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@Corrupted Cores monsters: So the increasing turn count still wouldn't affect the monsters' corruption rate even with the altered effect? If so, I'll probably just dismiss the supporting cards involving increasing the count.
ORIGINAL Corrupted Core: I've reduced its stats to 1500/1800 and upped the corrosion to 500, which I've continued with the rest of the cards as well, to maintain some continuity throughout the set. Corrupted Core and NEXT Corrupted Core: Notes taken. Proto-NEXT Corrupted Core: Changed to "destroy all cards on the field except this card and decrease the ATK of this card by the number of cards destroyed x 500.". I was thinking, since it obliterates everything upon being summoned, an immediate decrease of ATK would lessen the turn's direct attack and speed up the corrupt rate at the same time. PRIMAL Corrupted Core: Changed to "If you do, this card is unaffected by card effects." upon being single tribute summoned. I'm assuming this would cancel out its own effect leaving it as a simple beastick whereas if it was tribute summoned normally, it'd maintain its corrupt effect. Upped its stats to 2500/2500 as well. Corrosive Armor: Changed as recommended, using the difference between ATK and DEF as the reduction rate. Accelerated EN Gauge and Vanguard Over Boost: They seem kind of irrelevant now. Also, I was thinking of coupling VOB with the initial Over Boost for a direct attack. Seems like if I added a direct option as well, it'd be a little overkill. The rest: Notes taken and applied. :3 |
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Also, not really advocating Spell Village for an all-fairy theme. But yes, it's a fun card. And I'll be sure to prod you, then, whenever I'm not busy prodding you for CARD GAMES posts. XD Quote:
Berserker Beast Rablinster: So wait...any number of attacks? x.O Major OTKO alert there. Darks are hardly difficult to dump en masse, and once we have that set up all we need is to blow the field open for a turn and this will walk all over the opposition. I mean, with this many attacks we can even justify running some equip spells in the deck for the inevitable OTKO. This needs some form of limiter, really. x.x Extra-Sensory Manipulation: expensive, but for the joy of seeing no Goyo/Stardust/Collossal Fighter for the rest of the game? I'd go for it. Sending: Graveyard hate taken to its extreme. Obvious synergy with that single allowed copy of Return, but beyond that...it's tricky, since the kind of deck that usually enjoys removing everything and I do mean everything from play is the kind that's usually packing so many continuous effect cards doing it that this would be reduced to situational use. I find myself thinking Necroface, as there's a little bugger who would just love to drop down after this and give the graveyards a full reset while becoming an epic beatstick in the process. :x Charming Piper: Interesting, but the tokens are highly vulnerable, so I doubt you'd get to use that multi-attack effect much. Nice if you need to get that one last level for a synchro, I guess. I like the idea, though. XD Death Knell: extreme hatred for all graveyard recursion. Top hater would be zombie, which is ironic considering the rest of these. Replacement Corpse: one-shot Death Knell. I'll just stick with the Knell, really. Night of the Living Dead: Soo...we're summoning all these monsters for...something I will see further down the line? Where are these zombies summoned from, anyway? Because if it's the yard then I can come up with a use already. Goblin Zombie is one regardless. Eh, aside from that, Zombie Master is probably your best bet since it can get you a functional zombie before it goes. Second Death: Il Blud, I'm looking at yooooou! Pull it out, second summon it, and use its effect to summon whatever you discarded for this. It's a bit more proactive than Book of Life since you don't need to have anything in your opponent's Graveyard, but the discard cost is a bit of a turn-off. Still, good early-game card for zombies. Requiem: OTKO time now, Y/N/M? Magical Merchant + a buttload of monsters and you have the potential to drop your opponent to zero in a flash, especially if you can provoke a solemn before you drop this. Dirge: a friend of zombies, definitely, as graveyard is the only place they summon from anyway, and it's like a very selective oppression that shuts down Tele-DaD, Gladiator tag-outs AND synchros all in one. Instant threes for zombie and just about any other deck that can support it, really. Almost...too good, really. D: Paean of Repose: wait, continuous? Another instant threes card, really. Dropping Mezukis and other zombies of choice to the yard like this while messing with your opponent's battle phase is crazy. Needs nerf, really. o.o Fallen Gravedigger: Goblin Zombie summon, enough said. Fallen Heartseeker: so this would be what with do with the earlier support, huh. Tribute for Enemy Controller's effect and you've handily stolen two of your opponent's monsters for the turn. Ouch. x.O Fallen Hierophant: becomes very persistent since it can keep dumping Mezukis to revive itself if necessary. Decent Atk to boot. Fallen Cleric: so it's some sort of tribute chain? Ehh...pretty meh card, this. Surely we can do far scarier stuff with zombies that doesn't involve clogging our draws with this sort of thing. Fallen Crusader: Ehh...wait, we're bouncing our own stuff...because? Kind of contradictory, to be honest. Magic Deflector on legs could be nice for some sort of stall, I suppose, but the second effect is so not my kind of thing. Fallen Necromancer: so basically, we summon Heartseeker and effectively turn this guy into 'pitch a card from your deck, use Change of Heart'. I smell balance issues...mostly from Heartseeker's side. D: Hyper Decomposing Bolete: and this would be our compensation thing. Too bad it's the wrong type and the wrong attribute for the stock zombie recruiters and five-star to boot. Just...pass on this one. We have exploits aplenty already. Just...very exploitable cards. Not sure if I'd want to include Death Knell in the equation, though; there are just better ways to abuse all of those other effects, really. Aaaanyway: Element Gate Continuous Spell Select one each of FIRE, EARTH, WATER, and WIND Monsters from your Deck then remove the selected Monsters from play. Once per turn, during your Main Phase, you can Special Summon one of the Monsters removed by this effect to your Field. If you do, you can not Summon or Set any other Monsters this turn. When this card is removed from the Field, lose 1000 Life Points for each card still removed by this effect. When all Monsters removed by this effect have been Special Summoned, destroy this card. Fairy Ring Normal Trap Discard one card from your Hand. Remove all Fairy Type Monsters you control from play until the end of this turn, at which point they are Special Summoned to the Field in their original positions. Full Cycle Normal Spell This card can only be activated when you control four differently named "Apostle" Monsters. Select and activate one of the following effects: - Return all "Apostle" Monsters you control to your Hand and Special Summon them. - Inflict Damage to your opponent equal to 200 x the combined number of cards from both players' Hands and Fields. - Both players unite their Graveyards with their Decks and shuffle them. For each card returned to the Deck this way, gain 400 Life Points. - Your opponent can not declare attacks or activate any card effects until your next Standby Phase. |
Bladedance Marionette: Fwee, searchable bouncy goodness! This one's the set's pure muscle, even if its normal stats aren't too impressive when you normal summon it. All these guys are RoTA searchable, which is nice. Gladiator Beasts'll hate this one, since they can't swing over it with anything short of Gyzarus.
Marionette Bomber: S/T destruction spamming FTW! If you can get multiple Marionettes on the field, I can see a potentially painful loop of destruction where you're constantly blowing up your opponent's set cards. Marionette of Demise: It's like Murmillo for puppets! Aside from the obvious searchability here, I'd say that if you can get a hand with Bomber and Demise in it, as well as two Marionettes on the field, you can have fun blowing up everything your opponent has going. PAIN! LOTS OF PAIN! XD Marionette Gunner: Padding, I suppose. The effect feels kind of "Meh" to me, but then again it's one-tenth of your opponent's life points so it really does add up after a while. Marionette Soldier: The Marionette you want to start your turn with. Pity that 1700 is just under the range of "monsters that Stratos and unboosted Laquari can't quite hit over." Tangle Marionette: Blizzard dragon's tiny, inferior cousin. I really prefer Blizzard Dragon for paralysis effects, myself, but this does get Marionette support so.. meh. Puppeteer's Art: Set this on turn one and special summon Bladedancer to watch the sparks fly! Okay, this makes it into my deck in triplicate for sure. Other favorites would be to chain this to a DAD or Judgment Dragon field wipe and blast the big beater with Demise. Or better yet, blowing up Krebons in response to an emergency teleport summon. Wouldn't that be painful? The Mad Dollmaker: As if the Marionettes weren't searchable enough with unlimited RofTA, we add in this for added pain. But then, what draw cards are we exchanging with really? Allure doesn't fit, and neither does Destiny Draw. Or is this specifically "searching"? Since we're searching for Marionettes either way, does it really matter? I'm confused. 0.o Artful Sacrifice: And when your opponent rams that beatstick into your Demise, you spring this on him and blow him to kingdom come. Owww..... Element Gate: If you can protect this card, it's a nice little way to gurantee that you'll eventually get one of each Apostle out, and the fact that you can pick and choose is nice. The only problem I can see is that Bestiari will often pop out and open a can of pain on you if a Gladiator Beast player decides to tag out while you control the spell, plus you're vulnerable to S/T destruction. But hey, what're your three solemns for anyway? Fairy Ring: So you get to avoid Lightning Vortex OR any other massive field wipe, AND you get to spam Apostle effects? Oh, the pain! The agony! The delicious satisfaction of watching as your opponent's Judgment Dragon gets turned into a block of unusable ice by Friga and Verda simply replenishes any life points you lost from the direct attack! Full Cycle: Situational, true, but seeing as we're given the attractive choice of either spamming Apostle effects, burning your opponent for everything they're worth, screwing with the graveyard, or laying down the ultimate Cold Wave, I think it's worth running a copy or two of for sure. (And total blonde moment on the Spell Village bit, for some reason I read the type as "Spellcaster". O.o) Berserker Beast Rablinster Monster/Dark/Beast/Effect/5* Atk 1500/ Def 1400 When this monster attacks, you can discard one card from your hand and send cards from the top of your deck to the graveyard (Max ten). This monster can attack once for each dark-attribute monster sent to the graveyard in this way. Better? Mercenary Contract Equip Spell Pay eight hundred life points and discard one card from your hand. Special summon one level four or lower warrior-type monster in your graveyard and equip it with this card. When this card is destroyed, remove the equipped monster from play. |
Berserker Beast Rablinster: Well, put it this way. In the kind of deck we'd play Rablinster, we'd probably have about 50% monsters, all of them dark more likely than not, so if we discard one dark monster from our hand and do maximal self-mill, we'd hit an average of around six darks (one from our hand, five from our deck), meaning the average size of the new one we'd be tearing for our opponent is 6 x 1500 = 9000. How does that sound to you? Not too back-breaking? Try tossing in a basic equip spell, say...Axe of Despair. 6 x 2500 sound like cricket to you? Theoretical maximum with that combo would be 11 x 2500, which equals a buttload of pain. :x
How to say, you'd need to limit the amount of direct beatdown this thing can deal at the very least, so I'd say it needs a more reasonable cap to balance it out. Mercenary Contract: It's like...we got the costs of Premature Burial and D.D.R. in one card. Dunno', I think I'd sooner run D.D.R. and Phoenix Blade if I wanted to go down that route, since Blade sets up my RFG pile for recursion and basically nullifies the activation cost by acting as discard fodder. I'd say you can cut out the discard or LP cost on this one. One penalty will do. And now, we interrupt this program for a special announcemnt: Parasite Demon Jublai Fiend/Synchro/Effect 6 Star/Dark 2450 Atk / 1600 Def 1 Tuner Monster + 1 or more non-Tuner "Parasite Demon" Monster(s) This card can not be offered as tribute, except for the Special Summon of a "Parasite Demon" Monster. When your opponent send Monsters matching the Summoning requirements of this card from their Field to the Graveyard for a Synchro Summon, you can negate that Synchro Summon and Special Summon this card to your opponent's Field. When this card is Special Summoned this way, remove from play the Tuner Monster used for that Synchro Summon and all Monsters with the same name from your opponent's Deck. Parasite Demon Ignil Fiend/Synchro/Effect 8 Star/Dark 2600 Atk / 2300 Def 1 Tuner Monster + 1 or more non-Tuner "Parasite Demon" Monster(s) This card can not be offered as tribute, except for the Special Summon of a "Parasite Demon" Monster. When your opponent send Monsters matching the Summoning requirements of this card from their Field to the Graveyard for a Synchro Summon, you can negate that Synchro Summon and Special Summon this card to your opponent's Field. When this card is Special Summoned this way, discard three cards at random from this card's controller's Extra Deck. The parasite demons are not amused by your synchro shenaningans. That is all. More revamps to come eventually, because I intend to clean this set up once and for all. :x |
Forbidden Pact Normal Spell Discard 1 card to Special Summon 1 monster card in your hand, ignoring the summoning conditions. You cannot use that that card and its effect(s) is negated. |
Forbidden Pact: Erm...yeah. 'Can not use' implies not only inability to attack or change battle positions, it also means we can't tribute it, we can't target if for anything and we can't even send it to the graveyard for a synchro. Simply put, this monster will be useless no matter what. Kind of...completely pointless expense for anyone using this. x.x
Anywho, another set idea has struck me from behind in an unprecedented display of cowardice. >| Clockwork Detonator Machine/Effect 4 Star/Fire 1600 Atk / 800 Def When this card is successfully Summoned or flipped face-up, declare a number from one to six. When this card has been on the Field for a number of turns greater than or equal to the number you declared, destroy this card and all face-up Monsters with a Level lower than or equal to the number you declared then inflict 500 Damage to your opponent for each card destroyed this way. Clockwork Drone Machine/Effect 3 Star/Earth 1500 Atk / 1200 Def When this card is destroyed, Special Summon one Clockwork Token (Machine-Type / EARTH / 2 Star / 1000 Atk / 700 Def) to your Field for each turn this card has been on the Field, excluding the turn this card was summoned or set. Clockwork Token can not be offered as tribute for a Tribute Summon, except when summoning a "Clockwork" Monster. Clockwork Gardna Machine/Effect 4 Star/Earth 1200 Atk / 1800 Def This card can not be destroyed in Battle with or by the effect of any Monster that has been on the Field for four turns or less. Clockwork Magician Machine/Effect 5 Star/Light 1700 Atk / 2200 Def When this card is tribute summoned successfully, you can discard up to three cards from the top of your Deck to move the turn count forward by 1 for each card discarded this way. The current turn proceeds as normal. When this card is sent to your Graveyard from the Field, select one Monster from your Graveyard with a level lower than or equal to the number of turns this card has been on your Field and add it to your Hand. Clockwork Phoenix Machine/Effect 8 Star/Fire 2600 Atk / 1200 Def This card can only be Special Summoned after it has been successfully Normal Summoned at least once. When this card is destroyed, destroy one Spell or Trap card on the Field for each turn that this card has been on the Field. When four or more turns have passed since this card was destroyed and sent to your Graveyard, Special Summon this card from your Graveyard. Clockwork Spider Machine/Effect 5 Star/Dark 2200 Atk / 1600 Def This card can be treated as a Trap Card and set in your Spell and Trap Card Zone. When this card has been in your Spell and Trap Card Zone for five turns or more, you can flip it face-up to Special Summon it to your Field. On the turn this card is summoned, your opponent can not activate any card effects. Clockwork Tinkerer Warrior/Effect 3 Star/Dark 1200 Atk / 500 Def FLIP: Move the turn count forward or backward by 1. The current turn proceeds as normal. When this face-up card is sent from your Field to the Graveyard, add one "Clockwork" Monster from your Deck to your Hand. Decay of Misuse Continuos Spell Reduce the Atk and Def of all Monsters your opponent controls by 300 for each turn that they have been on the Field. If the Atk or Def of a Monster becomes zero as a result of this effect, destroy it. Dismantle Quick-Play Spell Destroy one Machine Type Monster you control. Draw two cards. Armageddon Clock Normal Trap Activate only when a "Clockwork" Monster you control is destroyed in Battle with or by the effect of a Monster your opponent controls. Move the turn count forward by a number of turns equal to the Level of the Monster that destroyed your "Clockwork" Monster. If this card is destroyed while face-down on your Field, move the turn count forward by one. The current turn proceeds as normal. |
I was feeling silly. At least they're better than the originals.
Necropolis of Dark Illusions ( 4 Stars / DARK / Fiend / Effect Monster ) 0 / 1734.67 This card's name is always treated as "Castle of Dark Illusions." This monster is treated as a Zombie-type monster. Increase the ATK and DEF of all Zombie-type monsters you control by 400 points. If this card is destroyed as a result of battle, you can Tribute 1 Zombie-type monster to Special Summon it from the Graveyard. Pumpking - Reborn ( 7 Stars / DARK / Zombie / Effect Monster ) 1800 / 2100 This card can be Normal Summoned by Tributing 1 Zombie-type monster. During each of your End Phases, if you control a face-up "Castle of Dark Illusions," place 2 Spell Counters on this card. For each Spell Counter on this card, increase the ATK of all Zombie-type monsters on your side of the field by 100. Remove 3 Spell Counters from this card to Special Summon 1 Zombie-type monster from your Graveyard. Induced Nightfall Equip Spell You can equip this card to a face-up "Castle of Dark Illusions" you control. Your opponent cannot declare an attack on or activate a card effect that specifically targets other Zombie-type monsters. If the monster this card is equipped to is destroyed and sent to the Graveyard, send 1 card from the top of your Deck to the Graveyard to add it to your Hand. Dragon Graveyard ( 3 Stars / DARK / Zombie / Effect Monster ) 1600 / 0 When this card is destroyed and sent to the Graveyard as a result of battle, Special Summon 1 "Dragon Zombie" from your Deck or Graveyard. Sadistic Jester ( 2 Stars / DARK / Zombie / Effect Monster ) 1350 / 0 When this card is Tributed for the effect of a Zombie-type monster, Special Summon 1 "Clown Zombie" from your Deck or Graveyard. Accursed Sarcophagus ( 5 Stars / DARK / Zombie / Effect Monster ) 200 / 300 When this card is Summoned, select 1 level 4 or lower Zombie-type monster from your Deck and remove it from play. When this card is removed from the field, Special Summon the selected monster. |
Necropolis of Dark Illusions: you can just say "This card is treated as 'Castle of Dark Illusions'" and save some text space. Anyway, the Def is...interesting, I'll give it that, though the .76 damage is probably breaking some form of rule somewhere. XD Ehh...if it weren't for the revival effect I'd actually argue that regular castle is stronger since it stacks up the boost turn by turn, quite quickly exceeding this, and is tougher on the defensive too. But yeah, I'd try using this just for the total crack of the defense value.
Pumpking - Reborn: Ehh...sort of a slower, wimpier, more tribute-picky, non-turtle compatible Il Blud? x.O Yeah, I'll stick with blud, even if it requires a second summon. Induced Nightfall: eeep, Dark Illusion lockdown. Pretty scary stuff with Necropolis since both the protective equip and the castle pop back up again and again. Dragon Graveyard: yeah, good for the lulz but otherwise...not really. Sadistic Jester: Necropolis likes this for revival tribute fodder, but otherwise I'd rather have something a bit scarier in my zombie deck. :x Accursed Sarcophagus: now this has definite potential. Tribute it for a bigger zombie stuck in your hand and get a smaller one for free (Zombie Master comes to mind, since it can then proceed to revive the Sarcophagus in turn), Crush Card and get a zombie, Creature Swap to get a zombie and smash your opponent in the face while you're at it. Just...awesome range of uses. :x Anyway, second set idea because...I blame Thesis. That's all I'll say. >O Werebeast Brute Beast/Gemini 3 Star/Earth 1800 Atk / 0 Def This card is treated as a Normal Monster while on your Field or in your Graveyard. While this card is face-up on the Field, you can Normal Summon it to have it treated as an Effect Monster with the following effect: - The original Atk of this card becomes 2200. Once per turn, when this card destroys a Monster by Battle, it can attack one additional Monster your opponent controls. Werebeast Elder Beast/Gemini 5 Star/Dark 2300 Atk / 1600 Def This card is treated as a Normal Monster while on your Field or in your Graveyard. While this card is face-up on the Field, you can Normal Summon it to have it treated as an Effect Monster with the following effect: - When this card destroys a Monster your opponent controls by Battle, add one "Red Moon" Spell Card from your Deck or Graveyard to your Hand. Werebeast Outrunner Beast/Effect 3 Star/Wind 1500 Atk / 700 Def This card is treated as a Normal Monster while on your Field or in your Graveyard. While this card is face-up on the Field, you can Normal Summon it to have it treated as an Effect Monster with the following effect: - When this card attacks a Defense Position Monster, destroy that Monster without applying Damage Calculation and inflict Damage to your opponent equal to half the Def of the destroyed Monster. If the monster is face-down, it is not flipped face-up. Werebeast Propagator Beast/Gemini 3 Star/Dark 1600 Atk / 1200 Def This card is treated as a Normal Monster while on your Field or in your Graveyard. While this card is face-up on the Field, you can Normal Summon it to have it treated as an Effect Monster with the following effect: - When this card destroys a Monster by Battle, add one "Werebeast" Monster from your Deck to your Hand. Werebeast Pup Beast/Effect 2 Star/Earth 1200 Atk / 700 Def When this card destroys a Monster by Battle, you can tribute this card to Special Summon one "Werebeast" Monster other than "Werebeast Pup" from your Hand. If "Red Moon Awakening" is face-up on the Field, this card does not have to destroy a Monster by Battle to use this effect. Werebeast Tracker Beast/Gemini 3 Star/Wind 1700 Atk / 500 Def This card is treated as a Normal Monster while on your Field or in your Graveyard. While this card is face-up on the Field, you can Normal Summon it to have it treated as an Effect Monster with the following effect: - When this card destroys a Monster by Battle, your opponent discards all Monsters with the same name as the destroyed Monster from their Deck. Red Moon Awakening Continuous Spell Increase the Atk of all "Werebeast" Monsters by 300. All face-up "Werebeast" Gemini Monsters are treated as Effect Monsters, and gain their effects. When this card is removed from the Field, all "Werebeast" Monsters on the Field lose 300 Atk and all "Werebeast" Gemini Monsters are treated as Normal Monsters, and lose their effects. (they can still be Second Summoned) Red Moon Feast Normal Spell Whenever a "Werebeast" Monster you control inflicts Battle Damage to your opponent this turn, you can select a number of Monster cards up to the Level of that "Werebeast" Monster from your opponent's Graveyard and remove them from play to gain Life Points equal to the combined Level of the monsters removed this way x 200. Red Moon High Normal Spell Select one face-up "Werebeast" Monster you control and double its Atk. If the selected Monster is a Gemini Monster, it is treated as an Effect Monster and gains its Effect. At the end of this turn, destroy the selected Monster. Red Moon Serenade Quick-Play Spell Until the end of the turn, reduce the Atk and Def of all Monsters your opponent controls by 300 for each "Werebeast" Monster you control. Scent Trail Continuous Trap When your opponent Special Summons a Monster, you can Special Summon one "Werebeast" Monster from your Hand or Deck. If you choose to Special Summon from your Deck, destroy this card. Two-Front Ambush Normal Trap This card can only be activated when an Attack Position "Werebeast" Monster you control is declared as an attack target. Special Summon one Level 3 or lower "Werebeast" Monster from your Hand. Then the attacking Monster and the Monster Special Summon by this effect Battle. Increase the Atk of the Monster Special Summoned this way by half the Atk of the attacked Monster for Damage Calculation only. |
Let's make some impossible win conditions.
Essence of the Forbidden One Normal Spell You can activate this card when you have no cards in your Deck or on your side of the field, you have no other cards in your hand, your life points are 50 or less, and your opponent has 15 or more cards on their side of the field and in their hand. You win the duel. Disciple of Haxorz ( 8 Stars / WIND / Warrior / Effect Monster ) 0 / 0 This card cannot be Special Summoned. When this card inflicts battle damage to your opponent as a result of a direct attack while your opponent controls a monster, you win the duel. When this card attacks your opponent directly, calculate damage using the original ATK of this monster. Deathblow to the Kingdom Normal Trap You can activate this card when your opponent's life points are 100000 or more. You win the duel. Vorpal Assault Normal Spell You can only activate this card on the first turn while you have exactly 54 cards in your Graveyard. You win the duel. |
Spamming future decks in the midst of draft IC-ing. |3
Monster Cards: Name: Fractal Ite Attribute: DARK Type: Rock/Dark Tuner Level: 10 ATK: 2000 DEF: 2000 Effect: If this card is used for a Synchro Summon, place 1 "Fractal Counter" on all monsters on the field. Name: Fractal Ost Attribute: DARK Type: Aqua/Dark Tuner Level: 8 ATK: 1000 DEF: 1000 Effect: If this card is used for a Synchro Summon, place 2 "Fractal Counters" on 1 monster on the field. Name: Fractal Ostite Attribute: DARK Type: Sea Serpent/Dark Synchro Level: -4 ATK: 1500 DEF: 1500 Effect: 1 "Fractal Ite" or "Fractal Ost" + 1 non-Dark Tuner monster When this card is successfully Synchro Summoned, place 1 "Fractal Counter" on 1 monster on the field and inflict 1000 damage to your opponent for each monster removed from play. Name: Fractal Dos Attribute: DARK Type: Thunder Level: 4 ATK: 800 DEF: 300 Effect: FLIP: Inflict 500 damage to your opponent for each monster on the field with a "Fractal Counter". Name: Fractal Sor Attribute: DARK Type: Dinosaur Level: 6 ATK: 2400 DEF: 1700 Effect: You can Special Summon this card from your hand or Deck by removing 1 monster with a "Fractal Counter" on your side of the field from play. Spell Cards: Name: Fractured Rift Type: Field Effect: For each "Fractal Counter" placed on a monster, that monster is immediately removed from play by the same number of turns. When a monster with a "Fractal Counter" returns to the field, it is returned during the same Phase it was removed from play. Remove all "Fractal Counter"s from the returned monster. Trap Cards: Name: Future Crack Type: Normal Effect: If a monster(s) with a "Fractal Counter" is returned to the field by the effect of "Fractured Rift", it is not returned and the controller of that monster takes 1000 damage for each monster removed from play. |
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I want to try again at making a Sea Serpent set. Enraged Seasnake ( 4 Stars / WATER / Sea Serpent / Effect Monster ) 1900 / 200 When this card would be sent to the Graveyard from the Field, it is returned to the Deck instead. Black Abyss ( 2 Stars / WATER / Sea Serpent / Effect Monster ) 100 / 100 This card can attack your opponent directly. When this card inflicts battle damage to your opponent, send 1 card from the top of their Deck to the Graveyard. When your opponent's monster declares an attack on this card, you can return this card to the Deck to negate the attack. Leptocephalus ( 4 Stars / WATER / Sea Serpent / Effect Monster ) 600 / 1700 When an attack position monster you control is selected as an attack target, send 1 card from your opponent's Deck to the Graveyard for every 800 ATK (rounded up) the attacking monster has. Jormungandr ( 7 Stars / WATER / Sea Serpent / Effect Monster ) 2500 / 1800 When this card inflicts battle damage to your opponent, you can instead send 1 card from the top of their Deck to the Graveyard for every 300 damage they would have taken, rounded up. When this card is sent to the Graveyard, return it to the Deck instead. Nematode ( 3 Stars / WATER / Sea Serpent / Effect Monster ) 0 / 1200 When this card is sent from the Field to the Graveyard while "Umi" is on the field, Special Summon 2 level 3 or lower Sea Serpent-type monsters from your Deck to your side of the field. Swarm of Remora ( 3 Stars / WATER / Sea Serpent / Effect Monster ) 200 / 1800 Whenever a card is sent from the Deck to the Graveyard, send 1 card from the top of your opponent's Deck to their Graveyard for every 200 ATK this card has. When this attack position card is selected as an attack target, you can return it to the Deck to negate the attack. Churning Vortex Continuous Spell Whenever a card is returned to the Deck, the card's controller draws 1 card and their opponent sends 1 card from the top of their Deck to the Graveyard. Kharybdis' Tears Normal Spell Return up to 5 Monster cards from your Graveyard to your Deck to send 1 card from the top of your opponent's Deck to their Graveyard for each card returned. Lost in the Depths Normal Trap You can only activate this card when you control a face-up Sea Serpent-type monster. Return all Monster cards in your opponent's Graveyard to their Deck and send 1 card from the top of their Deck to the Graveyard for each card returned. Your opponent draws 1 card. - - - - - Then another one. This one has less synergy and survivability, though. Neo Drill Bug ( 2 Stars / EARTH / Insect / Effect Monster ) 200 / 1100 This card can attack your opponent directly. When this card inflicts battle damage to your opponent, you can select 1 "Parasite" card, "Kisetai" or "Parasitic Ticky" from your Deck and add it to your Hand. Parasite Klorosi ( 2 Stars / EARTH / Insect / Effect Monster ) 500 / 500 FLIP: Destroy 1 Monster on the field and gain life points equal to 100 x its level. Special Summon 1 "Parasite Token" ( 1* / 0 /0 / EARTH / Insect ) to either side of the field. Parasite Maralos ( 4 Stars / FIRE / Insect / Effect Monster ) 200 / 200 FLIP: Set this card in your opponent's Spell and Trap card zone and shuffle all face-down Spell or Trap cards you opponent controls. When this card would be destroyed in the Spell and Trap card zone, destroy all Spell and Trap cards the controller of this card controls first, then increase their opponent's life points by 600 for each card destroyed by this effect. Parasite Loaloa ( 4 Stars /WIND / Insect / Effect Monster ) 0 / 0 FLIP: Add this card to your opponent's hand. As long as this card remains there, this card cannot be Normal Summoned or Set and your opponent must play with their hand revealed. When this card is discarded from your opponent's hand and sent to your Graveyard, your opponent must discard their entire hand. Parasite Lampis ( 3 Stars / WATER / Fish / Effect Monster ) 100 / 0 When this face-down card is selected as an attack target, negate the attack and equip this card as an Equip Spell to the monster that attacked it. That monster cannot attack or be Tributed. During each of your Standby Phases when this card is treated as an Equip Spell, select 1 monster on your opponent's side of the field. That monster cannot declare an attack or be Tributed as long as this card remains on the field. Parasite Ringwar ( 4 Stars / DARK / Plant / Effect Monster ) 0 / 400 Add this card to your opponent's Graveyard and shuffle it. As long as this card remains in your opponent's Graveyard, neither player may check that Graveyard. When a card attempts to return cards from the Graveyard to the Hand, Deck, or Field or attempts to remove cards from the Graveyard from play, remove this card and all cards underneath from play first, then increase the owner of this card's life points by 200 x the number of cards removed. Parasite Diominous ( 3 Stars / WIND / Insect / Effect Monster ) 700 / 900 FLIP: Add this card to your opponent's Extra Deck and shuffle it. Whenever a card is removed from the Extra Deck (not removed from play), send this card to the Graveyard and increase your life points by 600 x the amount of cards between this card and the card removed from the Extra Deck. Injection Normal Spell Select 1 card in your Graveyard or Deck and shuffle it into your opponent's Deck. Parasite Mycospore Normal Spell When this card is drawn, immediately send it to the Graveyard. If this card is sent from your opponent's Hand to your Graveyard, increase your life points by 4000. Parasite Exazaron Normal Spell When this card is drawn, immediately send it to the Graveyard. If this card is sent from your opponent's Hand to your Graveyard, draw cards until you have 7 cards in your hand. Parasitism Continuous Trap This card is treated as a "Parasite" card. Each time you gain life points, inflict damage to your opponent equal to the amount gained. Rapid Infection Normal Spell You can activate this card if the only monsters you have in your Hand are "Parasite" monsters, "Parasitic Ticky" or "Kisetai." Reveal your hand to your opponent. During this turn, you can only Set monsters, but you may Set an unlimited amount of times. Cards added to your hand after the activation of this card are sent to your Graveyard instead. - - - - - The Agent of Chaos - Dysnomia ( 2 Stars / DARK / Fairy / Effect Monster ) 900 / 0 Once per turn, you can pay multiples of 500 life points to inflict 1500 damage to your opponent. Your opponent can pay multiples of 500 life points greater than the amount you paid to negate this effect and destroy this card. The Agent of Covenant - Charon ( 2 Stars / DARK / Fairy / Effect Monster ) 0 / 0 When this card is Summoned, your opponent chooses Spell Cards, Trap Cards, or Monster Cards. Until the End Phase of their next turn, they must pay 1000 life points to activate the effects of or Summon the selected card-type. The Agent of Death - Pluto ( 8 Stars / DARK / Fairy / Effect Monster ) 2400 / 0 This card cannot be Special Summoned. While your Life Points are lower than your opponent's, you can Tribute this card to halve your opponent's life points. If you do not control "The Sanctuary in the Sky", this effect is not applied. You cannot conduct your Battle Phase the turn you activate this effect. The Agent of Protogeneration - Uranus ( 6 Stars / LIGHT / Fairy / Effect Monster ) 2600 / 0 If you control no monsters, you can Special Summon this card from your hand. If you Special Summoned this card with its own effect, you cannot conduct your Battle Phase this turn. Your opponent can Tribute 1 monster they control to destroy this face-up card. You can treat this 1 monster as 2 Tributes for a Tribute Summon. The Agent of Supremacy - Jupiter ( 4 Stars / LIGHT / Fairy / Effect Monster ) 1000 / 0 When you Normal Summon this card, you can activate 1 "The Sanctuary in the Sky" from your Hand, Deck, or Graveyard. While "The Sanctuary in the Sky" is on the field, this card cannot be destroyed by battle. While this card is on the field, "The Sanctuary in the Sky" cannot be destroyed by a card effect. The Agent of Fury - Neptune ( 4 Stars / LIGHT / Fairy / Effect Monster ) 1900 / 0 Send this card and 1 Field Spell card you control to the Graveyard to destroy up to 3 cards on the field. - - - - - Programma 101 ( 2 Stars / LIGHT / Thunder-type / Effect Monster ) 0 / 2200 This card is treated as "The Calculator" while it is face-up on the field or in the Graveyard. As long as this card remains face-up on the field, your opponent cannot select another "The Calculator" as an attack target. During each of your Standby Phases, increase the level of this card by 2. Facit NTK ( 1 Star / LIGHT / Thunder / Effect Monster ) 0 / 0 This card is treated as "The Calculator" while it is face-up on the field or in the Graveyard. Once per turn, you can select 1 monster on the field. This card's level becomes the selected monster's level until the End Phase. When this card is destroyed by battle, Special Summon 1 Thunder-type monster with 0 ATK from your Deck. Adler 81S ( 5 Stars / LIGHT / Thunder / Effect Monster ) 0 / 0 This card is treated as "The Calculator" while it is face-up on the field or in the Graveyard. Once per turn, select 1 monster on the field. This monster gains 500 ATK x the level of the selected monster until your opponent's next End Phase. Divisumma 24 ( 10 Stars / LIGHT / Thunder / Effect Monster ) 0 / ? This card is treated as "The Calculator" while it is face-up on the field or in the Graveyard. The DEF of this card is equal to 200 x the combined levels of all monsters you control. Elektronica B3-21 ( 4 Stars / LIGHT / Thunder / Effect Monster ) 0 / 0 This card is treated as "The Calculator" while it is face-up on the field or in the Graveyard. Once per turn, Tribute 1 monster on your side of the field to Special Summon 1 Thunder-type monster with 0 ATK from your Deck to your side of the Field. (Works with Batterymen :o) ANITA Normal Spell Send 1 "The Calculator" from your side of the field to the Graveyard to inflict damage to your opponent's life points equal to half the ATK of the monster sent. If you activate this effect, you cannot conduct your Battle Phase this turn. Addiator Normal Spell Special Summon 1 "The Calculator" from your Graveyard. WSR160 Continuous Spell "The Calculator" monsters you control gain 100 ATK x the total levels of all monster you control. Curta Handheld Continuous Trap Once per turn, during either player's turn, select 1 "The Calculator" on your side of the field and change its battle position. - - - - - Vodosapata ( 10 Stars / DARK / Zombie / Effect Monster ) 0 / 0 This card cannot be Special Summoned. This card cannot be destroyed by battle. Switch this Defense position card to Attack position immediately and destroy any cards that switch it to Defense position. As long as this card remains face-up on the field, the effects of your Spell and Trap cards are negated and you cannot activate Spell and Trap cards from your Hand. Tribute 1 Monster on your side of the field to halve your opponent's life points. Inflict damage to your own life points equal to the amount of life points your opponent lost. If you activate this effect, you cannot conduct your Battle Phase this turn. |
OK I haven't thought of a name for it but here's my newest card
Name: ??? Normal Trap Effect: Pay 2000 Life Points. Negate all summoning requirements of all monsters in your hand during the turn this card is activated. That means you can summon Ritual Monsters without the ritual spell, or even summon Gate Guardian without Suijin etc. Also you can summon monsters that require 3 Monsters as a tribute without 3. Of course, the tribute rule still applies, Level 7+ monsters still need 2 tributes. Yeah I know it's cost is steep but the effect makes up for it. :) Do you have a suggestion for a name of this card. Quote:
...If only it was real, I would want to get it... |
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I had a set of "Sands of Time" cards which worked by accelerating or decreasing the turn count of a card, but it got deleted when I accidentally hit the BACK button on my mouse. I'll revive it sometime else. |
Whoa, it's obviously been waaaay too long since I came to this thread last. Bad form. :x
Fractal Ite: well now...this is quite the deviation from the usual 0/0ness of dark tuners. Tough to summon, and I mean really tough. The only sort-of viable methods I can think of are Escape From the Dark Dimension and Released From Stone. x.O Unless, of course, we have some support for that lurking further down here. As for the effect...will have to withhold judgment until I see what those counters actually do. Fractal Ost: at a glance, I think I'd prefer using this as it's readily tomato-searchable, Limit Reversable and viable fodder for Trade-In should it end up in the hand. Fractal Ostite: oooow...yeah, that on-summon effect is a bit too painful. Also, this sort of goes against the general dark synchro thematic of compensating for their high summoning requirements by being exceptionally hard to kill. Maybe have it, say, place a number of fractal counters on a monster equal to that monster's level when it battles, revive itself under some specific conditions, and instantly remove any monster with fractal counters that it battles with from play, possibly with x amount of damage per counter? Something like that would sound more...Dark Synchroish. :x Fractal Dos: potentiall huge burn, but really...spreading those counters is incredible tough and we could basically get the same - usually better - results simply by flipping Ceasefire since pretty much all monsters you'll encounter will be effect anyway. Fractal Sor: Again, this would be a good card if the fractal counters themselves weren't so costly. Fractured Rift: Umm...yeah, I think we need rewording here. Like, "During either player's Main Phase, you can select a monster with a Fractal Counter(s) on it and remove it from play for a number of turns equal to the number of Fractal Counters on it.". Also, do note that all counters are lost automatically when a card leaves the field, so the last effect is redundant. D: Bleah, needs more counter spread if we actually want to make use of this. Future Crack: This is contradiction. A monster that has been returned is already on the field, so you can't say that it's not. Also, the damage is - again - crazy. That should be something like, say, "If Monsters would be returned to the Field by the effect of "Fractured Rift" this turn, those Monsters are not returned and their owner loses 1000 Life Points for each Monster that would have been returned instead.". 1000 for every removed monster is just flat-out crazy, but seeing as how timing multiple returns to occurr on a single turn is beyond difficult, this should be fair enough compensation for the insane situational aspect. Enraged Seasnake: Usually not what we want to do with an unsearchable beatstick, really. I...can't think of a deck where this effect would actually be desirable, really. Black Abyss: poking for mill? This...is amusing at least, I'll give it that, and could prove to be a nuisance if you set up some method of continuously summoning it, but I'm not convinced of its overall usefulness. Fun card, though. XD Leptocephalus: so it's definitely mill, then. This could actually put a fair bit of pressure on the opponent if you back it up with some attack negation. Jormungandr: that would be "When this card would inflict Battle Damage" since we can't negate something that's already happened. Eh...as much as I like mill, there's a fundamental problem here. You'd just flat-out win faster if you ignored milling and just went for the damage instead. D: Nematode: and this would be our special summoning method, then. I'm starting to see where you're going with these, though Jormungandr still kind of doesn't fit in. Swarm of Remora: Basically translated into 'discard two' if we have A Legendary Ocean out like all of these want to have. Potentially interesting synergy with attack boosters (Hmm...United We Stand mill ftw? XD). Churning Vortex: and this would be why we're so intent on returning our cards to the deck. Scary card...very scary. Kharybdis' Tears: not going to happen. These things abhore the graveyard, so getting enough of them down there to really make this work is beyond difficult. Unless...ogawd, Shriek for the win. Just...Shriek. Lost in the Depths: eh, plus-minus zero for the mill and effective -2 on the CA. Unless we get really lucky with the discard, this is just wasting a perfectly good card slot, really. Aaand...I'll do the rest of those later or something. Just...too many in one go. x.O Anyway, a couple of one-offs. Discord's Fiend Fiend/Effect 4 Star/Dark 1900 Atk / 1700 Def Cards can not be added to a player's Hand by card effects. This card can not be sent to the Graveyard for a Synchro Summon. When a Monster would be Synchro Summoned, this card is tributed to negate the summon of that Monster and remove it from play. Hypercharge Trooper Thunder/Effect 3 Star/Light 400 Atk / 1500 Def During your Main Phase, you can return up to three cards from your Graveyard to your Deck and shuffle it to increase the Atk of this card by 500 for each card returned until the end of the turn. When this card is destroyed, you can select one card from your opponent's Graveyard and place it at the top of their Deck. Master Geomancer Spellcaster/Effect 3 Star/Earth 1200 Atk / 1900 Def When a Spell Card is activated, place one Spell Counter on this card. (Maximum 2) By removing two Spell Counters from this card, add one Field Spell Card from your Deck or Graveyard to your Hand. By tributing this card with a Spell Counter on it, negate the activation and effect of a card that would destroy a Field Spell Card and destroy it. |
Discord's Fiend: What Raitou is to any deck playing special summons, so this card is to Synchros. The restriction on use in Synchro summons itself is fair, but this thing is still TeleDAD's nightmare. The 1900 Atk is also bulky enough to swing over Stratos AND unboosted Laquari, which is a very good thing.
Hypercharge Trooper: Forced graveyard manipulation is a good thing, and the first effect provides a way for a few decks I can think of to recycle used-up spells and traps, if nothing else. Interesting concept, though I think a machine-type would be okay. Even if this thing could copy Card Trooper's old abuse of Machine Duplication to bring out three 1900 Atk beatsticks, the fact that you need nine cards in your graveyard minimum to pull that off rules out an early-game swing from everything but Lightsworn, which won't run this anyway because it's already hard-pressed for deck space. Master Geomancer: A love letter to Crystal Beast, and other field-spell dependent archetypes. You can either use it to protect a field spell in play, or you can search out a field spell. Of course, being a spellcaster this monster is just screaming for abuse of Spell Village. "What, you want to blow up my one-sided Imperial Order? Well you'll have to get past the spellcaster protecting it first, no matter how many copies of Mobius or Dust Tornado you're siding!" XD Speaking of Love Letters... Love Letter Normal Spell Select one monster on your side of the field. Select any monster in your deck with the same type and level as the selected monster and add it to your hand. You cannot add a second copy of the selected monster to your hand in this way. ... I'll just post these here for now anyway. XD Dragon Court Field Spell Normal dragon-type monsters cannot be targeted by spell and trap cards. When this card on your side of the field would be destroyed, you can tribute a dragon-type monster you control instead. Mythic Dragon Tiamat Monster/Light/Dragon/Effect/8* Atk 3000/ 1800 This monster is treated as a normal monster while on the field. This monster cannot be special summoned. If this monster is normal summoned, the tributes must be dragon-type. This monster can be normal summoned without tribute by removing two normal dragon-type monsters in your graveyard from play if "Dragon Court" is on the field. Once per turn, you can pay one thousand life points to special summon a dragon-type monster from your hand, deck, or graveyard. Mythic Dragon Nidhogg Monster/Fire/Dragon/Effect/8* Atk 3000/ Def 2300 This monster is treated as a normal monster while on the field. This monster cannot be normal summoned or set. This monster can only be special summoned by removing three normal dragon-type monsters in your graveyard from play. Once per turn, you can discard any number of dragon type monsters in your hand and tribute any number of dragon-type monsters you control. Then, destroy an amount of cards your opponent controls equal to the number of monsters sent to the graveyard in this way. Mythic Dragon Fafnir Monster/Water/Dragon/Synchro/10* Atk 3400/ Def 3000 "1 Tuner Monster + One or more normal non-tuner monsters" While you control this monster. "Dragon Court" cannot be destroyed. In addition to its normal attack, this monster can attack once for each dragon-type monster used to Synchro Summon it. This monster can only attack your opponent directly once during the battle phase. |
Love Letter: Well, this is...interesting, at least, though finding the precise usefulness is a bit trickier. I keep getting back to my silly SC deck where I'd be using this with Marshamllon for a target to pull out a Watapon from my deck and special summon it. XD
Dragon Court: I hope you're aware that this would only allow you to protect yourself by sacrificing effect dragons? The self-protection effect would be targeting by its nature, and the court prevents normal dragons from being targeted. Ehh...Brain Control/Sakretsu/Dimensional Prison/etc. cover, I guess. Useful overall. Mythic Dragon Tiamat: oookay, am I the only who thinks this makes for really cheap muscle? Two dragons in your graveyard is hardly a huge requirement for a 3000-point beatstick. I mean, just fit in a chain each of Troop and Masked Dragon and that's a whole load of meat shields and Tiamat fodder just ready to go already. Future Fusion for Five-Headed and we have another no-brainer solution. Plus, Tiamat is treated as normal so you can recur it with Dark Factory of Mass Production and search for it with Summoner's Art, making it very easy to get into play consistently. Maybe...add a bit more expense to the venture? Like, at least limiting it to only accepting normal dragons for removal? Mythic Dragon Nidhogg: hurr...potentially huge field-clearing effect given how vanillas can be recurred en-masse, but at least we're removing them from the graveyard to get this into play as well. Dark Factory is definitely a staple for the deck now. Mythic Dragon Fafnir: Ooookay, essentially at least a triple-attacking 3400 Atk behemoth. Even without factoring in how we can start re-summoing it with Birthright and Swing of Memories after it's killed once, not to mention how it also conserves our all-important field, don't you think that's a bit much? Even for synchro? Basically, when Fafnir comes out, your opponent goes down. Oh but wait, it has no listed synchro materials so you can't legally summon it. Ever. Never mind then. Seriously, though, this needs tonedown. The other two are already pushing it, a lot, but this just goes straight over the top. That much damage potential for no extra work is just too much. Anyway, my latest brainchild. :x Chtonian Bumblebee Insect/Effect 1 Star/Wind 100 Atk / 200 Def This card can attack your opponent directly. If it does so while your opponent controls at least one Plant Type Monster, you can make Battle Damage from that attack zero to discard one card from the top of your opponent's Deck then place one Plant type Monster from your Hand face-up on top your opponent's Deck and shuffle it. Chtonian Thorn Plant/Effect 3 Star/Dark 800 Atk / 1600 Def This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, your opponent discards one Monster Card other than a face-up card from their Deck. Then, place this card face-up on top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. While this revealed card is in their Hand, the player holding this card must discard one Monster card other than a face-up card from their Deck for each Monster that is summoned to their Field, including Flip Summon. Necrolily Plant/Effect 2 Star/Dark 1500 Atk / 1000 Def This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, place it face-up on top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. During each of their Standby Phases, if the player holding this revealed card controls a Monster other than a face-up Plant Type Monster, that player tributes one of those Monsters to Special Summon one Fiend Blossom Token (Plant Type/DARK/Level 2/? Atk/? Def) to their Field. Fiend Blossom Token can not attack or be offered as tribute for a Tribute Summon and copies the Atk and Def of the Monster tributed to summon it. Netherworld Orchid Plant/Effect 3 Star/Dark 1300 Atk / 1450 Def This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, your opponent selects one Spell Card from their Deck and discards it. Then, place this card face-up at the top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. A player holding this revealed card must discard a Spell Card from their Deck to activate a Spell Card. Vampire Ivy Plant/Effect 3 Star/Dark 1200 Atk / 1700 Def This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, discard the top card of your opponent's Deck to place this card face-up on top of your opponent's Deck and shuffle it. When this face-up card is added to your opponent's Hand, they must keept it revealed for as long as it remains in their Hand. On each of their End Phases, the player holding this revealed card discard two cards from the top of their Deck. Blossom Shower Quick-Play spell Discard one Monster card from your Hand. Special Summon two Fiend Blossom Tokens (Plant Type/DARK/Level 2/1500 Atk/1000 Def) to either player's Field. Fiend Blossom Token can not attack or be offered as tribute for a Tribute Summon. Flowergarden of the Netherworld Field Spell All Plant Type Monsters destroyed by card effect are treated as having been destroyed by Battle. Whenever a Monster other than a Plant Type Monster inflicts Battle Damage, that Monster is tributed to Special Summon one Fiend Blossom Token (Plant Type/DARK/Level 2/? Atk/? Def) to the Field of the tributed Monster's controller. Fiend Blossom Token can not attack or be offered as tribute for a Tribute Summon and its Atk and Def become equal to the amount of Battle Damage inflicted. For each Fiend Blossom Token destroyed while this card is on the Field, the controller of the destroyed token(s) discards two cards from the top of their Deck. Wicked Seed Normal Spell Select one Plant Type Monster from your Hand and place it face-up on top of your opponent's Deck, then shuffle it. Will of the Flower God Normal Spell Select and activate one of the following: *Pay 800 Life Points. Select one face-up Plant Type Monster from your opponent's Deck and shuffle it, then place the selected Monster at the top of your opponent's Deck. *This effect can only be activated when the number of face-up Plant Type Monsters in your opponent's Deck is equal to at least twice the number of other cards in their Deck. You win the Duel. Autumn Wilting Normal Trap Destroy all Plant Type Monsters on the Field. Then, for each Monster destroyed this way, discard one card from the top of your opponent's Deck. Deep Roots Normal Trap This card can only be activated on the End Phase of a turn when a Plant Type Monster(s) was sent from your opponent's Hand, Field or Deck to your Graveyard. Add all Monsters that were sent to your Graveyard this way during this turn face-up into your opponent's Deck and shuffle it. For each card added to your opponent's Deck this way, discard one card from the top of your Deck. |
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EDIT: Updated Mythic dragons so they're only normal while on the field, since that was my intent anyway. Also fixed Court, Tiamat, and Fafnir's effects. |
thank you for this message
(I'm new in this forum) |
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Anyways...I'm still working on the name for my latest card. If you got a better name for it please tell me... Name: Galactic Science Normal Trap Pay 2000 Life Points. Negate all summoning requirements of all monsters in your hand during the turn this card is activated. Combine it with Ultimate Offering for maximum effect, make sure you have a deck with a few Life Point recovery cards. __________________ Oh and here's a new Arceus card. Completely different from before. Name: Arceus the Creator Attribute: Light Level: 12 ATK: 5000 DEF: 0 [Beast / Pokemon / Effect] This card can only be Special Summoned with the effect of "Rise of the Creator". This card cannot be targeted by the opponent's Spell, Traps and Monster Effects. If this card is face-up Defense Position on the field, this card cannot be destroyed as a result of battle. During your Main Phase 1, you can discard 1 card from your hand to destroy 1 card on the field. You can only activate this effect once per turn and you must skip your battle phase this turn if you destroy one of your opponent's cards with this effect. I'm working on the "Rise of the Creator" card at the moment...As you might already guess from it's ATK, it would be difficult to summon. And yes it would be...Unless you use the other card I said in this post, just need 2 tributes then :D __________________ EDIT: He's another one...He he, I like this one :) http://fc58.deviantart.com/fs34/f/2008/300/9/0/Ditto_Card_by_skyshayminx.jpg Imagine...4 Master of Dragon Solders on your side of the field. o_O One original Master of Dragon Solder and 3 Dittos. Dragon Solder's effect: Gain 500ATK for every dragon on field except itself, which makes...6500 ATK EACH!! Add another dragon and it's 7000!!! :shocked: |
Voodoo set, please.
It's going to be a no-monster set with effects that burn your own life points to inflict damage to your opponent, as well as some support in life-gain. Grisly Totem Continuous Spell When this face-up Spell card is destroyed and sent to the Graveyard, Special Summon it as a monster with ( 6 Stars / EARTH / Fiend / 1200 / 2600 ). Dark Ritual Circle Continuous Spell Once per turn, destroy 1 monster on your side of the field to gain life points equal to its DEF. Ominous Tides Normal Trap Pay life points equal to half your opponent's life points. Halve your opponent's life points. Da Hoodoo Mind Powahz Normal Trap Destroy 1 Spell or Trap card on your side of the field, except this card, to gain control of 1 face-up monster on your opponent's side of the field until the End Phase. (finish later) |
I've updated one of my older cards
Name: Ash Ketchum Attribute: Light Level: 3 ATK: 500 DEF: 500 [Warrior / Effect] Increase the ATK of all Pokemon Monsters on your side of the field by 500. When there is a Pokemon Monster on your side of the field, this card cannot be targeted by the opponent's Spells, Traps, Monster Effects and cannot be selected as an attack target. You can Normal Summon Level 5 or higher Pokemon Monsters from your hand without any tributes by paying Life Points equal to the level of the monster (x100). _______ Oh and now a Pokemon Card is a Yugioh card xD Name: Cynthia's Feelings Normal Spell Add all cards in your hand to your deck and shuffle. Then draw 4 cards. If any of your Pokemon Monsters were destroyed as a result of battle on the opponent's last turn, draw 1 card for each monster. You cannot activate this card if this is the only card in your hand. It's slightly different to the real Pokemon Card. Here's it's effect. Shuffle your hand into your deck. Then, draw 4 cards. If any of your Pokemon were Knocked Out during your opponent's last turn, draw 4 more cards. I figured the 4 extra cards would be a little too much so I changed it to 1 card per Pokemon destroyed in battle. If 4 monsters were destroyed, then you would draw 4 cards :P |
This is from my last post. Still not done yet because my muse hath left me.
Grisly Totem Continuous Spell When this face-up Spell card is destroyed and sent to the Graveyard, Special Summon it as a monster with ( 6 Stars / EARTH / Fiend / 1200 / 2600 ). Vexing Totem Continuous Spell When this face-up Spell card is destroyed and sent to the Graveyard, destroy 1 monster your opponent controls and then Special Summon this card as a monster with ( 1 Star / EARTH / Fiend / 100 / 1100 ). Ancestral Totem Continuous Spell When this face-up card is destroyed and sent to the Graveyard, select 1 "Totem" card from your Deck, other than "Ancestral Totem" and place it on the field. Once per turn, you can destroy 1 Spell or Trap card you control to draw 1 card. Fire Soul Totem Continuous Spell Whenever a Spell or Trap card you control is sent to the Graveyard, inflict 300 damage to your opponent. When this face-up card is destroyed and sent to the Graveyard, gain life points equal to the amount of damage inflicted by this card. Blood Totem Continuous Spell When this face-up Spell card is destroyed and sent to the Graveyard, select 1 Continuous Spell card in your Graveyard and place it on the field, then Special Summon this card as a monster with ( 1 Star / EARTH / Fiend / 0 / 0 ). Dark Ritual Totem Continuous Spell When this face-up Spell card is destroyed and sent to the Graveyard, Special Summon it as a monster with ( 4 Stars / EARTH / Fiend / 1400 / 1900 ). Once per turn, destroy 1 monster on your side of the field to gain life points equal to its DEF. Ominous Tides Normal Trap Pay life points equal to half your opponent's life points. Halve your opponent's life points. Da Hoodoo Mind Powahz Normal Trap Destroy 1 Spell or Trap card on your side of the field, except this card, to gain control of 1 face-up monster on your opponent's side of the field until the End Phase. Thought-Eater Normal Spell Take control of 1 face-down Spell or Trap card your opponent controls until the End Phase. You cannot activate that card. The targeted card cannot be chained to the activation of this card. |
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Galactic Science: Screw the LP recovery; just dump a couple of Hamons/Raviels on the field with this and go for that beatdown win already. Rainbow Dragon OTKO absolutely drools at this. Arceus the Creator: Yeah, can't really give comment without knowing the summoning requirements. I don't really see that one-for-one destruction effect being used a lot, though, not with the battle phase loss. Ditto: Just waiting to be abused in all kinds of ways. Multiplier of big beatsticks. D: Ash Ketchum: archetype specific support, eh. Sort of like an improved Command Knight for them, but not much good unless you have at least one poke around already. Cynthia's Feelings: Immediate three copies for anything. This is all that Pot of Greed ever aspired to be and then some. You can get away with in the poké TCG, but in YGO you can't just hand out free cards like ginger snaps because a player actually has the potential to play out each and every one of them in one turn and just plain overwhelm the opponent. Just...broken beyond relief. x.O Grisly Totem: Statue of the Wicked in plain sight with a considerable stat buff. Nice detergent for field-clearing maneuvers I guess, but not quite as exploitable as the statue because of the face-up requirement. Vexing Totem: Hurr...so it's monster destruction and tribute fodder/meat shield in one pacakge? Definitely useful, though perhaps more for Monarchishly inclined strategies than anything else as the monster itself is...just plain puny. Ancestral Totem: And this is how we milk those other totems for their effects. Offsets the problem of blowing the totems up when the opponent is being uncooperative and provides free draws to boot. Pretty hateable card since it's not something you want to leave on the field, yet self-replaces, making it an unappealing target for removal. Fire Soul Totem: Kind of weak burn, let alone the LP recovery. I think I'd sooner just stick to the other totems; maybe up the burn just a little to make it more appealing? Blood Totem: Recycler of Ancestral Totem, which is already enough to warrant threes. The meatshield/tribute fodder summon is just a bonus, really. Dark Ritual Totem: the biggest offensive of the totems, which may account for something. The effect really just plain puts the ritual circle out of business; mostly for exploiting on-destruct effects and stolen monsters, really. Dark Ritual Circle: Unless our monster revives ASAP or was stolen in the first place, I see no reason to use this. And even if this is the case, there are surely better effects out there that could be used instead of this. Ominous Tides: just totally broken as it immediately elevates Chain Strike Burn to a practical FTKO. Flip this and any given ensemble of passable burn cards and that's more than enough to nail that OTKO right there and then. There's a reason we don't halve LP lightly. :\ Da Hoodoo Mind Powahz: Definitely chaining fodder, unless we're abusing on-destruct cards like Dark Coffin. Nice response to mass-destruction effects and such too. Thought-Eater: New take on S/T removal. Blowing the stolen card up with Ancestral Totem is a no-brainer use, and it's nice for messing with opposing defense for a single turn's push, though. Now then...*Cracks fingers* Chtonian Bumblebee Insect/Effect 1 Star/Wind 100 Atk / 200 Def This card can attack your opponent directly. If it does so, you can make Battle Damage from that attack zero to discard one card from the top of your opponent's Deck then place one Plant type Monster from your Hand face-up on top your opponent's Deck and shuffle it. Chtonian Rose Plant/Effect 1 Star/Fire 500 Atk / 1500 Def Whenever you receive Battle Damage from a Battle involving this card, discard a card from the top of your opponent's Deck for every 500 points of Damage you received. When this card would be destroyed by Battle, you can remove a Monster card in your Graveyard from play instead. Chtonian Thorn Plant/Effect 3 Star/Dark 800 Atk / 1600 Def This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, your opponent discards the top card of their Deck. Then, place this card face-up on top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. While this revealed card is in their Hand, the player holding this card must send a card from the top of their Deck to the Graveyard for each Monster that is summoned or set to their Field. Disciple of the Flower God Spellcaster/Tuner/Effect 1 Star/Earth 600 Atk / 1200 Def When conducting a Synchro Summon with this card, you can use Fiend Blossom Tokens on your opponent's Field as Synchro Material. If you do, the Synchro Monster and all non-Tuner Monsters used in the summon must be Plant Type Monsters. Feral Venus Plant/Effect 5 Star/Dark 2000 Atk / 2300 Def This card can not be offered as tribute for a Tribute Summon. When this card is destroyed by Battle and sent to your Graveyard, your opponent selects one Monster Card other than a face-up Monster from their Deck and sends it to the Graveyard. Then, place this card face-up on top of your opponent's Deck and shuffle it. When your opponent draws this face-up card, they must keep it revealed for as long as it remains in their Hand. While this revealed card is in their Hand, the player holding this card must send one Monster card other than a Plant Type Monster from their Hand, Deck or Field to the Graveyard during each of their Standby Phases. Fragrance Trap Continuous Spell All Monsters other than Plant Type Monsters that your opponent controls are forced into Attack Position and must attack each turn. If you control a Plant Type Monster, you can change the target of an attack or card effect controlled by your opponent to that Monster. Thousand Flower Blossoming Quick-Play Spell For each revealed Plant Type Monster in your opponent's Hand, Special Summon one Fiend Blossom Token (Plant Type/DARK/Level 2/1500 Atk/1000 Def) to either player's Field. Fiend Blossom Token can not attack or be offered as tribute for a Tribute Summon. At the end of this turn, destroy all Fiend Blossom Tokens Special Summoned this way and lose 400 Life Points for each Token destroyed by this effect. Wicked Seed Normal Spell Pay 1000 Life Points. Select one Plant Type Monster from your Hand then send a card at random from your opponent's Hand and send it to the Graveyard to add the Plant Type Monster you selected to your opponent's Hand. A card added to your opponent's Hand by this effect remains revealed for as long as it remains in your opponent's Hand. Will of the Flower God Normal Spell Place all face-up Plant Type Monsters in your opponent's Deck at the bottom of your opponent's Deck in any order, then discard a card from the top of your opponent's Deck for each face-up Plant Type Monster in their Deck. Calling of the Flower God Normal Trap Activate only when your opponent Summons or Sets a Monster. Select one face-up Plant Type Monster from your opponent's Deck, then shuffle your opponent's Deck and place the card you selected at the top of your opponent's Deck. Deep Roots Continuous Trap On the End Phase of a turn when a Plant Type Monster(s) was sent from your opponent's Hand, Field or Deck to your Graveyard. Add all Monsters that were sent to your Graveyard this way during this turn face-up into your opponent's Deck and shuffle it. For each card added to your opponent's Deck this way, discard one card from the top of your Deck. Grave Flower Continuous Trap Select one Plant Type Monster from either player's Graveyard, then remove a Monster Card in either player's Graveyard from play to Special Summon the selected Monster to that player's Field. During each of their End Phases, the controller of the Special Summoned Monster removes one Monster Card in their Graveyard from play. If they can not, destroy this card. When this card is removed from the Field, the Monster Special Summoned by this card is destroyed. Parasitic Seeds Normal Trap This card can only be activated when a Monster card(s) is added to your opponent's Hand or Field from his/her Graveyard. For each card that was added to your opponent's Hand or Field from his/her Graveyard, select one Plant Type Monster from your Graveyard and add it to your opponent's Hand. The card(s) added to your opponent's Hand by this effect remain revealed for as long as they remain in your opponent's Hand. |
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The problem? I don't know any DAD or Lightsworn player who won't exploit that effect like crazy. "Oh, thanks, I wanted to get that Malicious into my grave so I could Synchro Summon for Stardust!" Or "Oh, sweet, I was getting annoyed that I hadn't hit Wulf yet. Why wait until I get lucky now? Thanks!" Quote:
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Proclamation Line Field Spell When any monster except a "Proclamation" monster is special summoned, the player that special summoned that monster selects one of their unoccupied card zones. Zones selected in this way cannot be used as long as this card remains on the field. Proclamation Soldier Monster/Fire/Warrior/Effect/4* Atk 1300/ Def 1700 When this monster destroys an opponent's monster as a result of battle, select one of your opponent's unoccupied monster card zones. As long as this card remains on the field, the selected zone cannot be used. Proclamation Barreler Monster/Fire/Warrior/Effect/3* Atk 900/ Def 1800 This monster can attack your opponent's life points directly. When this monster does so, you can make battle damage from that attack zero in order to select one unoccupied spell or trap card zone your opponent controls. As long as this monster remains face-up on the field, the selected card zone cannot be used. Proclamation Sniper Monster/Fire/Warrior/Effect/4* Atk 700/ Def 1400 When this monster deals damage to your opponent's life points, discard one card from their hand. Depending on the type of the card discarded, activate the appropriate effect: -Monster: Select one of your opponent's unoccupied monster card zones. As long as this monster remains face-up on the field, that card zone cannot be used. -Spell or trap card: Select one of your opponent's unoccupied spell or trap card zones. As long as this monster remains face-up on the field, that zone cannot be used. Proclamation Wizard Monster/Fire/Spellcaster/Effect/4* Atk 1600/ Def 1400 When you activate a normal spell card, place one spell counter on this monster. By removing three spell counters from this monster, you can select one unoccupied card zone your opponent controls. As long as this monster remains on the field, that zone cannot be used. Proclamation Marshall Monster/Fire/Warrior/Effect/5* Atk 2100/ Def 2000 "Proclamation" monsters other than "Proclamation Marshall" cannot be attacked or targeted by card effects. When this monster battles with a monster that was special summoned, destroy that monster without applying damage calculation. Then, that monster's zone cannot be used as long as this card remains on the field. You can only control one "Proclamation Marshall" at one time. Proclamation Drummer Monster/Fire/Warrior/Tuner/1* Atk 0/ Def 0 By paying five hundred life points, you can change the target of your opponent's attack or card effect to this monster. When this monster is used in a Synchro summon with "Proclamation" monsters, any card zones made unusable by the effects of the monsters used in the Synchro summon remain unusable as long as you control the Synchro monster summoned by this card's effect. Proclamation Commander Monster/Fire/Warrior/Synchro/7* Atk 2500/ Def 2800 "Proclamation Drummer+Any number of non-tuner monsters" When this monster is Synchro summoned successfully, destroy all monsters your opponent controls that were special summoned. For each monster destroyed in this way, select an unnocupied card zone on your opponent's field. The selected card zones cannot be used. When this monster destroys an opponent's monster as a result of battle, you can select a "Proclamation" monster you control (except "Proclamation Commander"). The selected monster cannot be destroyed until your next end phase. Well, new set. This is just the basic idea, but any suggestions would be nice. |
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Mostly, I'm just concerned that making it too heavy-duty mill would break the heck out of the set. Ehh...we'll see. :x Quote:
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Proclamation Line: Hee...card zone clog. This sort of reminds me of my old ice monster set, except it limits the clogging to your opponent. Very nice special summon hate there that can really mess a field up bad, but because normal summon is exempt it doesn't cross the line to brokenness. Proclamation Soldier: Passable defensive monster, though kind of weak on the offense since even recruiters step on it. Pretty much needs that Shrink/Rush backup (or possibly A Forces or even Command Knight, since these are all warriors) or some nice, vulnerable tokens to munch on. I find myself thinking it's lucky that Ojama Trio is still limited. o.o Nimble Masasabi is also a pretty snug fit for the thematic, filling up your opponent's field with non-tributable pest that are perfect fodder for this. Proclamation Barreler: Ogawd, just...Level Limit/Gravity Bind/MoP/freaking Heart of Clear Water already. You can clog up your opponent's field like crazy with so little effort. It's...almost too much, really. I dunno', I think I'd want a limit somewhere. :x Proclamation Sniper: and speaking of the painful...losing cards from your hand is always bad; losing a card zone in the process is even worse. Ow, just...ow. x.O Fortunately, the sniper itself is wimpy and easily battered. Proclamation Wizard: hurr...not a warrior and not recruiter-size. It's the only low-level one in this set that can hold its own in a fight, but even so it's kind of outshone by the others whose field clog effects are just that much more lethal. :x Proclamation Marshall: Ahh...never mind protecting Barreler now; this dude's got it covered. Passable muscle, which supports the protection of the other proclamation monsters. Point is really not for the special summon punishment (which happens like, once in a blue moon because the stuff that gets special summoned is typically big enough to smash this in the face) but for the protection, but since it's a tribute monster and lacks clear special summon outlets, it looks okay. Proclamation Drummer: Oh dear, I smell a big synchro coming up. Proclamation Commander: Oookay, just at a glance I've realized a very dangerous combo here. Commander plus Marshall, anyone? Commander can't be targeted because of Marshall, and as long as the monsters keep coming, Marshall is protected from destruction by Commander. And if your opponent doesn't have a monster? Well, that's when a pair of 2000+ point beatsticks steamroll him. And that's not even getting into the fact how easy it is to eat up your opponent's entire field and lock them out of the whole game with just a few turns of wanton proclamation havoc. Clogging up your opponent's entire spell and trap card zone is not all that difficult, and from there the rest is purely academic. Ground Collapse and Ojama Trio also offer quick additional clog. Overall...very dangerous set; I'd almost say start putting caps there somewhere (Like, only x amount of zones can be occupied by each individual monster or something) and do something to balance Barreler out a bit. Masasabi, Ojama Trio, and Ground Collapse can all already mess with your opponent's remaining lebensarum in a considerable way, and these can quickly compound the trouble. Do like the concept, though. :3 Oh, and getting onto some of the stuff I alluded to above: Embodiment of the Flower God Plant/Synchro/Effect 9 Star/Light 2700 Atk / 3100 Def Disciple of the Flower God + any number of Plant Type non-Tuner Monsters During your turn, you can discard any number of cards from your Hand to Special Summon the same number of Fiend Blossom Tokens (Plant Type/DARK/Level 2/1500 Atk/1000 Def) to either Player's Field. Fiend Blossom Token can not attack or be offered as Tribute for a Tribute Summon. During your End Phase, if this card did not attack this turn, discard a card from the top of your opponent's Deck for each Fiend Blossom Token on the Field. Rose Reaper - Gardener of Souls Plant/Synchro/Effect 7 Star/Dark 2600 Atk / 1700 Def Any Tuner Monster + Any Plant Type non-Tuner Monster(s) When this card destroys a Monster your opponent controls by Battle and sends it to the Graveyard, discard the top card of your opponent's Deck to Special Summon one Fiend Blossom Token (Plant Type/DARK/Level 2/? Atk/? Def) to your opponent's Field. Fiend Blossom Token can not attack or be offered as tribute for a tribute summon and copies the Atk and Def of the removed Monster. When this card is sent from the Field to your Graveyard, you can destroy two Fiend Blossom Tokens on the Field to Special Summon this card to your Field in Defense Position. Also, just some revamping (and no 'I told you so's, thank yew very much, Icha >|) Royal Chancellor of the Magical Kingdom Spellcaster/Effect 5 Star/Light 1400 Atk / 1900 Def If this card is Tribute Summoned by tributing a "Curran", "Pikeru", or "Royal" Monster, place a number of Spell Counters on it equal to the Level of the tributed Monster. By removing a Spell or Trap card in your Graveyard from play, place one Spell Counter on this card (maximum 8). This card gains 300 Atk for each Spell Counter on it. By removing three Spell Counters from this card, negate the activation and effect of a card your opponent controls and destroy it. Royal Field Judge of the Magical Kingdom Warrior/Effect 4 Star/Fire 1600 Atk / 800 Def Once per turn, you can remove an Effect Monster in either player's Graveyard from play to place a Spell Counter on this card. (Maximum 6) This card gains 200 Atk for each Spell Counter on it. By removing two Spell Counters from this card, select one Monster your opponent controls. Until the end of this turn, all Effects of that Monster are negated. Royal Treasurer of the Magical Kingdom Spellcaster/Effect 3 Star/Dark 1000 Atk / 1500 Def During your turn, you can discard any number of cards from your Hand to distribute that many Spell Counters among cards on the Field that can have Spell Counters on them. This card gains 200 Atk for each Spell Counter on it. (maximum 6) By removing two Spell Counters from this card, draw a card. |
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