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Medicinal Overdose is really the overpowering card of the archetype here, much like Rekindling for Flamvells, for example, or Gottoms' Emergency Call is for X-Sabers.
All in all very interesting archetype. :) Below is an overpowered archetype for your perusal. Quite, quite overpowered. So overpowered, in fact, that Konami will never even come up with something like this. Overpowered hand control, field control, and field presence combine to make this a solid, solid choice should you and your friends come together and make custom decks. (Provided of course they don't do silly things... =D ) Arcanist Cerias Effect Monster **** - Spellcaster - Wind - 1600/1200 When this card is Summoned, you can discard a card from your hand to add an "Arcanist" card from your deck to your hand. Once per turn, during your Main Phase, you can reveal any number of "Arcanist" cards from your hand. This card gains 100 ATK and DEF for each card revealed this way, until the End Phase. Arcanist Ezekiel Effect Monster *** - Spellcaster - Dark - 1000/1000 Once per turn, you can discard an "Arcanist" monster from your hand to Special Summon a Level 4 or lower "Arcanist" monster from your graveyard. Draw a card at your End Phase if you did not activate this monster's effect this turn. Arcanist Veii Effect Monster * - Tuner - Spellcaster - Dark - 100/200 When this card is discarded from the hand to the graveyard, your opponent randomly discards 1 card from their hand. When this card is sent to the graveyard for the Synchro Summon of an "Arcanist" monster, your opponent randomly discards 2 cards from their hand. Arcanist Norstein Effect Monster *** - Tuner - Spellcaster - Water - 1500/1300 When this card is Summoned, you can reveal any number of "Arcanist" cards from your hand, shuffle them back into your deck, and draw that many cards +1. Arcanist Gremroer Effect Monster **** - Spellcaster - Earth - 500/2100 When this face-up monster is attacked, you can return this monster back to your hand and draw 1 card, then Special Summon an "Arcanist" monster from your hand. That monster is the target of the attack instead. Arcanist Daelkrin Effect Monster **** - Spellcaster - Fire - 1700/600 When this monster would be destroyed by battle, reveal an "Arcanist" card from your hand and prevent it. If you cannot, discard a card and prevent it. If you have no cards in hand, you can send this card to the graveyard and draw 5 cards. If you do, reveal your hand to your opponent until the End Phase. Arcanist Thaxos Effect Monster ** - Tuner - Spellcaster - Light - 1200/400 Once per turn, you can discard an "Arcanist" card from your hand and Special Summon an "Apprentice Token" (LIGHT - *** - Spellcaster - 1000/1000) onto the field. Arcanist Metrios Effect Monster *** - Spellcaster - Light - 1000/1000 Once per turn, you can discard an "Arcanist" card from your hand and Special Summon a "Master Token" (LIGHT - ** - Tuner - Spellcaster - 1200/400) onto the field. It cannot be used for a Synchro Summon, except for the Synchro Summon of an "Arcanist" monster. Lord Arcanist Agerach Synchro Monster **** - Spellcaster - Fire - 2100/1000 1 "Arcanist" Tuner monster + 1 or more non-Tuner monsters When this monster is Synchro Summoned, draw a card. Then, if your opponent has less cards in his or her hand than you, draw an additional card. Once per turn, you can pay 1000 life points and remove from play a face-up monster on the field. Lord Arcanist Rosenberg Synchro Monster ***** - Spellcaster - Water - 2300/2000 1 "Arcanist" Tuner monster + 1 or more non-Tuner monsters When this monster is Synchro Summoned, discard an "Arcanist" card from your hand to have your opponent discard 2 cards at random from their hand. If you cannot, draw 2 cards. Then, if your opponent has less cards in his or her hand than you, return up to 2 cards on the field to their owners' hands. Once per turn, you can pay 500 life points and discard an "Arcanist" card from your hand to return 1 card on the field to its owner's hand. Lord Arcanist Sorasth Synchro Monster ****** - Spellcaster - Wind - 2500/1400 1 "Arcanist" Tuner monster + 1 or more non-Tuner monsters When this monster is Synchro Summoned, discard an "Arcanist" card from your hand to return up to 1 card on your opponent's side of the field to the top of their Deck. If you cannot, draw 2 cards. Then, if your opponent has less cards in his or her hand than you, destroy up to 1 Spell or Trap card on the field. Once per turn, you can pay 800 life points and discard an "Arcanist" card from your hand to destroy 1 Spell or Trap card on the field. Lord Arcanist Aetaia Synchro Monster ******* - Spellcaster - Earth - 2550/600 1 "Arcanist" Tuner monster + 1 or more non-Tuner monsters When this monster is Synchro Summoned, discard an "Arcanist" card from your hand to destroy up to two face-down cards on your opponent's side of the field. If you cannot, draw 2 cards. Then, if your opponent has less cards in his or her hand than you, increase this card's original Attack by 1000. Once per turn, you can pay 400 life points and discard an "Arcanist" card from your hand to increase the Attack of this card by 1000 until the End Phase. Lord Arcanist Cosomas Synchro Monster ******** - Spellcaster - Light - 2800/2300 1 "Arcanist" Tuner monster + 1 or more non-Tuner monsters When this monster is Synchro Summoned, discard an "Arcanist" card from your hand to return up to 1 card in a graveyard to its owner's hand. If you cannot, draw 2 cards. Then, if your opponent has less cards in his or her hand than you, return up to 1 card in a graveyard to its owner's hand. Once per turn, you can pay 2000 life points and discard an "Arcanist" card from your hand to return 1 card in a graveyard to its owner's hand and draw a card. Lord Arcanist Falghazar Synchro Monster ********* - Spellcaster - Dark - 2900/2500 1 "Arcanist" Tuner monster + 2 or more non-Tuner monsters When this monster is Synchro Summoned, discard an "Arcanist" card from your hand to Special Summon up to 1 monster from your hand or graveyard and draw 1 card. If you cannot, draw 2 cards. Then, if your opponent has less cards in his or her hand than you, remove from play up to 1 card on the field. Once per turn, you can pay 1500 life points and discard an "Arcanist" card from your hand to Special Summon a monster from your hand or graveyard and draw 1 card. Tomes of the Arcanist Normal Spell If this card was added to your hand by the card effect of an "Arcanist" card, draw 1 card. If this card is discarded to the graveyard from your hand, draw 2 cards. Seeking Spell of the Arcanist Normal Spell Reveal an "Arcanist" card from your hand to activate this card. Discard an "Arcanist" card from your hand, search your Deck for an "Arcanist" card, and discard a card from your hand afterwards. Hidden Treasure of the Arcanist Normal Spell Reveal an "Arcanist" card from your hand to activate this card. Return 4 "Arcanist" cards from your graveyard to your Deck, then draw 2 cards. If this card is revealed as a cost for the effect of an "Arcanist" card, draw 2 cards. Fury of the Arcanist Quick-Play Spell Reveal an "Arcanist" card from your hand to activate this card. Discard an "Arcanist" card from your hand and destroy 1 card on your opponent's side of the field. If this card is discarded from your hand to the graveyard, inflict 1000 damage to your opponent or destroy 1 face-up monster on the field with 1000 or lower DEF. Arcane Research Quick-Play Spell Reveal an "Arcanist" card from your hand to activate this card. Draw 2 cards, then if you have less than 5 cards in your hand, discard 3 cards. If this card is discarded from your hand to the graveyard, draw a card. I Library of the Arcanist Field Spell Once per turn, you can discard an "Arcanist" card from your hand to add an "Arcanist" card from your Deck to your hand. If this card is discarded to the graveyard from your hand, add an "Arcanist" card from your Deck to your hand. Arcane Runes Normal Trap Draw cards equal to the number of "Arcane" cards in your graveyard +1, then select 1 card from your hand and return it to the bottom of your Deck. Arcane Whirlwind Normal Trap Reveal any number of "Arcanist" cards from your hand, then destroy a number of cards on the field equal to that number and draw a card. Codex of the Arcanist Continuous Trap If this card would be destroyed, instead reveal an "Arcanist" card from your hand and prevent it. If you cannot, draw 2 cards. Once per turn, you can reveal an "Arcanist" card from your hand and remove it from play. Add it to your hand during the 2nd Standby Phase after the activation of this effect and draw 2 cards. Warding of the Arcanist Counter Trap If this card was added to your hand by the card effect of an "Arcanist" card, draw 1 card. Reveal an "Arcanist" card from your hand to activate this card. Activate only when your opponent activates a Spell Card, Trap Card, or Effect Monster's effect. Negate the activation and destroy that card. |
oh i thought of this YGO card a long time ago:
God's Light Spell Normal Add 1 "Obelisk the Tormentor", "Slifer the Sky Dragon" and "Winged Dragon of Ra" to your hand. In addition the number of tributes required is decreased by 1. Ultra Rare |
New thing. It was originally supposed to be used with cards like Spell Power Grasp, but it ended up to be too much managing. You can have this instead, though.
Alien Inhabitation Normal Spell Place 1 A-Counter on a face-up monster on the Field. As long as this card is in the Graveyard, a monster, except an "Alien" monster, with an A-Counter(s) loses 300 ATK and DEF for each A-Counter on it. Venom Burst Normal Spell Discard 1 Reptile monster from your Hand to place 1 Venom Counter on 1 face-up monster on the Field. As long as this card is in the Graveyard, a monster, except a "Venom" monster, with a Venom Counter(s) loses 500 DEF for each Venom Counter on it. Otherworldly Serpent ( 6 Stars / LIGHT / Reptile / Effect Monster ) 2000 / 2000 This card is treated as both an "Alien" and "Venom" monster. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 A-Counter and 1 Venom Counter from anywhere on the Field. If you Special Summon this card, you cannot Normal Summon or Set during this turn. Once per turn, you can discard 1 card to place 1 A-Counter and 1 Venom Counter on any card(s) on the Field (a monster with an A-Counter(s), except an "Alien" monster loses 300 ATK and DEF during damage calculation with an Alien monster(s) for each A-Counter(s) on it, a monster with a Venom Counter(s), except a "Venom" monster, loses 500 ATK). Counter Eater ( 2 Stars / DARK / Reptile / Effect Monster ) 0 / 0 This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except while in the Graveyard when a Counter(s) is removed from the Field. When this card is Special Summoned, place those Counter(s) on this card. When this card is removed from the Field after being Special Summoned by its own effect, remove it from play. This card is unaffected by Counters, cannot be used as a Tribute for a Tribute Summon, or be used as a Synchro Material monster. Counter Soldier ( 1 Stars / EARTH / Reptile / Effect Monster ) 100 / 100 This card is unaffected by the effects of cards that increase or decrease its ATK. When this card inflicts battle damage to your opponent's Life Points, inflict an additional 100 damage for each Counter(s) on the Field. Counter Beacon Continuous Spell When this card is activated, place 1 Spell Counter on it. When a card(s) other than "Counter Beacon" is removed from the Field, place any Counter(s) on that card on "Counter Beacon. During your Draw Phase, instead of conducting your normal draw, you can move up to half the counters on this card anywhere on the Field. Counter Burn Normal Trap Inflict 800 damage to your opponent's Life Points for every different type of Counter(s) on the Field (do not include Counters that do not have a name). Counter Squall Continuous Trap When a monster is Summoned, place A-Counter(s) on it equal to its Level (a monster with an A-Counter(s) loses 300 ATK and DEF during damage calculation with an "Alien" monster for each A-Counter(s) on it). During your Standby Phase, remove 2 Counters from anywhere on the Field or destroy this card. Counter Magnet ( 4 Stars / EARTH / Machine / Effect Monster ) 0 / 0 This card is unaffected by Counters. When a monster declares an attack, you can move 1 Counter from that monster to this card in order to negate that attack. Ultimate Serpent-Mage ( 8 Stars / LIGHT / Reptile / Effect Monster ) 0 / 0 This card is treated as both an "Alien" and a "Venom" monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by moving any number of Counter(s) on the Field to this card. You must use at least three different types of Counters. This card gains 500 ATK for each Counter(s) on it. This card gains the following effects based on the type of Counter(s) on it: -- A-Counter: When this card declares an attack against a monster, decrease the ATK of the attacked monster by 300 for each A-Counter on this card. -- Venom Counter: Once per turn, you can place Venom Counter(s) on face-up monsters equal to the amount of Venom Counter(s) on this card. -- Spell Counter: This card is unaffected by card effects that do not destroy it. If this card were to be destroyed, remove 2 Counters from it instead. |
Thousand Soul Hilt
( 4 Stars / WIND / Pyro / Effect Monster ) 0 / 2000 If your opponent has a multiple of 1000 Life Points, you can Special Summon this card from your Hand. If you do, this card cannot be used as a Tribute for a Tribute Summon, or used as a Synchro Material monster. If your opponent has a multiple of 1000 Life Points, you can send this card to the Graveyard to Special Summon 1 "Thousand Soul" monster from your Graveyard, except "Thousand Soul Hilt." Thousand Soul Blade ( 4 Stars / WIND / Pyro / Effect Monster ) 1500 / 500 When this card is Summoned, you can add 1 "Thousand Soul Cross-Guard" from your Deck or Graveyard to your Hand. Once per turn, you can inflict any amount of damage (max. 500) to your opponent. Thousand Soul Pommel ( 2 Stars / WIND / Pyro / Effect Monster ) 500 / 500 If you control a face-up "Thousand Soul Hilt," you can Special Summon this card from your Hand. Once per turn, you can increase your opponent's Life Points by any amount (max. 1000). If your opponent's Life Points become a multiple of 1000, you can add 1 "Thousand Soul" card from your Graveyard to your Hand. Thousand Soul Cross-Guard ( 2 Stars / WIND / Pyro / Effect Monster ) 0 / 1000 "Thousand Soul" monsters you control cannot be destroyed by battle while this card is in attack position. If a "Thousand Soul" monster you control is destroyed by a card effect while this card is face-up on the Field, you can send this card to the Graveyard to Special Summon the destroyed card. Thousand Soul Strike Quick-Play Spell This card can only be activated if your opponent has a multiple of 1000 Life Points. Inflict 1500 damage to your opponent. Thousand Soul Riposte Counter Trap You can only activate this card as a Chain Link 3 or higher while you control a "Thousand Soul" monster. Send 1 card on the Field to the Graveyard, then inflict damage to your opponent such that his / her remaining Life Points are a multiple of 1000. Thousand Soul Scabbard Continuous Spell During your End Phase, if you control a face-up "Thousand Soul" monster, inflict 500 damage to your opponent. If your opponent's Life Points are a multiple of 1000, you can also discard 1 "Thousand Soul" card from your Hand or send 1 "Thousand Soul" card from your side of the Field to the Graveyard to draw 1 card. Thousand Soul Branch Normal Trap When a "Thousand Soul" monster is targeted by the effect of an Effect Monster, you can add 1 "Thousand Soul" card from your Deck to your Hand. When this card is sent to the Graveyard by a card effect, you can inflict any amount of damage (max. 500) to your opponent. The Legendary Blade of A Thousand Souls ( 8 Stars / WIND / Pyro / Effect Monster ) 1500 / 2500 "Thousand Soul Blade" + "Thousand Soul Hilt" This card can only be Fusion Summoned by sending the above cards from your side of the Field to the Graveyard (you do not use Polymerization). Once per turn, you can equip 1 Level 2 monster from your Graveyard to this card. When this card is removed from the Field, Special Summon all the monsters equipped to this card. This card gains the following effects based on the cards equipped to it: -- "Thousand Soul Pommel": This card can attack directly. If it does, the battle damage inflicted by this card always makes your opponent's remaining Life Points decrease to the nearest 1000. -- "Thousand Soul Cross-Guard": Increase the DEF of this card by 1500. This card cannot be destroyed by battle and "Thousand Soul" cards cannot be targeted. |
I don't have pics this time, but I've been working on ally-colored themes as well.
G/W - Landfall: Sentry Hawk - W Creature - Bird (C) Flying Landfall - Whenever a land enters the battlefield under your control, Sentry Hawk gets +1/+1 until end of turn. 1/1 Verdant Brigade - 1{G/W}{G/W} Creature - Elemental (U) Landfall - Whenever a land enters the battlefield under your control, creatures you control get +1/+1 until end of turn. 1/1 Borders of Hakov's Order - 1G Enchantment (R) G, Discard a land card: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library. Adilia, Advocate of Peace - 1GW Planeswalker - Adilia (M) +1: Exile target land you control, then return it to the battlefield under its owner's control. 0: Reveal the top card of your library. If it’s a land card, you may put it onto the battlefield. Otherwise, put it on the bottom of your library. -1: Until the beginning of your opponent’s next end step, target land becomes a 3/3 Elemental creature. It’s still a land. -8: Exile all lands target player controls, then return those lands to the battlefield under your control. 3 W/U - Equipment: Otric Carrier - 3{W/U}{W/U} Creature - Human Soldier (C) Flash When Otric Carrier enters the battlefield, you may put an Equipment card from your hand to the battlefield and attach it to Otric Carrier. 1/1 Vadros Designator - 2WWU Creature - Human Soldier (U) Whenever a creature you control attacks, you may sacrifice an Equipment attached to it. If you do, search your library for an Equipment card and put it onto the battlefield. Attach it to that creature. Then shuffle your library. 4/4 Tetrax, Otric Senseslayer - 4WW Legendary Creature - Human Soldier (R) Vigilance When Tetrax, Otric Senseslayer attacks, attach all Equipment to it. If any Equipment attached this way was previously attached to a creature, put a +1/+1 counter on that creature. 4/4 Carrius, Sword of Order - WU Planeswalker - Carrius (M) +2: Target equipped creature you control gets +2/+2 until end of turn. -2: Until the beginning of your next upkeep, creatures without Equipment attached to them cannot attack. -3: Search your library for an Equipment card and attach it to a creature you control. Then shuffle your library. 6 U/B: Milling: Memory Scales - {U/B} Artifact (C) As Memory Scales enters the battlefield, choose an opponent. Whenever the chosen player draws a card, that player puts the top card of his or her library into his or her graveyard. Zentuva Sensor - {U/B}{U/B}{U/B} Artifact Creature - Wall (U) Defender Whenever Zentuva Sensor is dealt combat damage, attacking player puts the top X cards of his or her library into his or her graveyard, where X is the amount of damage dealt to Zentuva Sensor. 0/4 Entity of Sins - {U/B}{U/B}{U/B}{U/B} Creature - Horror (R) Each time an opponent puts a card from his or her library into his or her graveyard, put a +1/+1 counter on Entity of Sins. 2/2 Tir Hallus - 2UB Planeswalker - Tir (M) +1: Draw a card. -1: Target opponent reveals his or her hand. You choose a card from it. That player shuffles it back into his or her library. 0: Target player draws three cards, then discards three cards. -2: Search target player’s library for a card and exile it. Then shuffle that player’s library. 10 B/R - Wither: Zathrun Razeflayer - 2BB Creature - Elemental (C) Wither (This deals damage to creatures in the form of -1/-1 counters.) R: Target creature blocks Zathrun Razeflayer this turn if able. 6/1 Cinderwall (name pending change) - {B/R}{B/R}{B/R} Enchantment (U) Flash Wither Each time a creature attacks, Cinderwall deals 1 damage to that creature. Zathrun Bombarder - 2RRR Creature - Elemental (R) When Zathrun Bombarder enters the battlefield, put three 1/1 red and black Elemental creature tokens onto the battlefield. They have wither and “{B/R}, Sacrifice this creature: This creature deals 1 damage to target creature or player.” 3/2 (Unnamed Planeswalker) - (undecided cost) Planeswalker - (?) (M) +1: Put a -1/-1 counter on each creature. -2: Target creature gains first strike and wither until end of turn. -8: For the rest of the game, players can't gain life, damage can't be prevented, and all damage is dealt as though its source had wither. 5 R/G - Aggro: Kohatmi Torch-Slinger - 2RG Creature - Goblin Shaman (C) When Kohatmi Torch-Slinger enters the battlefield, it deals 2 damage to target creature. 2/2 Cetara Woodcrasher - {R/G} Creature - Elemental (U) Flying, haste Whenever Cetara Woodcrasher deals combat damage to a player, you may destroy target artifact that player controls. At the beginning of the end step, return Cetara Woodcrasher to its owner’s hand. 1/1 Flamebed of Cetara - RG Enchantment (R) Whenever a creature attacks, it gets +2/+0 until end of turn. Krazav, Essence of Anger - 2RG Planeswalker - Krazav (M) +1: Target creature gets +4/+2 and gains trample until end of turn. -3: Krazav, Essence of Anger deals 3 damage to target creature or player. -9: Search your library for up to three creature cards and put them onto the battlefield. Then shuffle your library. 6 Let me know what you think! 8) |
Krazav's 2nd ability looks underwhelming. Perhaps cut it to -2 or something? I can think of balance issues, but you could always cut the counters to 4 or 5 or something and make the final a little less expensive and overwhelming. Bombarder looks suspiciously similar to Siege-Gang, except less overpowered (or more depending on your viewpoint! :o), Torch-Slinger looks like Torch Slinger with 1R converted to G, Zentuva Sensor looks almost Souls of the Faultless-esque, and Otric Carrier looks a bit weak (even if it's a Common >_<... okay fine, it's ok). Borders of Hakov's Order... it's incredibroke with 'Tron, Post, and similar. That's about it.
The unnamed PW looks a bit underpowered and something that no one would use, and by that I mean _ever_, except in really weird builds. Tir Hallus is somewhat overpowered and underpowered at the same time (infinite Beleren -1 ability! OMG! Infinite Compulsive Research! OMG! Perish the Thought?!) Carrius is overpowered for 2 (what! Umezawa's Jitte fetched for 2? Preposterous!). Perhaps make his loyalty lower or his cost higher (probably raise to CMC 3 and it'll be fine). And now for an enemy-coloured cycle of creatures! Flamekin Blademaster - 1WR Creature - Elemental Soldier - Rare Double strike RW: Flamekin Blademaster gets +1/+0 and vigilance until end of turn. Play this ability no more than once each turn. [1/3] Brackwater Druid - 2UG Creature - Elemental Shaman - Rare UG, T: If you control a Blue permanent other than this card, return target non-land permanent to its owner's hand. If you control a Green permanent other than this card, target creature loses flying and gains -4/-0 until end of turn. [2/2] Paladin of Faiths - 1WB Creature - Human Knight - Rare First strike, protection from white and from black (w/b): Paladin of Faiths gains lifelink or vigilance until end of turn. Play this ability no more than once each turn. [2/2] Icefire Prodigy - 1UR Creature - Human Wizard - Rare Haste Whenever Icefire Prodigy deals damage to a player, draw a card. T: Icefire Prodigy deals 1 damage to target player or creature. [0/1] Walker in the Wastes - 3BG Creature - Zombie Wizard - Rare Deathtouch G: Target creature blocks Walker in the Wastes this turn if able. BG, T: Destroy target creature. It can't be regenerated. [3/6] |
The Blademaster is fine.
Brackwater Druid should only be able to return creatures. Being able to lock your opponent out of mana for UG is a bit unfair, and being able to kill whatever Baneslayer flier they use is a bit unfair as well. Perhaps "Target creature loses flying until EOT" instead? :S Faiths is too strong with FS and DT. Perhaps give it the Drudge Skeletons clause? (B: Regenerate this.) Icefire Prodigy should cost three mana like virtually every pinger out there, and should only draw you a card if it hits players. Saddled up with any DT equipment would make it too strong of a card advantage engine, and it would see play with the fixes anyway, because it encourages a player to use its ability to ping players instead of creatures. Walker in the Wastes...is fine, I guess? Anyway, a little something: Plagueblast - 2BB Instant (U) Destroy target creature. Put a -1/-1 counter on each other creature. EDIT: -Krazav was built to have high loyalty. I could tweak it so its first ability gives +2 instead and lower its base loyalty and the cost of its Lightning Bolt ability. Gonna try 4 base, with +2/-2/-8 as the ability costs. -Bombarder is meant to be Siege-Gang with more permanent damage. I love Siege-Gang Commander. (Also, the tokens are a recurring flavor of the design space for the B/R section lol) -I never liked Zen's Torch Slinger much, so I made something that combined its kicker and Flametongue Kavu. -That was the idea with Sensor =D -Otric Carrier is meant to be one of the less powerful commons. -Borders will be limited to one use a turn, during your turn only. I wanted to make cards that had impact in older formats. XD -I should tweak the unnamed 'Walker. XD -Tir Hallus' -1 will be changed so that the opposing player chooses what to shuffle back, and you don't get to see their hand. As is, it's rather powerful. :S -Carrius will be 1WU. Thanks for the critique =) |
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Reptilianne Geia *** / DARK / Reptile/Effect / 1450/1450 Effect: When this card is Normal Summoned you can activate this effect. Tribute this card and select up to 2 monsters your opponent controls. Their attack becomes 0. Reptilianne Fangs Quick-Play Spell Card Effect: Remove from play 1 Reptile-type monster and select 1 face-up monster your opponent controls. If it is not in Attack Position, change it to attack position. It's attack becomes 0 until the end phrase of this turn. All Wrapped Up Trap Card Effect: Activate only when your opponent selects a "Reptilianne" monster as an attack target. Destroy the attacking monster and draw 1 card for every face-down Spell or Trap card on the field. Naturia Bush ***** / EARTH / Plant/Effect / 0/2200 Effect: When this card is in face-up defense position, your opponent cannot special summon monsters. If this is the only "Naturia" monster on the field, destroy this card. Mother Nature Trap Card Effect: If you have 3 removed from play "Naturia" Monsters exactly, you can activate this card. Activate only when your opponent declares an attack. Destroy all face-up Attack-position monsters your opponent controls. |
Leyline of the Void
Field Spell If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). All cards sent to the Graveyard(s) are removed from play instead. Leyline of Punishment Field Spell If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). If an effect would negate or reduce the damage from a card effect, negate that card and destroy it. Players cannot gain life. Leyline of Singularity Field Spell If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). When a Monster is Summoned or flipped face-up, or a Spell or Trap card is activated, send that card to the Graveyard if another card with the same name is face-up on the Field. Leyline of the Meek Field Spell If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). Monster Tokens gain 600 ATK and DEF. Leyline of Lifeforce Field Spell If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). Card effects cannot be activated in response to Summoning a Monster. Leyline of Sanctity Field Spell If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). Negate the effect of a card(s) that target a player(s) and destroy it. Leyline of Anticipation Field Spell If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). During a player's turn, he / she may activate a Trap card(s) from his / her Hand in response to an opponent's card effect. If he / she does, they cannot Summon or declare an attack that turn. Leyline of Lightning Field Spell If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). Whenever a Spell card is activated, either player can send 1 card from the top of their Deck to the Graveyard to inflict 200 damage to their opponent. Leyline of Vitality Field Spell If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). All Monsters gain 400 DEF. Each time a player Summons a Monster(s), they gain 500 Life Points. |
Manual of the Planes
Continuous Spell When an attack is declared, a player may choose to make that attack a direct attack instead. If a monster is in Defense Position, it cannot be attacked. If all monsters on a player's field are in Defense Position, his or her opponent's monsters can attack the player directly. If a monster attacks, it is switched to Defense Position at the end of the Damage Step. No battle damage is inflicted during the Battle Phase unless the attacking monster has a Piercing effect or if the damage would be dealt through a Direct Attack, and no monsters can be destroyed by battle. If a battling monster's ATK would exceed the DEF of the other battling monster, the other monster is destroyed at the end of the Damage Step. If this card would be removed from the field through an effect, negate that effect. |
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TA-DA! Manual of the Planes Continuous Spell This card cannot be removed from the Field. Defense position Monsters cannot be attack targets, Monsters cannot be destroyed by battle, and players take no battle damage from a battle involving two attack position Monsters. If a Monster is declared as the target of an attack, the controller of that Monster can make that attack a direct attack. During the end of the Damage Step, switch any attacking Monsters to defense position. Then, if two Monsters battled, destroy the attacked Monster if its DEF is lower than the ATK of the attacking Monster. You could also simplify it further to this: Manual of the Planes Continuous Spell This card cannot be removed from the Field. Defense position Monsters cannot be attack targets, attack position Monsters cannot be destroyed by battle, and players take no battle damage from a battle involving two attack position Monsters. If a Monster is declared as the target of an attack, the controller of that Monster can make that attack a direct attack. During the end of the Damage Step, switch any attacking Monsters to defense position. Except, then the defense position Monster isn't destroyed by Manual of the Planes' effect, but by actual battle. And here's a third variation for you, if you're still reading. Manual of the Planes Continuous Spell This card cannot be removed from the Field. Defense position Monsters cannot be attack targets, attack position Monsters cannot be destroyed by battle, and players take no battle damage from a battle between two monsters, except by a card effect. If a Monster is declared as the target of an attack, the controller of that Monster can make that attack a direct attack. During the end of the Damage Step, switch any attacking Monsters to defense position. I think that one is preferred, since it also accounts for Total Defense Shogun. |
The "Defense Position monsters cannot be attack targets" makes it a bit ambiguous if you are allowed to attack directly or not at all if a player only controls defense position monsters (without a specific ruling which Kay'est has), which is why I did not use it, and I am adding an additional clause about if a player is tapped out so that it's functional. The "This card cannot be removed from the Field" sounds a bit awkward. The clause about power vs. toughness only applying to attacking monsters was missed, I think... Otherwise I agree with your comments. Thanks!
Maybe this version will work better to simulate MtG... Manual of the Planes Continuous Spell Spells, Traps, and Effect Monsters' effects cannot be activated in response to this card's activation. If a card effect would remove this card from the Field, negate it. Monsters cannot be destroyed as a Result of Battle, and players take no Battle Damage from a battle between two monsters, except by a card effect. Defense Position Monsters cannot be attack targets. If a player controls only Defense Position monsters, his opponent can make any attack a Direct Attack. If a Monster is declared as the target of an attack, the controller of that Monster can make that attack a direct attack. If a battling monster's ATK would exceed the DEF of the other battling monster, the other monster is destroyed during damage calculation. At the end of the Damage Step, switch any attacking Monsters to Defense Position. |
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Solar Flare Dragon (x2): "... this card cannot be attacked." It's subtle, but since you can still technically select Solar Flare Dragon as an attack target, you treat it as though the opponent still has monsters that are eligible as attack targets and therefore, by the rules, you can't attack the opponent. It's just that, if you were to select either Solar Flare Dragon as an attack target, you wouldn't be able to attack it... Which is why it forms a lock. Morphtronic Magnen (x2): "Your opponent cannot select another monster as an attack target." It's subtle here too. Even though it prevents monsters from being selected as an attack target by your opponent (you can still move their attack to the monster using Shift, Dreamsprite, etc., or force it via Ring of Magnetism), it doesn't downright say the monster can't be an attack target at all. If it said "Your monsters cannot be attack targets," then you'd better prepare your life points. - - - - - Also, yeah, I misread the DEF part. I thought you meant defense position monsters, which isn't the case... Since they can't be attacked anyway lol If you keep that clause in there, it's counted as the card effect destroying the monster. Quote:
"Destroy a monster if its DEF is lower than the ATK of the monster it battled." Also, monsters are destroyed at the end of the Damage Step, not during damage calculation... So... "At the end of the Damage Step, switch any attacking Monsters to Defense Position and destroy any battling monster if its DEF is lower than the ATK of the monster it battled." |
Will of Fire
Quick Play Spell → When this card is activated, choose up to 3 cards in the field. Destroy all other cards in the field except the chosen cards. In addition, deal 200 x the number of cards destroyed to your opponent. This card's effect cannot be negated with any other card's effect wether its spells, traps or effect monsters. One of Naruto Shippuden's movie inspired me to make this. :D |
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Ninjitsu Art -- Bunshin Quick-Play Spell Select 1 face-up "Ninja" monster you control. Special Summon as many monster Tokens as you wish in Attack Position. These Tokens always have the same name, ATK, DEF, Attribute, Type, Level, and Effect of the selected monster. Decrease the ATK of the selected monster by 300 for each Token Summoned. If this card is destroyed by a card effect, you may activate its effect. Ninjitsu Art -- Huton Jutsu Quick-Play Spell You can activate this card if you control a face-up "Ninja" monster. Destroy Spell or Trap cards on the Field equal to the number of "Ninja" monsters you control. The controller of a Spell or Trap card(s) destroyed by this effect loses 500 Life Points for each card destroyed. Ninjitsu Art -- Kagenui Normal Trap Activate only if a "Ninja" monster is selected as an attack target. Switch all monsters, except a "Ninja" monster(s), on the Field to Defense Position. They cannot attack or change battle positions as long as the attacked "Ninja" is on the Field. Ninjitsu Art -- Utsusemi Counter Trap Activate only if a face-up "Ninja" monster you control is selected as an attack target or targeted by the effect of a Spell, Trap, or Effect Monster. Remove from play the targeted "Ninja" monster. Negate the attack and destroy the attacking monster. Negate any other effects in the same chain as this card. During the End Phase, return to play the targeted "Ninja" monster in the same position it was when it was removed. Ninjitsu Art -- Surprise Attack Quick-Play Spell Selected and apply one of the following effects: -- When a face-down "Ninja" monster you control is selected as an attack target, flip it face-up. If the monster has a Flip Effect, it is applied at this time. Then, destroy the attacking monster. -- When a "Ninja" monster you control inflicts battle damage to your opponent by a Direct Attack, you can Special Summon, in face-up Attack Position or face-down Defense Position, up to 2 other "Ninja" monsters with different names from your Hand or Deck. Ninjitsu Art -- Intonjutsu Quick-Play Spell Change the battle positions of all face-up monsters on the Field. Then, flip all face-up "Ninja" monsters to face-down Defense Position and shuffle all face-down monsters you control. Ninjitsu Art -- Flash Step Equip Spell Equip only to a "Ninja" monster. The equipped monster can attack directly. When this card is sent from the Field to the Graveyard, you can discard 1 card to add it to your Hand. Ninjitsu Art -- Uzuragakure Quick-Play Spell Select 1 face-up or face-down "Ninja" monster you control. If the monster is face-down, reveal it to your opponent. If the selected monster has a Flip Effect, apply it as this card's effect. Then, you can return that monster to your Deck and Special Summon 1 "Ninja" monster in face-up Attack Position or face-down Defense Position. If you do, shuffle your Deck afterward. Ninjitsu Art -- Hensojutsu Quick-Play Spell Select 1 "Ninja" monster on your side of the Field. Your opponent gains control of the selected monster. While your opponent controls the selected monster, they must reveal 1 card in their hand during their Standby Phase. Any cards revealed by this effect must remain revealed until they leave the Hand. Shinobi Academy Field Spell When your opponent activates a Field Spell card, you can return this face-up card to your Hand. Whenever a "Ninja" monster is destroyed by battle and sent to the Graveyard, its controller can activate one of the following effects: -- Apply the Flip Effect of the destroyed monster as this card's effect. -- Send 1 face-up monster card on the Field to the Graveyard. -- Add 1 "Ninjitsu Art" card from your Deck to your Hand. Gold Ninja ( 4 Stars / Warrior / LIGHT / Effect Monster ) 1300 / 1700 FLIP: Destroy 1 Attack Position monster. |
Mineral - Diamond
* / LIGHT / Rock/Tuner 0/0 effect; This card cannot be destroyed be battle. If this card is targeted by a Spell or trap card, destroy it immediately. You can remove from play 1 Rock-type monster to special summon this card from your graveyard. This card's effect can only be used once per duel. Mineral - Ruby ** / LIGHT / Rock/Tuner 0/0 effect; This card cannot be destroyed be battle. If this card is targeted by a Spell or trap card, destroy it immediately. When this card is used as Synchro Material for the Synchro Summon of a "Mineral" Synchro monster, the synchro summoned "Mineral" monster gains 1000 ATK. Mineral - Sapphire *** / LIGHT / Rock/Effect 1900/0 effect; When this card destroys an opponen't monster by battle, you can special summon 1 "Mineral" monster from your deck. It is destroyed during the end phase. Mineral - Emerald **** / LIGHT / Rock/Effect 1500/2300 effect; This card cannot be destroyed be battle. If this card is targeted by a Spell or trap card, destroy it immediately. Once per turn, you can change this card to defense position. When this card is selected as an attack target, your opponent takes 500 points of damage. Mineral - Pearl * / LIGHT / Rock/Effect 100/100 effect; This card cannot be destroyed be battle. If this card is targeted by a Spell or trap card, destroy it immediately. This card cannot switch positions except by card effect. When this card switches from defense to attack position, special summon 2 "Mineral" monsters from your graveyard in face-up attack position. Mineral - Iron *** / LIGHT / Rock/Tuner 0/2000 effect; When this card is special summoned from the graveyard by a monster card's effect, destroy two cards your opponent controls. Mineral - Rainbow Golem ******* / LIGHT/ Rock/Synchro/Effect 2900/0 effect; This card cannot be special summoned except by Synchro summon.This card cannot be destroyed be battle. If this card is targeted by a Spell or trap card, destroy it immediately. You can discard 1 card to send 1 "Mineral" monster from your deck to the graveyard. Mining for Treasure Normal Spell Card Pay 500 life points. Special Summon 1 "Mineral" monster from your graveyard. A great find! Quick Play Spell Card Discard 1 card. Mineral monsters cannot be destroyed by card effects until the end of the turn you activate this effect. Shining Jewel Continous Spell Card Every time a "Mineral' monster is special summoned, your opponent loses 800 life points. This card can't be destroyed by card effects that destroy two or more cards at once. Jackpot! Trap Card Only activate this card when your opponent controls 1 more monster then you. Special Summon as many "Mineral" monsters as possble from your graveyard. At the End Phase, you lose 1000 life points and all "Mineral" Monsters on the field are destroyed. |
Kick of Chuck Norris
Quick-Play Spell - Destroy one card on the field and special summon a Lv.12 or lower monster from your graveyard. That monster can't attack and is destroyed at the end of the turn. |
Oh, I forgot 1:
I dropped them! Counter-Trap Card Activate this card only when your opponent selects a "Mineral" monster as an attack target. Negate the attack and destroy all "Mineral" monsters on the field. your opponent takes 1000 points of damage. |
Don't Mess with Chuck Norris!
Trap - Activate only during your own battle phase. Destroy all monsters on your opponents side of the field. For each card destroyed, you take 50 damage. |
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Well, I've made a deck out of these, and it is kinda overpowered.
Spoiler:
Keroro Gunso **********/Water/Frog Invader/Effect 2000/2000 Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by having Private Second Class Tamama, Corporal Giroro, Sergeant Major Kururu and Lance Corporal Dororo on the field. When Keron is in play, this card gains 2000 ATK. Once per turn you may activate a Field Spell card from your Deck or Graveyard. RARE Coporal Giroro ********/Water/Frog Invader/Effect 3000/2500 Effect: This card cannot be destroyed by battle and you take no battle damage from battles involving this card. When this card is destroyed, you can special summon one Frog Invader type monster from your deck or Graveyard. RARE Angol Mois (No pic yet) *******/Dark/Angol/Effect 2700/1250 Effect: You can Special Summon this card from your hand if you control one or less monsters. When this card is summoned, destroy all Field Spell cards on the field. When Keroro Gunso is in play, this card gains 1000 ATK. RARE Private Second Class Tamama ******/Water/Frog Invader/Effect 2500/1000 Effect: This card is not affected by Spell and Traps. You can Special Summon this card from your hand. If you do, it is destroyed during the end phase. When this card is sent to the Graveyard, Special Summon one level 6 or lower Frog Invader type monster from your Deck. RARE Lance Corporal Dororo (Limit 1) *****/Water/Frog Invader/Effect 2200/1800 Effect: Once per turn, when your Opponent activates a Spell or Trap card, you may negate the effect of that card and destroy it. During battle between this card and a Defence Position whose DEF is lower than the ATK of this card, inflict the difference as damage to your Opponent's Life Points. When this card is sent to the Graveyard, remove from play one Frog Invader type monster from your Deck. During your next Standby Phase, Special Summon that monster to your side of the field. RARE Pururu (Pic's ATK is wrong) ****/Water/Frog Invader/Union 1000/1000 Effect: Once per turn, during your Main Phase, you may equip this card to a Frog Invader type monster you control, OR unequip it to Special Summon this card in face-up Attack Position. When equipped to a monster by this effect, the equipped monster gains 1000 ATK and DEF. (A monster can only be equipped with one Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.) When this card is destroyed, Special Summon one Frog Invader type monster from your Graveyard. RARE Sergeant Major Kururu ***/Water/Frog Invader/Effect ?/? Effect: This cards ATK and DEF are equal to it's level x300. Every Time a Spell or Trap card is set or activated, increase the level of this card by 1 (max 12). Once per turn, you may destroy one Spell or Trap card on the field to gain 500 Life Points. RARE Spiral Sound Wave Normal Trap card Activate only if you have Sergeant Major Kururu in play. Negate the summon of a monster, and remove it from play. RARE Podji Continuous Spell Card While this card remains face up on the field, Pururu raises ATK by 2000 instead of 1000. RARE Keron Field Spell Card When a monster is Summoned, place a Keronian counter on this card. You may remove a counter on this card to inflict 500 Life Points of damage to your Opponent OR increase a Frog Invader type monster you controls ATK by 1000 until the End Phase. RARE Kero! To March! Normal Trap Card Activate when an Opponents monster declares an Attack. Remove from play the attacking monster, and add one Keroro Gunso from your Deck to your Hand. RARE That is all of them. I have a deck of them here, which works really well, but has its unfairities. |
http://i20.photobucket.com/albums/b216/SereneShadows/AllusCofernyn.jpg
I think I got the flavor of a red/black Planeswalker right this time...? :S |
+1 ability too weak. Make it -1/-1 on each opponent's creature and it'll be OP. Switch the -2 and the +1 maybe?
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Fudge Yeah!
Spell Card Activate when a card you run in 3s and whenever you get on the field you say "You might want to scoop now" you have is put on the field by you. Destroy all cards your opponent controls. Onto the serious cards: The Force of Nature Quick-Play Spell Card This card's effect cannot be negated. Add 1 Naturia Monster from your deck to your hand and take 1000 points of damage. Sturdy Roots Counter Trap Card Activate when you control a face-up Naturia monster. Negate an opponent's effect monster's effect and destroy it. You cannot special summon monsters until the End Phase of your opponent's turn. |
Oh Noes!
Trap Card Activate only if you control a lolcat monster. Destroy all monsters your opponent controls. Peanut Butter Jelly Time! Spell card When you have over half your life points left, go get yourself a Peanut butter and jelly Sandwich! |
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