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Gymnotide March 3rd, 2010 5:04 PM

Inescapable Curse
Field Spell
Whenever a Monster with counters on it is Tributed for a Tribute Summon, place any counters that were on the Tributed Monster on the new Monster. Whenever a card is removed from the field, place any counters that were on that card on Inescapable Curse. Once per turn, you can move 1 counter from this card to another card on the field. If this card were to be destroyed, you can remove 3 counters from the field instead.

JTrainer March 3rd, 2010 5:32 PM

Quote:

Originally Posted by digi-kun (Post 5593024)
Alien Dragon at least requires an Alien Tuner and/or Alien Material monster, right?


Oh, I forgot to add the monsters necessary for it's synchro summon. Sorry. I'll add them now.

Apple Juice March 6th, 2010 5:59 AM

Overgrown Flower
Monster - EARTH - ***
1400/0
For every monster destroyed by Overgrown Flower, it gains 500 DEF points. For every monster destroyed on Overgrown Flower's side of the field, it loses 500 DEF points.

Zeffy March 6th, 2010 6:36 AM

Insane Dragon
Normal Monster
****/Dragon/Wind
"A dragon which insanely destroys everything standing on its way."
2100/0
Super Rare

Honest Dragon
Flip Effect Monster
***/Dragon/Wind
"FLIP: When you have at least 2 face-up Dragon-type monsters on your field, destroy all face down monsters on your opponents side of the field."
800/200
Rare

The Dragon Lying in the Grave
Continuous Trap
"You can only activate this card on your opponents End Phase. Special Summon one level 3 or lower Dragon-type monster from your graveyard. If this card is destroyed, destroy the monster."
Rare

Dragon's Lair
Field Spell
"All Dragon-type monsters you control gain 500 atk during the Damage Step only."
Common

If you can see, its based on Dragons. :D

Apple Juice March 7th, 2010 6:35 AM

Re-defined
Spell Card: Quick Play

For every monster on the field with a lowered or raised ATK/DEF power, bring it back to it's original amount.

DonRoyale March 14th, 2010 10:49 AM

So I've sorta reworked things with the MtG set I posted a while back. Here are some cards from the revised version of the set:

Spoiler:
Ardita, Angel of Judgment:
http://i20.photobucket.com/albums/b216/SereneShadows/ArditaAngelofJudgment.jpg
The Visut, the Black/White guild, work off a mechanic called Possess, which works by turning creatures that die into enchantments that help or hurt what it enchants. Ardita here works off another concept Black/White can work with: Life drain. Plus, by sacrificing a creature, you can chain together Possess abilities and enchant more creatures to make her effect more powerful!

Blood Reflector:
http://i20.photobucket.com/albums/b216/SereneShadows/BloodReflector.jpg
The Naitra are a mono-blue Artifact guild based off cloning and creating copies of things. Blood Reflector can summon a copy of an attacking creature an opponent controls to your side in order to block it, if you have the mana.

Dementia Engine:
http://i20.photobucket.com/albums/b216/SereneShadows/DementiaEngine-1.jpg
The Oboro remain unchanged throughout: They focus on the Drain mechanic, which uses creatures as a sacrifice in order to reduce the abhorrent mana costs of the creatures and spells in the guild. Dementia Engine is one of the very few cards in this set to remain wholly unchanged; it still has the concept of removing cards in your graveyard from the game in order to become more powerful, and it's still a very red artifact with the way it just runs right over you.

Garyak, Ojon Basilisk:
http://i20.photobucket.com/albums/b216/SereneShadows/GaryakOjonBasilisk-1.jpg
The Ojon are a blue/green guild based off nature and mana. Their mechanic is Manafixing, which uses mana of any color to create mana of a specific color. Thus, the majority of the spells of the Ojon variety are understandably color-intensive. Garyak here is my attempt at creating a fattie that just gets bigger and bigger as you play. Not quite Tarmogoyf, but can get quite out of control if you let it.

Lava Spire Dragon:
http://i20.photobucket.com/albums/b216/SereneShadows/LavaSpireDragon-1.jpg
The Citan are a red/blue guild based off lightning and fire. Their mechanic, Shock, works of paying alternate costs to cast their spells if an opponent has been dealt noncombat damage during the turn you cast it. Most cards, much like this one, gain a neat special ability when you cast them for their alternate costs. This thing can be a one-sided Wrath if you're lucky, because there are a ton of Dragons in Citan.

Omnirender:
http://i20.photobucket.com/albums/b216/SereneShadows/Omnirender-1.jpg
The Garis have undergone the greatest amount of change out of all of the guilds, being turned from black/blue to black/green. They now represent decay and the namesake of their mechanic, Rot; the mechanic forces you to put rot counters on a land you control when the card is put into a graveyard. Any land with 5 or more rot counters is immediately put into its owner's graveyard. Omnirender is one of many of Garis' prime examples of "playing on no lands"; if you have none, you've just cast a 10/10 trampler for three mana!

Shepherd of Dragon's Flame:
http://i20.photobucket.com/albums/b216/SereneShadows/ShepherdofDragonsFlame.jpg
The Ailna are a red/white guild of fighting soldiers and dragon tamers who fight as a brotherhood. Their mechanic is Fortify, an ability that works when fighting enemy creatures. When they attack and become blocked, they get +1/+0 for each attacking red creature. When they block enemy attackers, they get +0/+1 for each blocking white creature. SoDF here is a spin on the white/black knights of the older sets: For two mana, you get either of red or white's core abilities, and you can pump it with red or white mana to keep it alive! Initially, this thing could fly, but I decided that was a bit much.

Apple Juice March 14th, 2010 3:03 PM

Forge of the Unkown
Trap Card: (C)

If a continous spell card is played on the opponent's side of the field, you can activate this card. Once this card is in play, every continous card in play is destroyed, and the player loses 1000LP. When this card is sent to the graveyard, the opponent gains 100LP for every spell card in your hand.

Cirrus March 14th, 2010 9:54 PM

Brainwave Processor
Effect Monster
LV4 - EARTH - Psychic - 2200/0
When this card attacks a face-down monster, destroy that monster before damage calculation and take 1000 damage. When this card attacks a face-up monster, destroy that monster before damage calculation if it has 2000 DEF or less and take 2000 damage .

Ultimate Mindmaster
Synchro Monster
LV4 - LIGHT - Psychic - 1000/2000
1 "Mind Master" + 1 or more Psychic-Type monsters
You can pay 800 Life Points and Tribute 1 Psychic-Type monster, except "Ultimate Mindmaster", to Special Summon 1 Psychic-Type monster from your Deck or from your Removed From Play zone in face-up Attack Position.


Mind Mimic
Fusion Monster
LV5 - LIGHT - Psychic - 0/0
1 Psychic-Type monster + 1 Psychic-Type monster
This card gains attack equal to the number of Psychic-Type Tuners in the graveyard x 1000. You may take damage in multiples of 1000 to raise this card's attack by 800 for each 1000 life points that are paid. When this card is sent to the graveyard from the field, you can add a Psychic-Type Tuner monster from the graveyard to your hand.


Distortion Vortex

Normal Spell
Activate this card only if you control a Psychic-Type monster. Remove from play any number of face-up monsters on the field. Take damage equal to the number of monsters removed in this way x 2000.


Psychic Reformation

Normal Spell
Add any number of Psychic-Type monsters from the graveyard to your hand. Then, take 800 damage for each monster that was added to your hand through this effect and discard a number of cards equal to the number of monsters you added to your hand.

Psyche Guard
Counter Trap
Activate only when a Psychic-Type monster is being selected as a target for a card effect or as an attack target. You may negate and destroy the effect and/or the attacking monster, or choose a new target for the effect or attack on either side of the field. Take 800 damage.

Apple Juice March 17th, 2010 8:24 AM

Angry Stormcloud
**** 1800/1300 Wind - EFFECT - Thunder

For every Wind Thunder monster on the field, this monster gains 500 ATK points. When this monster is destroyed, you can sacrifice two trap cards to bring it back from the graveyard.

Cirrus March 19th, 2010 6:28 AM

Phoenix Wing Flame Blast
Normal Trap
Discard 1 card. Remove 1 card on the field from play.

Prehistoric Stampede
Quick-Play Spell
Destroy 1 Dinosaur-Type monster. The owner of that monster chooses two cards on the field and destroys them.

swansong March 22nd, 2010 7:34 PM

These card creations are to strengthen theme decks:

Amazoness Matriarch
******** 2700/2100 Warrior/EARTH
Tribute 1 Amazoness monster from your side of the field to special summon this card. You may discard one Amazoness monster from your hand to the Graveyard to negate a card effect and destroy the card. When this card is destroyed, add 1 Amazoness card from your deck to your hand.

Amazoness Hunter
***** 2300/1000
You may Special Summon this card if 1 Amazoness monster is on your side of the field. When this destroys a monster as a result of battle, add 1 Amazoness monster with 1500 or less ATK points from your deck to your hand.

Amazoness Gatherer
**** 2000/1000 Warrior/EARTH
You must send 1 Amazoness monster from your deck to your Graveyard to declare an attack with this card. When it is destroyed, Special Summon 1 Amazoness card with 1500 or less attack from your Graveyard or your deck.

Amazoness Servant
**** 0/0 Tuner/Warrior/EARTH
You may Special Summon this card from your hand to the field during your Main Phase. This card may only conduct a Synchro Summon with another Amazoness monster.

Amazoness Curse
Trap Card
This card may only be activated during the opponent's Battle Phase. Add 1 Amazoness monster with 1500 ATK or lower from your deck to your hand. Your opponent may not declare an attack this turn.

Cloudian Summoner
1000/1000 * Spellcaster/WATER
You may remove this card from play, to Special Summon 2 Cloudian monsters (above LV1 and under 1500 ATK) from your deck.

Cloudian Patriarch
2400/0 ******** Spellcaster/WATER
When one or more Cloudian monsters exist on your side of the field, you may Special Summon this card. You may remove 2 Cloudian counters from your side of the field to negate the activation of a card's effect and destroy it.

Cloudian Of Storm
1800/1000 **** Aqua/DARK
When this card is summoned, add 1 Cloudian Squall from your Graveyard to your hand.

Raging Winds
Spell Card
Send 1 Cloudian monster from your deck to the Graveyard to 1 Cloudian monster (with a different name) from your deck to your hand.

Rising Clouds
Spell Card
Pay 600 LP to Special Summon 2 LV4 or lower Cloudian monsters from your Graveyard.

Harpie's Spy
Spell Card
Send 1 Harpie monster from your deck to your Graveyard to activate this card. Your opponent must reveal their hand and choose one of their Spell/Trap cards to set facedown. That card may not be activated until your next Standby Phase.

Harpie's Commander
**** 1700/1000 Tuner/WingedBeast/WIND
All Harpie monsters gain 200 ATK. You may Special Summon this card from your hand if you control no monsters on your side of the field.

Harpies' Messenger
**** 1600/1000 Winged-Beast/WIND
If this card is destroyed, Special Summon 1 Harpie monster from your deck (other than this card).

Harpie's Windflux
Spell Card
Send 1 Harpie card from your hand to the Graveyard. Draw 1 card from your deck.

Crystal Beast Golden Lion
******* 1000/2600 Beast/LIGHT
If there are two or more Crystal Beast cards in the Spell/Trap zones, Special Summon this card from your hand. When this card is card is summoned, add 1 Spell Card from your deck to your hand. Your opponent may only declare an attack on this card while it is face up on the field.

Crystal Beast Golden Wolf
******* 2600/1000 Beast/LIGHT
If there are two Crystal Beast cards in the Spell/Trap zones, Special Summon this card from your hand. Once per turn, you may Special Summon 1 Crystal Beast monster from your hand. When this card is destroyed, add 1 LV4 or lower Crystal Beast monster from your deck to your hand.

Crystal Beast Diamond Bear
**** 1500/1000 Tuner/Beast/LIGHT
All Crystal Beast monsters on your side of the field gain 300 ATK. When this card is used for a Synchro Summon, it is placed in one of your Spell/Trap zones.

Dark World Energy
Continuous Spell Card
Whenever a Dark World monster is Special Summoned from the Graveyard to the field, draw 1 card from your deck.

swansong March 25th, 2010 3:17 PM

Blue Gadget
**** 1500/1500 EARTH/Machine
When this card is normal summoned, you may add 1 "Gadget" card other than "Blue Gadget" from your deck to your hand.

Gadget Restoration Machine
Trap Card
Select one or more "Gadget" cards from your graveyard and add them to your deck to activate this card. Gain 400 life points for each card added. During this turn, the ATK points of all face up monsters controlled by the opponent is halved.

Batteryman Electrifier
**** 1000/1000 Electric/LIGHT
During your Main Phase, you can send up to two different "Batteryman" monsters from your deck to your graveyard. This card gains 500 ATK for each card sent, until your next Draw Phase.

Batteryman Energymaker
**** 1500/0 Electric/LIGHT
When this card is destroyed, add 1 "Batteryman" card from your deck to your hand.

Volcanic Hero
**** 500/500 Pyro/FIRE
You may add this card from your Graveyard to your hand by removing 2 "Volcanic" monsters in your Graveyard from play. When this card is face-up on the field, it gains 700 ATK for each Volcanic monster on the field.

Volcanic Exploder
**** 1500/1000 Pyro/FIRE
If at least 2 Volcanic monsters exist in your graveyard, during your Main Phase you may tribute this card to destroy 1 card on the field.

Volcanic Explosion
Trap Card
Send 1 Volcanic monster from your deck to your Graveyard to activate this card. When your opponent Special Summons a monster, destroy all non-Volcanic monsters on the field.

Ring Of Fire
Spell Card
Send 1 Volcanic monster from your deck to your Graveyard to activate this card. Your opponent may not declare an attack or activate trap cards during their next turn.

Dark Scorpion Leader: Don Zaloog
**** 1400/1500 Tuner/Warrior/DARK
This card is treated as "Don Zaloog". Once per turn, you may Special Summon 1 "Dark Scorpion" monster other than "Don Zaloog". When this card inflicts battle damage to the opponent, you may view their hand and choose one card to be removed from play.

Dark Scorpion Protector
**** 1000/1000 Tuner/Warrior/DARK
You may discard this card from your hand during the Damage Step of either player's turn to increase the ATK of one "Dark Scorpion" monster on the field by 1000.

Dark Scorpion Rendezvous
Spell Card
Pay 1000 life points. Special Summon up to 2 Dark Scorpion monsters from the Graveyard.

Dark Scorpion Warning
Spell Card
Special Summon 1 "Dark Scorpion" monster from your hand to the field to draw 1 card from your deck.

Zeffy May 7th, 2010 10:18 PM

Deck Reorganize
Normal Trap
Activate only at your opponent's end phase, shuffle your deck and place the 3 bottom cards at the top.

Cirrus May 8th, 2010 9:59 AM

X-Saber Andiras
Effect Monster
LV2 - EARTH - Beast/Tuner - 300/1400
When this card is Summoned in Attack Position, destroy 1 face-up monster on your opponent's side of the field if he or she controls two or more monsters. When this card is destroyed by battle, select and reveal a Spell or Trap card on the field. Destroy it unless your opponent discards a Spell or Trap Card corresponding to the revealed card's type.

X-Saber Birkruut
Effect Monster
LV4 - EARTH - Warrior/Tuner - 200/1900
Once per turn, during the Main Phase, if this card is in your Graveyard, you can Special Summon this card from your Graveyard. If you do, your opponent draws 2 cards.

X-Saber Calovar

Effect Monster
LV7 - EARTH - Warrior - 2300/1700
You can Special Summon this card from your hand when your opponent has 3 cards or less in their hand. If this card is Special Summoned in this way, destroy 1 Spell or Trap card on the field. Once per turn, during your Main Phase, you can declare Spell Cards or Trap Cards. This card is not affected by card effects of that type until your opponent's next End Phase.

X-Saber Equestensi
Synchro Monster
LV8 - EARTH - Beast-Warrior/Effect - 3000/800
1"X-Saber" Tuner monster + 2 or more "X-Saber" monsters
If this card is destroyed by battle, reveal the top card of your deck. If it's a Saber card, put it into your hand and repeat the process. Deal 500 damage to your opponent for each Saber card revealed in this way. If this card is destroyed by a card effect, remove from play all cards in your opponent's hand and Graveyard.

XX-Saber Morkoris

Effect Monster
LV3 - EARTH - Reptile - 1700/100
When this card is Normal or Special Summoned, your opponent discards 1 card randomly from their hand. When this card is sent to the graveyard, draw 1 card.

XX-Saber Zweitandr
Effect Monster
LV4 - EARTH - Beast-Warrior - 2600/0
If there are less than three "X-Saber" monsters on the field when you Summon this card, destroy it. When this card destroys an opponent's monster by battle, he or she discards their hand, then draws five cards.

XX-Saber Esencatura
Synchro Monster
LV7 - EARTH - Warrior/Effect - 2800/1400
1"X-Saber" Tuner monster + 1 or more"X-Saber" non-Tuner monsters
When you Synchro Summon this card, remove from play 1 card from your opponent's side of the field. Monsters destroyed by battle by this card are removed from play instead. When this card is sent to the graveyard, tribute 1 X-Saber monster on your side of the field or discard 2 cards from your hand. If you cannot, destroy all cards on your side of the field and send 2 cards from your Deck to the Graveyard.

Eradication By Saber
Quick-Play Spell
Tribute 1 "X-Saber" monster on your side of the field to destroy 1 card on your opponent's side of the field.

Sabermaster Ascension
Continuous Spell
Once per turn, you can Tribute 1 "X-Saber" monster on your side of the field. Draw 1 card. If the monster's ATK was above 2000, draw an additional card.

Armaments of the Saberlord
Normal Trap
After activation, this card is treated as an Equip Card that increases the ATK and DEF of the equipped monster by 400 points. If the equipped monster is not an "X-Saber'" monster, destroy it at the End Phase of this turn. When the equipped monster attacks, your opponent discards a card.

Saber Dance
Counter Trap
Activate only when your opponent activates a Spell Card, Trap Card, or Effect Monster's effect and if you control two or more face-up Attack Position "X-Saber" monsters. Negate the activation of the effect and destroy that card.

Garland May 10th, 2010 1:19 PM

http://i40.*.com/6h6xax.jpg

Sorry if the effect is c'est difficile to read.

Zeffy May 10th, 2010 6:48 PM

Annoying Sound
Continuous Spell
Your opponent cannot attack any monsters with "Annoying" in its name.
Super Rare

Annoying Orange
Effect Monster
****/Plant/Earth
If you draw this card, special summon it in attack position. Increase this card's by 3000 if there is an "Annoying Sound" on the field.
0/0
Rare

Apple Juice May 22nd, 2010 12:25 PM

Quote:

Originally Posted by Garland (Post 5789741)
http://i40.*.com/6h6xax.jpg

Sorry if the effect is c'est difficile to read.

Very nice; I love the art.

Wizard Kid
** LIGHT Spellcaster 0/0
This card cannot be destroyed by battle when there are no cards face up on your side of the field except 'Wizard Kid'.

Wizard of the Forest
**** EARTH Spellcaster 1500/1000
When this card is destroyed by battle and sent to the graveyard, you can Special Summon up to 2 'Wizard of the Forest' from your hand, deck or graveyard. When they are sent from the field to the graveyard, they are removed from play instead. By sacrificing one 'Wizard of the Forest' in your next Standby Phrase, you can remove from play up to 3 'Wizard' Monsters from your graveyard.

Wizard of the Volcano
**** FIRE Spellcaster 1300/2000
If you have more than 1 'Wizard' Monster face-up on the field, you can special summon this card from your hand. When this card is destroyed by battle and sent to the graveyard while it is in face-down defense-position, remove this card from play instead and draw 1 card.

Wizard of the Ocean
*** WATER Spellcaster Tuner 900/1200
If this card is used to Synchro Summon a "Wizard" monster from your Extra Deck, this card is remvoed from play instead of being sent to the graveyard.

Wizard of the Sky
***** WIND Spellcaster 2200/1800
When this card is successfully Tribute Summoned, you can tribute this card to remove from play up to 2 'Wizard' Monsters from your graveyard. If this card is destroyed by a card effect, than the controller of this card gains 1000 life points.

Wizard of the Shadows
*** DARK Spellcaster 1000/1000
By tributing this card, you can send up to 3 'Wizard' Monsters from your hand or deck to the graveyard.

Wizard of Light
******* LIGHT Spellcaster 2700/2300
If there are more than 5 'Wizard' Monsters in your graveyard, you can Special Summon this card from your hand. Once per turn, you can remove from play 1Spellcaster-type monster from your graveyard for this card to gain 400 ATK points.

Wizard's Magical Library
Field Spell Card
Once per turn, by discarding up to 5 cards from the top of your deck, you can remove from play up to 5 'Wizard' Monsters from your hand or deck for each card discarded.

Wizard's Dimension Device
Continous Spell Card
Once per turn, you can discard 1 card to send 1 Spellcaster-type monster from your field to be removed from play.

Dimensional Blast of Magic
Counter Trap Card
Only activate this card if you control 1 or more 'Wizard' Monsters. Negate the activation of a Spell or Trap card, or the Summon, Special Summon, or Tribute Summon of a monster and destroy it. Then remove from play 1 'Wizard' Monster from your graveyard.

Wizard's Dimensional Destruction
Trap Card
For every 'Wizard' monster removed from play, your opponent takes 500 damage. Your opponent draws 2 cards.

Wizard Mage of the Dimension
********* DARK Synchro Spellcaster ?/?
1 'Wizard' Tuner + 2 or more non Tuner 'Spellcaster' Monsters
For every 'Wizard' monster removed from play, this card gains 500 ATK points. If you have more than 10 'Wizard' monsters removed from play, this card can attack your opponent's life points directly. When you activate this card's effect, your opponent can either draw a card of gain 1000 life points. Once per turn, you can remove from play 1 'Wizard' Monster from your graveyard to destroy 1 card on the field.

This is my slightly overpowered 'Wizard' archetype set. Tell me if Wizard Mage of the Dimension is too good, so I can change. I think I might change it's effect a bit to make it more realistic. Also, my previous cards have lacked the correct YGO grammar, so please, if there are any mistakes in these, fix them. I hope you enjoy.

Gymnotide May 27th, 2010 4:13 PM

Remake

Sandstone Monument
Field Spell
Rock-type monsters gain DEF equal to their ATK, but their effects are negated. When a Rock-type monster is designated as an attack target, you can switch the monster's battle position before damage calculation. When this card is sent from the field to the Graveyard, you can return 1 Rock-type monster in your Graveyard to your Hand.

Petrified Lake
Field Spell
During your Standby Phase, gain 500 Life Points for each Rock-type monster you control. During your End Phase, if you control no Rock-type monsters, you can destroy this card to Special Summon 1 "Fossil" monster from your Graveyard in defense-position. It cannot change its battle position, except with a card effect, as long as it is face-up on the field.

Burning Crater
Field Spell
When a "Fossil" monster is Summoned, inflict damage to both player's life points equal to half that monster's DEF. When this card is destroyed while it is face-up on the field, inflict 500 damage to your opponent's life points.

Ancient Forest
Field Spell
Your Rock-type "Fossil" monsters are unaffected by effects that designate a target. Destroy all cards that target a Rock-type "Fossil" monster. When this card is destroyed while it is face-up on the field, draw 1 card.

Fossil Geomancer
( 4 Stars / EARTH / Warrior / Effect Monster )
600 / 2000


Once per turn, you can switch this monster to defense-position. While this card is in defense-position, it is treated as a Rock-type. During your End Phase, you can destroy 1 face-up Field Spell card and activate 1 Field Spell card from your Deck.

Fossil Excavator
( 4 Stars / EARTH / Warrior / Effect Monster )
1200 / 1600


Once per turn, you can switch this monster to defense-position. While this card is in defense-position, it is treated as a Rock-type. While this card is in attack-position, once per turn, you can return 1 Field Spell card from your Graveyard to your Deck.

Fossil Raptor
( 4 Stars / EARTH / Dinosaur / Effect Monster )
2200 / 1000


Once per turn, you can switch this monster to defense-position. While this card is in defense-position, it is treated as a Rock-type. This card cannot declare an attack unless you control a Field Spell card.

Fossil Seed
( 2 Stars / EARTH / Plant / Effect Monster )
600 / 1800


When this card is Special Summoned, you can activate 1 Field Spell card from your Deck. When this card is destroyed while in attack-position, you can Special Summon 1 Fossil monster from your Deck or Graveyard. Once per turn, you can switch this monster to defense-position. While this card is in defense-position, it is treated as a Rock-type.

Fossil Charger
( 3 Stars / EARTH / Beast / Effect Monster )
600 / 1200


Once per turn, you can switch this monster to defense-position. While this card is in defense-position, it is treated as a Rock-type. When a Field Spell card is sent to the Graveyard, the original ATK of this card becomes 2500 until your next Standby Phase.

Tectonic Shift
Continuous Spell
Each time a Field Spell card is sent to the Graveyard, inflict 400 damage to your opponent's life points. If there is no Field Spell card on the field, you can send this card to the Graveyard to add 1 Field Spell card to your Hand.

Reorigination
Normal Spell
Discard 1 card to return all Field Spell cards in the Graveyard(s) to their owner's Deck.

Landshift
Quick-Play Spell
You can return 1 Field Spell card from your Hand to your Deck to activate another Field Spell card from your Deck. You cannot conduct your Battle Phase this turn.

Flash Terraforming
Normal Trap
Destroy 1 Field Spell card on the field. Activate 1 Field Spell card from your Deck.

Ice Age
Continuous Spell
Whenever a Field Spell card is sent to the Graveyard, destroy 1 card on the field.

Gymnotide June 14th, 2010 7:31 PM

Suijin Reborn
( 3 Stars / WATER / Aqua / Tuner Monster )
0 / 1000


This card's name is treated as "Suijin." Once per turn, you can change the ATK of one face-up monster to 0 until your opponent's next End Phase. If you activate this effect, this monster cannot attack this turn. Once per turn, you can decrease the level of this monster to 1. If this card is used to Synchro Summon, the monster Summoned must be "Gate Guardian."

Kazejin Reborn
( 5 Stars / WIND / Spellcaster / Effect Monster )
1500 / 1300


This card's name is treated as "Kazejin." If you control a face-up "Suijin," "Kazejin," or "Sanga" card except "Sangan", you can Normal Summon this card without tribute. When this card is Summoned, you can add 1 "Suijin," "Kazejin," or "Sanga of the Thunder" from your Deck to your Hand.

Sanga Reborn
( 5 Stars / LIGHT / Thunder / Effect Monster )
2000 / 1100


This card's name is treated as "Sanga of the Thunder." If you control a face-up "Suijin," "Kazejin," or "Sanga" card except "Sangan", you can Normal Summon this card without tribute. When this card is Summoned, you can Special Summon 1 "Suijin" or "Kazejin" card from your Graveyard.

Suijin Tidal Barrier
Continuous Trap
When your "Suijin," "Kazejin," "Sanga of the Thunder", or "Gate Guardian" monsters are attacked, you can negate one attack on each monster once per turn.

Kazejin Squall
Continuous Spell
When you play a "Suijin," "Kazejin," or "Sanga of the Thunder" monster, you can activate of the following effects:
-- Add 1 additional "Gate Guardian," "Suijin," "Kazejin," or "Sanga" card except "Sangan" from your Deck to your Hand.
-- Send 1 "Gate Guardian," "Suijin," "Kazejin," or "Sanga of the Thunder" monster from your Deck to the Graveyard.

Essence of the Gate Guardian
Counter Trap
Activate only during damage calculation when your opponent attacks a "Gate Guardian," "Suijin," "Kazejin," or "Sanga of the Thunder" monster you control. Reduce the ATK of the attacking monster by the ATK of your monster until your next End Phase.

Enraged Gate Guardian
( 11 Stars / DARK / Warrior / Effect Monster )
3750 / 3400


This card's name is treated as "Gate Guardian" while it is on the Field or in your Extra Deck. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing "Sanga of the Thunder", "Kazejin", and "Suijin". When this card is removed from the Field, Special Summon 1 "Suijin," "Kazejin," or "Sanga of the Thunder" card from your Graveyard.

Ethereal Gate Guardian
[i]( 8 Stars / DARK / Warrior / Synchro Monster )
2800 / 2300

"Suijin" + "Suijin," "Kazejin," or "Sanga of the Thunder"

This card's name is treated as "Gate Guardian" while on the Field, or in your Hand or Graveyard. Once per turn if this card were to be destroyed by battle, it is not destroyed and you take no battle damage. When this card is removed from the Field, Special Summon 1 "Suijin," "Kazejin," or "Sanga of the Thunder" card from your Graveyard. Its effects are negated as long as it is face-up on the field.

Corrupted Gate Guardian
( 8 Stars / DARK / Warrior / Fusion Monster )
0 / 1200

"Sanga of the Thunder," "Kazejin," or "Suijin" + Any Monster


This monster can only be Fusion Summoned by sending the above Fusion Material Monster from your side of the Field to the Graveyard (you do not use Polymerization). This card's name is treated as "Gate Guardian" while it is on the Field or in your Extra Deck. This card must remain in attack-position. When this card is removed from the Field, destroy all cards on the Field except "Suijin," "Kazejin," or "Sanga of the Thunder."

Apple Juice June 15th, 2010 12:40 AM

Polluted Pondwater
Continous Spell Card
Once per turn, you can send one monster to your hand for ever "Frog" Monster on the field. At the End Phrase when you activate this effect, pay 500 life points or destroy this card.

Sticky Tounge
Counter Trap Card
You can only activate this card when a face up monster is being selected as an attack target. Put it back in your hand and Special Summon 1 "Frog" Monster from your hand in face down defense-position.

Spined Frog
** Aqua/Effect WATER
800/1700
FLIP: Destroy one card on the field and send one card back to his/her hand. Then your opponent draws 1 card.

Gymnotide June 18th, 2010 8:04 PM

Quote:

Originally Posted by Apple Juice (Post 5883301)
Polluted Pondwater
Continous Spell Card
Once per turn, you can send one monster to your hand for ever "Frog" Monster on the field. At the End Phrase when you activate this effect, pay 500 life points or destroy this card.

Sticky Tounge
Counter Trap Card
You can only activate this card when a face up monster is being selected as an attack target. Put it back in your hand and Special Summon 1 "Frog" Monster from your hand in face down defense-position.

Spined Frog
** Aqua/Effect WATER
800/1700
FLIP: Destroy one card on the field and send one card back to his/her hand. Then your opponent draws 1 card.

I wanna call broken lol. I've played Frog before and it's really not hard to get 5 frogs on the Field... So each turn you add 5 cards to your Hand to pay for discard costs and everything... Only for 500 LP a turn. Eh!

Apple Juice June 23rd, 2010 10:57 AM

Quote:

Originally Posted by Gymnotide (Post 5893074)
I wanna call broken lol. I've played Frog before and it's really not hard to get 5 frogs on the Field... So each turn you add 5 cards to your Hand to pay for discard costs and everything... Only for 500 LP a turn. Eh!

XD Now looking at it, all of them are pretty broken. Fail. ><;

Wattelephant
1800/100 / Level 4 / LIGHT/ Thunder/Effect
When this card attacks a face-down defense position monster, your opponent takes 1000 points of damage. Trap cards cannot be activated to negate this effect. Once per turn, during your End Phrase, you can discard 1 "Watt" Monster to send one face-up monster back to the owner's hand.

Watt's Wires
Quick-Play Spell Card
You can activate this card from your hand on your opponent's turn. When this card is activated, select a monster on your opponent's side of the field. It's ATK and DEF become 0 until the End Phrase of the turn this card was activated.

1000 Volts
Counter Trap Card
When your opponent selects a face-up "Watt" monster as an attack target, you can activate this card. Your opponent takes 400 points of damage x the level of the face-up "Watt" monster selected as an attack target, negate the attack, and discard two cards.

Wattweed
900/100 / Level 2 / LIGHT / Thunder/Effect
This card can attack your opponent directly. When this card attacks your opponent directly, special summon 1 Level 4 or lower "Watt" Monster from your deck or hand. The monster special summoned by this card effect, along with "Wattweed", are destroyed at the End Phrase. There can only be 1 "Wattweed" on the field.

Some Watt support. Wattweed would probably make Watts tier 1. Guess why.

Cirrus June 23rd, 2010 6:58 PM

Eleane, Lightsworn Evoker
Effect Monster
**** - 1900/500 - LIGHT - Spellcaster
Once per turn, you can discard a card and send the top 3 cards of your Deck to the graveyard to destroy 1 card on your opponent's side of the field.

Bors, Lightsworn Guardian
Effect Monster
**** - 1400/1600 - LIGHT - Warrior
Once per turn, if a face-up Lightsworn monster would be destroyed, you can send the top 3 cards of your Deck to the graveyard to negate the destruction of that monster.

Cyra, Lightsworn Sniper
Effect Monster
*** - 1100/900 - LIGHT - Warrior
When this monster destroys a monster by battle or is destroyed by battle, Special Summon 1 Level 4 or lower Lightsworn monster from your graveyard.

Ivien, Lightsworn Scholar
Effect Monster
* - 500/500 - LIGHT - Spellcaster
When another Lightsworn monster is sent from the Deck to the graveyard while this card is face-up on the field, draw 2 cards. When this monster is sent from the Deck to the graveyard, draw 2 cards and remove this card from play.

Conscription of Light
Normal Spell
Discard a Lightsworn monster from your hand and send the top three cards of your Deck to the graveyard, then search your Deck for a Level 4 or lower Lightsworn monster and add it to your hand.

Searing Light
Normal Trap
Activate only when an opponent's monster declares an attack and there are two or more Lightsworn monsters in your graveyard with different names. Destroy all Attack Position monsters your opponent controls.

Blaze of Radiance
Counter Trap
Tribute a Lightsworn monster on your side of the field when your opponent activates an effect that would destroy one or more cards on your side of the field. Negate that effect and destroy the card.

Apple Juice June 23rd, 2010 11:39 PM

On Bors - Attacking is not an effect. Nice LS cards. Sniper would be broken if it had higher attack. XD;

Medicine Tablet A
Level 1 / WATER / Psychic/Effect / 100/100
When this card is selected as an attack target while face-up on the field, discard 1 card to end the Battle Phrase. This card is destroyed at the End Phrase of your turn, after you activate this card.

Medicine Tablet B
Level 1 / WATER / Psychic/Tuner / 100/100
If you discard this card by a face-up card's card effect, special summon it. This card'ss level is equal to the amount of monsters on the field x1 once you special summon it with this card's effect.

Medicine Tablet C
Level 1 / WATER / Psychic/Effect / 100/100
When this card is Normal Summoned or Set, you can activate this card's card effect. Add 1 "Medicine" or "Medicinal" card to your hand from your deck, and discard two cards.

Medicine Tablet D
Level 1 / WATER / Psychic/Tuner / 100/100
When this card is attacked while in face-down defense position, destroy the attacking monster and draw 1 card.

Medicine Corrupted Tablet E
Level 5 / WATER / Psychic/Tuner / 1500/1000
When this card is Tribute Summoned with a "Medicine" monster, this card's attack becomes 2500. When this card is used as a Synchro Material Monster for a "Medicine" Monster, the Synchro Monster gains 1000 ATK and DEF points.

Medicine Maximus F
Level 6 / WATER / Psychic/Synchro / 2500/2000
1 "Medicine" Tuner + 1 or more Non-tuner Psychic-type monsters
This card cannot be destroyed by card effects. Once per turn, when your opponent activates a card that targets a "Medicine" monster on your side of the field, you can negate and destroy the card.

Medicinal Overdose
Quick-Play Spell Card
Tribute 1 Psychic type monster. Special Summon 2 "Medicine" monsters from your hand or deck. This card can only be activated during your opponent's End Phrase. Both monsters special summoned by this effect are destroyed during the End Phrase of the turn after this card's activation.

Medicine Capsule
Spell Card
Send 1 "Medicine" monster to the graveyard from your field or hand. Special Summon 1 "Medicine" Monster from your Graveyard. The special summoned monster cannot attack this turn.

Medicine Cabinet
Field Spell Card
While this card is face-up on the field, "Medicine" monsters cannot be destroyed be battle or by card effect. When this card is destroyed and sent to the graveyard, destroy all cards on your side of the field.

Incorrect Diagnosis
Trap Card
If you have exactly 4 "Medicine" monsters in your graveyard, you can activate this card. Destroy all cards on the field and remove from play two "Medicine" monsters from your graveyard.

Symptoms Include:
Trap Card
If you have a "Medicine" monster in your hand you can activate this card. Negate the attack of an opponent's monster and destroy it. Then discard two cards.

Tell me what you think. I was obviously going for a Tier 1 Synchro Spam type deck.

EmpoleonRider June 24th, 2010 9:22 AM

Shoop da Whoop
Monster
9001/Fire
IMA FIRIN MAH LAZER BLAAARGH Instant Kill
Inf./9500
Only God can have this card!

Cirrus June 24th, 2010 7:59 PM

Medicinal Overdose is really the overpowering card of the archetype here, much like Rekindling for Flamvells, for example, or Gottoms' Emergency Call is for X-Sabers.

All in all very interesting archetype. :)

Below is an overpowered archetype for your perusal. Quite, quite overpowered. So overpowered, in fact, that Konami will never even come up with something like this. Overpowered hand control, field control, and field presence combine to make this a solid, solid choice should you and your friends come together and make custom decks. (Provided of course they don't do silly things... =D )

Arcanist Cerias
Effect Monster
**** - Spellcaster - Wind - 1600/1200
When this card is Summoned, you can discard a card from your hand to add an "Arcanist" card from your deck to your hand. Once per turn, during your Main Phase, you can reveal any number of "Arcanist" cards from your hand. This card gains 100 ATK and DEF for each card revealed this way, until the End Phase.

Arcanist Ezekiel
Effect Monster
*** - Spellcaster - Dark - 1000/1000
Once per turn, you can discard an "Arcanist" monster from your hand to Special Summon a Level 4 or lower "Arcanist" monster from your graveyard. Draw a card at your End Phase if you did not activate this monster's effect this turn.

Arcanist Veii
Effect Monster
* - Tuner - Spellcaster - Dark - 100/200
When this card is discarded from the hand to the graveyard, your opponent randomly discards 1 card from their hand. When this card is sent to the graveyard for the Synchro Summon of an "Arcanist" monster, your opponent randomly discards 2 cards from their hand.

Arcanist Norstein
Effect Monster
*** - Tuner - Spellcaster - Water - 1500/1300
When this card is Summoned, you can reveal any number of "Arcanist" cards from your hand, shuffle them back into your deck, and draw that many cards +1.

Arcanist Gremroer
Effect Monster
**** - Spellcaster - Earth - 500/2100
When this face-up monster is attacked, you can return this monster back to your hand and draw 1 card, then Special Summon an "Arcanist" monster from your hand. That monster is the target of the attack instead.

Arcanist Daelkrin
Effect Monster
**** - Spellcaster - Fire - 1700/600
When this monster would be destroyed by battle, reveal an "Arcanist" card from your hand and prevent it. If you cannot, discard a card and prevent it. If you have no cards in hand, you can send this card to the graveyard and draw 5 cards. If you do, reveal your hand to your opponent until the End Phase.

Arcanist Thaxos
Effect Monster
** - Tuner - Spellcaster - Light - 1200/400
Once per turn, you can discard an "Arcanist" card from your hand and Special Summon an "Apprentice Token" (LIGHT - *** - Spellcaster - 1000/1000) onto the field.

Arcanist Metrios
Effect Monster
*** - Spellcaster - Light - 1000/1000
Once per turn, you can discard an "Arcanist" card from your hand and Special Summon a "Master Token" (LIGHT - ** - Tuner - Spellcaster - 1200/400) onto the field. It cannot be used for a Synchro Summon, except for the Synchro Summon of an "Arcanist" monster.

Lord Arcanist Agerach
Synchro Monster
**** - Spellcaster - Fire - 2100/1000
1 "Arcanist" Tuner monster + 1 or more non-Tuner monsters
When this monster is Synchro Summoned, draw a card. Then, if your opponent has less cards in his or her hand than you, draw an additional card. Once per turn, you can pay 1000 life points and remove from play a face-up monster on the field.

Lord Arcanist Rosenberg
Synchro Monster
***** - Spellcaster - Water - 2300/2000
1 "Arcanist" Tuner monster + 1 or more non-Tuner monsters
When this monster is Synchro Summoned, discard an "Arcanist" card from your hand to have your opponent discard 2 cards at random from their hand. If you cannot, draw 2 cards. Then, if your opponent has less cards in his or her hand than you, return up to 2 cards on the field to their owners' hands. Once per turn, you can pay 500 life points and discard an "Arcanist" card from your hand to return 1 card on the field to its owner's hand.

Lord Arcanist Sorasth
Synchro Monster
****** - Spellcaster - Wind - 2500/1400
1 "Arcanist" Tuner monster + 1 or more non-Tuner monsters
When this monster is Synchro Summoned, discard an "Arcanist" card from your hand to return up to 1 card on your opponent's side of the field to the top of their Deck. If you cannot, draw 2 cards. Then, if your opponent has less cards in his or her hand than you, destroy up to 1 Spell or Trap card on the field. Once per turn, you can pay 800 life points and discard an "Arcanist" card from your hand to destroy 1 Spell or Trap card on the field.

Lord Arcanist Aetaia
Synchro Monster
******* - Spellcaster - Earth - 2550/600
1 "Arcanist" Tuner monster + 1 or more non-Tuner monsters
When this monster is Synchro Summoned, discard an "Arcanist" card from your hand to destroy up to two face-down cards on your opponent's side of the field. If you cannot, draw 2 cards. Then, if your opponent has less cards in his or her hand than you, increase this card's original Attack by 1000. Once per turn, you can pay 400 life points and discard an "Arcanist" card from your hand to increase the Attack of this card by 1000 until the End Phase.

Lord Arcanist Cosomas
Synchro Monster
******** - Spellcaster - Light - 2800/2300
1 "Arcanist" Tuner monster + 1 or more non-Tuner monsters
When this monster is Synchro Summoned, discard an "Arcanist" card from your hand to return up to 1 card in a graveyard to its owner's hand. If you cannot, draw 2 cards. Then, if your opponent has less cards in his or her hand than you, return up to 1 card in a graveyard to its owner's hand. Once per turn, you can pay 2000 life points and discard an "Arcanist" card from your hand to return 1 card in a graveyard to its owner's hand and draw a card.

Lord Arcanist Falghazar
Synchro Monster
********* - Spellcaster - Dark - 2900/2500
1 "Arcanist" Tuner monster + 2 or more non-Tuner monsters
When this monster is Synchro Summoned, discard an "Arcanist" card from your hand to Special Summon up to 1 monster from your hand or graveyard and draw 1 card. If you cannot, draw 2 cards. Then, if your opponent has less cards in his or her hand than you, remove from play up to 1 card on the field. Once per turn, you can pay 1500 life points and discard an "Arcanist" card from your hand to Special Summon a monster from your hand or graveyard and draw 1 card.

Tomes of the Arcanist
Normal Spell
If this card was added to your hand by the card effect of an "Arcanist" card, draw 1 card. If this card is discarded to the graveyard from your hand, draw 2 cards.

Seeking Spell of the Arcanist
Normal Spell
Reveal an "Arcanist" card from your hand to activate this card. Discard an "Arcanist" card from your hand, search your Deck for an "Arcanist" card, and discard a card from your hand afterwards.

Hidden Treasure of the Arcanist
Normal Spell
Reveal an "Arcanist" card from your hand to activate this card. Return 4 "Arcanist" cards from your graveyard to your Deck, then draw 2 cards. If this card is revealed as a cost for the effect of an "Arcanist" card, draw 2 cards.

Fury of the Arcanist
Quick-Play Spell
Reveal an "Arcanist" card from your hand to activate this card. Discard an "Arcanist" card from your hand and destroy 1 card on your opponent's side of the field. If this card is discarded from your hand to the graveyard, inflict 1000 damage to your opponent or destroy 1 face-up monster on the field with 1000 or lower DEF.

Arcane Research
Quick-Play Spell
Reveal an "Arcanist" card from your hand to activate this card. Draw 2 cards, then if you have less than 5 cards in your hand, discard 3 cards. If this card is discarded from your hand to the graveyard, draw a card. I

Library of the Arcanist
Field Spell
Once per turn, you can discard an "Arcanist" card from your hand to add an "Arcanist" card from your Deck to your hand. If this card is discarded to the graveyard from your hand, add an "Arcanist" card from your Deck to your hand.

Arcane Runes
Normal Trap
Draw cards equal to the number of "Arcane" cards in your graveyard +1, then select 1 card from your hand and return it to the bottom of your Deck.

Arcane Whirlwind
Normal Trap
Reveal any number of "Arcanist" cards from your hand, then destroy a number of cards on the field equal to that number and draw a card.

Codex of the Arcanist
Continuous Trap
If this card would be destroyed, instead reveal an "Arcanist" card from your hand and prevent it. If you cannot, draw 2 cards. Once per turn, you can reveal an "Arcanist" card from your hand and remove it from play. Add it to your hand during the 2nd Standby Phase after the activation of this effect and draw 2 cards.

Warding of the Arcanist
Counter Trap
If this card was added to your hand by the card effect of an "Arcanist" card, draw 1 card. Reveal an "Arcanist" card from your hand to activate this card. Activate only when your opponent activates a Spell Card, Trap Card, or Effect Monster's effect. Negate the activation and destroy that card.

TheLegendaryMew June 26th, 2010 2:42 PM

oh i thought of this YGO card a long time ago:

God's Light
Spell
Normal
Add 1 "Obelisk the Tormentor", "Slifer the Sky Dragon" and "Winged Dragon of Ra" to your hand. In addition the number of tributes required is decreased by 1.
Ultra Rare

Gymnotide June 26th, 2010 4:11 PM

New thing. It was originally supposed to be used with cards like Spell Power Grasp, but it ended up to be too much managing. You can have this instead, though.

Alien Inhabitation
Normal Spell
Place 1 A-Counter on a face-up monster on the Field. As long as this card is in the Graveyard, a monster, except an "Alien" monster, with an A-Counter(s) loses 300 ATK and DEF for each A-Counter on it.

Venom Burst
Normal Spell
Discard 1 Reptile monster from your Hand to place 1 Venom Counter on 1 face-up monster on the Field. As long as this card is in the Graveyard, a monster, except a "Venom" monster, with a Venom Counter(s) loses 500 DEF for each Venom Counter on it.

Otherworldly Serpent
( 6 Stars / LIGHT / Reptile / Effect Monster )
2000 / 2000


This card is treated as both an "Alien" and "Venom" monster. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 A-Counter and 1 Venom Counter from anywhere on the Field. If you Special Summon this card, you cannot Normal Summon or Set during this turn. Once per turn, you can discard 1 card to place 1 A-Counter and 1 Venom Counter on any card(s) on the Field (a monster with an A-Counter(s), except an "Alien" monster loses 300 ATK and DEF during damage calculation with an Alien monster(s) for each A-Counter(s) on it, a monster with a Venom Counter(s), except a "Venom" monster, loses 500 ATK).

Counter Eater
( 2 Stars / DARK / Reptile / Effect Monster )
0 / 0


This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except while in the Graveyard when a Counter(s) is removed from the Field. When this card is Special Summoned, place those Counter(s) on this card. When this card is removed from the Field after being Special Summoned by its own effect, remove it from play. This card is unaffected by Counters, cannot be used as a Tribute for a Tribute Summon, or be used as a Synchro Material monster.

Counter Soldier
( 1 Stars / EARTH / Reptile / Effect Monster )
100 / 100


This card is unaffected by the effects of cards that increase or decrease its ATK. When this card inflicts battle damage to your opponent's Life Points, inflict an additional 100 damage for each Counter(s) on the Field.

Counter Beacon
Continuous Spell
When this card is activated, place 1 Spell Counter on it. When a card(s) other than "Counter Beacon" is removed from the Field, place any Counter(s) on that card on "Counter Beacon. During your Draw Phase, instead of conducting your normal draw, you can move up to half the counters on this card anywhere on the Field.

Counter Burn
Normal Trap
Inflict 800 damage to your opponent's Life Points for every different type of Counter(s) on the Field (do not include Counters that do not have a name).

Counter Squall
Continuous Trap
When a monster is Summoned, place A-Counter(s) on it equal to its Level (a monster with an A-Counter(s) loses 300 ATK and DEF during damage calculation with an "Alien" monster for each A-Counter(s) on it). During your Standby Phase, remove 2 Counters from anywhere on the Field or destroy this card.

Counter Magnet
( 4 Stars / EARTH / Machine / Effect Monster )
0 / 0


This card is unaffected by Counters. When a monster declares an attack, you can move 1 Counter from that monster to this card in order to negate that attack.

Ultimate Serpent-Mage
( 8 Stars / LIGHT / Reptile / Effect Monster )
0 / 0


This card is treated as both an "Alien" and a "Venom" monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by moving any number of Counter(s) on the Field to this card. You must use at least three different types of Counters. This card gains 500 ATK for each Counter(s) on it. This card gains the following effects based on the type of Counter(s) on it:
-- A-Counter: When this card declares an attack against a monster, decrease the ATK of the attacked monster by 300 for each A-Counter on this card.
-- Venom Counter: Once per turn, you can place Venom Counter(s) on face-up monsters equal to the amount of Venom Counter(s) on this card.
-- Spell Counter: This card is unaffected by card effects that do not destroy it. If this card were to be destroyed, remove 2 Counters from it instead.

Gymnotide July 1st, 2010 12:06 PM

Thousand Soul Hilt
( 4 Stars / WIND / Pyro / Effect Monster )
0 / 2000


If your opponent has a multiple of 1000 Life Points, you can Special Summon this card from your Hand. If you do, this card cannot be used as a Tribute for a Tribute Summon, or used as a Synchro Material monster. If your opponent has a multiple of 1000 Life Points, you can send this card to the Graveyard to Special Summon 1 "Thousand Soul" monster from your Graveyard, except "Thousand Soul Hilt."

Thousand Soul Blade
( 4 Stars / WIND / Pyro / Effect Monster )
1500 / 500


When this card is Summoned, you can add 1 "Thousand Soul Cross-Guard" from your Deck or Graveyard to your Hand. Once per turn, you can inflict any amount of damage (max. 500) to your opponent.

Thousand Soul Pommel
( 2 Stars / WIND / Pyro / Effect Monster )
500 / 500


If you control a face-up "Thousand Soul Hilt," you can Special Summon this card from your Hand. Once per turn, you can increase your opponent's Life Points by any amount (max. 1000). If your opponent's Life Points become a multiple of 1000, you can add 1 "Thousand Soul" card from your Graveyard to your Hand.

Thousand Soul Cross-Guard
( 2 Stars / WIND / Pyro / Effect Monster )
0 / 1000


"Thousand Soul" monsters you control cannot be destroyed by battle while this card is in attack position. If a "Thousand Soul" monster you control is destroyed by a card effect while this card is face-up on the Field, you can send this card to the Graveyard to Special Summon the destroyed card.

Thousand Soul Strike
Quick-Play Spell
This card can only be activated if your opponent has a multiple of 1000 Life Points. Inflict 1500 damage to your opponent.

Thousand Soul Riposte
Counter Trap
You can only activate this card as a Chain Link 3 or higher while you control a "Thousand Soul" monster. Send 1 card on the Field to the Graveyard, then inflict damage to your opponent such that his / her remaining Life Points are a multiple of 1000.

Thousand Soul Scabbard
Continuous Spell
During your End Phase, if you control a face-up "Thousand Soul" monster, inflict 500 damage to your opponent. If your opponent's Life Points are a multiple of 1000, you can also discard 1 "Thousand Soul" card from your Hand or send 1 "Thousand Soul" card from your side of the Field to the Graveyard to draw 1 card.

Thousand Soul Branch
Normal Trap
When a "Thousand Soul" monster is targeted by the effect of an Effect Monster, you can add 1 "Thousand Soul" card from your Deck to your Hand. When this card is sent to the Graveyard by a card effect, you can inflict any amount of damage (max. 500) to your opponent.

The Legendary Blade of A Thousand Souls
( 8 Stars / WIND / Pyro / Effect Monster )
1500 / 2500


"Thousand Soul Blade" + "Thousand Soul Hilt"

This card can only be Fusion Summoned by sending the above cards from your side of the Field to the Graveyard (you do not use Polymerization). Once per turn, you can equip 1 Level 2 monster from your Graveyard to this card. When this card is removed from the Field, Special Summon all the monsters equipped to this card. This card gains the following effects based on the cards equipped to it:
-- "Thousand Soul Pommel": This card can attack directly. If it does, the battle damage inflicted by this card always makes your opponent's remaining Life Points decrease to the nearest 1000.
-- "Thousand Soul Cross-Guard": Increase the DEF of this card by 1500. This card cannot be destroyed by battle and "Thousand Soul" cards cannot be targeted.

DonRoyale July 2nd, 2010 1:33 PM

I don't have pics this time, but I've been working on ally-colored themes as well.

G/W - Landfall:

Sentry Hawk - W
Creature - Bird (C)
Flying
Landfall - Whenever a land enters the battlefield under your control, Sentry Hawk gets +1/+1 until end of turn.
1/1

Verdant Brigade - 1{G/W}{G/W}
Creature - Elemental (U)
Landfall - Whenever a land enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
1/1

Borders of Hakov's Order - 1G
Enchantment (R)
G, Discard a land card: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.

Adilia, Advocate of Peace - 1GW
Planeswalker - Adilia (M)
+1: Exile target land you control, then return it to the battlefield under its owner's control.
0: Reveal the top card of your library. If it’s a land card, you may put it onto the battlefield. Otherwise, put it on the bottom of your library.
-1: Until the beginning of your opponent’s next end step, target land becomes a 3/3 Elemental creature. It’s still a land.
-8: Exile all lands target player controls, then return those lands to the battlefield under your control.
3

W/U - Equipment:

Otric Carrier - 3{W/U}{W/U}
Creature - Human Soldier (C)
Flash
When Otric Carrier enters the battlefield, you may put an Equipment card from your hand to the battlefield and attach it to Otric Carrier.
1/1

Vadros Designator - 2WWU
Creature - Human Soldier (U)
Whenever a creature you control attacks, you may sacrifice an Equipment attached to it. If you do, search your library for an Equipment card and put it onto the battlefield. Attach it to that creature. Then shuffle your library.
4/4

Tetrax, Otric Senseslayer - 4WW
Legendary Creature - Human Soldier (R)
Vigilance
When Tetrax, Otric Senseslayer attacks, attach all Equipment to it. If any Equipment attached this way was previously attached to a creature, put a +1/+1 counter on that creature.
4/4

Carrius, Sword of Order - WU
Planeswalker - Carrius (M)
+2: Target equipped creature you control gets +2/+2 until end of turn.
-2: Until the beginning of your next upkeep, creatures without Equipment attached to them cannot attack.
-3: Search your library for an Equipment card and attach it to a creature you control. Then shuffle your library.
6

U/B: Milling:

Memory Scales - {U/B}
Artifact (C)
As Memory Scales enters the battlefield, choose an opponent.
Whenever the chosen player draws a card, that player puts the top card of his or her library into his or her graveyard.

Zentuva Sensor - {U/B}{U/B}{U/B}
Artifact Creature - Wall (U)
Defender
Whenever Zentuva Sensor is dealt combat damage, attacking player puts the top X cards of his or her library into his or her graveyard, where X is the amount of damage dealt to Zentuva Sensor.
0/4

Entity of Sins - {U/B}{U/B}{U/B}{U/B}
Creature - Horror (R)
Each time an opponent puts a card from his or her library into his or her graveyard, put a +1/+1 counter on Entity of Sins.
2/2

Tir Hallus - 2UB
Planeswalker - Tir (M)
+1: Draw a card.
-1: Target opponent reveals his or her hand. You choose a card from it. That player shuffles it back into his or her library.
0: Target player draws three cards, then discards three cards.
-2: Search target player’s library for a card and exile it. Then shuffle that player’s library.
10

B/R - Wither:

Zathrun Razeflayer - 2BB
Creature - Elemental (C)
Wither (This deals damage to creatures in the form of -1/-1 counters.)
R: Target creature blocks Zathrun Razeflayer this turn if able.
6/1

Cinderwall (name pending change) - {B/R}{B/R}{B/R}
Enchantment (U)
Flash
Wither
Each time a creature attacks, Cinderwall deals 1 damage to that creature.

Zathrun Bombarder - 2RRR
Creature - Elemental (R)
When Zathrun Bombarder enters the battlefield, put three 1/1 red and black Elemental creature tokens onto the battlefield. They have wither and “{B/R}, Sacrifice this creature: This creature deals 1 damage to target creature or player.”
3/2

(Unnamed Planeswalker) - (undecided cost)
Planeswalker - (?) (M)
+1: Put a -1/-1 counter on each creature.
-2: Target creature gains first strike and wither until end of turn.
-8: For the rest of the game, players can't gain life, damage can't be prevented, and all damage is dealt as though its source had wither.
5

R/G - Aggro:

Kohatmi Torch-Slinger - 2RG
Creature - Goblin Shaman (C)
When Kohatmi Torch-Slinger enters the battlefield, it deals 2 damage to target creature.
2/2

Cetara Woodcrasher - {R/G}
Creature - Elemental (U)
Flying, haste
Whenever Cetara Woodcrasher deals combat damage to a player, you may destroy target artifact that player controls.
At the beginning of the end step, return Cetara Woodcrasher to its owner’s hand.
1/1

Flamebed of Cetara - RG
Enchantment (R)
Whenever a creature attacks, it gets +2/+0 until end of turn.

Krazav, Essence of Anger - 2RG
Planeswalker - Krazav (M)
+1: Target creature gets +4/+2 and gains trample until end of turn.
-3: Krazav, Essence of Anger deals 3 damage to target creature or player.
-9: Search your library for up to three creature cards and put them onto the battlefield. Then shuffle your library.
6

Let me know what you think! 8)

Cirrus July 2nd, 2010 6:26 PM

Krazav's 2nd ability looks underwhelming. Perhaps cut it to -2 or something? I can think of balance issues, but you could always cut the counters to 4 or 5 or something and make the final a little less expensive and overwhelming. Bombarder looks suspiciously similar to Siege-Gang, except less overpowered (or more depending on your viewpoint! :o), Torch-Slinger looks like Torch Slinger with 1R converted to G, Zentuva Sensor looks almost Souls of the Faultless-esque, and Otric Carrier looks a bit weak (even if it's a Common >_<... okay fine, it's ok). Borders of Hakov's Order... it's incredibroke with 'Tron, Post, and similar. That's about it.

The unnamed PW looks a bit underpowered and something that no one would use, and by that I mean _ever_, except in really weird builds. Tir Hallus is somewhat overpowered and underpowered at the same time (infinite Beleren -1 ability! OMG! Infinite Compulsive Research! OMG! Perish the Thought?!) Carrius is overpowered for 2 (what! Umezawa's Jitte fetched for 2? Preposterous!). Perhaps make his loyalty lower or his cost higher (probably raise to CMC 3 and it'll be fine).

And now for an enemy-coloured cycle of creatures!

Flamekin Blademaster - 1WR
Creature - Elemental Soldier - Rare
Double strike
RW: Flamekin Blademaster gets +1/+0 and vigilance until end of turn. Play this ability no more than once each turn.
[1/3]

Brackwater Druid - 2UG
Creature - Elemental Shaman - Rare
UG, T: If you control a Blue permanent other than this card, return target non-land permanent to its owner's hand. If you control a Green permanent other than this card, target creature loses flying and gains -4/-0 until end of turn.
[2/2]

Paladin of Faiths - 1WB
Creature - Human Knight - Rare
First strike, protection from white and from black
(w/b): Paladin of Faiths gains lifelink or vigilance until end of turn. Play this ability no more than once each turn.
[2/2]

Icefire Prodigy - 1UR
Creature - Human Wizard - Rare
Haste
Whenever Icefire Prodigy deals damage to a player, draw a card.
T: Icefire Prodigy deals 1 damage to target player or creature.
[0/1]

Walker in the Wastes - 3BG
Creature - Zombie Wizard - Rare
Deathtouch
G: Target creature blocks Walker in the Wastes this turn if able.
BG, T: Destroy target creature. It can't be regenerated.
[3/6]

DonRoyale July 3rd, 2010 9:47 AM

The Blademaster is fine.

Brackwater Druid should only be able to return creatures. Being able to lock your opponent out of mana for UG is a bit unfair, and being able to kill whatever Baneslayer flier they use is a bit unfair as well. Perhaps "Target creature loses flying until EOT" instead? :S

Faiths is too strong with FS and DT. Perhaps give it the Drudge Skeletons clause? (B: Regenerate this.)

Icefire Prodigy should cost three mana like virtually every pinger out there, and should only draw you a card if it hits players. Saddled up with any DT equipment would make it too strong of a card advantage engine, and it would see play with the fixes anyway, because it encourages a player to use its ability to ping players instead of creatures.

Walker in the Wastes...is fine, I guess?

Anyway, a little something:

Plagueblast - 2BB
Instant (U)
Destroy target creature. Put a -1/-1 counter on each other creature.

EDIT:

-Krazav was built to have high loyalty. I could tweak it so its first ability gives +2 instead and lower its base loyalty and the cost of its Lightning Bolt ability. Gonna try 4 base, with +2/-2/-8 as the ability costs.

-Bombarder is meant to be Siege-Gang with more permanent damage. I love Siege-Gang Commander. (Also, the tokens are a recurring flavor of the design space for the B/R section lol)

-I never liked Zen's Torch Slinger much, so I made something that combined its kicker and Flametongue Kavu.

-That was the idea with Sensor =D

-Otric Carrier is meant to be one of the less powerful commons.

-Borders will be limited to one use a turn, during your turn only. I wanted to make cards that had impact in older formats. XD

-I should tweak the unnamed 'Walker. XD

-Tir Hallus' -1 will be changed so that the opposing player chooses what to shuffle back, and you don't get to see their hand. As is, it's rather powerful. :S

-Carrius will be 1WU.

Thanks for the critique =)

Apple Juice July 4th, 2010 1:26 AM

Quote:

Originally Posted by TheLegendaryMew (Post 5914708)
oh i thought of this YGO card a long time ago:

God's Light
Spell
Normal
Add 1 "Obelisk the Tormentor", "Slifer the Sky Dragon" and "Winged Dragon of Ra" to your hand. In addition the number of tributes required is decreased by 1.
Ultra Rare

I laughed at how broken this card. It would be banned faster than you can say "FTK".

Reptilianne Geia
*** / DARK / Reptile/Effect / 1450/1450
Effect: When this card is Normal Summoned you can activate this effect. Tribute this card and select up to 2 monsters your opponent controls. Their attack becomes 0.

Reptilianne Fangs
Quick-Play Spell Card
Effect: Remove from play 1 Reptile-type monster and select 1 face-up monster your opponent controls. If it is not in Attack Position, change it to attack position. It's attack becomes 0 until the end phrase of this turn.

All Wrapped Up
Trap Card
Effect: Activate only when your opponent selects a "Reptilianne" monster as an attack target. Destroy the attacking monster and draw 1 card for every face-down Spell or Trap card on the field.

Naturia Bush
***** / EARTH / Plant/Effect / 0/2200
Effect: When this card is in face-up defense position, your opponent cannot special summon monsters. If this is the only "Naturia" monster on the field, destroy this card.

Mother Nature
Trap Card
Effect: If you have 3 removed from play "Naturia" Monsters exactly, you can activate this card. Activate only when your opponent declares an attack. Destroy all face-up Attack-position monsters your opponent controls.

Gymnotide July 21st, 2010 12:16 AM

Leyline of the Void
Field Spell
If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). All cards sent to the Graveyard(s) are removed from play instead.

Leyline of Punishment
Field Spell
If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). If an effect would negate or reduce the damage from a card effect, negate that card and destroy it. Players cannot gain life.

Leyline of Singularity
Field Spell
If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). When a Monster is Summoned or flipped face-up, or a Spell or Trap card is activated, send that card to the Graveyard if another card with the same name is face-up on the Field.

Leyline of the Meek
Field Spell
If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). Monster Tokens gain 600 ATK and DEF.

Leyline of Lifeforce
Field Spell
If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). Card effects cannot be activated in response to Summoning a Monster.

Leyline of Sanctity
Field Spell
If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). Negate the effect of a card(s) that target a player(s) and destroy it.

Leyline of Anticipation
Field Spell
If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). During a player's turn, he / she may activate a Trap card(s) from his / her Hand in response to an opponent's card effect. If he / she does, they cannot Summon or declare an attack that turn.

Leyline of Lightning
Field Spell
If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). Whenever a Spell card is activated, either player can send 1 card from the top of their Deck to the Graveyard to inflict 200 damage to their opponent.

Leyline of Vitality
Field Spell
If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). All Monsters gain 400 DEF. Each time a player Summons a Monster(s), they gain 500 Life Points.

Cirrus July 21st, 2010 6:20 PM

Manual of the Planes
Continuous Spell
When an attack is declared, a player may choose to make that attack a direct attack instead. If a monster is in Defense Position, it cannot be attacked. If all monsters on a player's field are in Defense Position, his or her opponent's monsters can attack the player directly. If a monster attacks, it is switched to Defense Position at the end of the Damage Step. No battle damage is inflicted during the Battle Phase unless the attacking monster has a Piercing effect or if the damage would be dealt through a Direct Attack, and no monsters can be destroyed by battle. If a battling monster's ATK would exceed the DEF of the other battling monster, the other monster is destroyed at the end of the Damage Step. If this card would be removed from the field through an effect, negate that effect.

Gymnotide July 21st, 2010 6:59 PM

Quote:

Originally Posted by Cirrus (Post 5991493)
Manual of the Planes
Continuous Spell
When an attack is declared, a player may choose to make that attack a direct attack instead. If a monster is in Defense Position, it cannot be attacked. If all monsters on a player's field are in Defense Position, his or her opponent's monsters can attack the player directly. If a monster attacks, it is switched to Defense Position at the end of the Damage Step. No battle damage is inflicted during the Battle Phase unless the attacking monster has a Piercing effect or if the damage would be dealt through a Direct Attack, and no monsters can be destroyed by battle. If a battling monster's ATK would exceed the DEF of the other battling monster, the other monster is destroyed at the end of the Damage Step. If this card would be removed from the field through an effect, negate that effect.

Cool card. It was annoying me in a few instances so I fixed it up.
  • Ambiguity on line 1. Which player can make an attack direct?
  • You can't reference "Piercing" as an effect, since it's not in the standard guidelines for card texts.
  • The effect that you can't attack a defense position Monster and that, if all Monsters are in defense mode, you can attack directly should be folded into one. As per Guardian Kay'est, the wording should be: "Defense position Monsters cannot be attack targets."
  • The battle damage bit I changed to: "players take no battle damage from a battle involving two attack position Monsters." Though, that doesn't account for rebounds when you attack a higher DEF. I don't know if that was intended though.
  • I folded the "end of the Damage Step" effects into one: "During the end of the Damage Step, switch any attacking Monsters to defense position. Then, if two Monsters battled, destroy the attacked Monster if its DEF is lower than the ATK of the attacking Monster."
  • I simplified the negation effect to "This card cannot be removed from the Field." It's interchangeable with "Negate an effect(s) that would remove this card from the Field," but the first effect is a lot simpler. I don't know if the second sentence is preferred, though, since it also negates the rest of the effects of cards like Heavy Storm or Giant Trunade, which don't target... I moved the clause to the beginning because it's a passive effect.

TA-DA!

Manual of the Planes
Continuous Spell
This card cannot be removed from the Field. Defense position Monsters cannot be attack targets, Monsters cannot be destroyed by battle, and players take no battle damage from a battle involving two attack position Monsters. If a Monster is declared as the target of an attack, the controller of that Monster can make that attack a direct attack. During the end of the Damage Step, switch any attacking Monsters to defense position. Then, if two Monsters battled, destroy the attacked Monster if its DEF is lower than the ATK of the attacking Monster.

You could also simplify it further to this:

Manual of the Planes
Continuous Spell
This card cannot be removed from the Field. Defense position Monsters cannot be attack targets, attack position Monsters cannot be destroyed by battle, and players take no battle damage from a battle involving two attack position Monsters. If a Monster is declared as the target of an attack, the controller of that Monster can make that attack a direct attack. During the end of the Damage Step, switch any attacking Monsters to defense position.

Except, then the defense position Monster isn't destroyed by Manual of the Planes' effect, but by actual battle.

And here's a third variation for you, if you're still reading.

Manual of the Planes
Continuous Spell
This card cannot be removed from the Field. Defense position Monsters cannot be attack targets, attack position Monsters cannot be destroyed by battle, and players take no battle damage from a battle between two monsters, except by a card effect. If a Monster is declared as the target of an attack, the controller of that Monster can make that attack a direct attack. During the end of the Damage Step, switch any attacking Monsters to defense position.

I think that one is preferred, since it also accounts for Total Defense Shogun.

Cirrus July 22nd, 2010 3:19 PM

The "Defense Position monsters cannot be attack targets" makes it a bit ambiguous if you are allowed to attack directly or not at all if a player only controls defense position monsters (without a specific ruling which Kay'est has), which is why I did not use it, and I am adding an additional clause about if a player is tapped out so that it's functional. The "This card cannot be removed from the Field" sounds a bit awkward. The clause about power vs. toughness only applying to attacking monsters was missed, I think... Otherwise I agree with your comments. Thanks!

Maybe this version will work better to simulate MtG...

Manual of the Planes
Continuous Spell
Spells, Traps, and Effect Monsters' effects cannot be activated in response to this card's activation. If a card effect would remove this card from the Field, negate it. Monsters cannot be destroyed as a Result of Battle, and players take no Battle Damage from a battle between two monsters, except by a card effect. Defense Position Monsters cannot be attack targets. If a player controls only Defense Position monsters, his opponent can make any attack a Direct Attack. If a Monster is declared as the target of an attack, the controller of that Monster can make that attack a direct attack. If a battling monster's ATK would exceed the DEF of the other battling monster, the other monster is destroyed during damage calculation. At the end of the Damage Step, switch any attacking Monsters to Defense Position.

Gymnotide July 23rd, 2010 6:15 PM

Quote:

Originally Posted by Cirrus (Post 5994266)
The "Defense Position monsters cannot be attack targets" makes it a bit ambiguous if you are allowed to attack directly or not at all if a player only controls defense position monsters (without a specific ruling which Kay'est has), which is why I did not use it, and I am adding an additional clause about if a player is tapped out so that it's functional. The "This card cannot be removed from the Field" sounds a bit awkward. The clause about power vs. toughness only applying to attacking monsters was missed, I think... Otherwise I agree with your comments. Thanks!

Maybe this version will work better to simulate MtG...

Manual of the Planes
Continuous Spell
Spells, Traps, and Effect Monsters' effects cannot be activated in response to this card's activation. If a card effect would remove this card from the Field, negate it. Monsters cannot be destroyed as a Result of Battle, and players take no Battle Damage from a battle between two monsters, except by a card effect. Defense Position Monsters cannot be attack targets. If a player controls only Defense Position monsters, his opponent can make any attack a Direct Attack. If a Monster is declared as the target of an attack, the controller of that Monster can make that attack a direct attack. If a battling monster's ATK would exceed the DEF of the other battling monster, the other monster is destroyed during damage calculation. At the end of the Damage Step, switch any attacking Monsters to Defense Position.

Actually, you can forgo the attacking directly bit because of Kay'est's wording. Since it can't be selected as an attack target in any way, the only other target is the opposing player. If all monsters are in defense position and they can't be selected as an attack target, then the attack has to be a direct attack. No other card prevents itself from being an attack target. The ruling is just because she's the only card that says the effect in that way. Compare it with other cards:

Solar Flare Dragon (x2): "... this card cannot be attacked."

It's subtle, but since you can still technically select Solar Flare Dragon as an attack target, you treat it as though the opponent still has monsters that are eligible as attack targets and therefore, by the rules, you can't attack the opponent. It's just that, if you were to select either Solar Flare Dragon as an attack target, you wouldn't be able to attack it... Which is why it forms a lock.

Morphtronic Magnen (x2): "Your opponent cannot select another monster as an attack target."

It's subtle here too. Even though it prevents monsters from being selected as an attack target by your opponent (you can still move their attack to the monster using Shift, Dreamsprite, etc., or force it via Ring of Magnetism), it doesn't downright say the monster can't be an attack target at all. If it said "Your monsters cannot be attack targets," then you'd better prepare your life points.

- - - - -

Also, yeah, I misread the DEF part. I thought you meant defense position monsters, which isn't the case... Since they can't be attacked anyway lol

If you keep that clause in there, it's counted as the card effect destroying the monster.

Quote:

"If a battling monster's ATK would exceed the DEF of the other battling monster, the other monster is destroyed during damage calculation."
First thing first, to remove some unnecessary words:

"Destroy a monster if its DEF is lower than the ATK of the monster it battled."

Also, monsters are destroyed at the end of the Damage Step, not during damage calculation... So...

"At the end of the Damage Step, switch any attacking Monsters to Defense Position and destroy any battling monster if its DEF is lower than the ATK of the monster it battled."

Zeffy July 24th, 2010 3:19 AM

Will of Fire
Quick Play Spell
→ When this card is activated, choose up to 3 cards in the field. Destroy all other cards in the field except the chosen cards. In addition, deal 200 x the number of cards destroyed to your opponent. This card's effect cannot be negated with any other card's effect wether its spells, traps or effect monsters.

One of Naruto Shippuden's movie inspired me to make this. :D

Gymnotide July 24th, 2010 6:13 AM

Quote:

Originally Posted by Zeffy (Post 5998061)
Will of Fire
Quick Play Spell
→ When this card is activated, choose up to 3 cards in the field. Destroy all other cards in the field except the chosen cards. In addition, deal 200 x the number of cards destroyed to your opponent. This card's effect cannot be negated with any other card's effect wether its spells, traps or effect monsters.

One of Naruto Shippuden's movie inspired me to make this. :D

lol broken

Ninjitsu Art -- Bunshin
Quick-Play Spell
Select 1 face-up "Ninja" monster you control. Special Summon as many monster Tokens as you wish in Attack Position. These Tokens always have the same name, ATK, DEF, Attribute, Type, Level, and Effect of the selected monster. Decrease the ATK of the selected monster by 300 for each Token Summoned. If this card is destroyed by a card effect, you may activate its effect.

Ninjitsu Art -- Huton Jutsu
Quick-Play Spell
You can activate this card if you control a face-up "Ninja" monster. Destroy Spell or Trap cards on the Field equal to the number of "Ninja" monsters you control. The controller of a Spell or Trap card(s) destroyed by this effect loses 500 Life Points for each card destroyed.

Ninjitsu Art -- Kagenui
Normal Trap
Activate only if a "Ninja" monster is selected as an attack target. Switch all monsters, except a "Ninja" monster(s), on the Field to Defense Position. They cannot attack or change battle positions as long as the attacked "Ninja" is on the Field.

Ninjitsu Art -- Utsusemi
Counter Trap
Activate only if a face-up "Ninja" monster you control is selected as an attack target or targeted by the effect of a Spell, Trap, or Effect Monster. Remove from play the targeted "Ninja" monster. Negate the attack and destroy the attacking monster. Negate any other effects in the same chain as this card. During the End Phase, return to play the targeted "Ninja" monster in the same position it was when it was removed.

Ninjitsu Art -- Surprise Attack
Quick-Play Spell
Selected and apply one of the following effects:
-- When a face-down "Ninja" monster you control is selected as an attack target, flip it face-up. If the monster has a Flip Effect, it is applied at this time. Then, destroy the attacking monster.
-- When a "Ninja" monster you control inflicts battle damage to your opponent by a Direct Attack, you can Special Summon, in face-up Attack Position or face-down Defense Position, up to 2 other "Ninja" monsters with different names from your Hand or Deck.

Ninjitsu Art -- Intonjutsu
Quick-Play Spell
Change the battle positions of all face-up monsters on the Field. Then, flip all face-up "Ninja" monsters to face-down Defense Position and shuffle all face-down monsters you control.

Ninjitsu Art -- Flash Step
Equip Spell
Equip only to a "Ninja" monster. The equipped monster can attack directly. When this card is sent from the Field to the Graveyard, you can discard 1 card to add it to your Hand.

Ninjitsu Art -- Uzuragakure
Quick-Play Spell
Select 1 face-up or face-down "Ninja" monster you control. If the monster is face-down, reveal it to your opponent. If the selected monster has a Flip Effect, apply it as this card's effect. Then, you can return that monster to your Deck and Special Summon 1 "Ninja" monster in face-up Attack Position or face-down Defense Position. If you do, shuffle your Deck afterward.

Ninjitsu Art -- Hensojutsu
Quick-Play Spell
Select 1 "Ninja" monster on your side of the Field. Your opponent gains control of the selected monster. While your opponent controls the selected monster, they must reveal 1 card in their hand during their Standby Phase. Any cards revealed by this effect must remain revealed until they leave the Hand.

Shinobi Academy
Field Spell
When your opponent activates a Field Spell card, you can return this face-up card to your Hand. Whenever a "Ninja" monster is destroyed by battle and sent to the Graveyard, its controller can activate one of the following effects:
-- Apply the Flip Effect of the destroyed monster as this card's effect.
-- Send 1 face-up monster card on the Field to the Graveyard.
-- Add 1 "Ninjitsu Art" card from your Deck to your Hand.

Gold Ninja
( 4 Stars / Warrior / LIGHT / Effect Monster )
1300 / 1700


FLIP: Destroy 1 Attack Position monster.

Apple Juice July 25th, 2010 4:09 AM

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

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

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

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

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

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

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

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

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

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

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

Zeffy July 25th, 2010 4:49 AM

Kick of Chuck Norris
Quick-Play Spell
- Destroy one card on the field and special summon a Lv.12 or lower monster from your graveyard. That monster can't attack and is destroyed at the end of the turn.

Apple Juice July 26th, 2010 12:32 AM

Oh, I forgot 1:

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

Zeffy July 26th, 2010 4:26 AM

Don't Mess with Chuck Norris!
Trap
- Activate only during your own battle phase. Destroy all monsters on your opponents side of the field. For each card destroyed, you take 50 damage.

Gymnotide July 26th, 2010 11:05 AM

Quote:

Originally Posted by Apple Juice (Post 6001302)
Mineral - Iron
*** / LIGHT / Rock/Tuner
0/2000
effect; When this card is special summoned from the graveyard by a monster card's effect, destroy two cards your opponent controls.

Oh man, I'd make a deck just around that card for fun. Not Mineral monsters, even.

Circuit July 26th, 2010 2:07 PM

Well, I've made a deck out of these, and it is kinda overpowered.



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

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

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

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

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

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

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

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

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

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

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

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

DonRoyale July 26th, 2010 6:17 PM

http://i20.photobucket.com/albums/b216/SereneShadows/AllusCofernyn.jpg

I think I got the flavor of a red/black Planeswalker right this time...? :S

Cirrus July 26th, 2010 6:59 PM

+1 ability too weak. Make it -1/-1 on each opponent's creature and it'll be OP. Switch the -2 and the +1 maybe?

Apple Juice July 28th, 2010 1:03 PM

Fudge Yeah!
Spell Card

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

Onto the serious cards:

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

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

Circuit July 31st, 2010 1:47 PM

Oh Noes!
Trap Card

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

Peanut Butter Jelly Time!
Spell card

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

Cirrus August 3rd, 2010 4:20 AM

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

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

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

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

Gymnotide August 3rd, 2010 9:21 AM

Quote:

Originally Posted by Cirrus (Post 6031050)
Instant Synchro
Normal Spell
Pay 1000 Life Points. Special Summon 1 Level 5 or lower Synchro Monster from your Extra Deck, ignoring all Summoning Conditions. (This Special Summon is treated as a Synchro Summon). It cannot attack, and is destroyed during the End Phase. Only 1 "Instant Synchro" can be activated per turn.

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

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

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

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

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

Cirrus August 3rd, 2010 5:11 PM

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

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

Legendmaster#1 August 5th, 2010 6:05 PM

Ho-oh WWRRRR
Legendary Creature-Legendary Pokemon
Flying, Trample
Something isn't right here...

Zeffy August 6th, 2010 5:07 AM

Naturias Overload!
Normal Spell
Double the attack of "Naturia" monsters until the End Phase of this turn. During your opponent's next Standby Phase, destroy all monsters who has benefited from this card's effect.

Cirrus August 12th, 2010 4:51 PM

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

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

Apple Juice August 16th, 2010 2:53 PM

Quote:

Originally Posted by Zeffy (Post 6041415)
Naturias Overload!
Normal Spell
Double the attack of "Naturia" monsters until the End Phase of this turn. During your opponent's next Standby Phase, destroy all monsters who has benefited from this card's effect.

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

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

Gymnotide August 16th, 2010 2:56 PM

Quote:

Originally Posted by Apple Juice (Post 6077761)


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

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

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

Apple Juice August 16th, 2010 3:02 PM

Ah, I forgot the activation part. Thanks for reminding me. No it can't negate continous spells.

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

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

Gymnotide August 16th, 2010 3:20 PM

Quote:

Originally Posted by Apple Juice (Post 6077805)
Ah, I forgot the activation part. Thanks for reminding me. No it can't negate continous spells.

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

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

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

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

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

Apple Juice August 16th, 2010 3:45 PM

Maybe, but then it would be semi. No trouble.

I guess it would be simpler to just make it a continous spell instead of the RFG bit. And I forgot the 'negate the activation of the trap card' of the first sentence.

Gymnotide August 16th, 2010 7:28 PM

I kind of wish Burn & Stall decks were still viable.

Solar Flare Chimera
( 4 Stars / FIRE / Pyro / Effect Monster )
2000 / 2000


This card cannot declare an attack. If your opponent takes damage from a card effect, other than "Solar Flare Chimera," inflict 500 damage to your opponent.

Solar Flare Spark
( 2 Stars / FIRE / Pyro / Effect Monster )
0 / 0


If you control a face-up "Solar Flare" monster, you can Special Summon this card from your Hand in Attack Position.When this card is destroyed and sent to the Graveyard, Special Summon 1 "Solar Flare" monster from your Graveyard, other than "Solar Flare Spark." This card cannot be Tributed or used as a Synchro Material monster.

Solar Flare Phoenix
( 4 Stars / FIRE / Pyro / Effect Monster )
0 / 1000


If a "Solar Flare" monster(s) you control is sent from the Field to the Graveyard, you can send this card from your Hand to your Graveyard to Special Summon that monster(s). If this card is in your Graveyard during the End Phase of the turn this effect is activated, you can discard 1 card to put it into your Hand and inflict 500 damage to your opponent. Once per turn during your Main Phase, you can return this card from the Field to your Hand.

Solar Flare Furnace
( 4 Stars / FIRE / Pyro / Effect Monster )
1500 / 1000


Send this face-up card to the Graveyard during your End Phase to Special Summon 2 "Solar Flare" monsters other than "Solar Flare Furnace" from your Deck. The monsters Summoned by this effect must have different names.

Solar Wind
Quick-Play Spell
Inflict 500 damage to your opponent for each "Solar Flare" monster you control. "Solar Flare" monsters you control cannot declare an attack this turn. If this card is destroyed by a Spell or Trap card, inflict 500 damage to your opponent.

Overburn
Quick-Play Spell
Special Summon 1 "Solar Flare" monster from your Graveyard. That monster cannot be destroyed by battle and is unaffected by card effects. Remove it from play during the End Phase.

Another idea for Burn deck...

Spirit Guardian of the Forest
( 4 Stars / LIGHT / Rock / Effect Monster )
0 / 1000


Once per turn during your Main Phase, you can move this card to the Field Spell Zone (destroy any already existing Field Spells) and treat this card as a Field Spell. While this card is treated as a Field Spell, it gains the following effect:
-- Once per turn, you can discard 1 Field Spell card to add 1 "Spirit Guardian" monster from your Deck to your Hand. You can send this card to the Graveyard and Special Summon 1 "Spirit Guardian" monster from your Hand. If you do, this card cannot be Special Summoned until your next Standby Phase. If this card is sent to the Graveyard when another Field Spell is activated, Special Summon it.

Spirit Guardian of the Mountain
( 4 Stars / WIND / Rock / Effect Monster )
0 / 1800


Once per turn during your Main Phase, you can move this card to the Field Spell Zone (destroy any already existing Field Spells) and treat this card as a Field Spell. While this card is treated as a Field Spell, it gains the following effect:
-- "Spirit Guardian" monsters you control gain 1000 DEF and cannot be targeted by Spell or Trap cards. If this card is sent to the Graveyard when another Field Spell is activated, Special Summon it.

Spirit Guardian of the Ocean
( 4 Stars / WATER / Rock / Effect Monster )
0 / 0


When this card is Special Summoned, change it to Attack Position. Once per turn during your Main Phase, you can move this card to the Field Spell Zone (destroy any already existing Field Spells) and treat this card as a Field Spell. While this card is treated as a Field Spell, it gains the following effect:
-- Once per turn, you can Special Summon 1 "Spirit Guardian" monster from your Graveyard in Attack Position. If this card is sent to the Graveyard when another Field Spell is activated, Special Summon it.

Spirit Guardian of the Canyon
( 4 Stars / EARTH / Rock / Effect Monster )
0 / 1400


Once per turn during your Main Phase, you can move this card to the Field Spell Zone (destroy any already existing Field Spells) and treat this card as a Field Spell. While this card is treated as a Field Spell, it gains the following effect:
-- Once per turn during your Main Phase, you can Tribute 1 "Spirit Guardian" monster you control to destroy up to 2 Spell or Trap cards on the Field. If this card is sent to the Graveyard when another Field Spell is activated, Special Summon it.

Spirit Guardian of the Volcano
( 4 Stars / FIRE / Rock / Effect Monster )
0 / 1400


Once per turn during your Main Phase, you can move this card to the Field Spell Zone (destroy any already existing Field Spells) and treat this card as a Field Spell. While this card is treated as a Field Spell, it gains the following effect:
-- During your End Phase, inflict 500 damage to your opponent for each "Spirit Guardian" monster you control. If this card is sent to the Graveyard when another Field Spell is activated, Special Summon it.

Spirit Guardian of the Abyss
( 4 Stars / DARK / Rock / Effect Monster )
0 / 1400


Once per turn during your Main Phase, you can move this card to the Field Spell Zone (destroy any already existing Field Spells) and treat this card as a Field Spell. While this card is treated as a Field Spell, it gains the following effect:
-- Once per turn when a "Spirit Guardian" monster on your side of the Field is sent to the Graveyard, you can return that monster to your Hand. If this card is sent to the Graveyard when another Field Spell is activated, Special Summon it.

Stirring Nature
Field Spell
You can send this card from your side of the Field or your Hand to the Graveyard during either player's turn to activate one of the following effects:
-- Double the DEF of 1 face-up "Spirit Guardian" monster on your side of the field during damage calculation only.
-- Select 1 face-up "Spirit Guardian" monster on your side of the field. Inflict damage to your opponent equal to the DEF of that monster. You cannot activate this effect during the Damage Step.

Warping Landscapes
Field Spell
You can send this card from your side of the Field or your Hand to the Graveyard during either player's turn to activate 1 Field Spell card from your Deck. Shuffle that card back into your Deck during the End Phase.

Treacherous Lodestone
Field Spell
You can send this card from your side of the Field or your Hand to the Graveyard during your Main Phase to activate one of the following effects:
-- Destroy 1 card on the Field. If you do not control a "Spirit Guardian" monster, this effect is not applied.
-- Add 1 "Spirit Guardian" monster from your Graveyard to your Hand.

Doomsday Meteor
Field Spell
You can send this card from your side of the Field or your Hand to the Graveyard when your opponent declares an attack against a face-up "Spirit Guardian" monster you control. Switch the attacked monster to defense position. Destroy the attacking monster.

Path of Synthesis
Field Spell
You can send this card from your side of the Field or your Hand to the Graveyard during your Main Phase to activate one of the following effects:
-- Remove from play 3 "Spirit Guardian" monsters from your side of the Field, your Graveyard, or your Hand. Special Summon 1 "Nature's Prominence" from your Extra Deck (this is treated as a Fusion Summon).
-- Select up to 2 removed from play "Spirit Guardian" monsters and return them to the Graveyard.

Nature's Prominence
( 8 Stars / LIGHT / Rock / Fusion / Effect Monster )
0 / ?


Any 3 "Spirit Guardian" monsters

This card is treated as a "Spirit Guardian" monster. The original DEF of this card is 400 x the number of "Spirit Guardian" monsters in your Graveyard. If this card is sent from the Field to the Graveyard, you can remove from play 1 Field Spell card in your Graveyard to Special Summon this card. You can activate each of the following effects once per turn:
-- Inflict 200 damage to your opponent for each "Spirit Guardian" monster in your Graveyard.
-- Remove from play 2 "Spirit Guardian" monsters in your Graveyard to return 1 of your removed from play Field Spell cards to the Graveyard.
-- Select 1 Field Spell card in your Graveyard and place it in your Spell and Trap card Zone as a Continuous Spell card (its effect remains the same). When that card is removed from the Field, remove it from play.

Cirrus August 18th, 2010 10:58 AM

Prudence
Level 4 - LIGHT - Fairy - Effect - 1700/1000
Once per turn, during your Main Phase, you can discard 1 Fairy-Type monster to draw 1 card. When this card is destroyed, draw 1 card.

Justice
Level 4 - LIGHT - Fairy - Effect - 2000/1200
When this card is Summoned, you can discard 1 Fairy-Type monster to destroy 1 card on the field. When this card is destroyed, destroy 1 card on the field.

Temperance
Level 4 - LIGHT - Fairy - Effect - 1500/1900
Your opponent cannot draw cards outside of their Draw Phase or add cards from their Deck to their hand.

Fortitude
Level 4 - LIGHT - Fairy - Effect - 1900/800
If a Fairy-Type monster you control would be destroyed, you can destroy this card instead. When this card is destroyed, you can add 1 level 4 or lower Fairy-Type monster from your Graveyard to your hand.

Faith
Level 6 - LIGHT - Fairy - Effect - 2400/1600
You can send 1 face-up Fairy-Type monster you control to the Graveyard to Special Summon this card from your hand. Once per turn, you can discard 1 Fairy-Type monster from your hand to your Graveyard to destroy 1 Spell or Trap card on the field. When this card is destroyed, draw 2 cards.

Hope
Level 6 - LIGHT - Fairy - Effect - 2300/1700
You can send 1 face-up Fairy-Type monster you control to the Graveyard to Special Summon this card from your hand. Once per turn, you can send up to 2 cards you control to the Graveyard to destroy the same number of cards on your opponent's side of the field. When this card is destroyed, you can Special Summon 1 level 4 or lower Fairy-Type monster from your Graveyard to your side of the field.

Charity
Level 6 - LIGHT - Fairy - Effect - 2200/1800
You can send 1 face-up Fairy-Type monster you control to the Graveyard to Special Summon this card from your hand. You can destroy this card to draw 1 card. This effect can be activated during either player's turn. When this card is destroyed, draw 3 cards, then discard 2 cards.

And another silly archetype it is.

Legendary Hero
Level 4 – 1900 ATK/1600 DEF – Warrior/Effect – EARTH
There can only be 1 face-up “Legendary Hero” on your side of the field. Your opponent cannot select any other “Legendary” monsters on your side of the field as an attack target. When this card destroys an opponent’s monster by battle, you can Special Summon a Level 3 or lower “Legendary” monster from your deck in face-up Defense Position. Its effect(s) are negated until your next Standby Phase.

Legendary Duelist

Level 3 – 1650 ATK/800 DEF – Warrior/Effect – WIND
There can only be 1 face-up “Legendary Duelist” on your side of the field. When this card inflicts Battle Damage to your opponent, discard a card at random from their hand. This card is not destroyed by battle once per turn.

Legendary Evoker

Level 3 – 1400 ATK/1200 DEF – Spellcaster/Effect – FIRE
There can only be 1 face-up “Legendary Evoker” on your side of the field. Once per turn, you can discard a card. Activate one of the following effects depending on the type of card that you discarded:
l Monster Card: Destroy 1 face-up monster on your opponent’s field.
l Spell Card: Destroy 1 Spell or Trap card on your opponent’s field.
l Trap Card: Destroy 1 face-down monster on your opponent’s field.

Legendary Transmuter

Level 4 – 1000 ATK/1500 DEF – Spellcaster/Effect – WATER
There can only be 1 face-up “Legendary Transmuter” on your side of the field. You can Tribute this monster to Special Summon 1 Level 4 or lower “Legendary” monster in your graveyard, except "Legendary Transmuter".

Legendary Tutor

Level 2 – 800 ATK/800 DEF – Spellcaster/Effect – LIGHT
There can only be 1 face-up “Legendary Tutor” on your side of the field. During either player's Damage Step, when a face-up “Legendary” monster you control battles, you can send this card from your hand to the Graveyard to have that monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase. During your Main Phase, you can discard two “Legendary” cards to return this card from the Graveyard to your hand.

Legendary Hound

Level 1 – 500 ATK/300 DEF – Beast/Tuner/Effect – EARTH
There can only be 1 face-up “Legendary Hound” on your side of the field. You can discard a “Legendary” monster from your hand to Special Summon this card from your Hand or Graveyard.

Legendary Bard
Level 3 – 1200 ATK/800 DEF – Spellcaster/Tuner/Effect – LIGHT
There can only be 1 face-up “Legendary Bard” on your side of the field. When this card is Summoned, you can discard 1 card from your hand to Special Summon 1 Level 4 or lower “Legendary” monster from the Graveyard.

Legendary Knight

Level 6 – 2450 ATK/2200 DEF – Warrior/Effect – EARTH
There can only be 1 face-up “Legendary Knight” on your side of the field. You can Special Summon this card from your hand when you control 2 or more face-up “Legendary” monsters. Once per turn, during your Main Phase, you can add 1 Level 4 or lower “Legendary” monster from your Graveyard to your hand.

Legendary
Spirit
Level 6 – 2300 ATK/2000 DEF – Fairy/Effect – LIGHT
There can only be 1 face-up “Legendary Spirit” on your side of the field. You can discard “Legendary” monsters whose total Levels equal 7 or more to Special Summon this card from your hand or Graveyard. When this card is destroyed by battle and sent to the Graveyard, select and remove from play 1 card your opponent controls. When this face-up card you control is targeted by an opponent's Effect Monster's effect, look at your opponent’s hand and discard 2 cards from their hand.

Legendary Necromancer

Level 5 – 2100 ATK/1600 DEF – Spellcaster/Effect – DARK
There can only be 1 face-up “Legendary Necromancer” on your side of the field. Once per turn, during your Main Phase, you can select a “Legendary” monster in your Graveyard. Until your next Standby Phase, this card gains all of the effects of that monster.

Legendary Priest

Level 5 – 2000 ATK/1000 DEF – Spellcaster/Effect – LIGHT
There can only be 1 face-up “Legendary Priest” on your side of the field. If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. If a “Legendary” monster you control would be destroyed, you can destroy this card instead.

Legendary Tactician

Level 7 – 2800 ATK/2400 DEF – Spellcaster/Effect – DARK
There can only be 1 face-up “Legendary Tactician” on your side of the field. You can Tribute Summon this card by Tributing 1 “Legendary” monster. When this card is Normal Summoned, you can remove from play 1 “Legendary” card in your Graveyard to destroy up to 2 cards your opponent controls.

Legendary Commander
Level 8 – 3000 ATK/2500 DEF – Warrior/Effect – LIGHT
There can only be 1 face-up “Legendary Commander” on your side of the field. You can Special Summon this card by Tributing 2 “Legendary” monsters. Once per turn, during your Main Phase, you can activate the following effects once each:
l Special Summon 1 level 4 or lower “Legendary” monster from your Graveyard.
l Add 1 “Legendary” card from your Graveyard to your hand.
l Destroy 1 card you control and 1 card you opponent controls.

Legendary Sword – Excalibur

Level 4 – 1700 ATK/800 DEF – Fairy/Synchro/Tuner/Effect – WIND
1 “Legendary” Tuner monster + 1 or more non-Tuner monsters
There can only be 1 face-up “Legendary Sword – Excalibur” on your side of the field. When you Synchro Summon this card, draw 1 card. When this card is sent from the field to the Graveyard, you can send 1 “Legendary” monster from your Graveyard to your Deck to draw a card.

Legendary Spear – Gungnir

Level 5 – 2000 ATK/1500 DEF – Fairy/Synchro/Tuner/Effect – WATER
1 “Legendary” Tuner monster + 1 or more non-Tuner monsters
There can only be 1 face-up “Legendary Spear – Gungnir” on your side of the field. When you Synchro Summon this card, your opponent discards 1 card. When this card is sent from the field to the Graveyard, you can discard 1 “Legendary” monster from your hand to your Graveyard to look at your opponent’s hand and select 1 card from it, then discard it.

Legendary Lord Alchemist

Level 5 – 2200 ATK/1200 DEF – Spellcaster/Synchro/Effect – DARK
1 “Legendary” Tuner monster + 1 or more non-Tuner monsters
There can only be 1 face-up “Legendary Lord” monster on your side of the field. When you Synchro Summon this card, draw two cards. You can Tribute a “Legendary” monster you control to draw two cards. This effect can be activated during either player’s turn.

Legendary Lord Cavalier

Level 6 – 2600 ATK/1800 DEF – Warrior/Synchro/Effect – EARTH
1 “Legendary” Tuner monster + 1 or more non-Tuner monsters
There can only be 1 face-up “Legendary Lord” monster on your side of the field. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. Once per turn, you can discard 1 “Legendary” card to negate the activation and effect of a Spell or Trap card your opponent controls, and destroy it.

Legendary Lord Mariner

Level 7 – 2500 ATK/2400 DEF – Warrior/Synchro/Effect – WATER
1 “Legendary” Tuner monster + 1 or more non-Tuner monsters
There can only be 1 face-up “Legendary Lord” monster on your side of the field. Each face-up monster your opponent controls loses 100 ATK x its own Level. When a “Legendary” monster destroys an opponent’s monster by battle, draw a card.

Legendary Lord Archmage
Level 8 – 2800 ATK/2000 DEF – Spellcaster/Synchro/Effect – LIGHT
1 “Legendary” Tuner monster + 1 or more non-Tuner monsters
There can only be 1 face-up “Legendary Lord” monster on your side of the field. Once per turn, you can discard a number of cards from your hand to draw the same number of cards from your Deck. When a “Legendary” monster is Summoned, draw a card. When a “Legendary” monster is destroyed, destroy 1 card on your opponent’s side of the field.

Legendary Summons

Normal Spell
Pay 1000 Life Points. Add 1 Level 4 or lower “Legendary” monster from your Deck to your hand.

Legendary Sacrifice

Normal Spell
Discard 1 “Legendary” monster. Draw 2 cards.

Legendary Transformation

Normal Spell
Tribute 1 “Legendary” monster. Special Summon 1 level 4 or lower “Legendary” monster from your Deck.

Legendary Shockwave

Normal Trap
Tribute 3 “Legendary” monsters. Destroy all cards on the field.

Final Battle

Normal Spell
Spells, Traps, and Effect Monsters’ Effects cannot be activated in response to this card’s activation. Your opponent cannot activate Spells or Traps this turn. Special Summon from your Graveyard as many “Legendary” monsters with different names as possible. If more than 1 “Legendary Lord” monster would be summoned by this effect, instead select 1 to be Special Summoned and draw a number of cards equal to the number of “Legendary Lord” monsters in your Graveyard -1. During your End Phase, you lose the game.

Legendary Battleground

Field Spell
“Legendary” monsters cannot be destroyed by battle. Monsters you control gain 300 ATK for each “Legendary” monster you control.

Legendary Exploit
Quick-Play Spell
Discard 1 “Legendary” monster from your hand that shares the name of a face-up “Legendary” monster you control. Then, select and destroy 2 cards that your opponent controls.

Legendary Academy

Normal Trap
Tribute 1 “Legendary” monster. Rearrange the top 3 cards of your Deck and draw 1 card, then return 1 card your opponent controls to the bottom of their Deck.

Legendary Burst

Counter Trap
Tribute 1 “Legendary” monster. Negate the activation of a Spell or Trap card or an Effect Monster’s effect and destroy it, then draw 1 card.

Legendary Cycle

Normal Trap
Discard your hand. Draw a number of cards from your Deck equal to the number of “Legendary” cards that were discarded +2.

Legendary Lord Inevitability

Level 12 – 3000 ATK/2500 DEF - Spellcaster/Synchro/Effect
1 “Legendary” Synchro Tuner monster + 1 or more non-Tuner Synchro monsters
There can only be 1 face-up “Legendary Lord” monster on your side of the field. When this card is Synchro Summoned, draw 3 cards. This card gains ATK and DEF equal to the number of "Legendary" monsters in your Graveyard x400. Once per turn, you can activate the following effects once each.
l Discard a card to return up to 2 cards on the field to their owners’ hands.
l Discard a card to destroy 1 card on the field and remove it from play.
l Discard a card to draw two cards.

Gymnotide August 18th, 2010 11:13 AM

Haven't read "Legendary" stuff yet, but Fairies are a bit too strong, particularly Justice, Hope, and Charity. edit lol Fortitude loops <3
Someone point out balance issues in my archetypes I posted above. i feel like I'm missing something.

Cirrus August 18th, 2010 11:41 AM

Indeed, my cards are overpowered. >: They would likely be able to crush the top decks of the format at least half the time. (For Legendaries there's a reusable Honest, a Priest of the Sun, a Koa'ki Meiru Rooklord, a Machina Fortress, a Flamvell Firedog, an improved Airbellum, etc etc., and the Fairies are just good cards in general, cards you'd play in a deck that you'd win with.)

Your defensive burn archetype though is a little UP... Dies to Stardust + Archfiend combo, which isn't hard to achieve. D: Or just Archfiend really, but then it's susceptible to removal.

In fact most top decks this format would murder the burn/defense decks.

Gymnotide August 18th, 2010 12:18 PM

Quote:

Originally Posted by Cirrus (Post 6083870)
Indeed, my cards are overpowered. >: They would likely be able to crush the top decks of the format at least half the time. (For Legendaries there's a reusable Honest, a Priest of the Sun, a Koa'ki Meiru Rooklord, a Machina Fortress, a Flamvell Firedog, an improved Airbellum, etc etc., and the Fairies are just good cards in general, cards you'd play in a deck that you'd win with.)

Your defensive burn archetype though is a little UP... Dies to Stardust + Archfiend combo, which isn't hard to achieve. D: Or just Archfiend really, but then it's susceptible to removal.

In fact most top decks this format would murder the burn/defense decks.

Yeh, I thought about that too, but I couldn't really up the damage any more since burn is pretty... Volatile. And then I couldn't really add more defensive cards since we already have so many that work pretty well too. The set was mainly there to support Solar Flare Dragon anyway. Chimera is mainly for Spiritual Fire Art -- Kurenai. Overburn was to either stall a turn and blow up your monster for Kurenai or retrieve Phoenix. Solar Wind is obviously to activate when your opponent tries to destroy your stuff.

Chains of Flame
Continuous Trap
When your opponent declares an attack, you can reveal 1 Pyro-type monster in your Hand to negate that attack. Pay 500 Life Points during each of your Standby Phases or destroy this card. When this card is sent to the Graveyard, you can destroy 1 Spell or Trap card on the Field. That card cannot be chained to this effect.

Supernova!
Continuous Trap
You can activate this card whenever a card you control is targeted by a card effect. When this card is activated, inflict 1000 damage to your opponent. After that, each time your opponent's card effect sends a card you control to the Graveyard, inflict 300 damage to your opponent. When this card is sent to the Graveyard, you can Set it in your Spell and Trap card Zone.

The Field Spell one was a new idea, but it didn't play out well since the cards themselves ended up helpless on the Field 'cause I didn't want to put too much text on the cards. Field Spell discards were a nice idea though and I want to use that in the future.

I want to make a EARTH-type Rock monster burn archetype actually... With this bad boy in it.

Barrier Lord of the Aztecs
( 4 Stars / EARTH / Rock / Effect Monster )
0 / 2000


Double any Battle Damage your opponent takes when they attack this monster. You can discard this card when your opponent declares an attack against a Rock-type monster you control (if the monster is face-down, flip it face-up). Double the DEF of that monster. Then, select 1 Field Spell card in your Hand, Deck, or Graveyard and activate it.

Cirrus August 18th, 2010 12:25 PM

Quote:

Originally Posted by Gymnotide (Post 6083998)

Barrier Lord of the Aztecs
( 4 Stars / EARTH / Rock / Effect Monster )
0 / 2000


Double any Battle Damage your opponent takes when they attack this monster. You can discard this card when your opponent declares an attack against a Rock-type monster you control (if the monster is face-down, flip it face-up). Double the DEF of that monster. Then, select 1 Field Spell card in your Hand, Deck, or Graveyard and activate it. The attacking monster must continue its attack.

The bolded text in the description is redundant. Its effect doesn't cause a replay.

Cool card. Seems like Moai Statue thingy and Stronghold Guardian-esque thingy all in one.

Gymnotide August 18th, 2010 12:35 PM

Quote:

Originally Posted by Cirrus (Post 6084020)
The bolded text in the description is redundant. Its effect doesn't cause a replay.

Cool card. Seems like Moai Statue thingy and Stronghold Guardian-esque thingy all in one.

Er, well Stone Statue of the Aztecs thingy. I absolutely love having that card out with Canyon, but Canyon has zero element of surprise lol.

I also have a terrible habit of updating my posts in this thread 14 times before I get the cards how I want. Look back at that post again lol

Also reviving this archetype for like the 4th time. I never liked how it came out any of the times I made it.

Hexing Totem
Continuous Spell
When your opponent declares a Direct Attack, negate that attack. Then, your opponent selects and destroys 1 face-up Spell or Trap card you control. Once per turn, you can destroy 1 Spell or Trap card you control to send 1 card on the Field to the Graveyard. When this card is sent from the Field to the Graveyard while it is a Spell card, Special Summon it as a monster ( 4 Stars / 0 / 1900 / EARTH / Rock ).

Ancestral Totem
Continuous Spell
When your opponent declares a Direct Attack, negate that attack. Then, your opponent selects and destroys 1 face-up Spell or Trap card you control. When a card you control is to be destroyed, you can destroy this card instead. When this card is sent from the Field to the Graveyard while it is a Spell card, Special Summon it as a monster ( 8 Stars / 0 / 3000 / EARTH / Rock ).

Vexing Totem
Continuous Spell
When your opponent declares a Direct Attack, negate that attack. Then, your opponent selects and destroys 1 face-up Spell or Trap card you control. Once per turn, you can select 1 monster on the Field and inflict damage to your opponent equal to its ATK or DEF (whichever is higher). When this card is sent from the Field to the Graveyard while it is a Spell card, Special Summon it as a monster ( 2 Stars / 0 / 1000 / EARTH / Rock ).

Flame Totem
Continuous Trap
When your opponent declares a Direct Attack, negate that attack. Then, your opponent selects and destroys 1 face-up Spell or Trap card you control. When this card is sent from the Field to the Graveyard, select 1 "Totem" card, other than "Flame Totem," in your Graveyard and place it in your Spell / Trap card Zone.

Channeling Totem
Continuous Trap
When your opponent declares a Direct Attack, negate that attack. Then, your opponent selects and destroys 1 face-up Spell or Trap card you control. Once per turn, you can select 1 Spell or Trap card your opponent controls. Place it in your Spell / Trap card Zone. You cannot activate that card. That card cannot be activated in response to this effect. When this card is removed from the Field, return all Spell / Trap cards affected by this card to their original positions.

Spirit Totem
Continuous Spell
When your opponent declares a Direct Attack, negate that attack. Then, your opponent selects and destroys 1 face-up Spell or Trap card you control. You can Tribute a monster you control to gain Life Points equal to its DEF. When this card is sent from the Field to the Graveyard, select 1 "Totem" card in your Deck and add it to your Hand.

Voodoo Totem
Quick-Play Spell
This card's effects cannot be negated. Send this card from your Hand to the Graveyard to send any cards that negate or prevent the activation of a card(s) to the Graveyard. You take 1000 damage for each card send to the Graveyard by this card's effect.

Cirrus August 18th, 2010 1:37 PM

Totems seem fun. Voodoo Totem should be Counter Trap though I think. >:

What's their wincon, though?

Gymnotide August 18th, 2010 1:51 PM

Not sure. Extreme burn from Vexing Totem? Lawl.

Also more burn love.

Solar Flare ZOMBIE
( 4 Stars / FIRE / Pyro / Effect Monster )
1000 / 1000


During the turn this card is sent to the Graveyard, you take no battle damage from battles involving a Pyro-type monster(s) and your Pyro-type monsters cannot be destroyed by battle. As long as this card is in your Graveyard, inflict 500 damage to your opponent during each of your End Phases.

Solar Flare Twin Dragon
( 8 Stars / FIRE / Dragon / Fusion / Effect Monster )
3000 / 2000


Any 2 "Solar Flare" monsters.

This card cannot declare an attack. Your opponent cannot select another monster except "Solar Flare Twin Dragon" as an attack target. Inflict 1500 damage to your opponent during each of your End Phases. Once per turn, you can select 1 "Solar Flare" monster in your Graveyard and return it to your Deck and send 1 "Solar Flare" monster from your Deck to your Graveyard. If this card is in the Graveyard, you can remove it from play during either player's turn to Special Summon up to 2 non-Fusion "Solar Flare" monsters from your Graveyard.

Solar Flare Ultimate Dragon
( 10 Stars / FIRE / Dragon / Fusion / Effect Monster )
4000 / 2000


Any 3 "Solar Flare" monsters.

This card cannot declare an attack. Inflict 1500 damage to your opponent during each of your End Phases. Once per turn, you can Tribute 1 "Solar Flare" monster, except "Solar Flare Ultimate Dragon." If you do, inflict damage to your opponent equal to the Tributed monster's ATK during your End Phase.

Birth of a New Star
Normal Spell
Discard 1 card. Select up to 3 of your removed from play Pyro-type monsters and return them to your Graveyard.
^ Volcanic Counter

Council of the Mystic Arts
Normal Spell
Add 1 "Spiritual Fire Art -- Kurenai," "Spiritual Water Art -- Aoi," "Spiritual Earth Art -- Kurogane," "Spiritual Wind Art -- Miyabi, " or "Dark Spirit Art -- Greed" from your Deck to your Hand.

Cirrus August 18th, 2010 4:54 PM

Time Loop
Normal Trap
Activate this card only during your End Phase. Enter another End Phase after this one.

^ To amplify the Solar Flare effects that you provided. I had to make something like this... D:

And now for a totally different style of burn!

Blitz Ball
Level 4 - 3000 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. When this card is switched to Defense Position, destroy it. If this card attacks, it is changed to Defense Position at the end of the Damage Step.

Blitz Spark

Level 4 - 2400 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. When this card is destroyed by battle and sent to the Graveyard, you can add 1 level 4 or lower "Blitz" monster to your hand.

Blitz Chain
Level 4 - 2600 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. When this card is sent to the Graveyard, inflict 1000 points of damage to your opponent.

Blitz Arc
Level 4 - 2000 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. When this card inflicts Battle Damage to your opponent, inflict 500 points of damage to your opponent.

Blitz Plasma
Level 4 - 2700 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. You can Tribute this card to inflict 800 points of damage to your opponent. This effect can be activated during either player's turn.

Blitz Thunder
Level 4 - 2500 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. If your opponent controls at least 1 monster, you can pay 500 life points to attack your opponent directly with this card. If you activate this effect, send this card to the Graveyard at the end of the Damage Step.

Blitz Wurm
Level 6 - 3200 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. You can Special Summon this card by discarding 1 "Blitz" monster. When this card battles a monster, you can send this card to the Graveyard at the end of the Damage Step to destroy that monster.

Blitz Dragon
Level 6 - 3400 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. You can Special Summon this card by discarding 1 "Blitz" monster. When this card is destroyed, both players take 1500 points of damage.

Blitz Lightning
Level 6 - 4000 ATK/0 DEF - Thunder/Effect - LIGHT
During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. Any Battle Damage inflicted by this card is doubled.

Flash Blitz
Normal Spell
Remove from play any number of "Blitz" monsters in your Graveyard to inflict 500 damage to your opponent for each card removed this way.

Blitz Vortex
Normal Trap
Return up to two "Blitz" monsters from your Graveyard to your deck to inflict 1000 damage to both players for each card returned this way.

Gymnotide August 18th, 2010 8:13 PM

I question the high ATK of the monsters somewhat. Thunder is too powerful, since he's basically a free 2500 damage as well as a wall. There has to be some sort of other drawback to their immense strength besides the can't-kill-by-battle effect.

Blitz Lightning is way too strong, seeing as how you can attempt to end the game at any given moment by using Monster Reborn or some variant on it from the Grave and attacking directly or through Ojama Trio tokens. No one card should be able to be summoned so easily and then be able to dish out 8000 all by itself.

Flash Blitz is funny. It instantly made me think of this:

Blitsitoad
( 4 Stars / LIGHT / Thunder / Effect Monster )
0 / 2000


"Blitz" monsters you control cannot be destroyed by battle. Tribute 1 monster to Special Summon 1 "Blitz" monster from your Deck.

Not to be taken seriously, of course.

Cirrus August 19th, 2010 11:13 AM

Well, since monsters are extremely vulnerable after the September 1st banlist (Chivalry, Chariot, BTH, all the rest), there had to be some way of compensating for that. The high attack of these monsters ensures that even if only one of them gets on the field and stays there for a turn or two, it'll inflict some actually relevant damage even though it doesn't kill anything. Remember, Blitz monsters can't swarm, so basically if you don't have one your opponent can push for more damage, and with the current state of the game dominated by high attack but often low defense monsters, most of these monsters are going to be in attack position to avoid taking massive damage versus a Blitz deck, and if Blitz monsters got removed then these guys can simply swing for massive damage back. That is in part the reason for the high attack stats of these monsters.

Doesn't Thunder die after a direct attack made with it by its effect?

As for Lightning, well... that was my intention. 4000x2 = 8000, and since you have to actually tribute a monster to summon him in the first place, that investment was deemed large enough to fit the power level of the card.

Gymnotide August 19th, 2010 7:06 PM

Quote:

Originally Posted by Cirrus (Post 6086738)
Well, since monsters are extremely vulnerable after the September 1st banlist (Chivalry, Chariot, BTH, all the rest), there had to be some way of compensating for that. The high attack of these monsters ensures that even if only one of them gets on the field and stays there for a turn or two, it'll inflict some actually relevant damage even though it doesn't kill anything. Remember, Blitz monsters can't swarm, so basically if you don't have one your opponent can push for more damage, and with the current state of the game dominated by high attack but often low defense monsters, most of these monsters are going to be in attack position to avoid taking massive damage versus a Blitz deck, and if Blitz monsters got removed then these guys can simply swing for massive damage back. That is in part the reason for the high attack stats of these monsters.

Doesn't Thunder die after a direct attack made with it by its effect?

As for Lightning, well... that was my intention. 4000x2 = 8000, and since you have to actually tribute a monster to summon him in the first place, that investment was deemed large enough to fit the power level of the card.

A one monster Tribute isn't exactly the biggest thing. What, with all these Treeborns and Special Summons running about, using one non-specific Tribute means that that monster can be summoned in nearly any type of deck. You could splash him in ANY deck (lol Zombie World deck), and so long as you have Monster Reborn, Call of the Haunted, or just any swarm mechanism, you can hit your opponent for massive amounts of damage.

Turn 2, you can just revive him and attack through a monster and you're more than likely to be at least 6000 points up on the enemy. Then, he doesn't even get destroyed by his own effect, so you have a wall. His non-destruction by battle effect makes sure the enemy still has a monster to attack next turn, provided they can't get rid of it themselves. With that one monster in your Deck, you don't even need the rest of the archetype.

Sure, you can say he's got a lot of weaknesses -- Royal Oppression, Dimensional Prison, Bottomless Trap Hole, Torrential Tribute, Mirror Force, Solemn Judgment, etc. but his sheer force is just... Staggering. That, and that list is applicable to every monster in the game. He doesn't have a blaring weakness other than versus himself in a mirror match while he's in defense position (granted, he one-shots you if the foe has Magical Cylinder or Dimension Wall).

He's just too easy to get out... I'd suggest making him at least 2 Tributes and making him unable to be Special'd... After that, I'd suggest cutting his ATK (even the most powerful of monsters with the Piercing effect only has 3000 ATK and doesn't have his double damage effect) and then removing the double damage effect altogether... Reason below:

It's a problem with any sort of effect that doubles battle damage taken. Double is a LOT. It's the same reason why we don't halve the foe's Life Points with burn cards. It's A LOT. There are only three cards now that double battle damage taken: Canyon, Stone Statue of the Aztecs, and Sauropod Brachion. All of them only work when you are attacked -- meaning, they actually give the foe a chance (whereas, Lightning just pops up, wreaks havoc and laughs) -- Canyon is a Field Spell, so it lacks any form of surprise. Stone Statue has poor stats and has no other use other than that effect (which diminishes his play once he's out). Sauropod Brachion requires two Tributes to set (or one if you use a Dinosaur) and it's rare for Tribute cards to be set anyway, so it's obvious which card(s) it could be. All these cards CAN OTK just like Lightning, but since they rely on your enemy, they aren't nearly as viable.

Just... No.

edit And alternative is to make him only be able to be Summoned if you have a certain (a pretty high) number of "Blitz" monsters in your Graveyard with different names. That makes sure you can't splash him in any deck. I'd still suggest making him unable to be Special'd, though.

Angry Needlebug
( 2 Stars / EARTH / Insect / Effect Monster )
700 / 300


FLIP: Your opponent draws 3 cards. If any of those cards are Trap cards, he / she must play with those cards revealed and cannot Set those cards. After this card is flipped face-up, when it is sent to the Graveyard, you can select up to 2 Level 2 Insect-type monsters in your Deck and Set them.

Raging Needlebug
( 2 Stars / EARTH / Insect / Effect Monster )
400 / 200


FLIP: Send the top 3 cards of your opponent's Deck to the Graveyard. If any of those cards were Spell cards, you can Special Summon 1 Level 2 Insect-type monster from your Graveyard for each one. Their effects are negated.

Needlebug Lair
Normal Spell
Send the top 2 cards of your opponent's Deck to the Graveyard. If either of them are monsters, send 2 more cards from their Deck to the Graveyard.

Sewing Mayhem
Normal Spell
Your opponent draws 3 cards. Special Summon as many Level 2 Insect-type monsters from your Graveyard as possible. Destroy all monsters Special Summoned by this effect during your End Phase.

Silken Death
Normal Spell
Your opponent draws 2 cards. Select up to 2 Level 2 Insect-type monsters in your Graveyard and Special Summon them in face-down defense position. Then, your opponent selects 1 monster in their Graveyard and Special Summons it in face-down defense position.

Mind Invasion
Normal Spell
Flip all monsters on your side of the Field face-up. Both players discard cards from their Hand equal to the number of Level 2 Insect-type monsters on your side of the Field (if they have fewer than that, they discard their entire Hands). Then, both players draw cards equal to the number of cards they discarded.

Writhe
Normal Spell
Send cards from the top of your opponent's Deck to the Graveyard equal to the number of Level 2 Insect-type monsters in your Graveyard.

Um, Serial Spell to be used in this type of Deck.

Hiro, Lord of the Eternal Shadow
( 8 Stars / DARK / Fiend / Synchro / Effect Monster )
3000 / 2800


1 Level 2 Tuner + 3 Hiro's Shadow Scout

When you Synchro Summon this card and your opponent has 20 or more cards in their Hand, you win the Duel. Once per turn, you can remove 1 card in your Graveyard with a Flip Effect and activate that effect.

Apple Juice August 20th, 2010 7:27 AM

Holy Direi
DARK / Fiend/Tuner * 1000/0
This card cannot be destroyed by battle. When this card is selected as an attack target by an opponent's monster, special summon 1 "Holy" monster from your deck.

Holy Entrigua
DARK Fiend/Effect **** 1900/0
This card cannot be destroyed be battle. When this card is discarded from your hand to the graveyard, special summon 1 "Holy" monster from your deck with 1500 or less ATK. When this card is special summoned by a "Holy" monster's effect, you can discard 1 card to destroy two cards on the field.

Holy Kireno
DARK / Fiend/Tuner ** 1500/0
This card cannot be destroyed be battle. You can remove from play 1 "Holy" monster to special summon 1 "Holy" monster from your graveyard.

Holy Selenia
DARK / Fiend/Effect *** 1700/0
When this card is sent to the graveyard, special summon 1 "Holy" monster with 1500 or less ATK in face up attack position from your deck.

Holy Beentiq
DARK / Fiend/Effect ****** 2200/2200
If there are two or more "Holy" monsters on the field, special summon this card from your hand. Your opponent's Monster effects cannot be activated during the turn this card is Special Summoned.

Holy Ventrial
DARK / Fiend/Synchro ****** 2800/0
1 "Holy" Tuner + 1 non-tuner Fiend-type monster
When this card is synchro summoned, select three spell or trap cards on your opponent's side of the field. The selected cards cannot be activated until the end of the turn this card was Synchro Summoned.

Holy Je
DARK / Fiend/Tuner *** 0/0
When this card is summoned, add 1 "Holy" card from your deck to your hand.

Holy Calling
Spell Card Continous
Once per turn, pay 500 life points and special summon 1 "Holy" monster from your graveyard. This card cannot be destroyed by card effects. When a "Holy" monster is targeted by a spell or trap card, destroy this card immediately.

I tried to make this set an extremely broken Sangan-running counterpart to Fabled. It's like a mix of Sabers and Infernities.

Gymnotide August 20th, 2010 8:16 AM

Quote:

Originally Posted by Apple Juice (Post 6089033)
Holy Direi
DARK / Fiend/Tuner * 1000/0
This card cannot be destroyed by battle. When this card is selected as an attack target by an opponent's monster, special summon 1 "Holy" monster from your deck.

Holy Entrigua
DARK Fiend/Effect **** 1900/0
This card cannot be destroyed be battle. When this card is discarded from your hand to the graveyard, special summon 1 "Holy" monster from your deck with 1500 or less ATK. When this card is special summoned by a "Holy" monster's effect, you can discard 1 card to destroy two cards on the field.

Holy Kireno
DARK / Fiend/Tuner ** 1500/0
This card cannot be destroyed be battle. You can remove from play 1 "Holy" monster to special summon 1 "Holy" monster from your graveyard.

Holy Selenia
DARK / Fiend/Effect *** 1700/0
When this card is sent to the graveyard, special summon 1 "Holy" monster with 1500 or less ATK in face up attack position from your deck.

Holy Beentiq
DARK / Fiend/Effect ****** 2200/2200
If there are two or more "Holy" monsters on the field, special summon this card from your hand. Your opponent's Monster effects cannot be activated during the turn this card is Special Summoned.

Holy Ventrial
DARK / Fiend/Synchro ****** 2800/0
1 "Holy" Tuner + 1 non-tuner Fiend-type monster
When this card is synchro summoned, select three spell or trap cards on your opponent's side of the field. The selected cards cannot be activated until the end of the turn this card was Synchro Summoned.

Holy Je
DARK / Fiend/Tuner *** 0/0
When this card is summoned, add 1 "Holy" card from your deck to your hand.

Holy Calling
Spell Card Continous
Once per turn, pay 500 life points and special summon 1 "Holy" monster from your graveyard. This card cannot be destroyed by card effects. When a "Holy" monster is targeted by a spell or trap card, destroy this card immediately.

I tried to make this set an extremely broken Sangan-running counterpart to Fabled. It's like a mix of Sabers and Infernities.

Hmm, Entrigua is a bit strong for an invulnerable monster. You should also word it "and" instead of "or" so you can chain one to the other haha

DICE JAR BURN

Weighted Dice
Continuous Trap
Discard 1 card. Increase the results of your dice rolls by 0, 1, or 2 (whichever is greatest). You cannot roll higher than 6.

Pottery Merchant
Normal Spell
Add 1 "Jar" card to your Hand.

Morphing Jar #3
( 6 Stars / EARTH / Rock / Effect Monster )
1400 / 1900


You can Set this card without Tributing. This card is treated as Level 4 when picked up by the effect of "Morphing Jar #2". When this card is flipped face-up, you can flip all face-up monsters, except "Morphing Jar #3" face-down. Then, Special Summon 1 "Jar" monster from your Deck in face-up defense position.

Relic Jar
( 5 Stars / EARTH / Rock / Effect Monster )
1100 / 900


You can Set this card without Tributing. This card is treated as Level 4 when picked up by the effect of "Morphing Jar #2". Once per turn, this card is not destroyed by battle. When this card is flipped face-up, you can return 1 monster on the Field to its owner's Hand. Then, the owner of that monster can Set 1 monster from their Hand.

Jar of Locusts
( 1 Star / EARTH / Rock / Effect Monster )
300 / 600


FLIP: Your opponent draws 2 cards for each "Jar" monster you control.

Apple Juice August 20th, 2010 1:45 PM

I guess so. Would you suggest taking out the cannot be destroyed by battle bit?

Morphing Jar #3's effect is a little hard to get, but overall interesting.

Jar's Steel Covering
Continous Trap Card
I really don't know how to word this, but Piercing is negated while there is a Jar in the graveyard.

Gymnotide August 20th, 2010 4:42 PM

Quote:

Originally Posted by Apple Juice (Post 6089806)
I guess so. Would you suggest taking out the cannot be destroyed by battle bit?

Morphing Jar #3's effect is a little hard to get, but overall interesting.

Jar's Steel Covering
Continous Trap Card
I really don't know how to word this, but Piercing is negated while there is a Jar in the graveyard.

Maybe. That'd nerf it quite a lot. Your call.

I guess you could say "Negate the effects of Piercing damage while there is a "Jar" card in the / your Graveyard." (but there's only one card that uses the term, right?) or "While there is a "Jar" card in the / your Graveyard, this card gains the following effect: -- Players cannot take battle damage during a battle if the DEF their attacked defense position monster is lower than the ATK of the attacking monster."

It's considered battle damage, right? 'Cause I fail to see any ruling which says otherwise.

Apple Juice August 20th, 2010 5:26 PM

I'm pretty sure. maybe just say "any battle damage from a battle involving a "Jar" monster you control becomes 0."

Gymnotide August 20th, 2010 5:48 PM

Bad, theme-specific version of Spirit Barrier do not want.

Apple Juice August 20th, 2010 5:54 PM

True, true.

What about a type of monster that mills your opponents cards and you can special summon something in f/d defense with an LP cost?

Gymnotide August 20th, 2010 6:06 PM

Yus.

Repost 'cause I was going to make a new set but it failed.

Curse of the Feeble
Equip Spell
The equipped monster cannot declare an attack or be Tributed. If the equipped monster is attacked, it inflicts no Battle Damage and is destroyed during the end of the Damage Step. If this card is removed from the Field, remove the equipped monster from play. If the equipped monster is removed from the Field, return this card to your Hand.

Wicked Cleaver
Equip Spell
You can only activate this card by returning 1 Equip Spell on the Field to its owner's Hand. The equipped monster gains 800 ATK. When this card is sent from the Field to the Graveyard by a card effect, you can add 1 Equip Spell card from your Graveyard to your Hand.

Helix Whirlwind
Quick-Play Spell
Select 1 Equip Spell you control and up to 2 Spell or Trap card your opponent controls. Return those cards to the owner's Hand. Cards returned to the Hand by this effect cannot be activated or Set until the End Phase.

Cirrus August 20th, 2010 8:21 PM

Yeah, Lightning was OP. Something akin to the effect of JD by summoning (and not doubling the damage) - that is...

Blitz Lightning
Level 6 - LIGHT - Thunder/Effect - 4000/0
This card can only be Summoned while you have 3 or more "Blitz" monsters in your Graveyard. You can Special Summon this card by Tributing 1 face-up "Blitz" monster you control. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. When this monster inflicts Battle Damage to your opponent, inflict 1000 points of damage to your opponent if they have 3000 or more Life Points.

Also, new set of stuff!

Tornado Meister
Level 4 - WIND - Winged Beast/Effect - 1900/300
When this card is sent from the field to the Graveyard, except when destroyed by battle, Special Summon 1 "Tornado Token" (Winged Beast-Type/WIND/Level 2/ATK 500/DEF 500).

Fireball Meister
Level 2 - FIRE - Pyro/Effect - 1300/100
When this card is sent from the field to the Graveyard, except when destroyed by battle, Special Summon 1 "Fireball Token" (Pyro-Type/FIRE/Level 4/ATK 1500/DEF 1500).

Stone Meister
Level 1 - EARTH - Rock/Effect - 1000/0
When this card is sent from the field to the Graveyard, except when destroyed by battle, Special Summon 1 "Stone Token" (Rock-Type/EARTH/Level 3/ATK 1000/DEF 1000).

Meister Maestro
Level 6 - LIGHT - Spellcaster/Effect - 2100/1600
You can Special Summon this card from your hand by Tributing 1 "Meister" monster you control. When this card is sent from the field to the Graveyard, except when destroyed by battle, Special Summon 1 "Meister" monster from your Graveyard, except for "Meister Maestro".

Dark Meister
Level 4 - DARK - Fiend/Effect/Tuner - 1600/1000
When you use this card as a Synchro Material monster, other nontoken materials must be "Meister" monsters. When this card is sent from the field to the Graveyard, except when destroyed by battle, Special Summon 1 "Meister Token" (Fiend-Type/DARK/Tuner/Level 2/ATK 800/DEF 500).

Volatile Meister
Level 5 - DARK - Spellcaster/Synchro/Effect - 2200/1000
1 "Meister" Tuner + 1 or more non-Tuners
This card gains the following effects based on the Attributes of the non-Tuner monsters monsters used in this card's Synchro Summon: ● EARTH: When this card is destroyed by battle, you can select and destroy 1 card your opponent controls. ● FIRE: Once per turn, during your Main Phase, you can inflict 800 points of damage to your opponent. ● WATER: When this card inflicts Battle Damage to your opponent, remove from play the top card of their Deck. ● WIND: Once per turn, you can tribute 1 "Meister" monster you control to destroy 1 Spell or Trap card your opponent controls.

Glorious Meister
Level 6 - LIGHT - Spellcaster/Synchro/Effect - 2500/1200
1 "Meister" Tuner + 1 or more non-Tuners
This card gains the following effects based on the Attributes of the non-Tuner monsters monsters used in this card's Synchro Summon: ● EARTH: When this card attacks, your opponent cannot activate any Spell or Trap cards until the end of the Damage Step. ● FIRE: Once per turn, during your Main Phase, you can pay 500 Life Points to destroy 1 face-up monster on your opponent's side of the field with 1800 DEF or less. ● WATER: Once per turn, you can Tribute 1 monster you control to rearrange the top 3 cards of your Deck. ● WIND: You can discard 1 card to return 1 Spell or Trap card on the field to its owner's hand.

Mysterious Meister
Level 7 - DARK - Spellcaster/Synchro/Effect - 2600/1500
1 "Meister" Tuner + 1 or more non-Tuners
This card gains the following effects based on the Attributes of the non-Tuner monsters monsters used in this card's Synchro Summon: ● EARTH: When this card is selected as an attack target, once per turn, you can negate that attack. ● FIRE: Once per turn, you can Tribute 1 "Meister" monster to inflict damage equal to half its ATK. ● WATER: When this card is destroyed, draw 1 card. ● WIND: You can discard 1 card to send 1 random card in your opponent's hand to the Graveyard.

Ultimate Meister
Level 8 - LIGHT - Spellcaster/Synchro/Effect - 2900/1800
1 "Meister" Tuner + 1 or more non-Tuners
This card gains the following effects based on the Attributes of the non-Tuner monsters monsters used in this card's Synchro Summon: ● EARTH: Once per turn, during your Main Phase, you can destroy 1 Set Spell or Trap card. ● FIRE: Once per turn, you can inflict 500 damage to your opponent for each monster on the field. ● WATER: You can remove this card from play during your opponent's turn. If you do, return it to play under your control during the End Phase. ● WIND: Once per turn, you can select 1 face-up card on the field. Negate the effect(s) of the selected card during this turn.

Gymnotide August 20th, 2010 8:52 PM

Two-for-one this >:(

Curse of the Feeble
Equip Spell
The equipped monster cannot declare an attack or be Tributed. If the equipped monster is attacked, it inflicts no Battle Damage and is destroyed during the end of the Damage Step. If this card is removed from the Field, remove the equipped monster from play. If the equipped monster is removed from the Field, return this card to your Hand.

Wicked Cleaver
Equip Spell
You can only activate this card by returning 1 Equip Spell on the Field to its owner's Hand. The equipped monster gains 800 ATK. When this card is sent from the Field to the Graveyard by a card effect, you can add 1 Equip Spell card from your Graveyard to your Hand.

Helix Whirlwind
Quick-Play Spell
Select 1 Equip Spell you control and up to 2 Spell or Trap card your opponent controls. Return those cards to the owner's Hand. Cards returned to the Hand by this effect cannot be activated or Set until the End Phase.


Blacksteel Armorer
( 4 Stars / EARTH / Warrior / Effect Monster )
1800 / 1200


This card is unaffected by the effects of Equip Spells. Once per turn, you can discard 1 card to select 1 Equip Spell card in your Graveyard and Equip it to this card OR move 1 Equip Spell card equipped to this monster to another face-up monster on the Field. If this card were to be destroyed, you can destroy 1 Equip Spell card you control instead.

Blacksteel Salvager
( 2 Stars / EARTH / Warrior / Effect Monster )
0 / 800


This card is unaffected by the effects of Equip Spells. When an Equip Spell card(s) you control is sent from the Field to the Graveyard, you can Special Summon this card from your Hand and equip that Equip Spell card(s) to it. If this card was Special Summoned by its own effect, it cannot be selected as an attack target or as the target of a card effect until the End Phase.

Blacksteel Smith
( 4 Stars / EARTH / Warrior / Effect Monster )
1200 / 1600


This card is unaffected by the effects of Equip Spells. Once per turn, you can select 1 face-up Equip Spell card and equip it to another face-up monster on the Field. Once per turn, you can send 1 Equip Spell card equipped to this monster to the Graveyard to destroy 1 card on the Field.

Blacksteel Sword-Forger
( 4 Stars / EARTH / Warrior / Effect Monster )
1900 / 1600


This card is unaffected by the effects of Equip Spells. Once per turn, you can send 1 Equip Spell card you control to the Graveyard to Special Summon 1 "Blacksteel" monster from your Graveyard.

Blacksteel Garrison
Continuous Spell
"Blacksteel" monsters you control gain 800 ATK for each Equip Spell equipped to them. Once per turn, when an Equip Spell you control is sent to the Graveyard, you can Equip that card to a face-up "Blacksteel" monster on the Field.

Bloody Muramasa
Equip Spell
The equipped monster cannot be Tributed or used as a Synchro Material monster. The equipped monster loses 1000 ATK. If this card is equipped to a monster other than a "Blacksteel" monster, inflict 600 damage to its controller during each of their Standby Phases. If the equipped monster is removed from the Field, you can Equip this card to 1 face-up monster on the Field.

Soul-Devouring Scythe
Equip Spell
When the equipped monster attacks, its controller must select 1 Spell or Trap card they control and return it to their Hand. The selected card cannot be activated or Set until the player's next Standby Phase. If this card is returned to the Hand by its own effect, draw 1 card. If this card is removed from the Field, destroy the equipped monster.

Weapon Swap
Quick-Play Spell
Switch 1 Equip Spell Card equipped to a monster to another correct target. If that monster had any Equip Spell cards equipped to it, you can switch that card to another correct target.

- - - - - - - - - - -

Well, now Lightning is considerably more fair, but you might as well remove the last effect anyway, since if the foe has less than 3000 LP left, Lightning can just ram right through. 5000 damage is still a bit high for a monster that can be summoned out of the blue... And now it's a Special Summon too.

Diablerie August 23rd, 2010 12:09 AM

I created a new archetype cos I was bored - Temporal. They concentrate on getting Time Counters onto the field and then use the effects of various Temporal monsters to gain card advantage.

Cards thus far:
Temporal Knight
4 stars/Warrior/Earth
1500/1100
During each of your Standby Phases, this card gains a Time Counter. This card gains 300 ATK for every Time Counter on the field.

Temporal Dragon
4 stars/Dragon/Wind
1600/100
During each of your Standby Phases, this card gains a Time Counter. You can remove 3 Time Counters from anywhere on the field to inflict 800 damage to your opponent.

Temporal Golem
4 stars/Rock/Fire
1000/1900
During each of your Standby Phases, this card gains a Time Counter. You can send 4 Time Counters from anywhere on the field to Special Summon a 'Temporal' monster from our graveyard.

Temporal Jester
3 stars/Spellcaster/Dark/Tuner
1500/1400
During each of your Standby Phases, this card gains a Time Counter. If this card is used for the Synchro Summon of 'Temporal King', draw 1 card for every Time Counter on this card.

Temporal King
7 stars/Fiend/Earth/Synchro Monster
2000/1800
This card gains 200 ATK for every Time Counter on the field. When this card attacks a monster with defence lower than this monster's attack, inflict the difference as battle damage. If this card is destroyed and sent to the graveyard, you can remove 2 Time Counters from anywhere on the field to Special Summon this card to your field.

Temporal Kingdom
Field Spell
Once per turn, you can pay 500 life points to place a Time Counter anywhere on the field. You can remove 3 Time Counters from anywhere on the field to Special Summon a 'Temporal' monster from your graveyard. You can remove 6 Time Counters from anywhere on the field to destroy a card on the field. You can remove 8 Time Counters from anywhere on the field to look at your opponents hand and remove one card in it from play.

Time-Surge
Quick-Play Spell
Place 3 Time Counters on any 'Temporal' monster you control. That monster is destroyed during the End Phase.

Shattered Timeline
Continous Spell
During each of your Standby Phases, you may place 1 Time Counter on any 'Temporal' monster you control.

Time Lock
Normal Trap
When your opponent's monster declares an attack while you have a 'Temporal' monster on your side of the field, negate the attack and end the Battle Phase. Place 1 Time Counter on a 'Temporal' monster you control.

Time Stream
Normal Trap
Special Summon one 'Temporal' monster from the graveyard. It has it's ATK halved and gains a Time Counter.

--------------------------------------------------------------------------------------------------------------
Feel free to comment and criticise constructively.

Gymnotide August 23rd, 2010 7:17 AM

Kinda slow, Diablerie. I like Time Counters, though. I made a set that was... Eerily similar to that, except PC deleted it in a DBE and the post wasn't regenerated when I reopened the post window :(

Blue-Eyes Twin Dragon
( 10 Stars / LIGHT / Dragon / Fusion / Effect Monster )
2000 / 2000


Blue-Eyes White Dragon + Blue-Eyes White Dragon

The effects of this card cannot be negated. This card can attack twice during each Battle Phase. Each time this monster destroys a monster by battle, you can Special Summon 1 "Blue-Eyes" card from your Graveyard. When this card is sent to the Graveyard, you can Special Summon 1 "Blue-Eyes" card from your Deck or Graveyard.

Gale Dogra has a use now?

Trap Sealing
Normal Trap
Discard 1 card. If this card was activated, as long as this card is in your Graveyard and you have a "Trap Stun" in your Graveyard, negate the effects of Trap cards other than "Trap Sealing".

Cirrus August 23rd, 2010 1:05 PM

Trap Sealing seems good... but also easily counterable with stuff like D.D. Crow. Which then makes you get 2-for-1'd. D=

Fusion Monsters are Special Summon Only monsters, Gymno, so you should probably put "ignoring the Summoning Conditions". =D

Tricolor Knight
Level 4 - EARTH - Warrior/Effect - 1900/1200
This card's Attribute is also treated as LIGHT and WIND. You can Tribute this card to destroy 1 monster your opponent controls. You can activate this effect during either player's turn.

Tricolor Inferno
Level 4 - FIRE - Pyro/Effect - 1700/1400
This card's Attribute is also treated as DARK and WATER. You can Tribute this card to draw 2 cards and discard 1 card. You can activate this effect during either player's turn.

Tricolor Phoenix
Level 3 - WIND - Winged-Beast/Effect - 1500/1000
This card's Attribute is also treated as FIRE and LIGHT. You can Tribute this card to destroy 1 card your opponent controls. If that card was a Spell or Trap card, draw 1 card. You can activate this effect during either player's turn.

Tricolor Mermaid
Level 3 - WATER - Sea-Serpent/Effect - 1700/800
This card's Attribute is also treated as EARTH and DARK. You can Tribute this card to randomly remove from play 1 card in your opponent's hand. If that card was a Monster card, draw 1 card. You can activate this effect during either player's turn.

Tricolor Shadow
Level 2 - DARK - Fiend/Tuner/Effect - 900/1200
This card's Attribute is also treated as FIRE and EARTH. During your opponent's Main Phase, you can Synchro Summon if you use this face-up card as a Synchro Material Monster. When this card is used for a Synchro Summon, draw 1 card. If that card was a Spell or Trap card, you can reveal it to your opponent and destroy 1 card your opponent controls.

Tricolor Spirit
Level 2 - LIGHT - Fairy/Tuner/Effect - 100/2000
This card's Attribute is also treated as WIND and WATER. During your opponent's Main Phase, you can Synchro Summon if you use this face-up card as a Synchro Material Monster. When this card is used for a Synchro Summon, draw 1 card. If that card was a Monster card, you can reveal it to your opponent and draw 1 additional card.

Tricolor Angel
Level 6 - LIGHT - Fairy/Synchro/Effect - 2500/2100
1 "Tricolor" Tuner + 1 or more non-Tuner "Tricolor" monsters
This card's Attribute is also treated as the Attributes of the Synchro Material Monster(s) used for the Synchro Summon of this card. You can Tribute this card to draw 1 card. You can activate this effect during either player's turn. Once per turn, you can discard 1 card to destroy 1 card your opponent controls of the corresponding type.

Tricolor Archfiend
Level 5 - DARK - Fiend/Synchro/Effect - 2400/1700
1 "Tricolor" Tuner + 1 or more non-Tuner "Tricolor" monsters
This card's Attribute is also treated as the Attributes of the Synchro Material Monster(s) used for the Synchro Summon of this card. You can Tribute this card to randomly remove from play 1 card in your opponent's hand. You can activate this effect during either player's turn. Once per turn, you can discard 1 card to destroy 1 card your opponent controls of the corresponding type.

Dazzling Magnificence
Quick-Play Spell
Activate this card only when a "Tricolor" monster you control activates its effect. Duplicate that effect.

Elemental Spiral
Normal Spell
Activate only if you control a monster with 3 or more Attributes. Destroy 1 card on your opponent's field.

Defiance Synthesis
Normal Trap
Tribute 1 "Tricolor" monster you control. Until your next turn, you and your opponent cannot play or Set any Spell or Trap Cards. Spells, Traps, and Effect Monsters' effects cannot be activated in response to this card's activation.

Gymnotide August 24th, 2010 1:10 AM

Quote:

Originally Posted by Cirrus (Post 6097717)
Trap Sealing seems good... but also easily counterable with stuff like D.D. Crow. Which then makes you get 2-for-1'd. D=

Fusion Monsters are Special Summon Only monsters, Gymno, so you should probably put "ignoring the Summoning Conditions". =D

Wait hell LOL. That wasn't the card that I had in mind for Gale Dogra at all. I don't know why I posted that up. Hahahahaha bad mistake.

cbf doing it now, though.

Um, yup before Trap Sealing was way OP so I had to nerf it by adding a discard cost and activation cost. It's good that it can be countered using alternative methods you might not play normally (D.D. Crow, Soul Release, etc.), though, since its effect can't really be destroyed or negated by conventional means. So, intended I'd say.

Cirrus August 25th, 2010 6:25 AM

D.D. Crow is maindecked by quite a few decks. >:

Also Happy Heralds beats it in the face. "Negate the activation" kills Trap Sealing... but then Happy Heralds would just play Decree.

Gymnotide August 25th, 2010 6:56 AM

Quote:

Originally Posted by Cirrus (Post 6101887)
D.D. Crow is maindecked by quite a few decks. >:

Also Happy Heralds beats it in the face. "Negate the activation" kills Trap Sealing... but then Happy Heralds would just play Decree.

Er, not enough for me to care about it. Anyway, the card's balanced enough though.

Trap Dispel
Normal Spell
Destroy 1 face-up Spell or Trap card. If this card is in your Hand, you can play with your Hand revealed (your Hand must remain revealed until this card leaves your Hand). If you do, negate the first Trap card activated each turn (this effect is not optional). If you have 4 or more cards in your Hand while your Hand is being revealed by this effect, discard this card.

Eye of Piercing Shadows
Normal Spell
Select 1 face-down Spell or Trap card. That card cannot be activated in response to this card. Flip it face-up. As long as that card remains face-up, it cannot be activated and your opponent takes 500 damage during each of their Standby Phases.

*yawn* Greed burn support.

Avarice
Normal Spell
Destroy 1 monster your opponent controls. Your opponent draws 2 cards.

Indulgence
Normal Spell
Add 1 "Greed" from your Deck to your Hand.

Spirit of Greed
( 4 Stars / FIRE / Fiend / Effect Monster )
0 / 2300


During the End Phase, if this card face-up on the Field, the turn player takes 500 damage for each card they drew outside the Draw Phase this turn. You can send this card to the Graveyard to add 1 "Greed" from your Deck or Graveyard to your Hand.

Pop a couple Thunder King Rai-Oh's on the Field :s

lol which brings to mind:

Thunder King's Taunt
Normal Spell
Add the top card of your Deck to your Hand. This effect cannot be negated by the effect of "Thunder King Rai-Oh." Then, select 1 monster in your opponent's Graveyard. Special Summon it to their side of the Field.

Cirrus August 25th, 2010 9:01 PM

Somehow I think Thunder King's Taunt would be really good in Glad Beasts. O_O

Soul Blast
Normal Spell
Discard 1 card to destroy up to 2 face-up monsters your opponent controls, and inflict damage to your opponent equal to half of their combined ATK.

Mind Blast
Normal Spell
Tribute a monster you control to have your opponent discard 2 cards randomly from their hand.

Reverse Blast
Normal Spell
Pay half your life points to inflict damage to your opponent equal to half the amount paid.

Stream Blast
Normal Spell
Inflict 1000 damage to your opponent. Then, you can select a Monster card in your opponent's Graveyard and remove it from play.

Randomized Blast
Normal Spell
Flip a coin and call Heads or Tails. If you guess correctly, inflict 2000 damage to your opponent. Otherwise, inflict 1000 damage to both players.

Elemental Blast
Normal Spell
Declare an Attribute other than LIGHT or DARK. Destroy 1 monster on the field with that Attribute and inflict damage to your opponent equal to its ATK.

Blast Cannon
Continuous Trap
Once per turn, you can remove 2 Blast Counters from this card to draw 1 card. Whenever you activate a "Blast" card, you can activate one of the following effects:
- Inflict 500 damage to your opponent.
- Place 1 Blast Counter on this card.

Successor Blast
Normal Trap
Discard 2 cards. Activate 2 "Blast" cards in your Graveyard without paying their costs.

Gymnotide August 26th, 2010 1:00 AM

Nooooo Mind Blast
Errrgh

Diffuse
Counter Trap
Discard 1 card. Negate the effect of a card that has an effect anywhere on the card that inflicts damage to a player and remove it from play. If this card was activated and is in your Graveyard, you can remove it from play during any time to activate its effect.

Diablerie August 28th, 2010 9:23 PM

Spoiler:

Temporal Knight
4 stars/Warrior/Earth
1500/1100
During each of your Standby Phases, this card gains a Time Counter. This card gains 300 ATK for every Time Counter on the field.

Temporal Dragon
4 stars/Dragon/Wind
1600/100
During each of your Standby Phases, this card gains a Time Counter. You can remove 3 Time Counters from anywhere on the field to inflict 800 damage to your opponent.

Temporal Golem
4 stars/Rock/Fire
1000/1900
During each of your Standby Phases, this card gains a Time Counter. You can send 4 Time Counters from anywhere on the field to Special Summon a 'Temporal' monster from your graveyard.

Temporal Jester
3 stars/Spellcaster/Dark/Tuner
1500/1400
During each of your Standby Phases, this card gains a Time Counter. If this card is used for the Synchro Summon of 'Temporal King', draw 1 card for every Time Counter on this card.

Temporal King
7 stars/Fiend/Earth/Synchro Monster
2000/1800
This card gains 200 ATK for every Time Counter on the field. When this card attacks a monster with defence lower than this monster's attack, inflict the difference as battle damage. If this card is destroyed and sent to the graveyard, you can remove 2 Time Counters from anywhere on the field to Special Summon this card to your field.

Temporal Kingdom
Field Spell
Once per turn, you can pay 500 life points to place a Time Counter anywhere on the field. You can remove 3 Time Counters from anywhere on the field to Special Summon a 'Temporal' monster from your graveyard. You can remove 6 Time Counters from anywhere on the field to destroy a card on the field. You can remove 8 Time Counters from anywhere on the field to look at your opponents hand and remove one card in it from play.

Time-Surge
Quick-Play Spell
Place 3 Time Counters on any 'Temporal' monster you control. That monster is destroyed during the End Phase.

Shattered Timeline
Continous Spell
During each of your Standby Phases, you may place 1 Time Counter on any 'Temporal' monster you control.

Time Lock
Normal Trap
When your opponent's monster declares an attack while you have a 'Temporal' monster on your side of the field, negate the attack and end the Battle Phase. Place 1 Time Counter on a 'Temporal' monster you control.

Time Stream
Normal Trap
Special Summon one 'Temporal' monster from the graveyard. It has it's ATK halved and gains a Time Counter.



Well a little while back I made those Temporal cards, but I got a few people saying that they were too slow, so I decided to come with some more Temporal support to make it more usable.

Temporal Slime
2 stars/Plant/Light/Tuner
300/200
When this card is in your graveyard, you can remove 3 Time Counters from anywhere on the field to Special Summon it. When this card is used for a Synchro Summon, place 2 Time Counters on the Synchro monster.

Temporal Wyvern
5 stars/Dragon/Fire
2200/1800
You can remove 3 Time Counters from anywhere on the field to Special Summon this card from your hand or graveyard. Once per turn you can place a Time Counter on any card on the field.

Temporal Distortions
Counter Trap
Activate when a monster is summoned, or a spell or trap is activated. Remove 4 Time Counters from anywhere on the field to negate the summon or activation of the card and destroy it.

More to come?
Comment and criticise constructively.

Ninja Caterpie August 29th, 2010 4:50 AM

I made a couple of random MTG cards for the lols - bringing back Kithkin/Rebel awesomeness!

Mendalius, the Exile 3WB
Legendary Creature - Kithkin Rebel
First Strike
When Mendalius, the Exile comes into play, you may search your library for a Kithkin or Rebel with converted mana cost 4 or less and put it into play.
"Many would have stopped; fallen; given up long before, but Mendalius continues on, struggling for a better future for himself and his followers."
4/2
Mythic Rare

Rebel Fortress
Legendary Land
T: Add 1.
BBT: All rebel creatures you control gain +1/+0
WWT: All rebel creatures you control gain +0/+1
Rare

Mendaline Striker 2B
Creature - Kithkin Rebel
First Strike
"When Mendalius was exiled, many followed him to the mountains of Exaria. Some knew how to fight. Others soon learned."
3/1
Common

Mendaline Healer 2W
Creature - Kithkin Rebel
Flash
When Mendaline Healer comes into play, choose one: Regenerate target Rebel or gain 2 life.
2/2
Common

Rebel Saboteur 2BB
Creature - Human Rebel
When Rebel Saboteur deals damage to a player, that player randomly discards a card.
2/3
Uncommon

Cirrus August 29th, 2010 6:18 AM

Healer needs Flash I think <.< for the first ability to be useful.

Blitz Hurricane
Continuous Spell
When a "Blitz" monster is Normal Summoned to your side of the Field, you can add 1 "Blitz" monster from your Deck to your hand that has less ATK than that monster.

Gymnotide September 2nd, 2010 12:04 PM

Quote:

Originally Posted by Gymnotide (Post 6104100)
Nooooo Mind Blast
Errrgh

Diffuse
Counter Trap
Discard 1 card. Negate the effect of a card that has an effect anywhere on the card that inflicts damage to a player and remove it from play. If this card was activated and is in your Graveyard, you can remove it from play during any time to activate its effect.

Adding on to this.

Gravekeeper's Vigilance
Counter Trap
Negate the effect of a card that activates in the Graveyard or a card that targets a card in the Graveyard. Remove that card from play. Then, reveal 1 "Gravekeeper's" monster in your Hand or discard 1 card. This card's effect cannot be negated by "Necrovalley."

Failed Succession
Counter Trap
You can activate this card when a Field Spell is activated. Remove that card from play. If a Field Spell was destroyed when the removed card was activated, put the Field Spell back on the Field and destroy 1 card your opponent controls.

Counter Hole
Counter Trap
When 2 or more cards on the Field would destroyed at the same time by a card effect of a Spell or Trap card, negate that effect. Then, remove that card from play. Until your next End Phase, you can activate that card once as though it were in your Hand. If you do, return that card to the Graveyard.

Cease to Exist
Normal Spell
Draw 1 card. During your Main Phase, if this card is in your Hand you can reveal it (it remains revealed until it is removed from your Hand). As long as this card remains revealed, you can negate the activation of an Effect Monster's effect. If this card was revealed by its own effect, you must discard 1 card during each End Phase.

Gymnotide September 5th, 2010 8:13 AM

Remake for fun.

Stardust Dragon-Killer
( 6 Stars / WIND / Dragon / Effect Monster )
2550 / 1200


You can Special Summon this card if your opponent controls a face-up Synchro monster and you control no monsters. If you do, your opponent cannot activate Spell or Trap cards until the End Phase. You can remove from play this card in your Graveyard to send to the Graveyard 1 face-up card that has the effect of negating a card.

Cirrus September 5th, 2010 11:43 AM

Shield-Dust Dragon
LV 8 - WIND - Dragon - Synchro/Effect - 2850/2550
1 Tuner + 1 or more non-Tuner monsters
Once per turn, you can destroy 1 Synchro Monster on your opponent's side of the field. This monster is not affected by the Monster Effects of Level 8 or lower Synchro Monsters. When this card is destroyed and sent to the Graveyard, you can Special Summon it during your End Phase. If you do, destroy 1 card you control other than "Shield-Dust Dragon".

D.D. Whirlwind
LV 7 - LIGHT - Winged-Beast - Synchro/Effect - 2600/1800
1 Tuner + 1 or more non-Tuner monsters
This card cannot be destroyed by battle by a level 7 or lower monster. When this face-up card you control is targeted by an opponent's Effect Monster's effect, select up to 2 cards your opponent controls and destroy them. When this card is Removed From Play, you can discard a card. If you do, Special Summon this card during your next turn's Standby Phase.

Swordmaster of Landstar
LV 6 - EARTH - Warrior - Synchro/Effect - 2200/1500
1 Tuner + 1 or more non-Tuner monsters
This card gains 200 ATK for each monster you control. When this card is removed from the field, draw 1 card. If that card is a Monster card, you can reveal it to draw 1 additional card.

Rapid Fire Turret
LV 4 - FIRE - Machine - Synchro/Effect - 1000/2300
1 Tuner + 1 or more non-Tuner monsters
This card can attack while it is in Defense Position. If this card attacks while in Defense Position, switch its original ATK and DEF until the end of the Damage Step and apply its ATK for damage calculation. If this card is switched to Attack Position by an opponent's card effect, destroy all cards your opponent controls. Once per turn, you can destroy 1 monster your opponent controls with 1000 DEF or less or inflict 1000 damage to your opponent.

Gymnotide September 20th, 2010 5:00 AM

Leaf Shooter
Continuous Spell
Each time a Plant-type monster is sent to the Graveyard, place 2 Plant Counters on this card for each card sent. Send this face-up card to the Graveyard to inflict 200 damage to your opponent for each Plant Counter on it. If this card were to be destroyed, remove 1 Plant Counter instead.

Cirrus September 20th, 2010 5:27 PM

Platinum Sword - 4
Artifact - Equipment
Equip 4
Equipped creature has lifelink, first strike, and deathtouch. As long as Platinum Sword is attached to a creature you control, you can't lose the game and your opponent can't win the game.


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