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Reversal of Fate
Normal Spell You can only activate this card when your opponent has at least 10 cards in play and 6 cards in his/her hand, and you have no cards in play or in hand (except this card). Pay half your life points to destroy all cards in your opponent's hand and on his/her side of the field. Inflict 500 points of damage to your opponent's Life Points for each card destroyed by this effect. Afterwards, you may draw up to 8 cards. Ultra Rare Topdecking becomes good!! Second effect's just there just in case, but the first effect SHOULD be an instant kill (10+6=16x5=8000). |
Ya' know, Icha, there's already a trap card called 'Reversal of fate' (It reverses all tarot creatures on the field, don't know if they've been released yet, but they do feature in the anime =3). That instant kill can be blocked by Pikeru's Circle of Enchantment, btw.
Anyways, just as a few random YGO cards (A thousand pardons if similar ones have already been made, I'm too lazy to check): Sleight of Hand Continuous spell Rare Once per turn during your draw phase you may pay 200 life points in order to shuffle the card you drew into your deck and draw again. Like I said, a very random card. It do believe that it would come in handy in those situations when you just can't afford a dead draw. Ancient Gear Monstrosity Effect Monster Type: Machine Attribute: Earth Level: 8 Atk: ? Def: 0 Secret Rare This creature cannot be normal summoned or set. This creature cannot be special summoned from your deck. This creature can't be special summoned from the graveyeard except by its own effect. This creature can't be special summoned from your hand except by tributing Ancient Gear Factory from your side of the field when you have four or more creatures with Ancient Gear in their names removed from play. The Attack of this creature becomes 400 x the number of your creatures with Ancient Gear in their names that have been removed from play. The effects of your opponent's effect monster that this creature destroys in battle are negated. This creature cannot be returned from the field to your hand or deck. Whenever this creature attacks, your opponent cannot activate any Spell or Trap cards until the end of the damage step. Whenever this creature on the field is destroyed or removed from play, you may remove from play two creatures with Ancient Gear in their names from your hand, field, or Graveyard to special summon this creature on your side of the field in face-up Attack position. A very theme-based card that's rather tricky to get into play, once it hits the field, though, it certainly wants to stay there, the nastiest thing being that every time it's returned it also gets stronger by another 800 points. What can I say? I like the ancient gears. =3 EDITNESS: Improved the Monsrosity's special summoning conditions. Hope they work this way. |
I like my monarch killer
CC becomes a bad deck =D |
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The Wind monarch seems slightly overpowered, I'd say it would be cooler if it had a more wind-based power such as "select one card on your opponent's field and return it to his/her hand", it also lacks Attack and Defense values, but I assume those are the standard monarch ones? The abbyss monarch ain't too shabby, though, although I shudder to think of what that could cause when combined with a monarch control deck, and checkpoint...well, it's the most balanced card of this lot, that much is for sure, but I think the cost is a wee bit steep seeing as how Inspection lets you see a card from your opponent's hand for 500 and Patroid lets you check facedowns for free. Try cutting down on the LP cost or removing the draw restrictions. Speaking of control switching, there was one more card which I forgot to add: Inverted Reality Normal Trap Secret Rare This trap can only be activated when your opponent has at least 1000 LP more than you. Pay 4000 LP. Both players shuffle all cards in their hands into their decks and all cards on the field switch owners (Regardless of position), then both players draw a number of cards equal to the amount of cards shuffled by their opponent. EDITNESS: Adjusted the effect to prevent shameless Darkworld abuse. |
Shall We Continue?
Trap Your opponent skips their current phase. This cannot be used to skip the draw phase. Pardon Me Trap If this card is sent from the field to the hand by an opponent card effect call monster, spell or trap and discard all of that type of card to the graveyard. The Sleeping Giant LV. 1 0/0 Beasts The controller of this card may not enter their battle phase. When your opponent normal summons, flip summons or special summons a monster decrease its attack by 2350 points. Engrown Tree 1500/2000 LV. 5 Plant Each time a plant monster is sent to the grave increase this monsters ATk or DEF by 500. Also special summon 1 plant from your deck. You cannot choose "Engrown Tree." Sprout Spell Send one plant from your side of the field to the graveyard to choose one of the following effects: *Return one spell in the grveyard to your hand *Discard randomly one card from the opponents hand Yes that is an FTK! A BALANCED one 2! Synthesis Continuoes Spell Each time a spell is return from the graveyard to the owners hand increase your Life Points by 500. Spring Field Card Once per turn you may send one plant on your side of the field to draw 2 cards from your deck. You must pay 500 LP during your stand-by phase, if you dont destroy this card. Inner-Energy Spell Pay x1000 LPs. Draw 1 card for each 2500 LP you pay. Watch Your Step Spell Both you and your opponent randomly discard 2 cards in your hand and then draw 3. Reach for Victory Field Spell Once per turn you may pay 500 LP to search your deck for one Continous spell card and add it to your hand. The deck is the then shuffled. 1! 2! 3! Spell Add up to 3 spell counters to any monster than may have a counter. Pot of Hidden Pain Spell Draw 2 cards. You opponent may then select up to 5 cards in his/her graveyard and return them to his/her deck. The deck is then shuffle. Wrark, Immortal Lord of Dark World 2700/1500 LV. 7 If this card is discarded from the hand to the Graveyard by a card effect, Special Summon this card to your side of the field. If this card is discarded from the hand to the Graveyard by your opponent's card effect, you choose one of the following effects: *Your opponent randomly selects and removes from play 1 card from his/her hand and then selects and removes from play another card from his/her hand. *Draw 2 Dark World Field Spell You and your opponent discard one card randomly from your hand during each of your draw phases. An Over-Powering Rush Spell Discard your hand and draw the same amount of cards. If one of the monsters you discarded was a Dark World monster you may draw 1 additional card. D.D. Lord LV. 6 2500/2500 Spellcaster As long as this card remains face-up on the field cards are removed from play instead of being sent to the graveyard. Once per turn you may pay 1000 LP to special summon one monster that is removed from play. This card cannot be special summoned. Seems Raw?!? Spell Pick up the top card of your deck. This cards effect is as follows: Monster: Special Summon the monster. Draw 1 card. Spell: Activate the spell. Once card has resolved you may draw 1 card. Trap: Remove from play your hand and one monster on your side of the field. This could be a Tier 1 deck... no traps AT ALL. I think the game would <3 this card. TO FAST! Spell This card can only be acitvated if Dekochi the Gain Train is face up on the field. Draw 2. Dekochi the Gain Train 1401/1001 Machine Flip: Draw 1. You may then search your opponents deck and send all "Dekochi the Battlechanted Locomotive" to the graveyard. =D LOL Chaos King - Lord of Two Worlds- 3000/2500 Fiend This card cannot be Normal Summoned or Set. This card can only be Special Summoned by returning from the removed from play pile 2 LIGHT and 2 DARK monster back to your graveyard. When this card is special summoned in this way flip a coin. Heads: Remove from play all cards on your side of the field excluding this monster Tails: Remove from play cards on your opponents side of the field and this monster. Chaos God -The Savoir of the Two Worlds- 3000/2500 Spellcaster This card cannot be Normal Summoned or Set. This card can only be Special Summoned by returning from the removed from play pile 2 LIGHT and 2 DARK monster back to your graveyard. When this card is special summoned in this way roll a 6 sided di. 1-3: Remove your hand from play. 4-6: Remove your opponents hand and this card from play. So I bring Chaos back in a HUGELY watered down version The Mad Scientist 300/200 Spellcaster Pay 1999 LPs. Special summon one LV 6 or lower fusion monster. This monster cannot attack your opponents life points directly this turn, Return all monsters summoned to the fusion deck at the end phase of the turn. No FTK 4 u |
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And that is EXACTLY why I threw in the last part about drawing cards. DaKing23, uh...one, some of those effects are worded poorly (like the Chaos monsters), and two, WHAT'S WITH ALL OF THE WEIRD NUMBERS??? 1401, 1999, what's next? 7458? |
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Err... can we all be clear about the card effects? I don't even know how to comment on a vast majority of them... Reversal of Fate -err, how do you have more than 10 cards in play anyway? lol. Either way, you might as well make this a win condition, because I honestly don't know how are you going to trick your opponent into filling all of his/her spell/trap zone and none of them turns out to be chainable. Afterall, just one of those 5 spell/trap chain on to the effect, and Reversal of Fate fails because the requirement is no longer met. Let's not forget the 5 monsters (though Ojama Trio fills up 3 of them...) It's that difficult to pull off. (however, it's nice to see underpowered cards which are much easier to fix in comparison to overpowered cards) Sleight of Hand -I like it, it's not that random really. We got Helping Robo for Combat that has a similar effect. It's a good Exodia support which they kind of need since it's too easy to stop, especially after sidedecking. Ancient Gear Monstrosity -We have a *huge* problem. "This creature cannot be special summoned except by tributing Ancient Gear Factory from your side of the field when you have four or more creatures with Ancient Gear in their names removed from play." "Whenever this creature on the field is destroyed or removed from play, you may remove from play two creatures with Ancient Gear in their names from your hand, field, or Graveyard to special summon this creature on your side of the field in face-up Attack position." Obviously, this is not working. Also, as a sidenote, Ancient Gear is combining itself with Gadgets in terms of theme... Ancient Gear now focuses on not only disabling traps in the battle phase, but also gaining effects depending on what gadgets are tributed for the ancient gear monsters. Inverted Reality -Let's just rename it to Dark World Reality lol (since the Dark World monster's special summoning will come after all of Inverted Reality's effect has taken place) -just technical stuff like how the cards have to go back to the respective owner's graveyard and etc etc Somehow I forgot, but which monster deals damage if its control is switched...? There's a few monsters that got effects related to switching control but I forgot what they are, so cant' check if this card will create dangerous loopholes... I'll type some of my own stuff another time. |
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Anyways, just two more (Hopefully less bugged) cards: Dimension Rift Field Spell Rare As long as this card remains on the field, all cards that are sent to the graveyard are removed from play. ^ Banisher in spell-form. D.D.Abductor Effect Monster Type: Warrior Attribute: Darkness Level: 3 Atk: 300 Def: 200 Common Whenever this facedown creature is attacked, remove both this creature and the attacking creature from play. When this creature attacks your opponent's life points directly, you may remove this creature from play. If you do, your opponent must choose one monster card from his/her deck and remove it from play. Your opponent then shuffles his/her deck. ^ Wannabe Vampire Lord that doubles up as monster removal. |
Now for a clean sweep...
First, Frostweaver, the ten cards is a requirement for ACTIVATION. It doesn't matter if they activate every single one in response; as long as it isn't negated, the effect still goes through. And, yeah, AE already mentioned the 11-card thing. I just didn't want to require a field spell (who really plays those nowadays??). DaKing23, random numbers followed by a random comment...*sigh*... Alter Ego, those cards are interesting, but isn't the second one kind of asking for DD abuse (Scout Plane, RftDD, Helios, etc)? Oh, and for that problem with Ancient Gear Monstrosity, just add the line *This effect can not be negated by any effect, including this card's." Now that's out of the way, I'm going to get "revenge" on DaKing23 for his random comment by doing something I've never done before: tweaking someone else's cards. Chaos Master--Envoy of the Salvation LIGHT/Spellcaster ATK 3000 DEF 2500 This card cannot be Normal Summoned or Set. This card can only be Special Summoned by returning 2 LIGHT and 2 DARK monsters that have been removed from play back to your graveyard. When this card is special summoned in this way roll a 6 sided die. 1-3: Remove all cards in your hand from play. Afterwards, inflict 100 points of damage to your opponent's Life Points for each card that is now removed from play. 4-6: Remove all cards in your opponents hand and this card from play. Yeah, not much done there (what monster would have the word "god" on it? Not even the God Cards have it...). However, I'M NOT DONE YET... Chaos Lord--Envoy of Two Worlds DARK/Fiend ATK 3000 DEF 2500 This card cannot be Normal Summoned or Set. This card can only be Special Summoned by returning 2 LIGHT and 2 DARK monsters that are removed from play back to your graveyard. When this card is special summoned in this way flip a coin. If Heads, remove from play all cards on the field excluding this monster and inflict X00 points of damage to your opponent's Life Points, where X is the number of cards that are in your hand at the time of this effect's activation. You cannot conduct a Battle Phase until after your 2nd Standby Phase after this effect's activation. If the coin lands on Tails, remove this monster from play and take damage equal to half of its ATK. Still more left! Now come my new cards to go with these. Envoy's Message Normal Spell Discard two cards from your hand. Select one monster on your side of the field with "Envoy" in its card name. During the turn you activate this card, the selected monster can activate its effect a second time, regardless of activation requirements. Envoy's Betrayal Counter Trap You can only activate this when the effect of a monster with "Envoy" in its card name is activated. Negate the effect, destroy the monster, and inflict 1500 points of damage to your opponent. |
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Dimension Rift We have the *same* card known as Dimensional Fissure... D. D. Abductor I actually like this card... Because whatever happens, it's a 1-1 and is weaker than Exiled Force. It can be searched out by Reinforcement of the Army, yet can't be abused like Exiled Force by special summoning or last will because its first effect requires it to be facedown. In terms of the offensive ability, it has to hit the empty field like a reaper and remove itself from play afterward, trading field presence for control. Balanced, I say~ As for the watered-down Envoy, it's so weakened that it's difficult to play, but not impossible... Fun card for luck based deck. Too bad Sasuke Samurai 4 is not light or dark, lol. |
Safely Delayed(xD! Copied Rush)
Quick Play Spell This card Can only be activated when a monster declares an attack; Decrease the ATK of one Monster on the Field by 800 Points ~NekroBoi~ |
Now, to continue that Envoy line (and try to give Ancient Gear Monstrosity a run for its money)...
Chaos Creator--Lord of Envoy 12 Stars/Light/FIEND ATK 4300/DEF 3700 "Black Luster Soldier-Envoy of the Beginning" + "Chaos Emperor Dragon-Envoy of the End" This card can only be Special Summoned by fusing the above-listed monsters. When this card is Special Summoned in this way, roll a six-sided die twice and add the results. If the total is greater than 10, you win the Match. If the result is 2 or 3, you lose the Match. Otherwise, you may then flip a coin. If Heads, you may pay any number of 1000 Life Points to remove the top two cards from your opponent's deck from play for each 1000 Life Points paid. If this payment reduces your Life Points to below 500, instead remove your opponent's entire deck from play. If the coin flip is Tails, remove all cards on your side of the field from play, except this card. XD D.D. Bomb Spell Card If this card is removed from your Deck from play by an opponent's card effect, inflict 800 points x the number of your cards that are removed from play to your opponent. |
Ehh...that's an...interesting fusion you've got there, Icha. Although I fail to see why anyone who got away with having both Chaos Emperor and Black Luster in their deck would be willing to take that chance of losing. xD
D.D. Bomb is pure OTKO material. Ten cards is enough for 8000, so yeah...at least it doesn't count your own remove from plays. Oh, and a random card... Supernova Normal Trap Rare This card can only be activated by tributing one creature with Helios in its name while Macro Cosmos is face up on your field. Apply the effect according to the name of the tributed creature: Helios the Primordial Sun - Remove all monsters on the field from play then inflict damage to both players' life points equal to 100 x the number of cards removed. Helios Duo Megistus - Remove all cards on the field from play then inflict damage to both players' life points equal to 200 x the number of cards removed. Helios Tris Megistus - Remove all cards on the field and in both players' hands from play then inflict damage to both players' life points equal to 300 x the number of cards removed. Infinite Universe Field Spell Very Rare Whenever a monster on the field is removed from play, the owner of that monster may special summon a monster with the same name from his/her deck. Yes, I think studying Astrophysics is getting to me. xD Oh yes, one more card: Time Distortion Normal Trap Rare Roll a six-sided die then filp a coin. If heads, move the turn count forward by a number of turns equal to the result of dice roll. If tails, move the turn count backward by a number of turns equal to the result of the dice roll. ^ Nope, don't know what this card would be good for, except maybe influencing Final Countdown, Future Fusion or Wave-Motion Cannon. It just came to my mind. |
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Infinite Universe: ...Can you say DD Survivor? Time Distortion: Hmm...SORL or Destiny Heroes, perhaps? ...Kind of focusing on the space theme, huh? Well, let's add: Black Hole (not to be confused with Dark Hole) Normal Spell You can only activate this card when you have 3 or more non-token monsters on your side of the field. Remove all monsters on the field from play. Each player then searches his/her deck and removes from play all copies of any face-up monsters that were removed by this effect. |
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The Darkest Hour
Destroy all Monsters that were special summoned. Special Summon three monsters removed from play(that are not of the attribute Dark) for twelve turns. For Twelve turns, only Dark Attribute Monsters May Attack, and only one attack may be declared each round. ~NekroBoi~ |
Supernova- it's still not tempting enough to run those spacian-fireballs in my deck >>; And, it's going to be an insanely hard OTK Icha using at least 3 trap cards and a few super situation monster cards to boot, too.
Infinite Universe- D. D. Scout Plane, you mean. D. D. Survivor got its reinforcement already. However, again still only a support card for Macrocosmos to speed up the deck. Time Distortion- Wave Motion Cannon/Clock Tower Gamble Burn is born. lol, people will completely whine about this deck, cause it'll be luck that wins and not skill. Black Hole- It's rather fair of a card actually. There's some of our super special summoning crew here >>; Squirrels, gaseous dinosaurs, insanely huge bacteria and whiny kids in spacesuits, to name a few... but remember that this card is horrible topdeck, bad if it's not drawn early game, and still situational. You need to base your deck on those fast special summons (all of them except the dino got crap attack power), and even RftDD doesn't do much with so many weak attackers except for one of them... The Darkest Hour- Do I even need to mention how broken this is... It's stall on steroids, while Dark Necrofear sweatdrops at his mixed blessing as he stares at this card. |
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CED only requires some common monsters in the graveyard. Getting out Tris is hard as heck, requiring you to play some pretty specific monsters. Pikeru's trap is a dead draw until the combo is complete. Macrocosmos will be the only card that can help out during the card collection step of the OTK, and you're probably better off running a normal cosmos instead of the OTK. (Oh, and if you put it that way, you can just stick in Pikeru in traditional format with CED to accomplish "CED without LP Cost OMG" anyway)
Doesn't DD Survivor basically do that already, except with a less effective but much more general card known as reinforcement of the army... so ROTA can't get to the field immediately, but it's not restricted to DDS. Meh... |
My first attempt...
Free Pass Normal Spell You can only activate this card while your Life Points are lower than your opponent's Life Points and the difference is 4000 points or more. Pay half of your Life Points. For the remainder of the duel, you do not have to pay costs to use the effects of any card. Super Rare This card is limited to one per deck. Heh. |
Cyber Jar #2
3 Stars/DARK/Rock ATK 1200/DEF 1200 FLIP: Destroy all face-up monsters on the field, except this card. Each player then picks up the top 5 cards of his/her deck and Special Summons as many Level 4 or lower monsters from them as possible. Each player adds any other picked-up monsters to their hands and sends any picked-up Spell/Trap cards to the Graveyard. A revival of one of my favorites. And, along with my most recent deck idea... Chimeratech Oversoul Normal Spell When this card is sent to the Graveyard due to the effect of "Chimeratech Overdragon", double the ATK of that monster until the end of the turn. If that monster battles a Defense position monster with an ATK higher than the Defense position monster's DEF, inflict half the difference as Battle Damage to your opponent's Life Points. At the end of your turn, take damage equal to half the Battle Damage the selected "Chimeratech Overdragon" dealt to your opponent this turn. Only one "Chimeratech Oversoul" may be in effect at once. |
Just killing some time before my doctor's appointment. I'll edit these with more thought later.
This was an idea that popped into my mind when I was at my cousin's house. He uses alot of 'roid' monsters, so... Roid Rage Equip. magic card This card can only be equipped to monsters with 'Roid' in their name. Add 2000 attack points at the cost of losing the effect of the monster. If the monster has no effect, its defense drops to 0. Super Rare This next one goes for all Familiar cards. Hiita is just an example. Familiar-Transformed - Hiita Effect Monster 8/Spellcaster/Fire By sending one 'Familiar-Possessed - Hiita and two Fire monsters from your side of the field to the graveyard, you may Special Summon this card. If you Special Summon this card in this way, you get this added effect: Remove a number of cards from play with six or greater stars. This card can attack once for each card you remove. 3000 ATK/1500 DEF Ultra Rare Quest For Ultimate Power Ritual magic card This card is used to summon 'Chimera, God of War'. You must also tribute two or more Fusion monsters whose stars equal 7 or more from your side of the field or hand. Uncommon Chimera, God of War Ritual monster 7/Beast Warrior/Light This card can only be Ritual summoned through the effects of 'Quest for Ultimate Power'. When this card is destroyed, pay 1000 Life Points and put two Monster tokens on your side of the field with stats equal to half of this card's. 3500 ATK/3000 DEF Ultra Rare |
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Anyway, a few cards from me again: Second Thoughts Quick-play Spell Until the end of the turn this card is activated, any monster that attacks is switched into Defense position at the end of the damage step and can't be switched back until the end of the turn. ^ Hello, mister Overdragon. =P I think this card would work very nicely to discourage attacks from a lot of the low-defense beatsticks out there (Such as Cyber Dragon or the Monarchs), but it would also double up nicely for attacks from low ATK monsters such as Spirit Reaper or Shield and Sword exploiters on your side. ^^ Cursed Seal of the Forbidden Summon Counter Trap This card can only be activated by tributing one monster from your field when your opponent summons a monster. Negate the summoning of that monster and destroy it. For the remainder of the duel, neither player can summon or set a monster with the same name as the monster destroyed by this effect. ^ They already did it with spells, you know. A permanent clean-up method against troublesome monsters like Treeborn Frog. Heart of the Pure Normal Spell This card can only be activated by selecting one face-up normal monster of level 3 or lower on your field. Until the end of the turn this card is activated, the ATK and DEF of all monsters on the field is set to their base ATK or DEF and the effects of all cards on the field and in both players hands are negated. Only normal monsters of level 3 or lower can attack during the turn this card is activated. ^ Yay normal monsters. =D EDITNESS: Cards fixed for the greater balance. :O |
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