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Yugioh Fakes - TTE 2008
I was on http://www.yugiohcardmaker.net and I was making some cards. They're from a set I call the Tickectmaster Tourney Edition. I got the Ticketmaster part from an ad I saw on the NHL All-star game. In case you can't see the cards, I'll write down the stuff:
Supernova Quick-Play Spell (it shows counter, typo) Secret Rare TTE-EN000 When your opponent attacks, pay 100 (typo) Life Points to stop the attack and destroy all monsters on your opponents side of the Field. http://i102.photobucket.com/albums/m101/GOOSE112/supernova_en.jpg Doom Bringer Horizon Field Spell Secret Rare TTE-EN001 When this card is in play, the ATK of all DARK monsters is increased by 100 points. http://i102.photobucket.com/albums/m101/GOOSE112/doomhorizon_en.jpg Valley Kingdom Continuous Trap Ultimate Rare TTE-EN002 As long as this card remains active, decrease the ATK of all\ LIGHT monsters by 400 points. http://i102.photobucket.com/albums/m101/GOOSE112/valleyking_en.jpg There'll be more in the set. |
YGO maker finally fixed their annoying font to be acceptable now <3
I'll use it if it's not for the pure fact that finding a suitable picture is extremely difficult for monsters. Supernova- broken... mirror force is down to 1 for a reason. 100 LP is beyond neglectable (heck even 1000 LP cost will make this broken... look at Soul Taker for comparison). This isn't even mirror force. It's raigeki. Defense mode won't save you. Not stoppable by Jinzo/Decree too since this is quick play spell. back on the ban list please... Doom bringer horizon- 1000 brute atk may sound nice and indeed quite difficult to stop when even the tomato suicides into the monarch for laughs. But we're better off thinking of ways to get out Dark Gaia, or fill our graveyard with dark monsters to pull out those nifty phantom darknesss stuff. This is not weak but powerful (and breaks all tradition), but right now dark focuses on graveyard explosive summoning for the most part. The only real practical thing we can do with this is to have major easy access to the higher level viruses in terms of combo. I'm still saying this card needs to be toned down though since it just breaks thresholds too much, and if the metagame ever shifts to a semi-slower pace, this card becomes breakthrough (if it last for one turn, so be it, 1 turn making all your monsters 2k+ atk power is probably OTK) Valley Kingdom- continuous trap sucks... and the effect is -400 on light only? It's just not powerful enough at all... not enough light monsters played, and -400 is not that much. Cards nowadays rely on extremely weird (and usually lengthy) effects and less on the brutal stats. By the way, unless rules changed, I'm sure Digi wants all of our fake cards in the fake card thread. |
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anywho digi has merged this. out of boredom, a set idea: there are those non-monster cards that say "When this face down card is destroyed, (do this)", so i'm wondering about a set of cards like this that say "when the face down card is destroyed, do this. When this is flipped face up (normally), do this (but a weaker effect)." |
Hm, existing Sandmoth sort of have part of it, as it gets recursion and atk boost if it's destroyed while facedown. Interesting concept though I'll tweak it a bit if I'm doing it maybe~
As for the criticism, isn't it worse to just bust in and say "I don't think they're very good"? It sounds so much like a filler and random comment just to put someone down. Writing out all the whys clearly will clarify/support the comment, and also inform the card maker about methods to make the card more playable~ I'm sure that you can try to walk into the poetry thread to say "I don't like this poem" with no other comments attached, and the Mod of that forum will come by to demand clarification too in the same manner~ Not like I don't make mistakes, that's why I always had to make revamp copies of the same card XP; (Making fake cards that are playable are quite an accepted norm in any YGO related fake card forum/thread/event~ Of course, there's always the joke cards but usually they are exaggerated or their effect is filled with different allusions to make it obvious that the card is for jokes.) |
I used to create Cards all the time for Yu-gi-oh. I never had a chance to put these all on YGO CardMaker as I know longer have time. However This would be my Kirby Set.
Kirby of the Stars 4 Effect When this monster battles a monster, at the end phase of your turn, you may send this card to the graveyard to special summon a fusion monster with Kirby in it's name from your Fusion deck, and then shuffle this card into your deck. 1500/1200 Fire Kirby FIRE 5 Pyro/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a FIRE or Pyro monster. During your oppoenets standby phase, inflict 600 points of direct damage to their lifepoints directly. 1900/1200 Ice Kirby WATER 5 Aqua/Effect This card is special summoned by the effect of Kirby of the Stars when that card battles a WATER or Aqua monster. When this card battles a monster, destroy that monster. 1900/1300 Spark Kirby LIGHT 5 Thunder/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a LIGHT monster. For each card you play, increase the attack and defense of this card by 100 until the end phase of your turn. 1800/1000 Stone Kirby EARTH 5 Rock/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a EARTH or a rock monster. This card cannot be destroyed as a result of battle. 2000/1200 Fighter Kirby EARTH 5 Warrior/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a EARTH or Warrior monster. When this card attacks a monster with higher attack points than the monster it attacks, increase it's attack by 300. 2000/1200 Tornado Kirby WIND 5 Spellcaster/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a WIND monster. Increase the attack of this card by 200 for each non-WIND monster on the field. 1600/1200 Bomb Kirby DARK 5 Warrior/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a DARK or Warrior monster. When this card deals battle damage to a player's lifepoints, choose one monster on the field, and destroy it. 1700/1200 Hammer Kirby WIND 5 Warrior/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a WIND or Warrior monster. When this card battles a EARTH monster, destroy that monster without applying damage calcuation. 1800/1200 Ninja Kirby DARK 5 Warrior/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a monster with Ninja in it's name. If this card is targetted by a spell or trap your oppoenet controls, remove this card from the game. At the end of that turn, special summon this card. 1900/1300 Needle Kirby EARTH 5 Plant/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a EARTH or Plant monster. This card can attack all monsters on your oppoenets side of the field once. 1950/1000 Cutter Kirby FIRE 5 Warrior/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a FIRE or Warrior monster. This card can attack twice during the same battle phase. 2000/1200 Sword Kirby LIGHT 5 Warrior/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a LIGHT or Warrior monster. If all your other monsters in defense position, increase the attack of this card by 400. 2100/1200 Paint Kirby LIGHT 5 Spellcaster/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a LIGHT or Spellcaster Monster. Once per turn, during your mainphase, you may change the battle position of one monster on the field. 1700/1200 Crash Kirby DARK 5 Spellcaster/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a DARK monster. Skip your battle phase and destroy all monsters on the field, then special summon one Kirby of Stars from your hand or deck. This effect cannot be used the same turn it's special summoned. 1500/1200 Wing Kirby WIND 5 Winged-Beast/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a WIND or Winged-Beast monster. You may pay 1000 lifepoints during your mainphase. If you do, this card can attack directly. 1500/1200 Mirror Kirby LIGHT 5 Spellcaster/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a LIGHT or Spellcaster monster. If this card was to be designated by a spell card, you may change the designation to another monster instead. 1500/1200 Wheel Kirby FIRE 5 Machine/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a FIRE or Machine monster. If this card battles a monster with lower defense than the attack of this monster, inflict the difference as battle damage to your oppoenets lifepoints. 1700/1400 Jet Kirby WIND 5 Machine/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a WIND or Machine monster. discard a card from your hand ot negate an attack to this card. 1500/1400 Parasol Kirby WIND 5 Warrior/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a WIND or Warrior monster. This card is unaffected by trap cards. 1500/1200 Cook Kirby EARTH 5 Spellcaster/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a EARTH or spellcaster monster. When this card is special summoned, destroy one monster on the field and gain lifepoints equal to the attack of that monster. You cannot select Cook Kirby. 1500/1200 Cleaning Kirby WIND 5 Spellcaster/Effect This card is special summoned by the effect of Kirby of the stars when that card battles a WIND or Spellcaster monster. When this card is special summoned, destroy 2 spell or trap cards on the field. 1500/1200 Meta Knight LIGHT 4 Warrior/Effect Increase the attack of all your oppoenets monsters by 400 points. 2300/1700 King Dedede WIND 5 Warrior/Effect When this card is summoned successfully, name a card. Your oppoenet cannot summon or activate the named card as long as this card is on the field. 2500/1800 Burnin' Leo FIRE 4 Pyro/Effect Tribute this card and return one Kirby of the Stars to your deck and shuffle it to special summon one Fire Kirby from your fusion deck. 1800/1200 Chilly the Snowman WATER 4 Aqua/Effect Tribute this card and return one Kirby of the Stars to your deck and shuffle it to special summon one Ice Kirby from your fusion deck. 1800/1200 Dynablade WIND 8 Winged-Beast/Effect This card can attack twice during the same battle phase. 2600/2100 Marx DARK 11 Fiend/Ritual This card can only be ritual summoned by "Nova Wishes". Remove one LIGHT and one DARK from your graveyard from play to remove one monster on the field. 3100/1400 Dreamland FIELD SPELL Increase the attack and defense of all Ritual and Fusion monsters by 400 points. If you have King Dedede is in play, increase it's attack by 400 points. Nova Wishes Ritual Remove LIGHT and/or DARK monsters from your hand and in play equal to or more than 11 stars to ritual summon one Marx from your hand. Gourment Race SPELL Activate this card only if you control one King Dedede and one Kirby of the Stars on your side of the field and no other monsters. Destroy all spell and trap cards on the field, and gain 300 lifepoints for each spell and trap destroyed this race. Whispy Woods 5 EARTH Plant/Effect When this card is attacked, destroy the monster that attacked this card. 2100/1500 Paintroller 4 EARTH Warrior/Effect You may discard one card from your hand during your mainphase. If you do, choose a monster on your oppoenets side of the field. That monster cannot attack until the next battle phase. 1400/1300 Mr. Shine 4 DARK Spellcaster/Union You may equip this card to a monster named Mr. Bright during your mainphase or unequip it. A monster equipped with this card cannot by a card effect. If the equipped monster was to be destroyed as a result of battle, this card is destroyed instead. 1800/1300 Mr. Bright 4 LIGHT Spellcaster/Effect You may equip this card to a monster named Mr. Shine during your mainphase or unequip it. A monster equipped with this card cannot be destroyed as a result of battle. If the equipped monster was to be destroyed by a card effect, this card is destroyed instead. 1800/1300 Javelin Knight 4 EARTH Warrior/Effect When this card is normal summoned successfully, search your deck for a card named Axe Knight, and put it into your hand. 1000/500 Axe Knight 4 EARTH Warrior/Effect When this card is normal summoned successfully, search your deck for a card named Mace Knight, and put it into your hand. 1000/500 Mace Knight 4 EARTH Warrior/Effect When this card is normal summoned successfully, search your deck for a card named Tridant Knight, and put it into your hand. 1000/500 Tridant Knight 4 EARTH Warrior/Effect When this card is normal summoned successfully, search your deck for a card named Javelin Knight, and put it into your hand. 1000/500 Heavy Lobster 6 FIRE Machine/Effect When this card inflicts battle damage to your oppoenets lifepoints, it's damage is treated as effect damage instead. 2500/1700 Shadow Kirby 4 DARK Effect Remove this card from the game to special summon one Kirby card from your fusion deck. At end of turn, return the fusion monster to the fusion deck. 1500/1200 Dark Meta Knight 4 DARK Warrior/Effect This card deals no battle damage to your oppeonets lifepoints. When this card attacks a monster with higher attack than it, increase it's attack by 500. 1700/1200 Heavy Mole 5 EARTH Machine/Effect When this card attacks, and was to deal battle damage to your oppoenet, you may choose not to do any battle damage, and instead destroy a card on your oppoenets side of the field. 1900/1400 Dark Matter 8 DARK Fiend/Effect This card cannot be special summoned. This card cannot be tribute summoned except by triubitng 3 monsters. When this card is tribute summoned successfully, remove from play your deck, hand, graveyard, and all other cards you control. Gain control of all monsters on your oppoenets side of the field. When this card is destroyed, special summon one 0 Squared from your removed from play. You do not lose the duel when you cannot draw. 0/0 0 Squared 12 DARK Fiend/Effect When this card is special summoned by the effect of Dark Matter, if this card is in play during the end of your next end phase, inflict 10000 damage to your oppoenets lifepoints. 0/0 The Amazing Mirror Continious Spell When you play this card, pay half your lifepoints. Choose a monster with 1500 attack or less. Put a token of that monster into play under your control. It's a DARK and Fiend in addition to it's other types. When this card is destroyed, destroy all tokens on the field. The Fountain of Dreams Field Spell Either player may discard two cards from their hand to ignore the summoning conditions of a monster in their hand or graveyard. The Knights probably wouldn't be printed these days, and I think I errata'd Zero Squared in the past |
Ravnica-inspired cards:
Staff of Alchemy [R] 4: Artifact Cards in your hand have transmute 2UB. (2UB, Discard a card: Search your library for a card with the same converted mana cost as the discarded card, reveal it, and put it into your hand. Play only as a sorcery.) Cytoplasm Vault [R] 3: Artifact Each creature with graft you play comes into play with an additional +1/+1 counter on it. Mizzium Observosphere [R] 5: Artifact Spells with replicate cost 2 less to play. Replicate costs are reduced by 2. Pact of the Necromancer [R] 1{B/G}{B/G}{B/G}: Enchantment Whenever you play a dredge ability, you may pay BG. If you do, put a 2/1 black and green Zombie creature token into play. When a Zombie you control is put into a graveyard from play, each other player sacrifices a creature. Gaze of Rakdos [U] 1{B/R}: Sorcery Untap target creature and gain control of it until end of turn. That creature gains haste until end of turn. You lose life equal to its converted mana cost. Mat'selesnya's Anthem [R] 1GW: Enchantment Green creatures get +1/+1. White creatures get +1/+1. Boros Mage-Priest [C] 1RW: Creature - Human Wizard RW, T: Boros Mage-Priest deals 1 damage to target creature or player and you gain 1 life. Though the Boros are more known for their fleet-of-foot swordsman, the mage-priests lining the rear are as necessary as the infantry to ensure victory. 1/3 Swear to Secrecy [U] 1UB: Instant Counter target spell unless its controller puts the top X cards of his or her library into his or her graveyard, where X is three times the converted mana cost of that spell. “Even if someone were to penetrate our illusions, he must make a choice between secrecy or death.” --Circu Terms of Peace [C] 1W: Instant Prevent all combat damage that would be dealt this turn. If U was spent to play Terms of Peace, creatures that attacked this turn don’t untap during their controllers’ next untap step. Jarad, Necromancer Outcast [R] 2BBG: Legendary Creature - Elf Zombie Nonland cards in your graveyard have dredge X, where X is the card’s converted mana cost. (If you would draw a card, instead you may put the top X cards of your library into your graveyard, where X is the converted mana cost of a nonland card in your graveyard. If you do, return that card to your hand. Otherwise, draw a card.) 3/3 Savra, Resurrected Cytomancer 2GUU: Legendary Creature - Elf Wizard Mutant Graft 3 (This permanent comes into play with three +1/+1 counters on it. Whenever a creature comes into play, you may move a +1/+1 counter from this permanent onto it.) When a creature without graft comes into play under your control, put X +1/+1 counters on it, where X is the creature’s power. It becomes 0/0 and has graft. Cerebral Absorption [R] 2{U/B}{U/B}: Enchantment When a player plays a spell, you may put the top X cards of that player’s library into his or her graveyard, where X is that spell’s converted mana cost. Mat'selesnya, High Priest [R] 3GGW: Legendary Creature - Elf Cleric Mat’selesnya, High Priest has shroud as long as you control five or more creatures. Spells you play have convoke. (Each creature you tap while playing a spell reduces its cost by 1 or by one mana of that creature’s color.) 2/5 Fade into Reality [C] 2UB: Sorcery Return target nonland card from your graveyard to your hand. Zomaj Hauc, Izzet Magelord [R] 3URR: Legendary Creature - Human Wizard At the beginning of your upkeep, you may return target instant or sorcery card from your graveyard to your hand. 3/4 Angelic Reversal [U] 3W: Instant You gain 3 life for each creature attacking you. If R was spent to play Angelic Reversal, instead Angelic Reversal deals 3 damage to each attacking creature. Death Sentence [C] 4B: Instant Destroy target creature. If W was spent to play Death Sentence, you gain life equal to that creature’s converted mana cost. Deathgaze [U] 3G: Instant All creatures able to block target creature this turn do so. If B was spent to play Deathgaze, that creature gains deathtouch until end of turn. Feather, Angelic Guardian [R] 4RWW: Legendary Creature - Angel Flying, first strike X: The next X damage that would be dealt to target creature you control is dealt to Feather, Angelic Guardian instead. Spend only red and/or white mana this way. 5/5 Szadek the Restless [R] 4UUBB: Legendary Creature - Vampire Spirit Szadek the Restless is unblockable. When a creature you control deals combat damage to a player, that player removes the top ten cards of his or her library from the game. 6/6 Skyknight's Training [C] {R/W}{R/W}: Enchantment - Aura Enchant creature Enchanted creature gets +1/+1 and has flying and haste. “During times of peace, we train children who want to ride rocs. Then they don’t want to ride anymore.” --Klatton, Boros Skycaptain Tilling the Marsh [C] X{B/G}: Sorcery Put the top X cards of your library into your graveyard. Draw a card. |
Er... me no play Magic the Gathering so me no understand cards.
Incredible Machinations Normal Spell Select three or fewer differently named light-attribute machine type monsters in your deck and remove them from play. Special summon one Light-attribute monster from your fusion deck listing those monsters as fusion materials. Well, XYZ now has an instant summoning method. It's cool... it's fun. Is it usable? And another thing... Destiny Drive Normal Trap Activate only when your opponent declares an attack. Send one "Destiny Hero" monster from your deck to the graveyard in order to negate that attack. Eh, thematic and useless now that Foolish Burial's around, I guess, but I could see the anime using it to dump Malicious or Dasher, couldn't you? Just for kicks... Death By Extreme Boredom Continuous Spell If your opponent plays a card that they have not unlocked in YGO WC08 by beating computerized duelists over and over again, force them to unlock it before they return to the game. Negate this effect if the card your opponent activates does not exist in YGO WC08 The Arch-Nemesis Brigade Normal Spell Activate only if there is a(n) "E-Hero" or "D-Hero" monster on your opponent's side of the field. Special summon that monster's arch-nemesis. If you don't know what that monster's arch nemesis is, stop playing children's card games and go read comic books like the rest of the world. Jeez, what a loser. .... I think I've just officially transcended the boundaries of sanity. |
what a pity there are so less magic players here....
@RaikouRider243 in general like your ideas of cards, but... 1)Swear to Secrecy: this seems to be a bit cheap for its effect And being an uncommon card 2)Feather, angelic guardian:...Feather, are you serious about this name???just want to mention it cause the translation into german is too laughable for a lengendary angel... 3)Savra,resurrected cytomancer:...uhm i have to admit that i didn´t read the book...does she die???and if, why isn´t the queen of the Golgari ressurected by the golgari?just questions... |
well, this is the first of YGO cards in a series I'm doing called Final Destruction. They are all ultra rare or above, and designed to turn duels around at the last posible minute.
Sub-Atomic Blast Normal Spell Ultimate Rare CLC-V102 Activate this card only when your life points are 1000 or less. Reduce your Life Points to 1 and Destroy all monsters on the opponent's side of the field. Deal damage to your opponent's life points equal to the ATK of all monsters destroyed by this effect. http://i225.photobucket.com/albums/dd195/KotorplayerVII/SubatomicBlast.jpg I know it's a bit too powerful, but, like I said, the cards in this series are supposed to turn things around at the last minute. That's why it can only be played if You're at 1000 or less. |
Sub-Atomic Blast: Wall of Revealing Light & Solemn Judgment say hi. Really, it isn't all that difficult to decrease your LP by that much for what could very well be an OTK.
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Regardless, Exodia needs the deck to focus on it in order to really be successful. You can't exactly toss the pieces & Exodios into a random deck and expect them to work. Sub-Atomic Blast, on the other hand...is a hyped-up burn card that can also fit in stall as well as most other decks that run 3 Solemn. In a general case, you might see a Monarch & other beatstick, which would give you around 4000 damage on top of a Raigeki. It's abusable, splashable... Aaanyway...new completely-fake cards: Ra's Servant LIGHT/Warrior/Effect 4 Stars/1700 ATK/800 DEF If this card is sent to the Graveyard from the field or your Hand, you may remove this card from play to Special Summon 1 "Ra's Servant" or "Horus, the Black Flame Dragon LV4" from your hand or Deck. Great Dragon Lord Ra-Hora LIGHT/Dragon/Fusion/Effect 12 Stars/4000 ATK/4000 DEF "Ra's Servant" + "Horus the Black Flame Dragon LV8" This card can only be Special Summoned by removing the above-listed monsters on your side of the field from play (You do not use "Polymerization"). You can negate the activation and effect of any Spell, Trap, or Monster cards and destroy them. Each time a card is destroyed by this effect, increase the ATK of this card by 500. |
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of course, there are also such fundamental ways that everyone who played the game knows to blcok it. De-spell, magic jammer, the list goes on and on. not to mention luck of the draw and what your opponent happens to be throwing at you. you have to remember to calculate in the other factors before saying a card is too unbalanced. and if you didn't like this, you're gonna get a kick out of Painsplit and Final Slice... |
Ra Servant- super malicious with lower level and much higher attack power, just lacking the Destiny Draw? ._.; It really needs to say, from hand or field to the graveyard to prevent foolish burial tricks, even if it's not "anytime" like Malicious. It already got RotA and is lv 4 summon unlike Malicious. I am personally against it having foolish burial as another way to summon it too.
Ra-Hora- basically instant win, and not TOO hard to get out (at least compare to say those VtoZ who got a much weaker effect let's say). Horus 8 can come out, just not long lasting. Thankfully, RotA and foolish burial both search for Ra's Servant in an equivalent speed to instant, thus you're basically saying, as long as Horus 8 even lasts 1 round, you got Ra-Hora... o___o; Sub-Atomic Blast- they say that Raigeiki got all the same "weaknesses" too >_<. Not to mention, Life Equalizer right after this and you cannot fail. You've just turned the only backfire of this card to another win condition switching over to life equalizer burn. To fight against life absorbing monolith, throw in the bad reaction to simochi and that burn from sub atomic will go through no matter what. Problem with this is that you can use it whenever, and however you want without much careful need of timing or weakness. The moment you clear the backfield (giant trunade, heavy storm, MST, Royal Decree, or having your own solemn judgment/Dark Bribe, will stop any possible counter they have by the means of protective spell/traps), you are nuking them for damage beyond believe, especially the phantom darkness monsters having insane attack power too. You may go down to 1, but there's many ways to work around it. Solemn Judgment *still* works to have the first 0.5 LP in history to protect yourself for example, if you even need to at all. Another thing is to just poke the enemy with a monster if they somehow survivied the subatomic blast. I don't even want to imagine people using Shallow Grave/torture golem and nuking the enemy 2 times in a row O___O; |
whatever. this series isn't really the ones i give two hoots about, i just felt like it.
here's another, different one i made for a friend. I don't even want to hear about it being too uber, it's not even my character being portrayed. So don't whine at me about it being too uber, I never intended this to be like an actual card that might possibly get released. Just something made in my sparetime for a friend. so don't go nuts, k? http://i225.photobucket.com/albums/dd195/KotorplayerVII/HikariCard.jpg and, as i've stressed at least three time in this post, IT IS NOT INTENDED TO BE SERIOUS OR BALANCED AT ALL. |
...Actually, that's not too bad for a monster. It's pretty much a dead draw until you get enough monsters out to summon it, and even then there's still a real S/T weakness (Smashing Ground & Creature Swap, for instance). The only problem is that nowadays you need to specify summoning conditions with anything that has more than 8 stars (no, you can't just "assume" the 3-tribute deal).
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if you want an overpowered card, you should see the one for my other friend. Level 12 ritual with 6000 points and can attack 4 times a turn. That one was mostly just for card-making practice, to get the hang of it. i intend on redoing both of the friend-cards into something a little more realistic. I alo have a collection of random cards i made for the heck of it, let me know if you wanna see any. (For the most part, you gotta like star wars or naruto to like 'em) |
Eh, but reading the original Naruto pilot started me on making the Yokai card series (albeit they have no images).
Mobile Frontline Base Continuous Trap Once per turn, you can special summon a level four or lower Union monster from your graveyard. When this card is sent to the graveyard, destroy all cards summoned by this effect. XYZ needs more oomph? I shall give it more "oomph", and a nice little bit of swarm capability. :3 Alphabet Soup Normal Spell Discard two cards from your hand in order to remove one "V Tiger Jet", "W- Catapult Wing", "X Head Cannon", "Z Metal Tank", and "Y Dragon Head" in your hand, deck, or graveyard from play and special summon one "VWXYZ Dragon Catapult Cannon" from your fusion deck, ignoring summoning conditions. Nomi Support FTW! If Cyberdark Impact can be created, so can this! Wi-Fi Connection Error Normal Spell Spend fifteen minutes trying to hook up to the internet and download the card of the day while cursing at your unreliable internet access only to discover it's something completely useless. You can tell that I hate the whole "duel multiple opponents to get good cards" set-up for WC08, right? |
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You do know that we once again have ghosts to get free DP from, right? |
Big robots pew pew
After replaying ZOE: Anbuis again, I'm really hoping Konami to release cards based on it.
They've done MGS before, so Kojima probably won't mind. But anyway, original cards based on Anubis. Naked Jehuty itself is intended to be "lol", because it's like that in the original game. OF (Orbital Frame) - Jehuty LIGHT/Machine/Effect Level 4/1800 ATK/1600 DEF Each time this card destroys 1 monster on your opponent's side of the field by battle, put 1 EXP Counter on it (max. 6). When this card is destroyed as a result of battle, Special Summon 1 "OF - Damaged Jehuty" from your hand or your Deck. OF - Damaged Jehuty LIGHT/Machine/Effect Level 4/1600 ATK/0 DEF This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "OF - Jehuty". When this card is Special Summoned, transfer all EXP Counters that were on "OF - Jehuty" before it was destroyed as a result of battle to this card. Each time this card destroys 1 monster on your opponent's side of the field by battle, put 1 EXP Counter on it (max. 6). OF - Naked Jehuty LIGHT/Machine/Effect Level 12/5000 ATK/5000 DEF This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 1 "OF - Jehuty" or 1 "OF - Damaged Jehuty" with 6 EXP Counters on it. This card can attack your opponent's Life Points directly, and unaffected by the effects of Spell Cards, Trap Cards and Effect Monsters. (The "direct attack" and impossibility to destroy it is reference to the ZERO SHIFT system.) |
Kay... I'm just gonna skip to the cards.
Leaderboard Field Spell Pay half your life points in order to download a ghost that has as much chance of being a dude with a crappy deck or a zero-card deck that you can farm DP from as a dude who cut his deck down to five cards and gets an automatic Exodia win on the first turn. Tag Roulette Normal Spell Point to a random bystander with a deck and demand that they join you in a tag duel. This simulates your chances of actually getting a good partner on WC08 tag duels. Good luck overcoming Murphy's law. Boring Practice Hours Normal Spell Deal one hundred points of direct damage to your opponent for every hour they spent beating CPU duelists to unlock packs in the card shop. Ten bucks says that if they own WC08, this card is an instant-win. False Joy Normal Trap Activate only when your opponent duels through at least 25 CPU opponents to receive the latest pack. Deal damage to them proportionate to their annoyance when they discover that the pack is labeled "for begginners" and the key monster is "Master of Oz". OMGZ ITZ A N00B! Quickplay Spell If your opponent has ever lost to someone they thought was a n00b on WC08 after they spent at least six hours preparing their deck and several more unlocking the packs to open their card pool enough to build it in the first place, screw the rules you win the duel. WHAT DO YOU MEAN IT ISN'T INCLUDED?!?!? Normal Spell Deal direct damage to your opponent proportionate to your annoyance when you find out that WC08 didn't include Zombie Master and Archfiend monsters, among others. YOU COULD HAVE AT LEAST INCLUDED SOMETHING FROM PHANTOM DARKNESS! Counter Trap And then deal damage proportionate to ACC-M's rage when he found out that he'll have to wait at least a year for the next game to come out to build his Yubel control deck. *sniff* The Last Pack Normal Spell Congratulate yourself for unlocking all the WC08 packs. Cry when you realize that in the end, it was completely meaningless. .... Okay, frustration dealt with. Serious card time. Infernal Emperor Monster/Dark/Fiend/Effect/4* Atk 1600/ Def 1000 Instead of declaring an attack with this monster, you can special summon one "Infernal Minion Token" (Dark/Fiend/Effect/1*/Atk 0000/ Def 0000). This token cannot be offered as a tribute for a tribute summon on the turn it is played. Miracle Guardna Monster/Light/Fiend/Effect/4* Atk 1600/ Def 1000 If this monster and an Earth, Fire, Wind, and Water attribute monster are in your graveyard, your opponent cannot declare an attack. |
Here we go:
Defensive Glop Continuous Spell During every turn, you may eat one case of Jell-o so your opponent will then give up all hope of trying to damage you. Turtle Tower Quick-Play Spell You may summon as many "Floral Crab"* cards from your hand, Deck, or Graveyard so that by the time you're done looking for all of them, your opponent will have gone to your room, gotten a rulebook, given up trying to prove you wrong, gone home, leaving you as the winner. * From my custom set, (Name TBA) |
Some designs I've been thinking about for a new set of creatures I call Weazels, which are basically humanoid weasel creatures mafia-ish/terriost types mainly. An attempt at a set of these that will be compariably playable if they were actually played cards (despite not knowing much about Yugi-Oh or anything.) Feel free to comment, suggest things, constructive criticism but no saying its plain stupid. (And yes the name is lame, its actually deliberate)
Please do note i'm not great with wording for such cards, being more used to MTG. Weazel Minion Beast-Warrior/3 Stars/Earth 1400 ATK/800 DEF Note: Basic Weazel, not very strong Weazel Hitman Beast-Warrior/3 Stars/Earth 800 ATK/1000 DEF Effect When Weazel Hitman battles another monster, increase its Attack points by 1000 and decrease its Defense points by 1000 for the duration of the Battle Phase. Weazel Sabatour Beast-Warrior/4 Stars/Fire 1700 ATT/700 DEF Effect Discard a card from your hand: Roll a six-sided dice, if the result is 3 or 4, destroy a monster on the opponents side of the field and your opponent loses 1000 life points. If the reult is 1, 2, 5 or 6 tribute Weazel Sabatour and you lose 500 life points. Note: Somewhat inspired off Snipe Hunter, only its more haphazard. It can also make an okay attacking monster too. Cowardly Weazel Beast-Warrior/4 Stars/Dark 2000 ATK/500 DEF Effect This monster cannot be summoned onto the field if there are no monsters on your side of the field with "Weazel" in thier name. Weazel Smuggler Beast-Warrior/1 Star/Dark 100 ATK/150 DEF Effect This monster can attack your opponents life points directly. When Weazel Smuggler deals Battle damage to an opponent, you may draw 1 card. Weazel Engineer Beast-Warrior/3 Stars/Dark 800 ATT/1200 DEF Effect You may tritube this monster and discard a card from your hand to remove a Machine-type monster in play from the current duel. This cannot be use if you have no cards in your han. You may tribute this monster and discard a card from your hand to search your deck for a card named "Weazelbot Mk 1" and special summon it onto your side of the field. Weazelbot Mk 1 Machine/6 Stars/Dark 2400 ATT/1600 DEF Effect You may tribute this monster and discard a card from your hand to search your deck for a card named "Weazelbot Mk 2" and special summon it onto your side of the field. Weazelbot Mk 2 Machine/8 Stars/Dark 3400 ATT/2600 DEF Effect When Weazelbot Mk 2 is special summoned, halve your life points. When Weazelbot Mk 2 attack a monster in defense mode with defense less then its attack points, deal the difference to the opponents life points. (They call that piercing damage right?) Weazel Deception Counter Trap When a spell or trap card is activated, tribute a monster with "Weazel" in its name to negate the effect of that card and destroy it. Weazelling Out Quick Play Spell Pay 300 life points as you play this card. Return a monster on your side of the field with "Weazel" in its name to your hand. Slippery Weazel Beast-Warrior/ 4 Stars/Water 1700 ATT/1000DEF Effect This monster cannot be the target of Spells, Traps and the effects of effect monsters. Weazelled Out! Trap No monster can be tributed or returned to a players hand this turn (Effects relating to tributes cannot be used) Note: Might need to change this one dramatically. Sleeping With the Fishes Trap Destroy any one non-Water attibute, non-Aqua type monster on your opponents side of the field. The monster destroyed by this card cannot be special summoned back onto the field by any card effect. Getaway Vehicle Spell - Equip Magic This can be only equipped to a non-Machine monster with "Weazel" in its name. Increase equipped monster's Attack and Defense by 300 points At the begining of the Battle Step you may tribute Getaway Vechicle to reduce all damage dealt during the Battle Phase to equipped creature to 0. Weazel Kingpin Fiend/4 Stars/Dark 0 ATK/1500 DEF Effect The Attack Points of this monster is equal to the number of cards with "Weazel" in thier name other tham Weazel Kingpin on the field and in the graveyard times 100. |
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