• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

You make the Card!

Banjora Marxvile

hOI!!!!!! i'm tEMMIE!!
3,496
Posts
16
Years
    • Age 30
    • Seen yesterday
    Masked_Chopper already hits for 2000 per kill and Inferno hits for 1500 per kill, both without any prior setup. Neither is exactly a game-dominating terror, either. Since the burn is linked to battle destruction and the monster itself is puny, you have to buff it up or weaken the opposition to pull it off, and all of this requires setup as well. I honestly see no balance issues here beyond the fact that it may be a bit on the weak side, once again taking Inferno and Chopper into account.

    Taking the other 2 into account, Masked Chopper had 100 Atk... Yours has more. True that I was a little... Well, full of spite, but I hate cards that do that high damage. I find Inferno a little... yeah...

    Anyway,

    3-Starred Doodlebug of Finality: Right... Presuming that you are aware that this would also be destroyed, I'll be ignoring that fact. Nice counter, but not many people use lots of Level 3's in a deck, so it's effect is kind of wasted, but the Level 3's used are full of good effects (except Sangan, which this would help.) I like this, to be honest. Kind of like 4-Star Ladybug of Doom... Which it is based on.

    And now... I'm editing this, and it is hopefully better:

    Meta-Knight
    DARK, 7*
    Warrior/Effect
    2500 ATK, 1800 DEF
    Effect: If this card was destroyed in battle by "Kirby", "Kirby"'s effect is not activated. Each time this card destroys a monster, put 1 counter for every 2 Levels that the opponents monster has (rounded down, max 5). Once per turn, you may activate one of the following abilities:

    Remove 1 counter so that this card can attack twice in this turns Battle Phase.
    Remove 2 counters to Special Summon 2 Warrior Types from your Graveyard.
    Remove 5 counters to destroy all monsters your opponent controls, and inflict damage equal to the highest monster's ATK to your opponents Life Points. If you do this, you cannot attack this turn
     
    Last edited:

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Hehe, I was trying to preserve the game effects as much as possible.
    The problem is that each of them is basically a God in themselves in the game >_<

    Nerfs incoming.

    GUILT - Kyriaki Queen
    ( 7 Stars / WATER / Fiend / Effect Monster )
    2300 / 2600


    Once per turn, you can Special Summon 1 "GUILT - Kyriaki Egg" token ( * / 0 / 0 / WATER / Fiend ) with the effect "You take no battle damage from a battle involving this card" to your side of the field. While a "GUILT - Kyriaki Egg" token is on your side of the field, this card cannot be targeted and any time this card would be removed from the field, tribute all "Kyriaki Egg" token(s) on your side of the field instead. Then, Special Summon up to 1 "GUILT - Kyriaki" for each token tributed from your Graveyard, Hand, or Deck.

    GUILT - Kyriaki
    ( 3 Stars / WATER / Fiend / Effect Monster )
    1500 / 1800


    FLIP: Inflict 700 points of damage to your opponent.

    GUILT - Pempti
    ( 8 Stars / FIRE / Fiend / Effect Monster )
    0 / 3000


    When this card is Normal Summoned, place 10 counters on it. If this card was Special Summoned, place 2 counters on it instead. This card cannot be destroyed as long as a counter remains on this card. This card cannot change battle positions except with its own effect. When this defense-position card is attacked, switch it to attack position. When you take battle damage from a battle involving this card, remove 1 counter from this card. Once per turn, you can activate one of the following effects:
    -- Destroy 1 card your opponent controls.
    -- Inflict 400 points of damage to your opponent for each "GUILT" card on the field.
    -- Remove 1 counter from this card. During the next turn, this card cannot be selected as an attack target.

    GUILT - Bythos
    ( 4 Stars / EARTH / Fiend / Effect Monster )
    800 / 1500


    Once per turn, you can inflict 150 damage to your opponent for each card on the field. When this card is destroyed, Special Summon 1 "GUILT - Bythos Core" ( * / 1500 / 0 / EARTH / Fiend ) token in attack-position that cannot declare an attack and can only be destroyed by battle. If that token is not destroyed on the turn it is Summoned, during the End Phase, Special Summon this card from your Graveyard in attack-position. If this was was Special Summoned in this way, it cannot change battle positions until your next End Phase.

    GUILT - Nous
    ( 4 Stars / WATER / Fiend / Effect Monster )
    0 / 0


    When this card is Normal Summoned, Special Summon up to 2 "GUILT - Nous Tumor" ( * / 700 / 0 / WATER / Fiend ) tokens that cannot be Tributed to your side of the field in attack-position. If this card is destroyed while you control a "Nous Tumor" token, inflict 700 damage to your opponent for each "Nous Tumor" you control.

    GUILT Explosion
    Normal Spell
    Select 1 "GUILT" monster you control. Inflict damage to your opponent equal to 300 x its level. Then, destroy it.

    Metastasize
    Normal Spell
    Destroy 1 token you control to inflict 400 damage to your opponent's life points and Special Summon to either side of the field a number of "Carcinoma" ( * / 0 / 0 / DARK / Fiend ) tokens equal to or less than the number of monsters on the field. Those tokens cannot be Tributed except for the Tribute Summon of a "GUILT" card.

    Pempti Small-Core
    Normal Trap
    Special Summon up to 3 "Carcinoma" ( * / 0 / 0 / DARK / Fiend ) tokens to your side of the field. Those tokens cannot be Tributed except for the Tribute Summon of a "GUILT" card. Destroy them during the End Phase.

    GUILT Mutagen
    Continuous Trap
    Whenever a token is removed from the field, inflict 400 damage to your opponent.

    GUILT - Triti
    ( 3 Stars / EARTH / Fiend / Effect Monster )
    0 / 0


    If you do not control another "GUILT" card, return this card to your hand. When this card is attacked, Special Summon 1 "Mass Apoptosis" ( **** / ? / 0 / EARTH / Fiend ) token in attack-position and redirect the attack to the token. The token has the same ATK as the attacking monster - 1000. Destroy the token at the end of the Battle Phase. While this card is on the field, cards cannot be removed from the graveyard to activate a card effect.

    GUILT - Aletheia
    ( 10 Stars / DARK / Fiend / Effect Monster )
    0 / 2000


    This card cannot be Special Summoned or Set. This card cannot be destroyed and it cannot be targeted by the effect of a Spell or Trap Card. This card can only be selected as an attack target once for every "GUILT" card destroyed this turn. When a "GUILT" monster you control is destroyed, switch this card to attack-position. Each time you take battle damage from an attack involving this card, Special Summon 1 level 4 or lower "GUILT" monster from your Hand, Deck, or Graveyard.

    GUILT - Tetarti
    Continuous Spell
    Revision sometime.

    GUILT - Paraskevi
    Continuous Spell
    And adding this sometime.
     
    Last edited:

    Phanima

    That servant of the evil one
    1,567
    Posts
    18
    Years
    • Seen Oct 11, 2011
    More panda support.

    Monster Cards:

    Name: Pandawa Goddess
    Attribute: LIGHT
    Type: Fairy/Effect
    Level: 7
    ATK: 2400
    DEF: 2200
    Effect: You can Special Summon this card by offering 1 monster on the field as a Tribute and by sending 1 "Hip Flask" from your Deck to the Graveyard. As long as this card remains face-up on the field, whenever a "Hip Flask" is sent to the Graveyard, it is returned to the Deck.

    Spell Cards:

    Name: Soulbound Flask
    Type: Normal
    Effect: Remove 1 "Hip Flask" from your Graveyard from play. Until the end of the turn, all Spell Cards in your hand and Deck are treated as "Hip Flask"s and gain the appropriate effect.
     

    Captain Blue

    Blue the Justice
    75
    Posts
    15
    Years
  • I got three new cards coming in, all about tradeoffs for drawing more cards.

    Payment in Advance
    Normal Spell
    Draw 3 cards. Skip your next two Draw Phases.

    Payment upon Completion
    Normal Spell
    Skip your next 2 Draw Phases. Draw 5 cards on the third Draw Phase after this card is activated.

    Stock Exchange
    Continuous Spell (Or normal spell, seeing as it'll not likely actually be used as a continuous...)
    During your Draw Phase, you may pay Life Points ) in multiples of 500) to draw an additional card for every 500 Life Points lost by this card's effect.
     

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Neuroshock
    Normal Trap
    You can activate this card when your opponent's monster declares an attack. Switch that monster to defense position. It cannot change its battle position, activate its effect, or be used to activate the effect of another card.

    Bioflare
    Normal Trap
    You can only activate this card during your opponent's Battle Phase. Halve the ATK of all your opponent's face-up monsters until the end of the Battle Phase.

    Toxicosis
    Equip Spell
    During their Standby Phase, the controller of the equipped monster must send 1 card from the top of their Deck to the Graveyard for every 400 DEF the equipped monster has.

    Necrosis
    Quick-Play Spell
    Decrease the ATK of 1 face-up monster by its DEF until the End Phase.

    Panacea
    Normal Trap
    Activate as many of the following effects as possible:
    -- Negate all effects in the same chain as this card that target a Monster.
    -- Destroy all cards on the field that target a Monster.
    -- Negate and destroy all cards on the field that change a Monster's ATK or DEF.

    Alkahest
    Normal Spell
    Send the top 8 cards of your opponent's Deck to the Graveyard. For every Monster card removed in this way, remove 1 card from the top of your Deck from play. When this card is in the Graveyard, remove it from play.

    Revivify
    Normal Spell
    Special Summon 1 Monster from your Graveyard. Its ATK and DEF are halved and its effect(s) is negated. The monster cannot be used to Summon another monster.

    Azoth
    Equip Spell
    The equipped monster is unaffected by card effects (except "Azoth"), cannot be destroyed by battle, and you take no battle damage from a battle involving it. The monster's effect is negated and it cannot declare an attack. During your 2nd Standby Phase after this card's activation, destroy this card. If this card is removed from the field by an effect other than its own, return it to its owner's Hand and destroy the equipped monster.
     
    Last edited:

    Sesh

    Subjectively Objective
    86
    Posts
    15
    Years
  • Hollow Soul
    Feind/8/Ritual
    Attck-3500
    Def-3000
    Ritual effect-Upon placing this card on the field after performing the ritual summon destroy one monster. Take one more monster and weaken it's attack points by subtracting the number of attack points from the previously destroyed card. Draw 1 card. You may draw a card instead of attacking once per turn.

    Soul Minion
    Feind/4/Effect
    Attck-1900
    Def-1000
    Effect-This card can be destroyed on the turn it is summoned, if this is done draw one Hollow Ritual and Two Soul minions from your deck. From then on all Soul minions sent to the graveyard after this effect is used are removed from the game.

    Hollow Ritual
    Ritual Spell
    Spell-Sacrifice two Soul minions from either your hand or the field to summon from your deck or hand, Hollow Soul.

    Blood Seeker
    Feind/7/Effect
    Attck-2700
    Def-2700
    Effect-Draw one Blood of the foe from your deck and equip it to Blood Seeker

    Blood of the foe
    Equip spell
    Spell-Increase the attack and defense of Blood seeker by 500 points

    Feind of the Forsaken
    Feind/6/Normal
    Attck-2500
    Def-2100
    Decription-A demon that haunts the forsaken and has no mercy for any being.

    Forbidden Beast
    Feind/4/Effect
    Attck-1600
    Def-1200
    Effect-Sacrifice this monster to Special summon from your hand or deck Feind of the Forsaken.

    Dark hall
    Trap card
    Effect-Once played Summon as many level 4 monsters from your deck then shuffle your deck. You may pay 1000 life points to put this back into your deck.

    Void to Hell
    Trap Card
    Effect-Special summon Hollow Death to the feild and destroy all monsters on your opponents side of the feild

    Hollow Death
    Feind/8/Effect
    Attck-3000
    Def-2500
    Effect-Special Summon one level 4 monster on the feild from your hand or deck, Destroy one monster card with an attack equal too or less of the attack of the summoned monster.

    Vernark
    Feind/4/Effect
    Attck-1600
    Def-2500
    You must either tribute one monster card or send your entire hand to the graveyard after the first turn this monster is summoned to keep it in play. You may destroy this card after 3 turns to put Demgon into your hand from your deck. Your deck is then shuffled.

    Demgon
    Feind/9/Effect
    Attck-5000
    Def-4500
    Destroy a monster on the feild and destroy all your opponents trap or magic cards on the feild then summon a level 4 beast or lower. If a Vernark is in play on either side of the feild, Destroy it and add it's attack to this card.

    Death Minion
    Feind/4/Effect
    Attck-1900
    Def-1600
    Effect-Destroy this card to summon one Hollow Death to the feild.

    Sycthe of Death
    Normal Trap
    When Hollow Death is on the feild and is attacked flip this card face up to destroy the attacking monster and inflict direct damage to the opponents life points equal to the amount of attack points of the destroyed monster (including any attack point boosts it received)

    Portal of the Scythe
    Quick play magic
    When Hollow Death is on the feild and is attacked play this card and summon as many level 4 or lower monsters as possible. Destroy the attacknig monster

    Soul Suck
    Trap card
    When Hollow Soul is on the feild and is attacked flip this card face up to change the attacknig monsters attack and defense to 0.

    Soul Creation
    Quick play magic
    When Hollow Soul is on the feild and a trap or magic card is used against him, summon a level 4 or lower monster from your deck and apply all negative effects to the newly sumoned monster, the positive effects IF ANY are still delivered to Hollow Soul.

    (This is all part of a deck. i actually plan to finish this lol. for now this is all i have, so yeah i know it looks a little uber right now but i'll balance it out, i usually make powerhouse decks or decks that recycle a certain type :] the results are sweet XP 17 so far X____X)
     
    Last edited:

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Cursed Palimpsest
    Continuous Trap
    Select 1 monster on the field. Its effect is negated and it cannot declare an attack as long as this card remains on the field. The targeted monster's effect cannot be activated in the same chain as this card. Once per turn, during your Main Phase, you can return this card to your Hand.


    Stigma - Cheir
    ( 3 Stars / WIND / Fiend / Effect Monster )
    600 / 1850


    FLIP: Select 1 monster on the field. Inflict damage to your opponent's life points equal to half the selected monster's ATK.

    Stigma - Dual Cheir
    ( 6 Stars / WIND / Fiend / Fusion / Effect Monster )
    2400 / 1200

    Stigma - Cheir + Stigma - Cheir


    This card is Special Summoned from your Fusion Deck by removing the proper monsters from your side of the field (you do not use "Polymerization"). Once per turn, you can select 1 monster on the field and inflict damage to your opponent equal to half its ATK and DEF. If you activate this effect, this card cannot declare an attack this turn. When this card is destroyed and sent to the Graveyard, Special Summon 1 "Stigma - Cheir" from your Graveyard in attack position.

    Stigma - Soma
    ( 5 Stars / WATER / Fiend / Effect Monster )
    0 / 1800


    When this card is Normal Summoned, place 6 counters on it. If this card was Special Summoned, place 2 counters on it. This card cannot be destroyed as long as it has a counter on it. When this monster is attacked, remove 1 counter from it. Once per turn, you can Special Summon 1 "Carcinoma" ( * / 0 / 0 / DARK / Fiend ) token to your side of the field in defense position for each counter on this card. Those tokens cannot be Tributed except for the Tribute Summon of a "GUILT" or "Stigma" card. During the End Phase, destroy the Special Summoned "Carcinoma" tokens on the field to inflict 400 damage to your opponent for each token destroyed.

    Stigma - Brachion
    ( 4 Stars / EARTH / Fiend / Effect Monster )
    1000 / 0


    This card cannot be destroyed by battle while it is in attack position. When you take battle damage from a battle involving this card, switch it to defense position. During the End Phase, if this card is in defense position, inflict 1200 damage to your opponent and switch it to attack position.

    Stigma - Cardia
    ( 10 Stars / FIRE / Fiend / Effect Monster )
    0 / 0


    This card cannot be destroyed while you control another "GUILT" or "Stigma" monster. Once per turn, you can destroy all "Carcinoma" tokens on the field to inflict 1000 damage to your opponent for each token destroyed.

    Mutation!
    Normal Trap
    Discard 1 card. "Stigma" monsters you control cannot be destroyed this turn.
     
    Last edited:

    Captain Blue

    Blue the Justice
    75
    Posts
    15
    Years
  • Sesh, to be blunt, most of your cards are very broken, especially Demgon, which needs to have its soul reaped by Duel Monsters' official Reaper...oh, and the card itself burned to ashes and thrown into the ocean.

    Gymno, your Stigma Cards....it seems to be just like your GUILT cards.

    Now, one more new card.

    Life Saving Machine
    Equip Spell
    The equipped monster cannot be destroyed in battle. Pay 700 life points during each of your standby phases. If you do not, this card is destroyed. The monster equipped with this card is destroyed when this card is destroyed.

    If this card is weak, then I'll add immunity to monster and trap effects to the effects of this card.
     
    Last edited:

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Gymno, your Stigma Cards....it seems to be just like your GUILT cards.

    Intended.

    New stuff inc.

    Nightspore Ravager
    ( 3 Stars / EARTH / Plant / Effect Monster )
    700 / 800


    When this card is Summoned, place 1 Spore Counter on it for every level it has. If this card was Special Summoned, place half as many instead (rounded up). Increase the ATK of this card by 300 for each Spore Counter on it. When this card battles, remove 1 Spore Counter from it and place 1 Spore Counter on a monster your opponent controls after damage calculation.

    Virulent Nightspore
    ( 4 Stars / EARTH / Plant / Effect Monster )
    0 / 2100


    When this card is Summoned, place 1 Spore Counter on it for every level it has. If this card was Special Summoned, place half as many instead (rounded up). Once per turn, you can activate one of the following effects:
    -- Place 1 Spore Counter on this card for every "Nightspore" monster you control.
    -- Place up to 1 Spore Counter on each monster on the field. Then, remove an equal amount from this card.

    Nightspore Frond
    Continuous Spell
    Each time Spore Counters are placed on a monster, place 1 more Spore Counter on that monster.

    Spore Explosion
    Normal Trap
    Select 1 monster on the Field that has Spore Counters on it. Remove all Spore Counters from it to inflict 300 damage to your opponent for each. Then, switch the monster to defense position.

    Nightspore Harvester
    ( 2 Stars / EARTH / Beast / Effect Monster )
    600 / 600


    When this card declares an attack, increase its ATK by 500 for every Spore Counter on the attack target during the Damage Step only.

    Not done yet. Maniacal plan will involve spreading spores all over the field; using spores already applied to Special Summon (and a big boss one too); and more spore utility.

    Spawning Capsule
    Continuous Trap
    When a card(s) with Spore Counters is destroyed, place an amount of Spore Counters on this card equal to the amount on the destroyed card(s). Once per turn, you can remove a number of Spore Counters from this card to Special Summon a "Nightspore" monster with the same number of stars from your Hand.

    Blinding Cloud
    Normal Trap
    Move Spore Counters from your side of the field to monsters on your opponent's side of the field. Those monsters lose 600 ATK for each Spore Counter placed on them until the End Phase.

    Nightspore Mire-Lord
    ( 6 Stars / EARTH / Plant / Effect Monster )
    1000 / 1900


    When this card is Summoned, place 1 Spore Counter on it for each level it has. If this card was Tribute Summoned using a monster with Spore Counters on it, place half those Spore Counters on this card. Increase the ATK of this card by 200 for every Spore Counter on it. When this card destroys a monster by battle, place 1 Spore Counter on each of your opponent's monsters.

    Fester
    Quick-Play Spell
    Remove up to 5 Spore Counters from the Field to Special Summon up to 1 "Nightspore Spawn" ( * / 0 / 0 / EARTH / Plant ) token to your side of the Field for each token removed. Those tokens cannot be used for a Tribute Summon. Place 1 Spore Counter on each of the "Nightspore Spawn" tokens.

    Mycos Megalo
    ( 10 Stars / EARTH / Plant / Effect Monster )
    0 / 0


    This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 10 Spore Counters from the Field. Increase the ATK and DEF of this card by 200 for every Spore Counter on the field. When this card destroys a monster with Spore Counters by battle, distribute those Spore Counters amongst the monsters on the Field.
     
    Last edited:

    Captain Blue

    Blue the Justice
    75
    Posts
    15
    Years
  • Made a few more zombies...

    Plagued Zombie
    3 stars / Dark / Zombie / Effect Monster
    You can return one hand from your hand to the bottom of your deck to Special Summon this card from your Graveyard.
    900/400

    Crimson-Headed Zombie
    6 Stars / Dark / Zombie / Effect
    Tribute two zombie on your side of the field to attack your opponent directly.
    2500/0

    ^ Most likely broken, but it was worth a shot.

    Hunter Zombie
    4 stars/ Dark / Zombie / Effect
    When this monster attacks a level 3 or lower monster, the monster is destroyed after damage calculation. If it has a flip effect, it is not activated.
    1400/0

    Zombie Librarian
    3 Star / Dark / Zombie / Effect
    When this card is sent to your Graveyard, you can remove this card from the Graveyard to return one "Book of Life" from your Graveyard to your hand.
    500/800
     

    Alter Ego

    that evil mod from hell
    5,751
    Posts
    18
    Years
  • Meditate: Rather abusable discard fodder here, once you get two of them dumped, seeing as how they basically allow you a free two discards each turn after that point, and of course that's not even getting into the cards where the discard isn't a cost at all, such as Dark World Dealings/Lightning, Card Destruction and friends. Yeah...maybe just a bit too abusable, all things considered.

    Plagued Zombie: ...someone has an objection to the Plaguespreader limit, I see? This + Cannon Soldier/Mass Driver/Shadowpriestess of Ohm + Card of Safe Return is an OTKO loop. And that's not even getting into the tribute/synchro fodder abuse. Yeah, quite bad balance issues here.

    Crimson-Headed Zombie: Actually, this is quite fine nowadays. Totally goes against the standard zombie thematic, though, so I don't see it getting played, really.

    Hunter Zombie: Anti-Reaper/Marshmallon/Flip for zombie? Eh, has its uses I suppose, but nothing to call home about.

    Zombie Librarian: ...and this would be our new Mezuki? Seriously, graveyard abuse needs to be toned down, not brought up. Though it's not Mezuki-level exploitable, it's still just a bit too easy to reap free cards from that effect with all the from-deck discards.

    Nightspore Ravager: So...1600 Atk for Normal Summon, 1300 for special. I guess the real purpose of this is to get those counters spread out, then.

    Virulent Nightspore: Except this is far better at the counter spread and serves a solid wall to boot. Can turn Ravager into quite the formidable beatstick too.

    Nightspore Frond: Even more spread. Really want to know what we are building this up for.

    Spore Explosion: Well, this is one way to go about it. Sort of like that Venom burn card except you have no Atk loss and faster counter gain. Given the way these cards are spamming up counters, you can actually get some decent milage out of this, but you need to set up for it first. All things said, I like it.

    Nightspore Harvester: an optional take on the beatstick angle. I think I'll stick to Ravager, though; easier to keep the spores in one container amd it provides for the occasional direct attack.

    Spawning Capsule: Swarming for the Nightspores? Well, I can see Virulent squealing over this, but overall, you still have to pay for your beatstick status and summons in counters, so I see no major issues. Especially considering all the summon support that's already knocking about.

    Blinding Cloud: this is pretty nasty, actually. With 600 points per counter, plus the extra counter spread from Frond, this will wreck the Atk on most things for the turn. Spoils a would-be game winning Battle Phase or sets you up for big things on yours.

    Nightspore Mire-Lord: A bit more aggressively minded in the spore distribution, though it doesn't get as big a leg up as the others. Still, readily Limit Reversable, and capable of inheriting counters from the tribute. Sets up things quite well for Blinding Cloud too.

    Fester: Theme-specific Scapegoat of sorts. Mostly setup for Virulent, I take it? Serves as chump blockers in a pinch too.

    Mycos Megalo: Hmm...quite a high-maintenance monster we have here. Takes 10 counters to get out and probably another 10 at least to get it bashing heads. It's not nightspore either, so it's not quite as support-happy. If you've got your spore counter generation up to snuff, though, it can be quite fun to drop down since you can kill monsters without hurting the spore counter total. Other than that, rather high maintenance, though.

    Life Saving Machine: Like Mistobody except worse since we have maintenance and drawback. Eh, pass.

    Cursed Palimpsest: A thorn in the side to quite a few big boss monsters out there, including our big Ds. Returning to the hand lets it become a flexible nuisance too. The current meta could definitely use some of this.

    Stigma - Cheir: wider range Misfortune on legs? Ehh...not likely to do more than 1500 damage in the current format, so fair enough I suppose. Always fun to punish opponents for their big beatsticks.

    Stigma - Dual Cheir: Atk and Def? Hoo, quite nasty since it's on a decently sized body too. Still, most big beatsticks are so skewed in their statline that this will only make a few hundred points of difference. For the ones who aren't, though...well, sucks to be as well-rounded as them. That self-replacement can potentially bite you, though it does set up future Dual Cheir summons. Eh, fair enough I suppose.

    Stigma - Soma: A bit of token spawn, mild burn, and self-protection. Quite pesky if it's tribute summoned, but you can have damage punched through to your face if you do that so fair enough.

    Stigma - Brachion: Kill it or die, basically. Quite nasty if you combo with Heart of Clear Water since that 1200-point burn adds up fast. Eh, still, fair enough I guess. It even lets some damage through on account of its battle position shifts.

    Stigma - Cardia: Soma suddenly got promoted to 1000 burn per turn. Limit Reversable, but vulnerable indeed. Heart of Clear Water comes to mind again, but there are only so many copies to distribute. Fair enough, all things said.

    Mutation!: Ehh...theme-specific Waboku, minus the damage protection and plus the effect protection. I'll pass.


    ...and I'll get to the rest a bit later. Enough's enough.


    Black-Winged Goddess
    Spellcaster/Synchro/Effect
    6 Star/Dark
    2400 Atk / 2600 Def

    Any Tuner Monster + 1 or more Non-Tuner Monster(s)

    Once per turn, by paying 1000 Life Points, you can activate 1 "Assault Mode Activate" from your Hand, Deck or Graveyard. If you activated a card from your Deck or Graveyard this way, remove it from play.

    Black-Winged Goddess/Assault Mode

    Spellcaster/Effect
    10 Star/Dark
    2800 Atk / 3200 Def

    This card can not be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Assault Mode Activate". By Paying 1000 Life Points and tributing 1 Synchro Monster you control, Special Summon 1 Monster with the same name followed by "/Assault Mode" from your Hand or Deck in face-up Attack Position, ignoring summoning conditions. When this card on the Field is destroyed, you can Special Summon 1 "Black-Winged Goddess" from your Graveyard.

    Assault Prototype
    Equip Spell

    Discard 1 "/Assault Mode" Monster and 1 Tuner Monster from your Hand to activate this card, then Special Summon 1 Monster designated in the discarded "/Assault Mode" Monster's card effect from your Extra Deck and equip it with this card. The Monster equipped with this card has its effects negated. When this card or the equipped Monster is removed from the Field, remove the Monster from play.
     
    Last edited:

    Banjora Marxvile

    hOI!!!!!! i'm tEMMIE!!
    3,496
    Posts
    16
    Years
    • Age 30
    • Seen yesterday
    I just noticed something, so I may as well do this:

    Birthday Greetings
    Continuous Spell
    Effect: You gain 500 Life Points each turn.

    Spirit of Birth
    Monster/Effect
    LIGHT/8*
    Fairy/Effect
    ATK 2000, DEF 2700
    Effect: Once per turn, you may Special Summon any card from your deck. If you do, that monster cannto attack this turn. Also, it has 500 decreased ATK until your next turn.

    Happy B-Day Alter Ego. These don't need to be rated, just thought I'd make them.
     

    Captain Blue

    Blue the Justice
    75
    Posts
    15
    Years
  • Oh? It's Alter Ego's birthday! Happy Birthday! And now I have even more cards...guess who just got to play Left 4 Dead?

    Obese Zombie
    8 Star/Dark/Zombie/Effect
    Once per turn, during your you may place 1 "Sludge Counter" on one of your opponent's face-up monsters. The monster is changed to Attack Position and must attack during the next Battle Phase if possible. Its target is chosen randomly from all monsters on either player's field. The token is removed during your opponent's End Phase. If this monster is destroyed in battle, destroy the attacking monster after damage calculation
    2700/0

    Zombie Lizard
    4 Star/Dark/Zombie/Effect
    Once per turn you may place a Choke Counter on a face-up monster. A monster with a Choke counter cannot attack this turn or be used for Tribute. If you activate this effect, this card cannot attack this turn.
    1700/800

    Zombie Witch
    4 Stars/Dark/Zombie/Effect
    Once per turn, you can flip this card into face-down Defense Position. When a monster attacks this card in face-down Defense Position, the attacking monster is destroyed after damage calculation.
    2000/1600

    Massive Zombie
    9 Stars/Dark/Zombie/Effect
    You can tribute summon this monster by sacrificing 3 Zombie-type monsters. When this monster destroys an opponent's monster in battle, you may return 1 of your opponent's monsters to their Hand.
    3500/2000

    I know I forgot the hunter, but I honestly can't think of anything good for him. Oh well.
     
    Last edited:

    delyemerald2

    Crytalic Empoleon
    83
    Posts
    16
    Years
    • Seen Apr 2, 2022
    For Yu-Gi-Oh a comboset:

    The Locker
    Field Spell Card
    The ATK and DEF of all Water and Dark monsters increase with 100 for each card in the graveyard ( Only yours ).
    Uncommon

    The Castle Boat
    Continuous Trap
    As long as this card remains on the field, both players may only attack once a turn. Also, if a players turn ends, he/she may choose one of the opponent's monsters that may not attack. But these monsters may not be twice the same monster in two turns.
    Rare

    Castle's Knight
    Effect Monster
    4/Light/Warrior
    When "The Locker" and "The Castle Boat" are activated, you may Special Summon "Garadia, Guardian of the World" by switching this card with a spell or trap card. The summon is threated as a normal summon. The effect of this card changes if you switch this card with a:
    Continuous Spell- You may negate the activation of all trap and spell cards your opponent uses and that target your monsters.
    Field Spell- The ATK and DEF of your monsters increase with 100 for a levelstar he has.
    Equip Spell- You may equip this card to 2 monsters. Put them together above each other and then count their ATK and DEF and add it to each other. You may still use all effects a monster have and you now have 2 types and 2 or more attributes.
    Continuous Trap- If your opponents special summons a monster of level 1-4 destroy it, if you opponent normal summons a monster of level 5-8 destroy it.
    1600/1600
    Rare

    Garadia, Guardian of the World
    Effect Monster
    13/Water/Fairy,Fiend,Aqua
    Each turn this monster is on the field, increase the power of all Water, Dark and Light monsters on your side of the field, including this card, with 100. Same for defence. If your opponent targets a Water, Dark or Light monster ( even if its his own card ) with spell or trap card then destroy 1 spell/trap card on his/her side of the field or 1 card in his/her hand. If he/she targets with a monster destroy it and a monster effect then reduce its attack by the remaining ATK you would have if you target him with this
    monster. Also, negate the of all continuous spell/trap cards on the field for your side only.
    2000/2000
    Very, Very Rare
     

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Zombie Lizard
    4 Star/Dark/Zombie/Effect
    Once per turn you may place a Choke Counter on a face-up monster. A monster with a Choke counter cannot attack or defend this turn. If you activate this effect, this card cannot attack this turn.
    1700/800

    You can't stop a monster from defending.

    Also the latter two are a bit too powerful for two sacrifices.

    Necro Phaze!
    Normal Spell
    Remove from play 1 card in your Hand. Then, search your Deck for additional copies of that card and remove them from play as well.



    Shrapnel Golem
    ( 4 Stars / EARTH / Machine / Effect Monster )
    0 / 0


    This card cannot be Normal Summoned or Set. When this card is destroyed, remove from play 1 other Machine-type monster from your Graveyard in order to Special Summon this card. If this card is removed from the Field on the same turn it is Special Summon by its own effect, remove it from play instead.

    Scrap-Iron Beetle
    ( 2 Stars / EARTH / Machine / Effect Monster )
    0 / 0


    FLIP: Special Summon up to 2 "Scrap-Iron Beetle" from your Deck or Graveyard.

    Scrap-Iron Salvager
    ( 4 Stars / EARTH / Machine / Effect Monster )
    1700 / 1200


    Once per turn, you can draw 1 card when a Machine-type monster is removed from play.

    Rigged Mechanism
    Normal Trap
    You can activate this card when a level 4 or lower Machine-type monster you control is destroyed by battle. Destroy the monster that destroyed it.

    Refuse Cannon
    Continuous Spell
    Once per turn, you can remove from play 1 level 4 or lower Machine-type monster from your Graveyard to inflict damage to your opponent's life points equal to its level x 200.
     
    Last edited:

    Frostweaver

    Ancient + Prehistoric
    8,246
    Posts
    20
    Years
  • well i haven't read this thread for months so i'll assume that the above cards aren't part of a gigantic set ><

    Necro Phaze!: sounds like Necroface, and works with Necroface too heh. Certainly unique.

    Shrapnel Golem: I think that we can really stick with treeborn frog if we need fodders of any kind. Plus, you kind of want the machines in the graveyard for Black Salvo in most cases. 0/0 is painful and forced to run a machine deck too (in which case, black salvo will be there anyway in most cases)

    Scrap-Iron Beetle: one darn fun target for shallow grave if you use it. A great way to pull out a lot of monsters at once without worrying a copy or two of this got milled, but sadly no certain way to allow reusing this card that frequently.

    Scrap-Iron Salvager: bountiful artemis problem of not the most reliable. Getting machines removed just as a draw engine without any practical way to use the machines afterward is rather painful though without new support...

    Rigged Mechanism- just use Dimensional Prison for the flexiblity... neither of them can be chained anyway, so you might as well go for this (unless you're THAT afraid of Honest or Colossal Fighter)

    Refuse Cannon- steady machine removal alright to help with the draw, but unfortunately situational card cause it's really not doing anything unless I really have the Salvager out.


    Cry of the Sacrificed
    Continuous Spell

    When a monster is tributed for a tribute summon on your side of the field, special summon the tributed monster on your side of the field in defense position. Monster special summoned this way cannot be used as a tribute summon or synchro summon material. When this card is destroyed, remove from play all cards special summoned by the effect of this card.
     

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Scrap-Iron Beetle
    ( 2 Stars / EARTH / Machine / Effect Monster )
    0 / 0


    FLIP: Special Summon up to 2 "Scrap-Iron Beetle," except this card, from your Deck or Graveyard.

    Scrap-Iron Salvager
    ( 4 Stars / EARTH / Machine / Effect Monster )
    1700 / 1200


    Once per turn, when a Machine-type monster(s) is removed from play, you can draw 1 card for each monster removed.

    Rigged Mechanism
    Normal Trap
    You can activate this card when a level 4 or lower Machine-type monster you control is destroyed by battle. Remove the destroyed monster from play and destroy the monster that destroyed it.

    Refuse Cannon
    Continuous Spell
    Once per turn, you can remove from play 1 level 4 or lower Machine-type monster from your Graveyard to inflict damage to your opponent's life points equal to its level x 200.

    Scrap-Iron Goliath
    ( 4 Stars / EARTH / Machine / Effect Monster )
    1200 / 1400


    Once per turn, you can remove the top 3 cards of your Deck to increase the ATK of this card by 300 for each card removed until your opponent's next End Phase.

    Salvaging Station
    Continuous Spell
    When this card is activated, place 3 Spell Counters on it (max. 3). Once per turn, when a Machine-type monster(s) is removed from play, you can remove 1 Spell Counter from this card to return one of the removed cards to your Hand.



    I'm trying to think of some utility for this set.
    But let's diverge.

    Thoughtsnatch
    ( 6 Stars / WIND / Fiend / Effect Monster )
    1500 / 1800


    Once per turn, you can remove the bottom card of your opponent's Graveyard and activate the appropriate effect:
    -- Monster: Increase the ATK of this card by half the removed monster's ATK until the End Phase. This card gains piercing damage until the End Phase.
    -- Spell: Negate the effect of 1 other card on the Field as long as this card remains on the Field. That card cannot be activated in response to this effect.
    -- Trap: Remove from play 1 card on the Field. If you activate this effect, this card cannot declare an attack this turn.
     
    Last edited:

    NeoZX

    ◊Change the Future◊
    106
    Posts
    15
    Years
  • Some random cards I made...
    The Deep Fog of The Abyss
    (Continous Spell)
    Effect: When a monster on the field battles, roll a dice. Change the battle target of the attacking monster into the monster that occupies the monster card zone according to the results (from left to right) on the opponent's side of the field. If there is no monster in the monster card zone according to the results, destroy one spell or trap card on the field. (If the result is 6, the attack becomes a direct attack.) Pay 1000 life points during your Standby Phase. If you don't, destroy this card.

    Harpie Girl LV4
    (Effect Monster/Level 4/LIGHT/Winged Beast)
    (ATK: 1600/DEF: 1600)
    Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Childhood Friends". When this card is Special Summoned, you may destroy 1 Spell/Trap card on the field.

    Dark Magician Girl LV4
    (Effect Monster/Level 4/DARK/Spellcaster)
    (ATK: 1600/DEF: 1600)
    Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Childhood Friends". When this card is Special Summoned, you may destroy 1 monster on the field.

    Childhood Friends
    (Spell Card)
    Effect: Discard 2 card from your hand. Special Summon a "Harpie Girl LV4" and "Dark Magician Girl LV4" from your deck or hand to the field.

    Harpie Magician Girl
    (Fusion Monster/Level 8/EARTH/Warrior)
    (ATK: 2700/DEF: 2500)
    Effect: (Dark Magician Girl LV4 + Harpie Girl LV4) A Fusion Summon that can only be conducted with the following cards. This card's attribute is treated as LIGHT and DARK. When this card is Fusion Summoned, you may destroy 2 Magic/Trap card and 2 Monster Cards. When this card is destroyed, Special Summon 1 "Harpie Girl LV4" and 1 "Dark Magician Girl LV4" from your graveyard.
     

    Phanima

    That servant of the evil one
    1,567
    Posts
    18
    Years
    • Seen Oct 11, 2011
    The Deep Fog of The Abyss: Rewording; should be something along the lines of, "When you or your opponent's monster declares an attack, roll a six-sided die. The attacking monster must attack the designated Monster Card Zone according to the result (from left to right, 1 to 5). If there is no monster in the designated Monster Card Zone, destroy 1 Spell or Trap Card on the field. If the result is 6, the attacking monster's attack becomes a direct attack. Pay 1000 Life Points during each of your Standby Phases. If you do not, this card is destroyed.". Subtle senet support, helps a bit with Rampaging Rhynos, Alien Infiltrator and Blasting Fuse. Steep price though, only works seven turns with protection and the built-in self-destruct effect is a bit mild considering the cost. It'd be easier running MST, Heavy Storm and a few Senet Switches if you wanted a less random attack pattern.

    Harpie Girl LV4: Very restricted and not all that worth it. Remove the normal summon and set limit.

    Dark Magician Girl LV4: Same as above.

    Childhood Friends: Guess this helps ease the previous restrictions, not to mention activates their effects upon summoning.

    Harpie Magician Girl: Destroys two spells or traps and monsters on summon and brings back its material monsters to destroy another of each. Considering Harpie Girl LV4 and DMG LV4 were pretty damn hard to bring out, this helps, even though you can fusion summon from the hand anyway.
     
    Back
    Top