too easy to reap free cards from that effect with all the from-deck discards. Nightspore Ravager: So...1600 Atk for Normal Summon, 1300 for special. I guess the real purpose of this is to get those counters spread out, then. Virulent Nightspore: Except this is far better at the counter spread and serves a solid wall to boot. Can turn Ravager into quite the formidable beatstick too. Nightspore Frond: Even more spread. Really want to know what we are building this up for. Spore Explosion: Well, this is one way to go about it. Sort of like that Venom burn card except you have no Atk loss and faster counter gain. Given the way these cards are spamming up counters, you can actually get some decent milage out of this, but you need to set up for it first. All things said, I like it. Nightspore Harvester: an optional take on the beatstick angle. I think I'll stick to Ravager, though; easier to keep the spores in one container amd it provides for the occasional direct attack. Spawning Capsule: Swarming for the Nightspores? Well, I can see Virulent squealing over this, but overall, you still have to pay for your beatstick status and summons in counters, so I see no major issues. Especially considering all the summon support that's already knocking about. Blinding Cloud: this is pretty nasty, actually. With 600 points per counter, plus the extra counter spread from Frond, this will wreck the Atk on most things for the turn. Spoils a would-be game winning Battle Phase or sets you up for big things on yours. Nightspore Mire-Lord: A bit more aggressively minded in the spore distribution, though it doesn't get as big a leg up as the others. Still, readily Limit Reversable, and capable of inheriting counters from the tribute. Sets up things quite well for Blinding Cloud too. Fester: Theme-specific Scapegoat of sorts. Mostly setup for Virulent, I take it? Serves as chump blockers in a pinch too. Mycos Megalo: Hmm...quite a high-maintenance monster we have here. Takes 10 counters to get out and probably another 10 at least to get it bashing heads. It's not nightspore either, so it's not quite as support-happy. If you've got your spore counter generation up to snuff, though, it can be quite fun to drop down since you can kill monsters without hurting the spore counter total. Other than that, rather high maintenance, though. Life Saving Machine: Like Mistobody except worse since we have maintenance and drawback. Eh, pass. Cursed Palimpsest: A thorn in the side to quite a few big boss monsters out there, including our big Ds. Returning to the hand lets it become a flexible nuisance too. The current meta could definitely use some of this. Stigma - Cheir: wider range Misfortune on legs? Ehh...not likely to do more than 1500 damage in the current format, so fair enough I suppose. Always fun to punish opponents for their big beatsticks. Stigma - Dual Cheir: Atk and Def? Hoo, quite nasty since it's on a decently sized body too. Still, most big beatsticks are so skewed in their statline that this will only make a few hundred points of difference. For the ones who aren't, though...well, sucks to be as well-rounded as them. That self-replacement can potentially bite you, though it does set up future Dual Cheir summons. Eh, fair enough I suppose. Stigma - Soma: A bit of token spawn, mild burn, and self-protection. Quite pesky if it's tribute summoned, but you can have damage punched through to your face if you do that so fair enough. Stigma - Brachion: Kill it or die, basically. Quite nasty if you combo with Heart of Clear Water since that 1200-point burn adds up fast. Eh, still, fair enough I guess. It even lets some damage through on account of its battle position shifts. Stigma - Cardia: Soma suddenly got promoted to 1000 burn per turn. Limit Reversable, but vulnerable indeed. Heart of Clear Water comes to mind again, but there are only so many copies to distribute. Fair enough, all things said. Mutation!: Ehh...theme-specific Waboku, minus the damage protection and plus the effect protection. I'll pass. ...and I'll get to the rest a bit later. Enough's enough. Black-Winged Goddess Spellcaster/Synchro/Effect 6 Star/Dark 2400 Atk / 2600 Def Any Tuner Monster + 1 or more Non-Tuner Monster(s) Once per turn, by paying 1000 Life Points, you can activate 1 "Assault Mode Activate" from your Hand, Deck or Graveyard. If you activated a card from your Deck or Graveyard this way, remove it from play. Black-Winged Goddess/Assault Mode Spellcaster/Effect 10 Star/Dark 2800 Atk / 3200 Def This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Assault Mode Activate". By Paying 1000 Life Points and tributing 1 Synchro Monster you control, Special Summon 1 Monster with the same name followed by "/Assault Mode" from your Hand or Deck in face-up Attack Position, ignoring summoning conditions. When this card on the Field is destroyed, you can Special Summon 1 "Black-Winged Goddess" from your Graveyard. Assault Prototype Equip Spell Discard 1 "/Assault Mode" Monster and 1 Tuner Monster from your Hand to activate this card, then Special Summon 1 Monster designated in the discarded "/Assault Mode" Monster's card effect from your Extra Deck and equip it with this card. The Monster equipped with this card has its effects negated. When this card or the equipped Monster is removed from the Field, remove the Monster from play. |
I just noticed something, so I may as well do this:
Birthday Greetings Continuous Spell Effect: You gain 500 Life Points each turn. Spirit of Birth Monster/Effect LIGHT/8* Fairy/Effect ATK 2000, DEF 2700 Effect: Once per turn, you may Special Summon any card from your deck. If you do, that monster cannto attack this turn. Also, it has 500 decreased ATK until your next turn. Happy B-Day Alter Ego. These don't need to be rated, just thought I'd make them. |
Oh? It's Alter Ego's birthday! Happy Birthday! And now I have even more cards...guess who just got to play Left 4 Dead?
Obese Zombie 8 Star/Dark/Zombie/Effect Once per turn, during your you may place 1 "Sludge Counter" on one of your opponent's face-up monsters. The monster is changed to Attack Position and must attack during the next Battle Phase if possible. Its target is chosen randomly from all monsters on either player's field. The token is removed during your opponent's End Phase. If this monster is destroyed in battle, destroy the attacking monster after damage calculation 2700/0 Zombie Lizard 4 Star/Dark/Zombie/Effect Once per turn you may place a Choke Counter on a face-up monster. A monster with a Choke counter cannot attack this turn or be used for Tribute. If you activate this effect, this card cannot attack this turn. 1700/800 Zombie Witch 4 Stars/Dark/Zombie/Effect Once per turn, you can flip this card into face-down Defense Position. When a monster attacks this card in face-down Defense Position, the attacking monster is destroyed after damage calculation. 2000/1600 Massive Zombie 9 Stars/Dark/Zombie/Effect You can tribute summon this monster by sacrificing 3 Zombie-type monsters. When this monster destroys an opponent's monster in battle, you may return 1 of your opponent's monsters to their Hand. 3500/2000 I know I forgot the hunter, but I honestly can't think of anything good for him. Oh well. |
For Yu-Gi-Oh a comboset:
The Locker Field Spell Card The ATK and DEF of all Water and Dark monsters increase with 100 for each card in the graveyard ( Only yours ). Uncommon The Castle Boat Continuous Trap As long as this card remains on the field, both players may only attack once a turn. Also, if a players turn ends, he/she may choose one of the opponent's monsters that may not attack. But these monsters may not be twice the same monster in two turns. Rare Castle's Knight Effect Monster 4/Light/Warrior When "The Locker" and "The Castle Boat" are activated, you may Special Summon "Garadia, Guardian of the World" by switching this card with a spell or trap card. The summon is threated as a normal summon. The effect of this card changes if you switch this card with a: Continuous Spell- You may negate the activation of all trap and spell cards your opponent uses and that target your monsters. Field Spell- The ATK and DEF of your monsters increase with 100 for a levelstar he has. Equip Spell- You may equip this card to 2 monsters. Put them together above each other and then count their ATK and DEF and add it to each other. You may still use all effects a monster have and you now have 2 types and 2 or more attributes. Continuous Trap- If your opponents special summons a monster of level 1-4 destroy it, if you opponent normal summons a monster of level 5-8 destroy it. 1600/1600 Rare Garadia, Guardian of the World Effect Monster 13/Water/Fairy,Fiend,Aqua Each turn this monster is on the field, increase the power of all Water, Dark and Light monsters on your side of the field, including this card, with 100. Same for defence. If your opponent targets a Water, Dark or Light monster ( even if its his own card ) with spell or trap card then destroy 1 spell/trap card on his/her side of the field or 1 card in his/her hand. If he/she targets with a monster destroy it and a monster effect then reduce its attack by the remaining ATK you would have if you target him with this monster. Also, negate the of all continuous spell/trap cards on the field for your side only. 2000/2000 Very, Very Rare |
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Also the latter two are a bit too powerful for two sacrifices. Necro Phaze! Normal Spell Remove from play 1 card in your Hand. Then, search your Deck for additional copies of that card and remove them from play as well. Shrapnel Golem ( 4 Stars / EARTH / Machine / Effect Monster ) 0 / 0 This card cannot be Normal Summoned or Set. When this card is destroyed, remove from play 1 other Machine-type monster from your Graveyard in order to Special Summon this card. If this card is removed from the Field on the same turn it is Special Summon by its own effect, remove it from play instead. Scrap-Iron Beetle ( 2 Stars / EARTH / Machine / Effect Monster ) 0 / 0 FLIP: Special Summon up to 2 "Scrap-Iron Beetle" from your Deck or Graveyard. Scrap-Iron Salvager ( 4 Stars / EARTH / Machine / Effect Monster ) 1700 / 1200 Once per turn, you can draw 1 card when a Machine-type monster is removed from play. Rigged Mechanism Normal Trap You can activate this card when a level 4 or lower Machine-type monster you control is destroyed by battle. Destroy the monster that destroyed it. Refuse Cannon Continuous Spell Once per turn, you can remove from play 1 level 4 or lower Machine-type monster from your Graveyard to inflict damage to your opponent's life points equal to its level x 200. |
well i haven't read this thread for months so i'll assume that the above cards aren't part of a gigantic set ><
Necro Phaze!: sounds like Necroface, and works with Necroface too heh. Certainly unique. Shrapnel Golem: I think that we can really stick with treeborn frog if we need fodders of any kind. Plus, you kind of want the machines in the graveyard for Black Salvo in most cases. 0/0 is painful and forced to run a machine deck too (in which case, black salvo will be there anyway in most cases) Scrap-Iron Beetle: one darn fun target for shallow grave if you use it. A great way to pull out a lot of monsters at once without worrying a copy or two of this got milled, but sadly no certain way to allow reusing this card that frequently. Scrap-Iron Salvager: bountiful artemis problem of not the most reliable. Getting machines removed just as a draw engine without any practical way to use the machines afterward is rather painful though without new support... Rigged Mechanism- just use Dimensional Prison for the flexiblity... neither of them can be chained anyway, so you might as well go for this (unless you're THAT afraid of Honest or Colossal Fighter) Refuse Cannon- steady machine removal alright to help with the draw, but unfortunately situational card cause it's really not doing anything unless I really have the Salvager out. Cry of the Sacrificed Continuous Spell When a monster is tributed for a tribute summon on your side of the field, special summon the tributed monster on your side of the field in defense position. Monster special summoned this way cannot be used as a tribute summon or synchro summon material. When this card is destroyed, remove from play all cards special summoned by the effect of this card. |
Scrap-Iron Beetle
( 2 Stars / EARTH / Machine / Effect Monster ) 0 / 0 FLIP: Special Summon up to 2 "Scrap-Iron Beetle," except this card, from your Deck or Graveyard. Scrap-Iron Salvager ( 4 Stars / EARTH / Machine / Effect Monster ) 1700 / 1200 Once per turn, when a Machine-type monster(s) is removed from play, you can draw 1 card for each monster removed. Rigged Mechanism Normal Trap You can activate this card when a level 4 or lower Machine-type monster you control is destroyed by battle. Remove the destroyed monster from play and destroy the monster that destroyed it. Refuse Cannon Continuous Spell Once per turn, you can remove from play 1 level 4 or lower Machine-type monster from your Graveyard to inflict damage to your opponent's life points equal to its level x 200. Scrap-Iron Goliath ( 4 Stars / EARTH / Machine / Effect Monster ) 1200 / 1400 Once per turn, you can remove the top 3 cards of your Deck to increase the ATK of this card by 300 for each card removed until your opponent's next End Phase. Salvaging Station Continuous Spell When this card is activated, place 3 Spell Counters on it (max. 3). Once per turn, when a Machine-type monster(s) is removed from play, you can remove 1 Spell Counter from this card to return one of the removed cards to your Hand. I'm trying to think of some utility for this set. But let's diverge. Thoughtsnatch ( 6 Stars / WIND / Fiend / Effect Monster ) 1500 / 1800 Once per turn, you can remove the bottom card of your opponent's Graveyard and activate the appropriate effect: -- Monster: Increase the ATK of this card by half the removed monster's ATK until the End Phase. This card gains piercing damage until the End Phase. -- Spell: Negate the effect of 1 other card on the Field as long as this card remains on the Field. That card cannot be activated in response to this effect. -- Trap: Remove from play 1 card on the Field. If you activate this effect, this card cannot declare an attack this turn. |
Some random cards I made...
The Deep Fog of The Abyss (Continous Spell) Effect: When a monster on the field battles, roll a dice. Change the battle target of the attacking monster into the monster that occupies the monster card zone according to the results (from left to right) on the opponent's side of the field. If there is no monster in the monster card zone according to the results, destroy one spell or trap card on the field. (If the result is 6, the attack becomes a direct attack.) Pay 1000 life points during your Standby Phase. If you don't, destroy this card. Harpie Girl LV4 (Effect Monster/Level 4/LIGHT/Winged Beast) (ATK: 1600/DEF: 1600) Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Childhood Friends". When this card is Special Summoned, you may destroy 1 Spell/Trap card on the field. Dark Magician Girl LV4 (Effect Monster/Level 4/DARK/Spellcaster) (ATK: 1600/DEF: 1600) Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Childhood Friends". When this card is Special Summoned, you may destroy 1 monster on the field. Childhood Friends (Spell Card) Effect: Discard 2 card from your hand. Special Summon a "Harpie Girl LV4" and "Dark Magician Girl LV4" from your deck or hand to the field. Harpie Magician Girl (Fusion Monster/Level 8/EARTH/Warrior) (ATK: 2700/DEF: 2500) Effect: (Dark Magician Girl LV4 + Harpie Girl LV4) A Fusion Summon that can only be conducted with the following cards. This card's attribute is treated as LIGHT and DARK. When this card is Fusion Summoned, you may destroy 2 Magic/Trap card and 2 Monster Cards. When this card is destroyed, Special Summon 1 "Harpie Girl LV4" and 1 "Dark Magician Girl LV4" from your graveyard. |
The Deep Fog of The Abyss: Rewording; should be something along the lines of, "When you or your opponent's monster declares an attack, roll a six-sided die. The attacking monster must attack the designated Monster Card Zone according to the result (from left to right, 1 to 5). If there is no monster in the designated Monster Card Zone, destroy 1 Spell or Trap Card on the field. If the result is 6, the attacking monster's attack becomes a direct attack. Pay 1000 Life Points during each of your Standby Phases. If you do not, this card is destroyed.". Subtle senet support, helps a bit with Rampaging Rhynos, Alien Infiltrator and Blasting Fuse. Steep price though, only works seven turns with protection and the built-in self-destruct effect is a bit mild considering the cost. It'd be easier running MST, Heavy Storm and a few Senet Switches if you wanted a less random attack pattern.
Harpie Girl LV4: Very restricted and not all that worth it. Remove the normal summon and set limit. Dark Magician Girl LV4: Same as above. Childhood Friends: Guess this helps ease the previous restrictions, not to mention activates their effects upon summoning. Harpie Magician Girl: Destroys two spells or traps and monsters on summon and brings back its material monsters to destroy another of each. Considering Harpie Girl LV4 and DMG LV4 were pretty damn hard to bring out, this helps, even though you can fusion summon from the hand anyway. |
3-Starred Doodlebug of Finality: Oh, suuuure, hate on the little guys why-don't-you? Eh, too specific and slow to be useful. Weed Out never really got anywhere either, you know.
Meta-Knight: Well, first off, I do believe that should be 'each time this card destroys a Monster by battle'. As it is, once you bump old Meta to 5 counters, he'll probably wipe out enough monsters to get back to 5 again with his field wipe effect. Also, that special summon effect needs toning down. Summoning 2 monsters for free without any level or power restrictions is pretty whack, considering that we do have some buff ones around too. (Heck, Meta summons too more Meta) I'd say raise that cost to 3 counters, restrict to 1 summon, and possibly place some kind of restriction on what warrior you get to summon too. Other than that...the last effect is strong indeed, but then you need some pretty crazy setup to get there, so I suppose it's fair enough. Pandawa Goddess: ...wait, 'one monster on the field'? So my opponent's Monsters are good for tribute fodder too? Eh, that's a bit too much, I think. XD Make that so only your own monsters are acceptable tribute. Beyond that, it's a decently-sized, special summonable beater that keeps those flasks in circulation. Quite handy to have around. Soulbound Flask: Oh dear, one-turn flask madness. WAIT, didn't Pandawa have a flask search card somewhere? 'Cause if they did, then you have just created a search-all to trump Golden Chest of Sealing. XD Beyond that...go crazy with the dumping and Pandawa effect spree. Payment in Advance: Reckless Greed on drugs? Yeah. No. It doesn't matter if you don't get to draw on your next two turns if you get three cards to finish the game right here and now. Everything would abuse this. Blatantly. Especially since even if you have to wait out, you still lost nothing in cards. Besides, the deck would probably have three of this and three Reckless Greed, so you'd most likely hit at least one other draw card with the effect and get to set up a whole chain. And let's not even get me started about what Diamond Dude does with this. :\ Payment upon Completion: Join in with Payment in Advance and Reckless Greed and watch as your hand blows out of all proportions. Again, too much free card action. Stock Exchange: Solemn Wishes + this for infinite draw engine? One word: No. Actually, a couple more: stop handing out free cards like they were brownie points. Dx Neuroshock: So, permanent stun of one monster? Works best as gladiator hate, really, as the general mood of the metagame is blow stuff up first, ask questions later, meaning you probably won't get to trigger this that often. But then, gladiator got plenty of hate already. Eh. Bioflare: Kind of the same problem as above. Still, this essentially means robbing your opponent of their battle phase, acting as a wide-spectrum Shrink as it does. Decent trap. Toxicosis: Equip mill? Well, with the way low-Def, high-Atk monsters are favored, the full scope of this effect is somewhat limited, but even so you can probably shave off at least two or three cards off your opponent's deck, so it's quite attractive for mill. Handily searchable by Arms Hole too. Necrosis: Again, the trend in monsters sort of plays against this, but it can certainly ruin the day for Judgment Dragon and similar well-rounded types. Panacea: You know, going about negating stuff within a chain seems more like counter trap business to me. oO Oh well, it's quite useful targeting effect hate, certainly, nailing Snipe Hunter, Dark Armed, Brionac, and many others. With the way the format currently is, it probably won't hit more than one effect, though. Alkahest: All I can say is Necroface Mill says 'hi'. RFGing 8 cards from the deck is brutal already, and RFGing our own is all well and good if we plan to hit the face anyway. Yeah, I'm going to call broken on this one. Revivify: Monster Reborn light? Everyone's got some kind of big beater or the other around, so it has its uses. Azoth: Every monster out there became the Arcana Force fool for 2 turns? Probably best strapped onto something that enjoys being destroyed by card effect, but given how the equipped monster can't do anything either, I'd quite possibly consider stunning an opposing monster with this too. Odd card, but it has its uses, I suppose. Hollow Soul: Well, this wording is a mess. Draw a card when? How often? That first draw effect needs a condition. The second one is equally fuzzy. Instead of attacking with what? This card? Any monster you have? All of your monsters? Wording standards are there precisely to prevent this kind of ambiguity. This thing needs to denote the ritual required to summon it too. Soul Minion: Wait, three cards searched just for the failsafe equivalent of tributing this thing? Two of them 1900-Atk beatsticks? I need look no further to declare this broken beyond all redemption. Free cards should not come that easily, especially in big, Allure-compatible bodies. That's 'add [x card] from your Deck to your hand' rather than 'draw' too. Drawing and searching are not the same thing. Hollow Ritual: Yeah, s'a ritual that summons from hand or deck. Way to go ignoring all wording practice again. Dark Hall: as many level 4 monsters as what? Well, regardless, absolutely broken. Swarming like crazy for free? No drawback whatsoever? Yeah, no thanks. >< Void to Hell: Raigeki that summons a big beatstick too. Do I even need to say this? Broken as...well, hell. ...and I'm going to treat the rating of the rest of these the same way you seem to have treated game balance and even proper wording practice: Can't be bothered. :\ Moving on... Obese Zombie: First of, tokens are what you summon; counters are what you put on monsters. Secondly, that counter is currently doing nothing whatsoever because all of the effect is on the zombie, and you'd need an actual way to resolve how the 'random attack' is done. Ehh...not a bad concept overall (though honestly, this would just be played as a big beatstick for the turtle to search), but the practical aspect could use some work. Zombie Lizard: Ehh...Blizzard Dragon for zombies? Passable, I suppose. Zombie Witch: Now I'm *sure* Zombie would rather want their big beatstick face-up most of the time. Eh, Zombie Master got a new toy to play with, but it's too big on the Def for their usual search. A bit hard to call with this one. Massive Zombie: So...we would tribute summon this with 3 instead of 2...because? Can only implies a possibility to do something; not the need to do so. The Locker: That would be 'in your Graveyard' in that case. Eh, dark swarmers can abuse this pretty horribly, but at least it's double-edged since everyone runs darks. The Castle Boat: ...I have no idea what you are trying to say with that first effect, but the second is basically what The Dark Door does already. Castle's Knight: Change this card with a...whatnow? x.O Standardized ruling, please; I honestly don't know what you're trying to say here. Garadia, Guardian of the World: Again, your wording is way out there somewhere. Translate it to YGO speak please? oo But yeah, multiple types for one card would be achieved by an effect like 'The Type of this card is also treated as [insert additional types here]'. Cry of the Sacrificed: Scrap-Iron Beetle: Well, it's a decent way to get three machines on the table. They're level 2 too, so that's handy synchro material. Scrap-Iron Salvager: Now if Chimera didn't blow stuff up... Eh, I'm sure there's still some handy RFG to make big draw power out of this. Decently size body too. Considering that two makes every RFG-machine card a Pot of Greed, I'm going to call broken on this one. Rigged Mechanism: Restricted-target Michizure with RFG. Meh. Refuse Cannon: Well, this is certainly one way to milk draws out of salvager. Chips off some LP too. Scrap-Iron Goliath: Potential draw 3 for the Salvager. And let's not even get into what happens with multiple Salvagers out. Hits Cyber Dragon size too. Meh, mostly a balance issue of the Salvager, but still Salvaging Station: More ways to abuse with the Salvager. Do wonder what we do with this once it's out of counters and just loitering on the field, seeing as how these little buggers don't do spell counters. Thoughtsnatch: That should probably be "This card inflicts piercing Damage until the End Phase.". Anyway, this is quite the dangerous little thing, being capable of going Chaos Sorcerer, piercing beatstick, and Dark Neos depending on the situation. Handily tomato-searchable too. It's quite vulnerable to destruction on your opponent's turn, though, so fair enough I suppose. ANYWAY: Mystic Aurora Field Spell Whenever a Normal, Quick-Play, or Ritual Spell Card is activated, negate its effect and place it face-up on the owner's Field (treated as a Continuous Spell Card). When a card that was placed face-up on the Field this way is destroyed, activate its effect. When a card placed on the field this way has been on the field for more than 2 turns, destroy it. When this card is removed from the Field, destroy all cards placed face-up on the Field by this effect. Frost Gigas Fiend/Effect 8 Star/Water 1500 Atk / 1900 Def This card can be Special Summoned from your Hand or Graveyard by sending 2 face-up Spell Cards you control to the Graveyard. Increase the Atk of this card by 600 for each face-up Spell Card on the Field. Tundra Hare Beast/Effect 2 Star/Water 600 Atk/500 Def FLIP: Draw 1 card. Then, you can destroy 1 face-up Spell Card you control to draw 1 more card. Icemist Wraith Fiend/Effect 3 Star/Water 700 Atk / 600 Def Increase the Atk of this card by 400 for each face-up Spell Card on the Field. When this card inflicts Battle Damage to your opponent, remove 1 face-up Spell Card on your opponent's Field from play. Witch of the Icemist Spellcaster/Effect 4 Star/Water 1700 Atk / 600 Def Once per turn, by destroying 1 face-up Spell Card you control, destroy 1 face-down Spell or Trap card your opponent controls. Sealed In Ice Continuous Spell Select 1 card on your opponent's Field. While this card is face-up on the Field, negate all effects of the selected card. If the card you selected is a Monster, it can not attack or change its Battle Position while this card is face-up on the Field. |
Syobon Cat
(Normal Monster/LV1/DARK/Beast) (ATK: 100/DEF: 0) A white cat whose duty is to rid the world of creampuffs. Syobon Clone (Effect Monster/LV1/DARK/Beast) (ATK: 0/DEF: 0) This card gains 50 ATK for each "Syobon Cat" on your side of the field. Shroom-Induced Syobon (Effect Monster/LV10/DARK/Beast-Warrior) (ATK: 2500/DEF: 0) This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 face-up "Syobon Cat" on your side of the field. When your turn ends, send this card to the Graveyard. Syobon Chaos Land (Field Spell) Decrease the ATK of all monsters with "Syobon" in their names by 100. All monsters with "Syobon" in their names cannot be destroyed as a result of battle. |
Quote:
Belias the Bloodgorger ( -2 Stars / DARK / Fiend / Dark Synchro / Effect Monster ) 1000 / 1900 Any Synchro monster - 1 Dark Tuner In order to Special Summon this card, subtract the Level of a Dark Tuner monster from the Level of 1 other monster you control; the value must equal the Level of this card. This card cannot be destroyed by battle and you take no battle damage from a battle involving it. If this card attacks an opponent's monster with ATK higher than this card's ATK, subtract the original ATK of this card from the ATK of the attack target and send cards from the top of your opponent's deck equal to the difference divided by 100 (rounded up). Then the ATK of the attack target becomes equal to this card's ATK until the end of the Damage Step. Sycophantom ( 6 Stars / EARTH / Zombie / Effect Monster ) 0 / 0 Whenever this card battles, the ATK of the opposing monster becomes 0 during the Damage Step only. When this card successfully destroys a monster by battle, you can destroy 1 Spell or Trap card on the Field. Hierophantom ( 3 Stars / EARTH / Zombie / Effect Monster ) 1000 / 0 During your Battle Phase, the DEF of your opponent's monsters becomes 0. Triumphantom ( 3 Stars / EARTH / Zombie / Effect Monster ) 0 / 0 Whenever 1 of your opponent's monsters is destroyed by battle during your Battle Phase, increase this card's ATK by that monster's original ATK until the End Phase. Elephantom ( 4 Stars / EARTH / Zombie / Normal Monster ) 1700 / 1800 A zombified pachyderm that will never stop trumpeting, even after it has been exorcised. Inc gimmicky werewolf vs. zombie set. Vampire Lord / Lady regenerate against their attacks, but the Werewolves gain presence through their deck-milling effect XD Lycan Shocktrooper ( 4 Stars / EARTH / Beast / Effect Monster ) 1600 / 1600 When this card is sent from your Deck to your Graveyard, you can Special Summon it. During a battle between this card and a Zombie-type monster, destroy the opposing monster before damage calculation. Lycan Warrior ( 4 Stars / EARTH / Beast / Effect Monster ) 1700 / 600 During a battle between this card and a monster with lower ATK than it, inflict damage to your opponent equal to the difference before damage calculation. If the opposing monster was a Zombie-type monster, inflict twice as much damage and destroy the opposing monster. Full Moon Continuous Trap When this card is sent from your Deck to your Graveyard, you can Special Summon 1 "Lycan" monster from your Graveyard or Hand. "Lycan" monsters you control cannot be destroyed except by battle. Destroy this card during your next Standby Phase. Embrace of the Lycan Equip Spell The equipped monster is treated as a "Lycan" monster and it gains 300 ATK. During a battle between the equipped monster and a Zombie-type monster, destroy the Zombie-type monster before damage calculation. When the equipped monster is destroyed and this card is sent to the Graveyard, Special Summon the monster. Furious Howl Normal Spell When this card is sent from your Deck to the Graveyard, add it to your Hand. Increase the ATK of 1 "Lycan" monster on your side of the Field by its DEF. |
Magic
Confuddle X
Legendary Artifact Sunburst 2; remove a charge counter from confuddle: counter target spell When confuddle has no charge counters on it, sacrifice it. Rare Namakaa's Orb WWW Enchantment Lands you control have "t: add U to your mana pool" Uncommon Lyena, Dragon Tamer 2GU Creature-Elf Shaman 3,t: put a harness on target Dragon creature. That creature gets -2/+1 for each harness counter on it and you control that creature as long as it has a harness counter on it. 1/3 Rare Screw the Rules 1U Instant Choose a permanent in play that has "untargetable." That permanent loses "untargetable." ...I have money Uncommon |
Technus
5 Star/Light/machine/Effect 1700/2300 Effect For once per turn, for a cost of 1000 life points, you can activate one of these effects that will last until your next turn. This card is not effected by spell cards - Add the orginal attack of this monster to its defence or - Add the orginal defence of this monster to its attack Mechanic of the underworld 4 Star/Dark/Warrior/Effect 0/1750 This monster can not be destroyed by machine type monsters. Once per turn you can special summon one level 4 or lower machine from the graveyard to the field. Terror Drone 3 Star/Fire/Machine/Effect 1000/1000 Once per turn you can destroy one warrior or machine type monster on the field. Kamikazi Drone 4 Star/Fire/Machine/Effect 0/0 When this monster is destroyed as a result of battle your opponent takes damage equal to the attack of the monster that destroyed this monster. Mining Drone 6 Star/Earth/Machine/Effect 0/3000 If this monster remains in face up defence postion for three turns increse your life points by 3000. If this moster is destroyed before three turns you opponent increses his Lifepoints by 1500 and you lose 1500 Lifepoints. |
Name:Reparations of War
Type:Trap Picture:An overjoyed family being handed bags of money by black-clad soldiers. Effect:This card can only be activated during the Battle Phase after an attack (s) resolves. If your opponent's monster (s) has an ATK power of 2000 and over and inflicts Battle Damage, add 500 life points X the level of the opponent's monster to your Life Point total. Name:Martyr's Duty Type:Quick-Play Spell Picture:A bullet and arrow-ridden Marauding Captain defending a series of peasants with horrified expression on their faces. Effect:When a monster would be destroyed as a result of battle or a card effect,you can direct that effect or attack to another monster of your choice on your field by discarding 1 Monster from your hand. If you cannot discard from your hand, discard 2 Monsters from your deck to activate this effect. If the second activation is chosen, place this card back into your deck,then shuffle your deck. Name:Cecil Harvey, Dark Knight Card Type:Monster/Effect Class:Warrior Element:Dark ATK/DEF:2400/1000 Level:6 Effect:Upon Summoning(excluding Flip Summon), raise this monster's ATK points by 1000. This monster may attack all monsters on the opponent's field at once. After using this monster's effect, reduce the ATK of this monster by 500 during each of your Standby Phases, adding another 500 each time this effect is used more than once. Name:Kain Highwind,Dragoon Knight Type:Monster/Effect Class:Dragon Element:Wind ATK/DEF:3500/2400 Level:8 Effect:This card cannot be Special Summoned or Set. This card can only be Tribute Summoned by Tributing and/or discarding 3 Dragon type monsters with levels of 5 and higher. This card may attack your opponent's Life Points directly for each instance of 1500 ATK points reduced from this monster's ATK score. Name:Russian Roulette Type:Spell Picture:A group of shady men smoking and drinking around a table, all of them pointing revolvers to the temple in one collected movement. Effect:Declare any number of Life Points from 1000 to 3000 . Draw 1 card along with your opponent without looking. Both players declare a different type of card from their opponent, then exchange the drawn cards(again,without looking). If the opponent's type guess corresponds to the card you hold, you gain the number of Life Points declared. If the opponent's type guess was incorrect, you lose the number of Life Points declared. This card may only be used once per duel. I was thinking of doing a card based on myself next. |
I have some ideas!
Card Name: Cerise, The Cosmic Dragon Attribute:Light Type: Dragon */7 Atk/Def:2500/2500 Effect:If this card battles a monster whose attack is equal to or greater than this card, you can tribute this monster to end the battle phase. Once while this card is in the graveyard, if your opponent attack a monster whose attack is less than than the attacking monster, you can tribute one monster on your side of the field to special summon this card, if you use this effect, this monsters attack and defense is reduced by 500. Card Name:Ivory, Cosmic Incarnate Attribute:Light Type:Fairy */4 Atk/Def:1500/1500 Effect:If this card is the target of your opponents attack, you can remove from play 1 Cerise, The Cosmic Dragon, to have this card gain 1500 atk until the end of the turn. If you used this cards effect, remove it from play after damage calculation. Card Name: Harlequin, Cosmic Prince Attribute:Light Type:Warrior */3 Atk/Def:1000/1000 Effect:Once per turn, you can select one of your removed from play "Cosmic" monsters and special summon it, this effect can be used during your opponents turn. That monster Is destroyed at the end phase of the turn that it attacks. Card Name: Amaranth, Cosmic Jumper Attribute:Light Type:Beast-Warrior */2 Atk/Def:500/500 Effect:Once per turn you can select one of the following effects and activate them: 1:Remove this card from play and select one "Cosmic" monster from your Graveyard, special summon it.That monster is destroyed at the end of the turn. 2:Send this card to your graveyard and select one "Cosmic" monster from your Removed from Play, special summon it.That monster is removed from play at the end of the turn. Name:Cosmic Arsenic Type:Continuous Trap Effect:Once per turn, you can pay 500 life points, select one of the following effects and activate them: 1:Send one monster from your graveyard and remove it from play. 2:Select one card in your Removed from play and add it to your graveyard. Name:Cosmic Judgment Type:Continuous Spell Effect:As long as this card is in play, no cards can be removed from play except by the effect of a "Cosmic" card. ~More to come! |
Well, I'll rate some of the existing ones, adding my own at the end.
Name:Reparations of War Criticism: Only once a duel? Well, OK, I can see why, but the effect isn't too bad, if I am honest. It will only heal you a little bit more than the monsters attack, if you were attacked directly. I'd make it usable more than once. Name:Martyr's Duty Criticism: I like this one, it is a good shield, and sets up other cards nicely. Name:Cecil Harvey, Dark Knight Criticism: An optional Beserk Dragon like card, but taking 500 each Standby Phase after, and adding 500 each time you use it... Well, this won't last long, but cannot destroy Fiends or Zombies... Well, this card is weak in that case, as loads of decks contain Fiends. Name:Kain Highwind,Dragoon Knight Criticism: I like this one, bar how many Dragons you have to get rid of. 3 Level 5+? A bit extreme, seeing as Sorcerer of Black Magic requires 2 Level 6+ Spellcasters, but the effect of your card is powerful. Personally, I would make this card have slightly more ATK, like 3500, and decrease it's ATK more, like 1500, to achieve nearly the same goal, but be more worth the price. Name:Russian Roulette Criticisim: Another 1 shot card? This confuses me... This can win the duel if used right, but declare the type... Be more specific, like Monster Spell or Trap, but that would be too easy. Make the Life Point cost less, as ot will be an extremely cheap way of winning, if you use Convulsion of Nature. Card Name: Cerise, The Cosmic Dragon Criticism: OK, I can see this card being Special Summoned or Tributed A LOT. I wouldn't go with this, as this adds to Card of Safe Return too much, but... 1000 Life Points each time? ATK and DEF halved? i'd change the effect slightly, as it is kinda weak effect, maybe either get rid of the ATK and DEF halved, but decrease it a bit, like by 500 or 800. Card Name:Ivory, Cosmic Incarnate Criticism: Ooh, a reason to have the Dragon in the Graveyard. OK, I can see this being used a bit as well. A bit cheap, but you didn't put Levels in, so I don't know whether this is 4 star or not. I guess it is, but with an effect like that... Wow, I like this one. Card Name: Harlequin, Cosmic Prince Criticism: Oh, your set is getting better and better, it puts up a bit of a defense if used right. I can imagine this one being used in a stall strategy, as it can Summon back the Fairy and the Dragon, both on different turns, but still... I'd make the monster Summoned able to attack, as it will only be on for 1 turn, and can't do too much damage, or make it so when it does inflict damage on the opponents Life Points, the damage is halved. Card Name: Amaranth, Cosmic Jumper Criticism: OK, this one is kinda cool, but basically does what the Prince does, but remove the card from play. OK, this one will get majorly annoying, but seeing as you will be defenseless (probably) for a turn, I can see the flaws in that. I don't like the fact that it cannot be destroyed by battle, kinda makes it too powerful to me, but that is just me. I can imagine this being really annoying... Cosmic Arsenic is kinda good, I like how it sets up the others, and the Cosmic Judgment is a good card as well, locks down strategies, but is kinda redundant, as decks that remove from the game are getting rare, as are the cards, so... I will add my own now... Marx Fairy ATK: 700 DEF: 500 LIGHT/2 star Description: Kirby's friend, he was the one who informed Kirby about Nova to stop the Sun and Moon fighting. But what is his true agenda... Marx - Traitor of the Stars Fairy/Effect DARK/8 stars ATK: 3000 DEF: 2500 Effect: If this card was destroyed in battle by "Kirby", "Kirby"'s effect is not activated. This card can be Special Summoned by tributing 1 "Marx" whilst "Nova" is on the field (This cannot be used if "Marx" and/or Nova were Summoned this turn). When this card is Special Summoned in this way, destroy 1 card on the field. This card can attack twice per turn. Marx - Vengeful Soul Fiend/Fusion/Effect DARK/12 stars ATK: 5000 DEF: 5000 Fusion Material Monsters: "Nova" + "Marx - Traitor of the Stars" Effect: This card can only be Fusion Summoned by removing the above 2 monsters from your Graveyard from play. you do not need "Polymerisation". The 2 Fusion Material Cards must have been destroyed in battle. If they weren't, this card is destroyed. You cannot control any other monster other than this card. If you do, destroy all monsters you control other than this card. This card cannot be destroyed by Spell, Trap or Monster Effects. if this card is destroyed, you lose Life Points equal to half of it's ATK. Nova Machine/Ritual/Effect Light/7 stars ATK: 2400 DEF: 2300 Effect: This card can only be Special Summoned by the effect of "Gathering of the 7 Stars". Once per turn, you may chose and activate 1 of the following effects: 1. Send 1 card in your Graveyard back to your deck. 2. Draw 1 card. Gathering of the 7 Stars Ritual Spell Effect: Send cards from your hand and Field to the Graveyard whose combined Level equal 7, and Special Summon 1 "Nova" from your hand. I am kinda disappointed by the last 2, if I am honest. I need suggestions on how to imporve them. |
Gambelers Risk (3)
Artifact If you are not playing two-headed dragon remove this card from you deck When Gamblers Risk is played each player makes a bet equal to his and his partners health points the winner will recive the losers bet split with his partner. "Losing can cost you" |
Three more "Cosmic" cards:
Cosmic Air Force Machine/Effect Light/1 Star Atk: 300 Def: 300 Effect: Once per turn, you can special summon 1 "Air Force" token Light/Machine/ 1 Star/Atk 100 Def 100. This monster cannot attack if you use its effect, if one of your "Cosmic" monsters would be destroyed, you can destroy 1 "Air Force" token instead. Cyan, Cosmic Enforcer Machine/Effect Light/5 Star Atk: 2000 Def: 2000 Effect:When this card is destroyed by a card effect and sent to the graveyard, special summon it. If this card is destroyed by a card effect and removed from play, add it to your hand. Cosmic Gate Continuous Spell Effect:When a Cosmic monster is destroyed, you can send it out of play, Pay 300 Life Points each of your end phases If you do not, destroy this card. |
Helped if you could rate others as well, please. Mine aren't here to be admired!
Cosmic Air Force: OK, why shouldn't it attack? It is weak as it is, so chances are if it does attack, it won't do much. There is a chance that using this along with The Dark Door will make you invincible, so good strategy there... Hmm... I'd put a cost for summoning an Air Token, other than not attacking, because it isn't a good cost as it is. Cyan, Cosmic Enforcer: Hmm... Good solid ATK and DEF for a 5 star... I like this, but I would put a cost for Special Summoning it, or lower it's ATK and DEF. Also, I'd put destroyed by your opponents card effect and sent from the field to the Graveyard, as the effect right now can be Sumoned by use of cards such as... Well, your own, so... A bit cheap. Cosmic Gate: OK, No comment, having to pay 300 Life Points for this card... Well, works. Anyway, I'll repost mine, as I want them rated. Marx Fairy ATK: 700 DEF: 500 LIGHT/2 star Description: Kirby's friend, he was the one who informed Kirby about Nova to stop the Sun and Moon fighting. But what is his true agenda... Marx - Traitor of the Stars Fairy/Effect DARK/8 stars ATK: 3000 DEF: 2500 Effect: If this card was destroyed in battle by "Kirby", "Kirby"'s effect is not activated. This card can be Special Summoned by tributing 1 "Marx" whilst "Nova" is on the field (This cannot be used if "Marx" and/or Nova were Summoned this turn). When this card is Special Summoned in this way, destroy 1 card on the field. This card can attack twice per turn. Marx - Vengeful Soul Fiend/Fusion/Effect DARK/12 stars ATK: 5000 DEF: 5000 Fusion Material Monsters: "Nova" + "Marx - Traitor of the Stars" Effect: This card can only be Fusion Summoned by removing the above 2 monsters from your Graveyard from play. you do not need "Polymerisation". The 2 Fusion Material Cards must have been destroyed in battle. If they weren't, this card is destroyed. You cannot control any other monster other than this card. If you do, destroy all monsters you control other than this card. This card cannot be destroyed by Spell, Trap or Monster Effects. if this card is destroyed, you lose Life Points equal to half of it's ATK. Nova Machine/Ritual/Effect Light/7 stars ATK: 2400 DEF: 2300 Effect: This card can only be Special Summoned by the effect of "Gathering of the 7 Stars". Once per turn, you may chose and activate 1 of the following effects: 1. Send 1 card in your Graveyard back to your deck. 2. Draw 1 card. Gathering of the 7 Stars Ritual Spell Effect: Send cards from your hand and Field to the Graveyard whose combined Level equal 7, and Special Summon 1 "Nova" from your hand Please rate them, as this thread is for feedback. I seem to be the only rater for now... |
Hai, I'm back. I got bored and I started reading my old posts in this thread -- Yes all the train wrecks and all the ingenious theories of particle physics in one.
I won't drop in here nearly as often, probably... But here goes. If you can remember this, then great for you! Sun Ward Channeler ( 4 Stars / FIRE / Warrior / Effect Monster ) 1200 / 200 Once per turn, select 1 face-up monster you control. That monster gains the FIRE-type Attribute in addition to the one(s) it already has while this card is face-up on the field. This card gains 700 ATK for every Attribute it has. Ice Ward Channeler ( 4 Stars / WATER / Warrior / Effect Monster ) 1200 / 1600 Once per turn, select 1 face-up monster you control. That monster gains the WATER-type Attribute in addition to the one(s) it already has while this card is face-up on the field. Once per turn, you can gain 800 life points for every Attribute this card has. Ground Ward Channeler ( 4 Stars / WATER / Warrior / Effect Monster ) 200 / 2000 Once per turn, select 1 face-up monster you control. That monster gains the EARTH-type Attribute in addition to the one(s) it already has while this card is face-up on the field. Monsters you control gain 200 DEF for every Attribute this card has. Sky Ward Channeler ( 4 Stars / WIND / Warrior / Effect Monster ) 200 / 200 Once per turn, select 1 face-up monster you control. That monster gains the WIND-type Attribute in addition to the one(s) it already has while this card is face-up on the field. Once per turn, inflict damage to your opponent's life points equal to 600 x the amount of Attributes this card has. The Fifth Element Normal Spell WIP |
Hydros
Beast/Effect WATER/6 stars ATK: 2500 DEF: 0 Effect: Hydros could only be summoned by removing one card from the top of your deck to the Graveyard. When summoned, Hydras gains 100 DEF points for each card in your graveyard. Hydrotwi Beast/Effect FUSION/WATER/7 stars ATK: 3000 DEF: 0 Effect: (Hydros + Hydros) Gains 500 points for each card on the field. If you equipped Aquamarine Armor to Hydrotwi while there is another Hydrotwi on the field, foe or ally, Gain 1000 ATK points. Hydrotri Beast/Effect FUSION/WATER/7 stars ATK: 3500 DEF: 0 Effect: (Hydrotwi + Hydros) Gains 100 DEF points for every card in both hands, on the field or in the graveyard. This card could be only summoned using a Hydrotwi with Aquamarine Armor and a Hydros with Opal Sheild. Both Cards are automatically equipped to Hydrotri rather than destroyed. If there is another Hydrotwi on the field, foe or ally, gain 1500 extra ATK points. Hydroquad Beast/Effect FUSION/WATER/7 stars ATK: 4000 DEF: 0 Effect: (Hydrotwi + Hydrotwi) Gains 100 DEF points for every card in both hands, on the field or in the graveyard. This card could be only summoned using 2 Hydrotwi with one holding at least one Aquamarine Armor . Give extra 1000 ATK pts for any Hydroses, Hydrotwies, Hydrotries on the feild or in the graveyard. If this card with Hydrotri, Hydrotwi and Hydros are on the field, a countdown of 5 turns with the 4 all on the field lets you win the game. Hydromaster Beast/Effect FUSION/WATER/12 STARS ATK: 6000 DEF: 6000 EFFECT: (Hydroquad + Hydrotri+ Hydrotwi+ Hydros) Hydromaster lets you win the game if it stays 10 turns on the field. If Sapphire Staff is equipped, You can destroy one trap or spell card each turn. This card can only be destroyed in battle. It is not affected by Fire cards. Opal Sheild EQUIP\SPELL Raise a Hydros or Hydrotri with 500 DEF points. This card has to be destroyed by Hydros or Hydrotri being attacked or by any other means before Hydros or Hydrotri is destroyed. Aquamarine Armor EQUIP\SPELL Raise a Hydrotwi's or Hydrotri's DEF points with 1000. This card has to be destroyed by Hydrotwi or Hydrotri being attacked or by any other means before Hydrotwi or Hydrotri is destroyed. Sapphire Staff EQUIP/SPELL Raises the attack points of Hydroquad or Hydromaster's by 2000 ATK points. This card has to be destroyed by Hydroquad or Hydromaster being attacked or by any other means before Hydroquad or Hydromaster is destroyed. |
Ace Warrior
Monster Level:8 Type: warrior Attribute:Wind Effects:If this card is summoned,you can destroy three cards on the field. Attack:3000 Defence:2500 Rarity:4 Elemental Stardust Blade Equip-Spell card Wind Equip this to Ace warrior.When Ace warrior is equip this card,its attack will increased by a thousand,during battle phase,all spells and trap cards on the field is destroyed except for this card. Rarity:5 |
Reviving this:
Lycan Shocktrooper ( 4 Stars / EARTH / Beast / Effect Monster ) 1600 / 1600 When this card is sent from your Deck to your Graveyard, you can Special Summon it. During a battle between this card and a Zombie-type monster, destroy the opposing monster before damage calculation. Lycan Warrior ( 4 Stars / EARTH / Beast / Effect Monster ) 1700 / 600 During a battle between this card and a monster with lower ATK than it, inflict damage to your opponent equal to the difference before damage calculation. If the opposing monster was a Zombie-type monster, inflict twice as much damage and destroy the opposing monster. Lycan Assassin ( 3 Stars / EARTH / Beast / Effect Monster ) 800 / 1900 When this card is sent from your Deck to your Graveyard, you can add it to your Hand. When this card is attacked, destroy the monster that attacked it after damage calculation. Lycan Howler ( 5 Stars / EARTH / Beast / Effect Monster ) 2100 / 1000 When this card is sent from your Deck to your Graveyard, select 1 "Lycan" monster in your Graveyard other than "Lycan Howler" and Special Summon it. During a battle between this card and a Zombie-type monster, destroy the opposing monster before damage calculation. If this card destroys an opponent's monster (either by battle or its own effect), inflict 800 damage to your opponent's life points. Lycan Berserker ( 4 Stars / EARTH / Beast / Effect Monster ) 1000 / 1200 When this card battles a Zombie-type monster, destroy the monster before damage calculation. If the ATK of this card is increased, its original ATK becomes 2000 until the End Phase. Full Moon Continuous Trap When this card is sent from your Deck to your Graveyard, you can Special Summon 1 "Lycan" monster from your Graveyard or Hand. "Lycan" monsters you control gain 300 ATK and cannot be destroyed except by battle. Destroy this card during your next Standby Phase. Blood Moon Normal Trap When this card is sent from your Deck to your Graveyard, shuffle it back into your Deck. Special Summon 1 "Lycan" monster from your Hand. It cannot attack until the End Phase. Embrace of the Lycan Equip Spell The equipped monster is treated as a "Lycan" monster and it gains 300 ATK. During a battle between the equipped monster and a Zombie-type monster, destroy the Zombie-type monster before damage calculation. When the equipped monster is destroyed and this card is sent to the Graveyard, Special Summon the monster. Furious Howl Normal Spell When this card is sent from your Deck to the Graveyard, add it to your Hand. Increase the ATK of 1 "Lycan" monster on your side of the Field by its DEF. Fel Regeneration Quick-Play Spell When this card is sent from your Deck to the Graveyard, shuffle it back into your Deck. Special Summon from your Graveyard 1 of your "Lycan" monsters that was destroyed by battle. It gains 300 ATK. |
Power Tool Dragon/Assault Mode
Machine/Effect 9 Stars/Earth 2800/3000 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Assault Mode Activate". Once per turn, during your Main Phase, you can select up to three Equip Spell cards from your Deck, have your opponent pick one of them at random and add it too your hand. Return the remaining card(s) to your Deck. Once per turn, while this card is equipped with an Equip Spell Card(s), you may send all card(s) equipped to this monster to the Graveyard to allow this card to attack twice during the Battle Phase. When this card on the Field is destroyed you can Special Summon one "Power Tool Dragon" from your Graveyard. |
Army Dragon
Dragon/Fusion/Effect Troop Dragon + 1 or more Troop Dragon's 2600/2400 This card cannot be special summoned except by Fusion Summon. This card can only be fusion summoned with the above monsters. When this monster is destroyed and sent to the graveyard as a result of battle, special summon all "Troop Dragon"'s used to summon this monster to your side of the field. |
Just some stuff I made in Magic Set Editor.
http://i20.photobucket.com/albums/b216/SereneShadows/28-CitanSkyrazor.jpg http://i20.photobucket.com/albums/b216/SereneShadows/SiriusMaliceCrow.jpg Let me know what you think! :) |
Tedgad, Gadget King
Earth :: ******** 0/0 Machine/Effect This monster cannot be normal summoned or set. This monster can only be special summoned by removing from play three Gadget monsters. For every Gadget monster removed from play, add 500 ATK & DEF points to this monster. If this monster destroys a defense position monsters, it is removed from play instead. For every Machine monster on the field, this monster gains 1000 ATK points. |
6, 7, and 8
Spell While this card is on the field, all monsters with a level of 6 or lower gain 1000 defense points. However, if a player has more than one monster with a level of 7 or higher, all monsters on their side of the field with a level of 8 or more are destroyed. Not sure yet... |
Quote:
Sirius: It's too stretched out, and you basically spelled out all of the 5 abilities in a very complicated manner. It IS WUBRG anyways, so it would have all 5 abilities as it comes into play. I don't think it's broken or anything, though, considering that the emergency button isn't nearly as good as a 5/5 haste, trample, vigilance, flying, and shroud (which is not black). |
I forgot to put the updated versions here. My bad.
Accelerated Vegetation Spoiler:
Adilia Sylvith Spoiler:
Ailna Armorminer Spoiler:
Ailna Berserker Spoiler:
Ailna Blazefields Spoiler:
Ailna Cultivator Spoiler:
Ailna Gatekeeper Spoiler:
Ailna Headhunter Spoiler:
Ailna Outcast Spoiler:
Ailna Sledge Spoiler:
Ailna Spikedwarf Spoiler:
Ailna Stoneplougher Spoiler:
Ailna Vanguard Spoiler:
Airweaver Bear Spoiler:
Arcane Servant Spoiler:
Ardita, Angel of Balance Spoiler:
Armored Homarid Spoiler:
Bane of Existence Spoiler:
Banewolf Spoiler:
Barrierbreaker Eagle Spoiler:
Basin of Yggdrasil Spoiler:
Bayou Blade Spoiler:
Bellowing Sea Spoiler:
Blinding Fury Spoiler:
Blood Mine Spoiler:
Bound Dragon Spoiler:
Bound Tide Spoiler:
Bramble Bear Spoiler:
Citan Aqualung Spoiler:
Citan Centaur Spoiler:
Citan Dragon Spoiler:
Citan Electromancer Spoiler:
Citan Lavashore Spoiler:
Citan Pulsegunner Spoiler:
Citan Skyrazor Spoiler:
Citan Skyscout Spoiler:
Citan Surgesledge Spoiler:
Citan Surgeweaver Spoiler:
Clash of Might Spoiler:
Crimson Homarid Spoiler:
Crusade of Ashes Spoiler:
Dahart, Hero of the Ailna Spoiler:
Debt to the Damned Spoiler:
Dementia Engine Spoiler:
Demonic Devouring Spoiler:
Denied Function Spoiler:
Denied Soaring Spoiler:
Depth of Tides Spoiler:
Dragon Egg Spoiler:
Dragon Slayer Spoiler:
Dusk Zombie Spoiler:
Eivkar Chavrin Spoiler:
Electrovortex Spoiler:
Entwining Ryhthm Spoiler:
Expanseater Spoiler:
Explorer's Pickaxe Spoiler:
Faerielily Nurturer Spoiler:
Fainus Raenova Spoiler:
Flightless Crawcutter Spoiler:
Flourishing Expanse Spoiler:
Flying Homarid Spoiler:
Fog Furnace Spoiler:
Fog Serpent Spoiler:
Fog Vampress Spoiler:
Forbidden Life Spoiler:
Forest of Iron Spoiler:
Forest Spoiler:
Frenzied Alligator Spoiler:
Gaia Dragon Spoiler:
Gaia, the Spell of Ending Spoiler:
Gaia Tortoise Spoiler:
Garis Depthreaver Spoiler:
Garis Dragger Spoiler:
Garis Faminewing Spoiler:
Garis Giant Spoiler:
Garis Horror Spoiler:
Garis Wetlands Spoiler:
Garyak, Ojon Basilisk Spoiler:
Giant Grizzly Spoiler:
Goblin Charger Spoiler:
Goblin Frenzymaster Spoiler:
Grizzly Mendmancer Spoiler:
Grove of Chaos Spoiler:
Grove of Yggdrasil Spoiler:
Harvest Blade Spoiler:
Homarid Halfbreed Spoiler:
Hopeless Dule Spoiler:
Horned Golem Spoiler:
Illis, Dragon of Sky's Indignance Spoiler:
Inner Lightning Spoiler:
Iquiri, the Lorekeeper Spoiler:
Island Spoiler:
Junk Drone Spoiler:
Kattra, the Life Gambler Spoiler:
Krazat, Goblin Scout // Zerat, Goblin Brute Spoiler:
Krazav Graal Spoiler:
Land of Confusion Spoiler:
Landfire Pyromancer Spoiler:
Lava Castle Spoiler:
Lava Chain Dragon Spoiler:
Lava Soul Dragon Spoiler:
Lava Spire Dragon Spoiler:
Lava Spire Spoiler:
Malice of Fog Spoiler:
Mana Cannon Spoiler:
Marsh Axe Spoiler:
Marsh Eel Spoiler:
Marsh Trident Spoiler:
Mass Hatching Spoiler:
Massive Moss Crab Spoiler:
Maw of Flames Spoiler:
Mecharachnid Spoiler:
Migration Turtle Spoiler:
Mining Dragon Spoiler:
Mining Engine Spoiler:
Moss Bridge Spoiler:
Mother Nature Spoiler:
Mountain Spoiler:
Mountainclimber Dragon Spoiler:
Naitra Factory Spoiler:
Naitra Junkyard Spoiler:
Naitra Yykan Spoiler:
Neruxia, City of Ailna Spoiler:
Nocturne Nourishment Spoiler:
Oboro Adept Spoiler:
Oboro Angel Spoiler:
Oboro Devourer Spoiler:
Oboro Garyth Spoiler:
Oboro Homarid Spoiler:
Oboro Ironmancer Spoiler:
Oboro Lifemonitor Spoiler:
Oboro Mindwrecker Spoiler:
Oboro Necromancer Spoiler:
Oboro Overseer Spoiler:
Oboro Patroller Spoiler:
Oboro Peon Spoiler:
Oboro Razescout Spoiler:
Oboro Recyclon Spoiler:
Oboro Wastes Spoiler:
Ojon Accelerator Spoiler:
Ojon Archer Spoiler:
Ojon Bird Spoiler:
Ojon Cultivator Spoiler:
Ojon Druid Spoiler:
Ojon Dryad Spoiler:
Ojon Minemaster Spoiler:
Ojon Moss Entity Spoiler:
Ojon Rhox Spoiler:
Ojon Riverbank Spoiler:
Ojon Shaman Spoiler:
Omnirender Spoiler:
Orefinder Dragon Spoiler:
Peaksurge Spoiler:
Plague, Demon of Oboro Spoiler:
Plains Spoiler:
Planter Crow Spoiler:
Plasmasong Spoiler:
Psychosis Emblem Spoiler:
Pulsing Gaia Spoiler:
Rampant Vegetation Spoiler:
Rays of Radiance Spoiler:
Realityrender Spoiler:
Rhox Archer Spoiler:
Rhox Axewoman Spoiler:
Ritual of Volts Spoiler:
Riversong Spoiler:
Roaring Wildbear Spoiler:
Sentinel Mine Spoiler:
Shard Barrage Spoiler:
Shimmering Stallion Spoiler:
Shockstrike Spoiler:
Silent Wastes Spoiler:
Sirius, Malice Crow Spoiler:
Skullcrab Spoiler:
Skyward Lightning Spoiler:
Soil Homarid Spoiler:
Soulpurge Angel Spoiler:
Sun's Silence Spoiler:
Swamp Spoiler:
Swordsman Trio Spoiler:
The Lorekeeper's Library Spoiler:
Thyrus, Ojon Wurm Lord Spoiler:
Tusk Fighter Spoiler:
Verdict of Nature Spoiler:
Visut Arachnid Spoiler:
Visut Bonekite Spoiler:
Visut Crow Spoiler:
Visut Deathflare Spoiler:
Visut Fogrusher Spoiler:
Visut Gravesoldier Spoiler:
Visut Lich Spoiler:
Visut Marrowfire Spoiler:
Visut Necromancer Spoiler:
Visut Ranchand Spoiler:
Visut Skullwing Spoiler:
Visut Wildghost Spoiler:
Visut Castle Spoiler:
Volt Elemental Spoiler:
Withering Rain Spoiler:
Wrath of Illis Spoiler:
Wrath of Roots Spoiler:
Yakaza, Cultivator of Lands Spoiler:
Yakaza's Axe Spoiler:
Yggdrasil, Tree of World's Might Spoiler:
Zombie Mob Spoiler:
That's the whole of my first create-a-card set, Varkrallis. I'm currently working on the second set, Neruxia, which has roughly 70-90 cards done. All art credit goes to the fine folks of deviantART. =) |
Accelerated Vegetation
Broken. The idea of untapping lands make it incredibly powerful. This is much better than Lotus Cobra in it that you can store untaps, and that you're actually untapping lands, which is way more powerful than just generating 1 mana. Enchantment means it's tough to get rid of as well. Adilia Sylvith Her first two abilities are identical. Since you can activate only 1 ability at a time, that makes both redundant. Vigilance or first strike would be fine, but flanking occupies much the same role as first strike. Just stick with FS and claim it's red. The ultimate is not really an ultimate that is all that good either. I think you need to go back to the drawing board for this one for both the second and third ability. Ailna Armorminer How is an armor miner one who finds land? In any case, the template would look something like: Mountainmining 2 - 2W. I highly recommend NOT keywording this. I'm a bit concerned about acceleration in colours other than green in general. I don't think white should be able to look for anything but plains. Ailna Berserker Vigilance isn't red. Otherwise good. The concept really works though. If the base card was like a rare, this blatant colour pie break MIGHT be justifiable. Ailna Blazefields 2 life for a loss of tempo on your turn, but a HUGE tempo gain on every turn after that is insane. This definitely needs to go back to the drawing board, unless you are inclined to really have 3 mana creatures on turn 2. o_O Ailna Cultivator Looks fine. Ailna Gatekeeper Looks ok. Just a note on landfall: it makes for really bad drafts. Ailna Headhunter Feels like too many things are going on here (just drop the landmining). Ability should read "Whenever a kithkin creature with landmining is sacrificed, do this." The ability is black (except the artifact creature part, which is red). Otherwise solid. Ailna Outcast Good. I don't like the landmining on this guy much though. Ailna Sledge Could drop it to RW and it would still be ok. Adventuring gear seems better. Ailna Spikedwarf Looks fine, except that poking isn't white and prevention sucks when it isn't instant speed. In fact, when combined with something like Harrow, the poking aspect of the card gets way too powerful. If I were to make one that pokes with landfall, it would be a 4 mana red 2/2. |
Nemealeon
( 4 Stars / EARTH / Beast / Effect Monster ) 1000 / 1200 This monster is unaffected by Spell and Trap cards that specifically target it. While in Attack-position, this monster can only be destroyed by battle with a monster that has the same amount of ATK as it. Lernya ( 3 Stars / WATER / Reptile / Effect Monster ) 0 / 0 This card gains 800 ATK for every "Lernya" on your side of the field. When this card is destroyed by battle, Special Summon it during the End Phase. If this card was Special Summoned from the Graveyard by its own effect, Special Summon 1 "Lernya" from your Hand, Deck, or Graveyard. If this card was Special Summoned except by its own effect, remove it from play. Ceryneiax ( 4 Stars / WIND / Beast / Effect Monster ) 1800 / 1200 If this card were to be destroyed by battle, return it to your hand instead (damage calculation is applied normally). If this card were to be destroyed by a card effect, place it on the bottom of your Deck instead. Aerymanth ( 6 Stars / EARTH / Beast / Effect Monster ) 2400 / 2100 This card inflicts piercing damage. Once per turn, this card is not destroyed by battle. Stympharaos ( 3 Stars / WIND / Winged Beast / Effect Monster ) 200 / 700 When this card is flipped-face up, select 1 monster you opponent controls and inflict damage to your opponent's life points equal to half that monster's DEF. If that monster has less DEF than the ATK of this card, destroy it. Once per turn you can flip this card into face-down defense-position. Kretasar ( 4 Stars / WATER / Beast / Effect Monster ) 1200 / 200 If this card is Tributed, draw 2 cards, then remove it from play. If this card is sent to the Graveyard except as a Tribute, destroy 1 Spell or Trap card your opponent controls. Dio ( 5 Stars / DARK / Warrior / Effect Monster ) 2000 / 1100 Increase the ATK of every Beast, Winged Beast, and Reptile by 400. When this card destroys a monster by battle, you can remove that monster from play and increase the ATK of one of your Beast-type monsters by 700 until your next Standby Phase. Cerbaerian ( 8 Stars / DARK / Beast / Effect Monster ) 1100 / 2500 This card cannot be Special Summoned. This card cannot be Normal Summoned except by Tributing 3 monsters. This card is unaffected by Spell Cards. Twice per turn, this card is not destroyed by battle and you take no battle damage from a battle involving it. This card can attack three times during the same Battle Phase. Stables of Augeas Field-Spell Once per turn, during your Main Phase, you can discard a monster card from your Hand to activate one of the following effects (any player can activate this effect): -- Draw 1 card. -- Increase the ATK of one face-up monster you control by the ATK of the discarded monster. Belt of the Titanqueen Equip Spell The equipped monster gains 200 ATK and DEF. Once per turn, you can negate a Spell or Trap card that specifically targets the equipped monster. Hyperborean Apple Normal Spell Special Summon 1 Beast, Winged Beast, or Reptile-type monster from your Graveyard. It cannot declare an attack this turn. You cannot Normal Summon or Set other monsters this turn. |
Demented Sock Puppet
Dark :: ****** 2100/800 Fiend/Effect If this monster is destroyed by a monster's effect, bring 1 monster back from the graveyard. |
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Indespicable Barrage
Spell Card If your opponent has more than two monsters on their side of the field, than this card is activated automatically from your hand. Your opponent loses the amount of ATK the monsters on their side of the field have. Eh, a bit overpowered. |
The only thing I can think of that comes close is Harpie lady phoenix Formation.
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Damn, DonRoyale, those are some NICE cards.
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I love those cards DonRoyale!
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Puzzle Piece
Spell Card (Quick Play) If the opponent has more than two monsters on the field, you can special summon one monster from your hand that is L5-6. This monster cannot be tributed in order to summon a L7+ monster. |
OK, so I've been fooling around with MSE a bit more and made some new cards. Tri-enemy colors, yay!
Chaotic Ultimatum - GGGUUBB Sorcery Exile all creatures, then each player casts all face-up exiled creature cards they own without paying their mana costs. Unity perfects resolve, so that the goal may be achieved. Earthly Ultimatum - BBBGGWW Sorcery Until end of turn, creatures you control get +3/+3, gain wither and vigilance, and are indestructible. “Our roots, firm to the soil we grace. Our branches, corrupt to the touch. Our resolve, unshakable, even to our dying breath.” —Arkes Vallut Fortunate Ultimatum - RRRWWUU Sorcery Flip a coin until you lose a flip. Take an extra turn after this one for each flip you win. Punishing Ultimatum - WWWBBRR Sorcery Select a creature you control. Each opponent sacrifices a creature and loses 2 life for each other creature you control with converted mana cost less than the selected creature. The cries of the dead shall call to the service of the earth, and the earth shall offer as a tribute those whom the dead judge unworthy to live. Resolute Ultimatum - UUURRGG Sorcery Tap all creatures you control. For each creature tapped this way, gain control of target creature an opponent controls until end of turn. Untap those creatures. They gain haste until end of turn. “The Crux is a river that flows through all of us. The time is now, to shift the tide, and the minds of those whose veins it runs through.” Let me know what you guys think. I also appreciate the support from the last batch, but Ken's pointed some stuff out to me, so in light of that, I'm going over most of them to try and balance them out. |
Elemental Reset
Spell Card (Quick Play) Once this card is in play, for every monster in play that has a different type, add 1000 ATK points to that monster. |
For YGO:
Alien Wing 4/Reptile/Tuner/WIND Atk: 1200 Def: 700 During the turn this card is normal summoned, it can attack your opponent directly. rare Alien Dragon 8/Dragon/Synchro/Effect/LIGHT Atk: 3000 Def: 2000 1 "Alien" Tuner monster + 1 or more non-tuner monsters As long as this card remains face-up on the field, your opponent cannot set monsters face-down. Once per turn, you can destroy all monsters your opponent controls that have A-Counters. Galactic Enforcement normal spell card Remove 2 A-counters from anywhere on the field. Draw 2 cards. Alien World field spell card Once per turn, you can remove 2 A-Counters from anywhere on the field to special summon one level 4 or lower "Alien" monster from your deck. I figured aliens could use more support and their own dragon. With draw power and more synchros, they could become a top-tier deck. |
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Well, Judgment Dragon has a really overpowered effect. So this is the aliens version of Judgemt Dragon. Plus, aliens already have a overlord and a "mothership" (Cosmic Fortress Gol'gar). Most of the good archetypes have a dragon (lightsworns, crystal beasts, Dark counterparts, Harpies, etc.), plus an alien dragon would be uber cool! And he only destroys monsters, not spells or traps, so his attack can still be stopped by a trap. |
http://i337.photobucket.com/albums/n398/donavannj/DiurnalOwl.jpg
http://i337.photobucket.com/albums/n398/donavannj/PurgingFlood.jpg A couple cards I made last spring when I first found out about MSE. Of course, I did forget to put an artist, though I'm pretty sure they're all Gustav Dore works. |
My problem with the Owl is that haste is a red ability, and first strike is something you find on soldiers more than birds. (It's also more a red ability than a white one) Also, you don't need "All" in its activated ability. And though shroud is an ability some green creatures have, it's more of a blue ability than a green one.
Purging Flood should just destroy creatures, for the record. It would make wording the card so much easier...It's also pretty color-intensive, but I think it's costed right. |
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Alien Dragon at least requires an Alien Tuner and/or Alien Material monster, right? |
I really love Time Spiral and Planar Chaos' use of Suspend and Storm, so I'm making a set in MSE based on Suspend/Storm.
Plaguebearer Dragon - 5BBR Creature - Dragon (M) Flying When ~ enters the battlefield, destroy all other creatures. They can't be regenerated. Suspend X - X2RB - X can't be 0. Whenever a time counter is removed from ~ while it's exiled, destroy target creature. It can't be regenerated. 4/4 EDIT: Lowered P/T Sundering Might - WUBRG Sorcery (M) Target creature gains your choice of vigilance, lifelink, flying, shroud, intimidate, deathtouch, first strike, haste, reach or trample until end of turn. Storm (When you play this spell, copy it for each spell played before it this turn. You may choose new targets for the copies.) |
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