You make the Card! Page 26

Started by Kenny_C.002 November 4th, 2004 5:08 PM
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Gabri

m8

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Seen April 2nd, 2023
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16.6 Years
One more, then going to bed **yawns**...

Name: Mach-2 Dragon
Card Type: Effect Monster
Level/Type/Attribute: 5 Stars/Machine/Wind
Effect: Each time you attack with this monster, toss a coin. If heads, you can attack the opponent's LP directly. If tails, the attack goes normally (attacking a monster on your opponent's side of the field)
ATK/DEF: 1850/2100
Rarity: Rare

Alter Ego

that evil mod from hell

Age 35
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Seen August 8th, 2010
Posted June 4th, 2010
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18 Years
I'd like to duel you and/or AE sometime...
Trust me, if I had a halfway decent deck I'd take you up on that. But no...some designer had a flash of inspiration and decided to distribute the cards so you get bits and pieces of strategies but not enough for a whole. Cyber Dragon is hidden among the very last level boosters and some genius decided to make all elemental recruiters except for tomato and those two rats you start with as well as Smashing Ground uberly rare exclusives for a freakin' SHIP PACK!! >__< *Sigh* Tis' not fair... .__. Plus, I've been torn in playing activity between Spirit Caller and Pearl.

Aaaanyways...

Star Gladiator: It's a star monster so I already love it for that. xD Anyways, it's a nice little something to drop on the rush obsessed, like Six Samurai. Yay for removing the lot of them after being destroyed, way beyond the reach of commander. :3

Mach-2 Dragon: The parenthesis is unnecessary. Everyone ought to know what attacking normally means. Regardless, I don't really see the point with this card. It's mid-level but doesn't have the Atk to stand up to Cyber Dragon yet it's too strong to be pulled by recruiter and the direct attack is all up to chance.

On the rest, I'll just refer to what has already been said. But Icha: that wording won't work since there would be no 'samurais above' to look at if it were an actual card.[/Wording prickishness]

Now then...

Star Summoner
Spellcaster/Effect
4 Star/Light
1400 Atk / 1200 Def

When this card is destroyed by battle and sent to the Graveyard, Special Summon one monster with the same number of level stars as this card from your Deck.

Star Hunter
Warrior/Effect
5 Star/Light
2000 Atk / 1700 Def

Whenever this card battles with a monster that has the same number of level stars as this card, destroy the monster immediately with this card's effect without applying Damage Calculation.

Stellar Modulation
Continuous Spell

Pay 1000 Life Points to activate this card then declare either 'Increase' or 'Decrease'. If you declared 'Increase', all monsters on the Field and in both players' Hands and Graveyards are considered to be one level higher than usual. If you declared 'decrease' all monsters on the Field and in both players' Hands and Graveyards are considered to be one level lower than usual.

Level Balance
Normal Trap

This card can only be activated when you summon a monster (Including Flip Summon). The player whose monsters on the field have a higher combined number of level stars must tribute monsters from his/her field until the combined level stars of his/her monsters are less than or equal to the combined level stars of the monsters on his/her opponent's Field.
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Gabri

m8

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Here goes another:

Name: Thunder Phoenix the Sky Ruler
Card Type: Effect Monster
Level/Type/Attribute: 8 Stars/Thunder/Wind
Effect: No more WIND monsters can be summoned as long as this card is face-up on the field.
ATK/DEF: 3100/2600
Rarity: Ultra-Rare

...and another:

Name: Magnet Shield
Card Type: Effect Monster
Level/Type/Attribute: 7 Stars/Machine/Light
Effect: Choose an opponent's monster. The chosen monster can only attack this monster (if he wishes to attack) as long as this card is face-up on the field.
ATK/DEF: 500/3100
Rarity: Rare

The second isn't so good...

And WHAT THE HECK is Cyber Dragon?!? I never heard of it!
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Seen March 20th, 2016
Posted January 22nd, 2010
1,823 posts
16.6 Years
Hmm...

Magnet Shield: Only one monster? And tribute walls are overrated....

Thunder Phoenix: For its effect to work it needs to be "Effect" as well as "Thunder"...

Cyber Dragon is an insanely splashable tribute monster that works well in almost any deck. I'll give you its stats:

Cyber Dragon
Monster/Machine/Effect/Light/5*
Atk 2100/ Def 1600
If your opponent has at least one monster on the field and you have none, you may special summon this monster from your hand.

Badda-bing, Badda-boom. Can you see why it's so playable?

Star Summoner: Wow... this recruiter might be as splashable as Cyber Dragon. No longer must we bother with pesky Atk and Def limits! Now we may pull any four star monster we please! DANGIT, WHY CAN'T IT BE REAL!?!?!?!?

Level Balance: Incorrect wording. It should read "The player whose monsters on the field have a higher combined total then his opponent's monsters must tribute monsters from his side of the field until the combined level stars of his monsters are less then or equal to his opponent's monsters."

Star Hunter: Two thousand attack point five star that runs over Cyber Dragon? Yesh, please.

Stellar Modulation: The life point cost is pretty steep for me to want to play it, but I'll take it.

x x x x

Alter Ego

that evil mod from hell

Age 35
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Seen August 8th, 2010
Posted June 4th, 2010
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18 Years
Umm...ACC, thunder is a type and wind is an attribute; there's no conflict there.

Thunder Phoenix: That's "While this card is face-up on the Field, neither player can summon any WIND attribute monsters (Including Flip Summon). By ruling it has already been summoned when its effect kicks in so the 'other' bit is unnecessary. This is just pointless, though. How many wind monsters see play anyway? o.O

Magnet Shield: Wording, wording "When this card is summoned or flipped face-up, select one monster on your opponent's Field. While this card is face-up on the Field, the selected monster may not attack any monsters on the Field except this card." Sort of a silly thing to use since it only affects one monster and pretty much has to come out in attack position to claim its effect first and only gets one opponent. Still, it has some use because its low Atk lets it be pulled out by Shining Angel and Damage Condensor.

On Star Summoner: it's not all good. After all, a lot of useful effects *Cough* Card Trooper *Cough* Injection Fairy Lily *Cough* come in smaller packages and some come in larger (Okay, fine, that one is mostly my new Satellite Cannon obsession talking, but still). ;D Also, do note how Stellar Modulation interacts with the star monsters. Free special summon of a five-star? *Pokes Summoner* Instant trample of any monarch or Jinzo by said five-star gone six-star? *Pokes hunter* there are...opportunities.
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Gabri

m8

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Another one... this one is very funny or stupid:

Name: The "Innofensive" Pig
Card Type: Effect Monster
Level/Type/Attribute: 1 Star/Beast/Earth
Effect: This monster can attack your opponent's Life Points directly.
ATK/DEF: 300/200
Rarity: Very Common

Alter Ego

that evil mod from hell

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Ehh...yeah, very generic direct attacker and a weak one at that. Nothing wrong with it in terms of wording or whatever, but I'd use Inaba White Rabbit over this one any day.

Anyways, since Magnet Shield gave me a random burst of inspiration:

Black Crystal of Obsession

Rock/Effect
6 Star/Dark
500 Atk / 2600 Def

A monster that has battled with this card can not change its Battle Position and must attack this card each turn as long as this card remains face-up on the Field.

The tribute wall that keeps on giving. :3 It's too bad that Brain Control or Soul Exchange will probably eat it. T_T
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I made these for an RP, ACC trold me to post them here and says I've got a 'problem with wording' on a few of them. And now I read through them I see there is >.>

Jet, Skunk of the Sea.
4*/ Beast/Effect/Water
Atk:1500/Def:1300
If this monster is the only card on the field that you control; when normal summoned, flip summoned or special summoned you may draw two cards, if this monster is normal summoned, flip summoned or special summoned when you already control a monster discard 1 card from your hand.

Static, Skunk of Thunder.
4*/ Beast/Effect /Light
Atk: 1900/Def 1300
If this card is sent to the graveyard from your hand by the effect of a card you may special summon one 'Static, Skunk of Thunder” from your deck.

Scout, Skunk of the Forest.
4*/ Beast/ Effect/Earth.
Atk: 1000/Def: 500
Once per turn you may send this card from your field to your deck to special summon any 'Skunk' monster from your deck with four stars or less. If this card is destroyed as a result of battle special summon it from the field and increase it's attack points by 1000. If you special summon this monster in this way it is destroyed at the end of your turn.

Morph, Skunk of a Different Dimension.
5*/ Beast/ Effect/ Dark.
Atk: 2100/Def: 1200
Once per turn you may sacrifice one 'Skunk' monster on your side of the field and change the name of 'Morph, Skunk of a Different Dimension' into the name of any 'Skunk' monster from your deck. When this card is destroyed as a result of battle it is removed from play. When this card is removed from play you may sacrifice 300 life points to special summon any monster with the same name as this card when it is removed from play.

Arc, Skunk of a Higher Plain.
1*/ Beast/ Effect/ Light.
Atk: 0/ Def: 0
As long as this card is face up on the field it cannot be destroyed as a result of battle. Apply battle damage normally. When this card is sent to the Graveyard as a result of battle, you can pay 700 Life Points. Then, Special Summon this card in face-up Defense Position during your next Standby Phase.

Blaze, Skunk of Wild Flames.
6*/ Beast/ Effect/ Fire.
Atk:2300/Def:2300
When this card is sent to the graveyard you may special summon two 'Blaze Tokens' Fire Attribute, Beast Atk: 0 Def: 500 in Defence mode. The Skunk tokens cannot change battle positions except by effect of the card 'Stop Defence'. When the Tokens are destroyed inflict 500 points of direct damage to all players.

Hurricane, Skunk of the Wind.
5*/ Beast/ Effect/ Wind.
Atk:0 Def: 3000
This card cannot be used as a tribute. If this card is face-up on the field in Defence mode you are allowed Draw 2 cards instead of one each turn if you wish. If this monster is in face-up attack position restore 2000 life points each turn.

Terra, Skunk of the Earth.
4*/ Beast/ Effect/ Earth.
Atk: 400/ Def: 2100
While this Card is in face-up defence position it can attack the opponents life points directly.

Plasma, Leader of the Skunks.
7*/ Beast/ Effect/ Earth.
Atk: 3000/Def: 2300
When this card is tribute summoned, special summoned or flip summoned you may discard two cards from your hand and then search your deck for any one Spell or Trap card. While this card is on the field no other 'Skunk' Monsters can be targeted.

Vice, Hero of the Skunks.
7*/ Ritual/ Effect/ Beast-Warrior/ Earth.
Atk: 2500/ Def: 1000
This monster can only be Ritual with the Ritual Spell Card, “Heroes' Flute”. You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field and/or your hand. When this card is Ritual summoned successfully you may search your deck or graveyard for any equip spell and attach it to this card. When this monster is destroyed it is removed from play.

Arc, Skunk of the Highest Plane.
9*/ Effect/ Fairy/ Light.
Atk: 0 Def: 3400
This monster cannot be normal summoned or set. This monster can only be special summoned with the effect of 'Ascending to the Highest Plane' increase your life points by 500 each turn that this card is in play. You may not summon or set any more monsters while this card is on the field.

Heroes' Flute.
Ritual Spell card.
This card is used to Ritual summon 'Vice, Hero of the Skunks' you must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field and/or your hand.

Sacred Sword of the Skunks.
Equip Spell Card.
This card can only be equipped to a 'Skunk' monster. Increase it's attack by 500 and Destroy any monster that battles with the equipped monster. When this card is destroyed inflict 200 Points of direct damage to your opponent.

Ascending to the Highest Plane.
Spell Card
Tribute one 'Arc, Skunk of a Higher Plane' and shuffle your hand back into your Deck and then special summon one 'Arc, the Skunk of the Highest Plane' and Special summon it to the field in face up defence position.

Skunk Hunk.
Spell card.
Sacrifice one Skunk Monster to destroy any monster on the field.

Swamp of the Skunks.
Field Spell
Increase the Atk of all 'Skunk' monsters by 500 Points. Once per turn you may return one Skunk monster from your Graveyard to your hand.

Skunk Stink Cannon.
Quick play Trap.
You may only activate this card when your opponent declares an attack. Destroy the attacking monster then you may equip this card to any 'Skunk' monster. The equipped monster gains 500 Atk points and losses 500 Def points.

Vampire Skunk.
Quick play Trap.
You may only activate this card when your opponents attack targets a Skunk monster. Increase your life points by the Atk of the attacking monster.

Kamikaze Skunk.
Normal Trap.
Place one 'Kamikaze Skunk Token' on your opponents side of the field (0 Atk/ 0 Def Earth attribute Beast) in Defence mode. Each time you opponent declares an attack add one counter to the token (Max 5). When the token is destroyed or reaches the maximum of 5 counters; inflict 200 points of damage to your opponents life points for each counter attached. The token cannot be used as a tribute.

Chaos, Skunk of Life and Death.
8*/Fusion / Effect / Beast /Earth.
Atk: 1500/ Def: 1500
(Arc, Skunk of a Higher Plain. + Morph, Skunk of a Different Dimension.)
This monster cannot be Special Summoned except by Fusion Summon. This card cannot be destroyed as a result of battle except by monsters of the 'LIGHT' or 'DARK' attributes. Any monster that battle with this card is destroyed at the end of the turn.

Char, Skunk of Dead Wood.
8*/Fusion/ Effect/ Beast/ Earth.
Atk: 2900/ Def: 2100
(Scout, Skunk of the Forest. + Blaze, Skunk of Wild Flames.)
This monster cannot be Special Summoned except by Fusion Summon. When this card is destroyed as a result of battle special summon 3 Wood Tokens (Earth Attribute 0 Atk/ 0 Def, Plant) on your side of the field. Sacrifice one 'wood Token' Token to special summon any Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions),with 3 Level stars or less. Sacrifice two 'Wood Token's Token to special summon a Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions) with 4 stars or less and Sacrifice three 'Wood Token's to special summon a Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions) with 7 Stars or less.

Wave, Skunk of Currents.
8*/Fusion/ Effect/ Beast/ Earth.
2500 Atk/ 500 Def.
(Jet, Skunk of the Sea. + Static, Skunk of Electricity.)
This monster cannot be Special Summoned except by Fusion Summon. During battle between this attacking card and a Defence Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card attacks, it is changed to Defence Position at the end of the Damage Step. If this card is destroyed, destroy 1 monster your opponent controls.

(Electrical Waves and Currents, Water Waves and Currents. Me so clever. And Puntasticasl)
Skunks, Original, No?

Alter Ego

that evil mod from hell

Age 35
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Posted June 4th, 2010
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18 Years
Jet: Ehh...that should be 'When there is already at least one other monster on your Field.' ooor since you already specified a condition for having no monsters on the field "When this card is summoned successfully (Including Flip Summon) and there are no other monsters on your Field, draw two cards. Otherwise, discard one card from your Hand". Anyway...it's sort of like a slightly less situational Bubbleman with better stats, no problem here. :3

Static: "If this card is discarded from your hand to the Graveyard by a card effect, you may Special Summon one 'Static, Skunk of Thunder' from your deck" Ahh...now I see what makes Jet tick. Ehh...it's should be slightly weaker, though, in lieu of Beiige Vanguard of Dark World. Maybe drop it to something like 1700 Atk or so, either that or make it so that its base attack becomes weaker if you special summon it by the discard effect. As it is, it's like a standard-issue vanilla beatstick with major benefits.

Scout: You need to specify when you can use that ability and where in the deck it goes when you activate it, and you can't summon anything 'from the field'. Also, the once per turn bit is redundant since it goes right back into your deck when you use the ability (meaning it has no way of using its ability twice in a row) Let's try something like "During your Main Phase, shuffle this card from your Field to your Deck to Special Summon one level four or lower 'Skunk' monster from your Deck. If this card is destroyed as a result of battle Special Summon it to your Field and increase its Atk by 1000. At the end of the turn this card is Special Summoned by this effect it is destroyed." Not the most graceful of wordings, but fully correct. Anyways, fair enough. :3

Morph: Tribute; not sacrifice. Also, you haven't specified where you summon from. "Once per turn, you may tribute one 'Skunk' monster on your field in order to select one 'Skunk' monster from your deck and show it to your opponent. For the remainder of the duel, the name of this card is considered to be the name of the monster you selected. When this card is destroyed as a result of battle it is removed from play. When this card is removed from play you may pay 300 life points to special summon a monster with the same name as this card from your deck.". Ehh...sort of a cheap price for a free summon at destruction, but since it requires removal it's passable.

Arc: Contradictory effects. If it can't be destroyed by battle it can't be sent to the graveyard by battle either. =O "This monster is not destroyed as a result of battle at any time, although damage calculation is applied normally. When this card is sent from the Field to the Graveyard, you may pay 700 Life Points. If you do, this card is Special Summoned to your Field on your next Standby Phase." Sort of a very, very annoying stall...definitely crying out for being countered by D.D. Crow.


Anyways, I'll get to the rest of them tomorrow. Sorry, but it's really late here so my mind is not really at its sharpest when it comes to figuring out wordings and such. :3
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Age 29
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Posted June 12th, 2010
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16.3 Years
Jet: Ehh...that should be 'When there is already at least one other monster on your Field.' ooor since you already specified a condition for having no monsters on the field "When this card is summoned successfully (Including Flip Summon) and there are no other monsters on your Field, draw two cards. Otherwise, discard one card from your Hand". Anyway...it's sort of like a slightly less situational Bubbleman with better stats, no problem here. :3

Static: "If this card is discarded from the hand to the Graveyard by a card effect, you may Special Summon one 'Static, Skunk of Thunder' from your deck" Ahh...now I see what makes Jet tick. Ehh...it's should be slightly weaker, though, in lieu of Beiige Vanguard of Dark World. Maybe drop it to something like 1700 Atk or so, either that or make it so that its base attack becomes weaker if you special summon it by the discard effect. As it is, it's like a standard-issue vanilla beatstick with major benefits.

Scout: You need to specify when you can use that ability and where in the deck it goes when you activate it, and you can't summon anything 'from the field'. Also, the once per turn bit is redundant since it goes right back into your deck when you use the ability (meaning it has no way of using its ability twice in a row) Let's try something like "During your Main Phase, shuffle this card from your Field to your Deck to Special Summon one level four or lower 'Skunk' monster from your Deck. If this card is destroyed as a result of battle Special Summon it to your Field and increase its Atk by 1000. At the end of the turn this card is Special Summoned by this effect it is destroyed." Not the most graceful of wordings, but fully correct. Anyways, fair enough. :3

Morph: Tribute; not sacrifice. Also, you haven't specified where you summon from. "Once per turn, you may tribute one 'Skunk' monster on your field in order to select one 'Skunk' monster from your deck and show it to your opponent. For the remainder of the duel, the name of this card is considered to be the name of the monster you selected. When this card is destroyed as a result of battle it is removed from play. When this card is removed from play you may pay 300 life points to special summon a monster with the same name as this card from your deck.". Ehh...sort of a cheap price for a free summon at destruction, but since it requires removal it's passable.

Arc: Contradictory effects. If it can't be destroyed by battle it can't be sent to the graveyard by battle either. =O "This monster is not destroyed as a result of battle at any time, although damage calculation is applied normally. When this card is sent from the Field to the Graveyard, you may pay 700 Life Points. If you do, this card is Special Summoned to your Field on your next Standby Phase." Sort of a very, very annoying stall...definitely crying out for being countered by D.D. Crow.


Anyways, I'll get to the rest of them tomorrow. Sorry, but it's really late here so my mind is not really at its sharpest when it comes to figuring out wordings and such. :3
Wow, thankyou AE, I wasn't demanding full re-wordings though :3. I've only recentley got back into the Yugioh universe and last time I was part of it I thought the E-Heroes were amazing, so you can see where my flaws hail from. Yeah, Arc I had trouble wording that in my own bad way, now I see why, I was too busy trying to mix Revival Jam with Marsmellon without it being extremely unfair. T_T Thanks again ^_^ (Also I'm not sure if Morphs ability would count towards fusion...)

Alter Ego

that evil mod from hell

Age 35
Touhou land, grazing danmaku all the way
Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
Well, with all due respect a lot of these miswordings are liable to make the effects unusable, so they pretty much need rewording. :\ Anyways, Revival Jam in the body of Marshmallon is broken by its very concept. If you look at the other invulnerable monsters they all have their weakpoints (Spirit Reaper dies whenever it's targeted by a card effect, Gellen Duo is out when you take damage, and Phoenix Enforcer requires fusion summon). Maybe make it so that you can only revive it if you have an empty field? Just as a thought. =O Either way, Arc is definitely limited to one per deck because it's freakin' haxtacular as walls go.

Anyways, on to the rest of them:

Blaze: Even tokens need a level star value, you know, please fix that. Also, why is Stop Defense the only way to switch them? You dissing Enemy Controller, Zero Gravity, & co? >O Ahem, standard wording for such is "These tokens can not change their battle position other than by a card effect." Also, with the current wording the direct damage is only applied when both tokens go, maybe change that to "Whenever a 'Blaze Token' is destroyed, inflict 500 damage to both players."?

Hurricane: there's no such thing as 'restore'. Also, you need to specify when you get that life point boost. That should be something like "While this card is face-up on your Field, you may draw one additional card during each of your Draw Phases. During each of your Standby Phases, if this card is on your Field in face-up Attack Position, gain 2000 Life Points.". Exploitable like hell, 0 Atk means that you can pull it out at the end of a Kamakiri search chain for a free draw and life point boost before it turns into Millenium Shield with a big-arse boost. The no tributes clause is more of a benefit than a drawback since it protects this from being turned into monarch fodder with Soul Exchange and Brain Control. Sorry, but this pretty much calls for a full revamp because as it is you could just about name it 'Hurricane - god of free draws'. :\

Terra: Fine.

Plasma: You haven't specified what happens with the spell or trap card when you search it out so the effect doesn't work. Anyways, that ability is broken because our good friend Morph makes this all too easy to summon. Maybe restrict that effect only to normal summons? Either that or limit the selection to skunk-specific cards, because getting to pick a spell or trap of your choice is an insane advantage in YGO, seeing as how those are the types most of the big lynchpin cards fall under. Anyways, wording issues once again, that should be "When this card is summoned successfully, add one [insert card type here] from your Deck to your Hand." in place of the search bit and "While this card is face-up on the Field, your opponent may not select any other 'Skunk' monster on your Field as an attack target." in place of the other effect.

Vice: Weak. Who would bother ritual summoning such a mediocre monster just to get a search effect that Iron Blacksmith Kotetsu already has? Ritual summons are a big investment so they need big effects and/or stats to compensate (Take Zorc, Shinato, and Demise as examples. They're just about the only ritual monsters that actually see play) =O

Arc (Highest): Again, weak and not worth the bother. Regular Arc is Marshmallon in god mode, who in their right mind would sacrifice it for Cure Mermaid with a buffed defense stat? x_O

Heroes' Flute: Ritual is ritual. *Shrug*

Sacred Sword of the Skunks: With the current wording? Absolutely broken. As it is, the equipped monster is immortal in battle because the card effect will destroy any opponent before it even enters the damage step. Throw in 'at the end of the Damage Step' at the end for the greater balance.

Ascending into the Higher Plane: Wow, Arc (Highest) just turned that much worse. Now there's really no point with it. Lul, if you wanted to make it even close to worthwhile you should stick the draw effect of Hurricane onto Arc instead.

Skunk Hunk: Order to Charge for skunks. Don't see why you'd use this over Smashing Ground/Fissure, but fair enough.

Swamp of the Skunks: Atk boost, fine. But the recursion? Complete overkill. That basically translates into an endless monster supply. Sort of like gadget except that there's no limit to how many times you do it, you don't have to keep using normal summons on vulnerable little monsters and you won't have to fear dead draws screwing you over. Sorry, but that second effect just plain needs to be replaced with something at least remotely balanced. x_O

Skunk Stink Cannon: There's no such thing as a quick-play trap. :\ This should be continuous since it equips. You should also add a condition requiring at least one face-up Skunk monster on the field because this needs something to equip to.

Vampire Skunk: Enchanted Javelin and Draining Shield do this better.

Kamikaze Skunk: Again, tokens need level values and tokens are summoned; not placed. Also, the effect needs some rewording: "When this card is activated, Special Summon one 'Kamikaze Skunk Token' (Beast-type/Earth/[Insert star level here] 0 Atk/ 0 Def). Each time your opponent declares an attack, place one counter on each 'Kamikaze Skunk Token' on your opponent's Field (Maximum 5). A 'Kamikaze Skunk Token' with five or more tokens on it is destroyed. 'When a Kamikaze Skunk Token' is destroyed, inflict 200 damage to the controller of the token for every counter that was on the token.

Chaos: "This card is not destroyed in battle except when battling LIGHT or DARK attribute monsters (Damage calculation is applied normally). On the end of a turn where this card was involved in Damage Calculation, destroy all monsters on the field that battled with this card.". Meh, it forces trades but the fact that you need to fusion summon it means that you need to drag down at least three opponents with it just to break even.

Char: Again, on the token wordings: that's (Type/Attribute/Level/Atk/Def) in that order and again: tribute, not sacrifice. Yeah, this one makes a big stink if you're dumb enough not to dispose of it with a card effect. Fair enough.

Current: I sort of find the defense position bit an unnecessary drawback, but fine. Nothing wrong with it per-say.

...

Okay, I think I'm done with these. :3 Anyways...

Trap Replication
Quick-Play Spell

Discard one Trap Card from your Hand, then select one Trap Card other than a Continuous Trap Card from your Graveyard. The effect of this card becomes the effect of the card you selected. (Activation conditions must still be met)

Transmutation Circle
Counter-Trap

This card can only be activated when your opponent activates a Spell or Trap Card. Discard one card of the same type (Spell or Trap) from your Hand then select a card of the type you discarded from either player's Graveyard. The effect of the card your opponent activated becomes the effect of the card you selected.
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Forci Stikane

..

Seen August 11th, 2009
Posted August 11th, 2009
4,227 posts
18.2 Years
Trap Replication
Quick-Play Spell

Discard one Trap Card from your Hand, then select one Trap Card other than a Continuous Trap Card from your Graveyard. The effect of this card becomes the effect of the card you selected. (Activation conditions must still be met)

This basically shouts Decree-evasion to me, since the current timing will let you use the Trap you just tossed.

Can you say "infinite Mirror Force?"


Transmutation Circle
Counter-Trap

This card can only be activated when your opponent activates a Spell or Trap Card. Discard one card of the same type (Spell or Trap) from your Hand then select a card of the type you discarded from either player's Graveyard. The effect of the card your opponent activated becomes the effect of the card you selected.
Hmm...useful. Turn a Lightning Vortex into a Smashing Ground and still cost them the discard.
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Gabri

m8

Age 29
Male
Portugal
Seen April 2nd, 2023
Posted July 2nd, 2022
3,937 posts
16.6 Years
Another one:

Name: The Soul Sword Warrior
Card Type: Ritual/Effect Monster
Level/Type/Attribute: 10 Stars/Warrior/Light
Effect: In each of your Stand-by Phases, toss a coin. If Heads, this monster's attack increases by 1000 for every monster on the field (excluding this one). If tails, this monster's attack cuts by half.
ATK/DEF: 4500/4000
Rarity: Ultra-Rare

And, of course, its Ritual Magic Card:

Name: Soul Sword's heir
Card Type: Ritual Magic Card
Effect: This Magic Card is used to summon the Ritual Monster "The Soul Sword Warrior". You have to offer as Tributes monsters which total number of stars are equal to 10 or more. [You know, the same as the usual Ritual Magic Cards]
Rarity: Ultra-Rare


Risky effect, no?

Frostweaver

Ancient + Prehistoric

Age 34
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Canada
Seen September 11th, 2016
Posted July 30th, 2016
8,246 posts
19.7 Years
Risky yes, useful no ><; Effects that only boosts attack by a situational or small amount (note: again, Lily's increase is NOT small) are not that good at all. If I want attack power, which it already has a lot of, there's better ways to do it. You have to rival Demise's effect to make sure that the ritual is worth using.


Wrath of the Stars
Normal Spell

Deal damage to your opponent's life points equal to the sum of the star levels of all monsters on the field x 100.

Frostweaver

Ancient + Prehistoric

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19.7 Years
My point still stands... 1000 normally is a lot, but when it's already on a 4500 monster, it's just why the heck am I putting in so many cards just to get something that will end up as inferior to a Cyber Twin Dragon? Cyber Twin has lower attack than Cyber End but generally Cyber Twin is more useful, because its effect of attacking 2 times is usually better than piercing. Likewise, if i'm putting in at least 2 monsters to pay for the 10 stars, 1 ritual spell (even if it's Advanced Ritual Art) and this thing in my deck to potentially clog my hand, i really hope for more than just something that a sakuretsu armor may laugh at...
Age 29
Seen December 25th, 2011
Posted June 12th, 2010
1,210 posts
16.3 Years
Omega Transformation
Continuous Spell Card
Remove from play 1 'VWXYZ Dragon Catapult Cannon' and 1 'Ω Tank' from your hand or your side of the field and special summon 1 'Ω Desolater Dragon' from your hand, deck or graveyard. This card is destroyed if 'Ω Desolater Dragon' is destroyed.


Ω Desolater Dragon Restricted 1 per deck.
10*/ Effect/ Machine/ Light.
Atk: 4800/ Def: 3900
This card cannot be Normal Summoned or Set. This card can not be Special Summoned except by the effect of 'Omega Transformation'. Once per turn, remove from play 2 cards on your opponent's side of the field. Increase the Atk and Def of this card by 200 for each of your opponents out of play monsters. Destroy this card if 'Omega Transformation' is destroyed.


Ω Tank
4*/Machine/ Effect/ Light.
Atk: 0/ Def: 2000
When this card is sent to the Graveyard as a result of battle, Select and activate one of the following effects:
  • Add one 'Ω Tank' from your deck to your hand and shuffle your Deck.
  • Add one 'Omega Transformation' from your deck to your hand and shuffle your deck.

Alter Ego

that evil mod from hell

Age 35
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Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
Umm...Icha: It's not infinite Mirror Force since 1) you can still only have three copies of Trap Replication and 2) you need to keep a fresh supply of traps in your hand to use it and will have to account for the constant discards too. Really exploiting that card calls for a pretty trap-heavy deck (And personally, I'd use that to abuse Solemn Judgment since it bypasses activation costs). If you want infinite Mirror Force, try Aswan Apparition. ;3 Oh, and if you're looking for a quick fix with Mirror Force then Mask of Darkness is certainly far preferable.

The Soul Sword Warrior: Ehh...this would be so much better if it was an 8- or 12-star, seeing as how Advanced Ritual Art requires you to offer monsters of precisely the right combined level. The coin toss makes it sort of dubious, although it could be a potential OTKO if you get it right then clear the field with Lightning Vortex. At least make the toss optional. =O

Wrath of the Stars: So level star naughtiness is now burn as well? Yay for that. ^^ The damage is a bit on the weak side, though.

Omegas: Erm...no, just no. The XYZs are already clogging so much deckspace that there's no way to fit in even W-Wing or V-Tiger efficiently, let alone three cards that are even more useless, especially since this new combination doesn't even sit snuggly in the fusion deck like the rest but instead becomes yet another dead draw. And that's not even getting into the fact that all your hard work goes out of the window the moment your opponent pulls a piece of spell or trap removal. No matter how you slice it, it's just not worth the effort. :\

Aaanyways, I don't know if this can top Demise but at least it's a bit...different from the usual ritual monsters.

Pureblood Warrior
Warrior/Ritual/Effect
12 Star/Light
? Atk/ ? Def

This card can only be Ritual Summoned by the Ritual Spell Card "Pureblood Lineage". The original Atk and Def of this card becomes half the combined Atk of all Normal monsters in your Graveyard. If all monsters used to Ritual Summon this card were Normal monsters, this card is not affected by any Spell or Trap cards.

Pureblood Lineage
Ritual Spell

This card can be used to Ritual Summon "Pureblood Warrior". You must also Tribute monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you are attempting to Ritual Summon.

Oh, and since I feel like playing with the alphabet soup just a bit:

Formation Break

Quick-Play Spell

Select and activate one of the following:

- Select one Fusion monster on the Field that has one or more Union monster(s) listed in its Fusion Materials and return it to the owner's Fusion Deck, then Special Summon all monsters used to summon the card to the owner's Field in Attack Position.

- Select one Union Monster equipped to another monster on the Field and Special Summon the Union monster to the owner's Field in Attack Position.

WX Catapult Cannon
Machine/Fusion/Effect
6 Star/Light
2400 Atk / 1400 Def

"W-Wing Catapult" + "X-Head Cannon" This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). By discarding 1 card from your hand, remove from play up to three Monster cards from your opponent's Graveyard.

WY Dragon Catapult
Machine/Fusion/Effect
6 Star/Light
2100 Atk/ 1800 Def

"W-Wing Catapult" + "Y-Dragon Head" This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). By discarding 1 card from your hand, remove from play up to three Spell or Trap cards from your opponent's Graveyard.

WZ Catapult Tank
Machine/Fusion/Effect
6 Star/Light
2000 Atk / 2400 Def

"W-Wing Catapult" + "Z-Metal Tank" This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). By discarding 1 card from your hand, discard a card at random from your opponent's Hand.

VX Tiger Cannon
Machine/Fusion/Effect
6 Star/Light
2300 Atk / 1600 Def

"V-Tiger Jet" + "X-Head Cannon" This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). By discarding 1 card from your hand, destroy one face-up monster card on your opponent's Field.

VY Dragon Jet
Machine/Fusion/Effect
6 Star/Light
2200 Atk / 1800 Def

"V-Tiger Jet" + "Y-Dragon Head" This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). By discarding 1 card from your hand, reveal the top three cards of your opponent's Deck. If there are any monster cards, select one of them and discard it. The other cards are shuffled into your opponent's Deck.

VZ Tiger Tank

Machine/Fusion/Effect
6 Star/Light
2000 Atk / 2300 Def

"V-Tiger Jet" + "Z-Metal Tank" This card can only be Special Summoned from your Fusion Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). By discarding 1 card from your hand, reveal the top three cards of your opponent's Deck. If there are any spell or trap cards, select one of them and discard it. The other cards are shuffled into your opponent's Deck.
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Frostweaver

Ancient + Prehistoric

Age 34
Male
Canada
Seen September 11th, 2016
Posted July 30th, 2016
8,246 posts
19.7 Years
@ Wrath of the Stars- Put on Ojama Trio, and watch the damage skyrocket by 900 already =x. Metal Reflect Slime may elevate this thing to its own deck of broken-ness.

As for formation warrior, that's deadly but super hard to get out... 3 normal monsters in your hand with advanced ritual art can be difficult. But I do see that it has considerable uses. Its protection is pretty insane, lol.

For the alphabet soup, what can I say... they're pretty darn doomed (because the original 3 took the best effects =o) Yes these fusions can help, but then if you're ultimately trying for VWXYZ which sucks more than XYZ technically... yeahhh. Fun deck, but in no way convincing me why should i play VW when XYZ gets the job done (if at all possible XD)

Good luck with this forum as I'm gone to holiday for 2 weeks now :x

luke

Master of the Elements

Age 33
Male
New York
Seen 2 Hours Ago
Posted 5 Days Ago
7,796 posts
15.9 Years
Now please don't hate me. I'm posting in this thread to receive help on how to word Yu-Gi-Oh cards properly. I'm going to write the basic idea behind the card's effect, and someone can help me with it.

Phobos
Warrior / Effect
4 Star / Earth
ATK: 2200 DEF: 750

If 'Deimos' is on the field, this card can attack twice in one turn.

Deimos
Warrior / Effect
4 Star / Fire
ATK: 1100 DEF: 1900

If 'Phobos' is on the field, increase the ATK of this monster by 1200.

The Olympian Ares
Warrior / Effect
8 Star / Fire
ATK: 2950 DEF: 2050

Increase the ATK of this monster by 700 for every card on the field with "Phobos," "Deimos," and "Warrior" in its name.

Apollo's Priest
Spellcaster
3 Star / Light
ATK: 1300 DEF: 1400

A dedicated follow of Apollo who attacks his enemies with the power of the Sun.

Artemis' Huntress
Warrior / Effect
5 Star / Dark
ATK: 2000 DEF: 1400

Decrease the ATK of the card by 1000 when the target is a Beast or Beast Warrior.

Apollo's Golden Bow
Equip Magic Card (?-Don't know the proper name for it)

Increase the ATK of Monster equipped with this card by 700. If attached to a Monster with "Apollo's Priest" in its name, increase the ATK of this card by 1500.

Parthenon
Field

When this card is in play, decrease the ATK and DEF of any card without "Olympian" in its name by 800.

The Olympian Hera
Spellcaster / Effect
7 Star / Earth
ATK: 1800 DEF: 3200

When this card is Normal Summoned to the field, you may also Special Summon the card "Hera's Glowing Peacock" in the ATK Position.

Hera's Glowing Peacock
Bird / Effect
3 Star / Wind
ATK: 800 DEF: 1000

For every Stand-By Phase this card is on the field, increase the owner of this card's Life Points by 1000.

Hera's Glowing Blade
Equip Magic

In order for this card to be used both "The Olympian Hera" and "Hera's Glowing Peacock" must be on the field. By sacrificing "Hera's Glowing Peacock" you may equip this card to "The Olympian Hera." This card increases the ATK "The Olympian Hera" by 2000.

Honey and Ambrose
Normal Magic

Increase the user of this card's Life Points by 2000.

The Olympian Zeus
Warrior / Effect
8 Star / Wind
ATK: 3100 DEF: 2400

When this card is in play, increase the ATK of all cards with "Olympian" in their names by 900.

Aquila
Bird
6 Star / Earth
ATK: 2500 DEF: 1800

Zeus' loyal eagle who attacks those who desecrate his master's name.

Please help? I'd like to learn how to word properly...
The bloody blade

Alter Ego

that evil mod from hell

Age 35
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Seen August 8th, 2010
Posted June 4th, 2010
5,751 posts
18 Years
Yeah, we're obviously going to have to put these in correct wording:

Phobos: The attack power is overkill, especially for something that can potentially attack twice. The roof for penalty-free low-level monsters is 2000 Atk, and that's Gene-warped Warwolf (which is a normal monster). Seeing as how this gets some major leverage from Deimos, I'd say drop it to 1800 or so (Although that's still pretty hefty). Also, it's typically "in the same Battle Phase" rather than 'in the same turn'.

Deimos: Ehh...sort of the same thing as Phobos (Although not quite as bad). A tribute-free monster rising to 2300 Atk in the company of a monster that is already a formidable beatstick in its own right is pretty hefty, especially since 1900 Def will fend off attacks pretty well while it waits for its partner. Maybe make it so it only goes up to 2100 (Cyber Dragon level). Again, refer to the roof levels of attack power and such. As it is, this turns into a penalty-free Goblin Attack Force...which is pretty big.

Ares: That should be 'or' rather than 'and' there. As it is, the card only gets a boost from monsters that are called "Phobos Deimos Warrior" (or another combination of all three words). It's alright, I guess, but effects that just increase attack power are sort of meh. High-level monsters should do cooler things than that.

Apollo's Priest: A wimpy vanilla among countless others. Nothing to comment on, really, except that it should be 'follower' rather than 'follow'.

Apollo's Bow: The correct term is Equip Spell. :3 Also, you can just say "If the equipped monster is 'Apollo's Priest'". I wouldn't use this personally. It's only barely worth the bother on a monster that is seriously subpar in its own right and equip spells in general are kind of meh.

Artemis' Huntress: Completely subpar. It's incredibly weak even without the handicap. Also, I thought Artemis was the goddess of the hunt? Why would her hunter have trouble with beasts? You'd think that it's the other way around...x.O

Parthenon: Ouch, that stings a bit. But there are so few olympians that you'll be stung too.

Hera: Who in their right mind would tribute summon a high level monster that gets trampled by low-level vanillas only to get a weak effect monster with a lukewarm LP recovery effect? Also, you need to specify where you special summon from (hand, deck, graveyard, or removed from play cards). This could so use an effect that actually makes it useful...

Hera's Glowing Peacock: Way too weak to ever be useful, and the LP recovery is not even close to being worth the bother of summoning. Also, that should be "During each of his/her Standby Phases, the controller of this card gains 1000 Life Points.".

Hera's Glowing Blade: The first provision is needless since you can't fulfill the activation requirement if the peacock isn't around. That should be "This card can only be equipped to 'Olympian Hera'. Tribute Hera's Glowing Peacock from your Field to activate this card. The monster equipped with this card gains 2000 Atk.". Again, not worth it. There are so many cooler effects than measly attack boosts. If you want something to equip Hera with, just make the Peacock a union monster. =O

Honey and Ambrose: Should be "Gain 2000 Life Points.". Much neater that way, no? Anyways, it beats Dian Keto and the like, I guess, and could have some use in wacky decks like Jupiter OTKO. LP boosts in general aren't too hot, though.

Zeus: Another Atk boost? Talk about a one-note set. :\

Aquila: The type you're looking for is Winged Beast; not Bird. Also, why earth? o.O


Ehh...your big problem is not so much in the wordings as in the effects. They're all like...either 'gain life points' or 'gain Atk'. There's so much more to YGO than that (And most decks these days are very good at playing around and exploiting big beatsticks with no supportive effects). Also, I find it slightly disappointing that you haven't given the monsters any special effects that correspond to their powers and roles in mythology. I mean, Phobos and Deimos mean 'Fear' and 'Dread' respectively (and are embodiments thereof), yet their effects do not reflect this in any way (Negating attacks, lowering opponent attack power, limiting what your opponent can summon, or preventing your opponent from switching battle positions would all be far more suitable). Also, I was expecting something a bit more grand than a lukewarm attack boost from the overgod himself. (What ever happened to smiting infidels with lightning bolts? =O) Yeah, I think I'd sooner take the agents (Venus, Jupiter, Apollo, and Mars) over this lot, simply because their effects are cooler. Oh, and this doesn't mean that I'd hate you by the way. I just like my card effects varied, innovative, and preferably complex. xD

And now for something completely different:

Soul Prison
Field Spell

Whenever a monster on the Field is sent to the Graveyard, Special Summon it to the Field in its original position. A monster Special Summoned by this effect can not attack, change its Battle Position, or use any of its card effects, is not affected by any card effects except this card's, may not be selected as an attack target and may not be offered as tribute under any conditions. When all the monsters on a player's Field are monsters Special Summoned by this card's effect, the player may be attacked directly. When this card is removed from the Field, all monsters Special Summoned by this effect are sent to the Graveyard.

Now does someone feel like being an YGO genius and showing me how to make proper use of that one? xD
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Age 29
Seen December 25th, 2011
Posted June 12th, 2010
1,210 posts
16.3 Years
Thanks to AE, the wordings are sorted out and effects that needed to be re-written are... So, here joo go! Added a new Skunk. Stinky, Skunk of the Desert.

Spoiler:

Jet, Skunk of the Sea.
4*/ Beast/Effect/Water
Atk:1500/Def:1300
When this card is summoned successfully (Including Flip Summon) and there are no other monsters on your Field, draw two cards. Otherwise, discard one card from your Hand.

Stinky, Skunk of the Desert
4*/ Beast/ Earth.
Atk:1900/ Def: 900
After years of training in the ruthless desert, Stinky is ready to fight alonside his fellow Skunks.

Static, Skunk of Thunder.
4*/ Beast/Effect /Light
Atk: 1700/Def 1300
If this card is discarded from your hand to the Graveyard by a card effect, you may Special Summon one 'Static, Skunk of Thunder' from your deck.

Scout, Skunk of the Forest.
4*/ Beast/ Effect/Earth.
Atk: 1000/Def: 500
During your Main Phase, shuffle this card from your Field to your Deck to Special Summon one level four or lower 'Skunk' monster from your Deck. If this card is destroyed as a result of battle Special Summon it to your Field and increase its Atk by 1000. At the end of the turn this card is Special Summoned by this effect it is destroyed.

Morph, Skunk of a Different Dimension.
5*/ Beast/ Effect/ Dark.
Atk: 2100/Def: 1200
Once per turn, you may tribute one 'Skunk' monster on your field in order to select one 'Skunk' monster from your deck and show it to your opponent. For the remainder of the duel, the name of this card is considered to be the name of the monster you selected. When this card is destroyed as a result of battle it is removed from play. When this card is removed from play you may pay 300 life points to special summon a monster with the same name as this card from your deck.

Arc, Skunk of a Higher Plain.
1*/ Beast/ Effect/ Light.
Atk: 0/ Def: 0
This monster is not destroyed as a result of battle at any time, although damage calculation is applied normally. When this card is sent from the Field to the Graveyard, you may pay 700 Life Points. If you do, this card is Special Summoned to your Field on your next Standby Phase.

Blaze, Skunk of Wild Flames.
6*/ Beast/ Effect/ Fire.
Atk:2300/Def:2300
When this card is sent to the graveyard you may special summon two 'Blaze Tokens' (Beast-Type/FIRE/Level 3/ATK 500/ DEF300) in Defence mode. These tokens can not change their battle position other than by a card effect. Whenever a 'Blaze Token' is Destroyed inflict 500 points damage to both players.

Hurricane, Skunk of the Wind.
5*/ Beast/ Effect/ Wind.
Atk:0 Def: 3000
This card cannot be used as a tribute. If this card is changed into Attack position by the effect of an opponents, increase your life points by 1000 and remove this card from play.

Terra, Skunk of the Earth.
4*/ Beast/ Effect/ Earth.
Atk: 400/ Def: 2100
While this Card is in face-up defence position it can attack the opponents life points directly.

Plasma, Leader of the Skunks.
7*/ Beast/ Effect/ Earth.
Atk: 3000/Def: 2300
When this card is summoned successfully, add one 'Skunk' monster from your Graveyard to your hand. While this card is face-up on the Field, your opponent may not select any other 'Skunk' monster on your Field as an attack target.

Vice, Hero of the Skunks.
9*/ Ritual/ Effect/ Beast-Warrior/ Earth.
Atk: 3500/ Def: 1000
This monster can only be Ritual Summoned with the Ritual Spell Card, “Heroes' Flute”. You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field and/or your hand. Do not apply regular damage calculation when this card destroys another card by battle. When this card destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponents life points equal to the the ATK of the destroyed monster. Increase the attack of this card by 500 points for each Equip Spell Card equipped to this card.

Arc, Skunk of the Highest Plane.
9*/ Fusion/ Fairy/ Light.
Atk: 0 Def: 3400
(Arc, Skunk of the Highest Plane)
This monster cannot be normal summoned or set. This monster can only be special summoned with the effect of 'Ascending to the Highest Plane' While this card is in face-up Defence position on your Field, you may draw one additional card during each of your Draw Phases. During each of your Standby Phases, if this card is on your Field in face-up Attack Position, gain 1500 Life Points

Heroes' Flute.
Ritual Spell card.
This card is used to Ritual summon 'Vice, Hero of the Skunks' you must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field and/or your hand.

Sacred Sword of the Skunks.
Equip Spell Card.
This card can only be equipped to a 'Skunk' monster. Increase it's attack by 500 and Destroy any monster that battles with the equipped monster. When this card is destroyed inflict 200 Points of direct damage to your opponent.

Ascending to the Highest Plane.
Spell Card
Remove from play one 'Arc, Skunk of a Higher Plane' from your Field or Hand to Special Summon one 'Arc, the Skunk of the Highest Plane' in face up defence position from your Fusion Deck.

Skunk Hunk.
Spell card.
You can only activate this card if there is only 'Skunk' monsters on your side of the field. Destroy all Monsters on the field and Special Summon 1 Level 4 or lower 'Skunk' from your Hand.

Swamp of the Skunks.
Field Spell
Increase the Atk of all 'Skunk' monsters by 500 Points. When a Skunk monster is Special Summoned Destroy one Spell or Trap card on the Field.

Skunk Stink Cannon.
Continuous Trap.
You may only activate this card when your opponent declares an attack that targets 1 'Skunk' monster. Destroy the attacking monster then you may equip this card to any 'Skunk' monster. The equipped monster gains 500 Atk points and losses 500 Def points.

Vampire Skunk.
Quick play Trap.
You may only activate this card when your opponents attack targets a Skunk monster. Negate the Attack and Increase your life points by the Atk of the attacking monster. Decrease your opponents Life points by half of the Attacking monsters Atk points.

Kamikaze Skunk.
Normal Trap.
When this card is activated, Special Summon one 'Kamikaze Skunk Token' (Beast-type/Earth/Level 1/ 0 Atk/ 0 Def). Each time your opponent declares an attack, place one counter on each 'Kamikaze Skunk Token' on your opponent's Field (Maximum 5). A 'Kamikaze Skunk Token' with five or more counters on it is destroyed. 'When a Kamikaze Skunk Token' is destroyed, inflict 200 damage to the controller of the token for every counter that was on the token.

Chaos, Skunk of Life and Death.
8*/Fusion / Effect / Beast /Earth.
Atk: 2500/ Def: 1500
(Arc, Skunk of a Higher Plain. + Morph, Skunk of a Different Dimension.)
This card is not destroyed in battle except when battling LIGHT or DARK attribute monsters (Damage calculation is applied normally). On the end of a turn where this card was involved in Damage Calculation, destroy all monsters on the field that battled with this card.

Char, Skunk of Dead Wood.
8*/Fusion/ Effect/ Beast/ Earth.
Atk: 2900/ Def: 2100
(Scout, Skunk of the Forest. + Blaze, Skunk of Wild Flames.)
This monster cannot be Special Summoned except by Fusion Summon. When this card is destroyed as a result of battle Special Summon 3 Wood Tokens (Plant-type/Earth/Level 1/ Atk 0/ Def 0) in defence mode, on your side of the field. Tribute one '”Wood Token' Token to special summon any Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions),with 3 Level stars or less. Tribute two 'Wood Token's Token to special summon a Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions) with 4 stars or less and Tribute three 'Wood Token's to special summon a Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions) with 7 Stars or less.

Wave, Skunk of Currents.
8*/Fusion/ Effect/ Beast/ Earth.
2500 Atk/ 500 Def.
(Jet, Skunk of the Sea. + Static, Skunk of Electricity.)
This monster cannot be Special Summoned except by Fusion Summon. During battle between this attacking card and a Defence Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card attacks. If this card is destroyed, destroy 1 monster your opponent controls.

Phanima

That servant of the evil one

Seen October 11th, 2011
Posted February 12th, 2010
1,566 posts
17.3 Years
Soul Prison
Field Spell

Whenever a monster on the Field is sent to the Graveyard, Special Summon it to the Field in its original position. A monster Special Summoned by this effect can not attack, change its Battle Position, or use any of its card effects, is not affected by any card effects except this card's, may not be selected as an attack target and may not be offered as tribute under any conditions. When all the monsters on a player's Field are monsters Special Summoned by this card's effect, the player may be attacked directly. When this card is removed from the Field, all monsters Special Summoned by this effect are sent to the Graveyard.

Now does someone feel like being an YGO genius and showing me how to make proper use of that one? xD
I'm no genius, but it'd make a good and slow suicidal tactic. It's kind of something like a "kill yourself slowly but look cool doing it" sort of thing. I don't know enough cards to combo this really, since it has a lot of restrictions. *Puzzled.

Thanks to AE, the wordings are sorted out and effects that needed to be re-written are... So, here joo go! Added a new Skunk. Stinky, Skunk of the Desert.

Spoiler:

Jet, Skunk of the Sea.
4*/ Beast/Effect/Water
Atk:1500/Def:1300
When this card is summoned successfully (Including Flip Summon) and there are no other monsters on your Field, draw two cards. Otherwise, discard one card from your Hand.

Stinky, Skunk of the Desert
4*/ Beast/ Earth.
Atk:1900/ Def: 900
After years of training in the ruthless desert, Stinky is ready to fight alonside his fellow Skunks.

Static, Skunk of Thunder.
4*/ Beast/Effect /Light
Atk: 1700/Def 1300
If this card is discarded from your hand to the Graveyard by a card effect, you may Special Summon one 'Static, Skunk of Thunder' from your deck.

Scout, Skunk of the Forest.
4*/ Beast/ Effect/Earth.
Atk: 1000/Def: 500
During your Main Phase, shuffle this card from your Field to your Deck to Special Summon one level four or lower 'Skunk' monster from your Deck. If this card is destroyed as a result of battle Special Summon it to your Field and increase its Atk by 1000. At the end of the turn this card is Special Summoned by this effect it is destroyed.

Morph, Skunk of a Different Dimension.
5*/ Beast/ Effect/ Dark.
Atk: 2100/Def: 1200
Once per turn, you may tribute one 'Skunk' monster on your field in order to select one 'Skunk' monster from your deck and show it to your opponent. For the remainder of the duel, the name of this card is considered to be the name of the monster you selected. When this card is destroyed as a result of battle it is removed from play. When this card is removed from play you may pay 300 life points to special summon a monster with the same name as this card from your deck.

Arc, Skunk of a Higher Plain.
1*/ Beast/ Effect/ Light.
Atk: 0/ Def: 0
This monster is not destroyed as a result of battle at any time, although damage calculation is applied normally. When this card is sent from the Field to the Graveyard, you may pay 700 Life Points. If you do, this card is Special Summoned to your Field on your next Standby Phase.

Blaze, Skunk of Wild Flames.
6*/ Beast/ Effect/ Fire.
Atk:2300/Def:2300
When this card is sent to the graveyard you may special summon two 'Blaze Tokens' (Beast-Type/FIRE/Level 3/ATK 500/ DEF300) in Defence mode. These tokens can not change their battle position other than by a card effect. Whenever a 'Blaze Token' is Destroyed inflict 500 points damage to both players.

Hurricane, Skunk of the Wind.
5*/ Beast/ Effect/ Wind.
Atk:0 Def: 3000
This card cannot be used as a tribute. If this card is changed into Attack position by the effect of an opponents, increase your life points by 1000 and remove this card from play.

Terra, Skunk of the Earth.
4*/ Beast/ Effect/ Earth.
Atk: 400/ Def: 2100
While this Card is in face-up defence position it can attack the opponents life points directly.

Plasma, Leader of the Skunks.
7*/ Beast/ Effect/ Earth.
Atk: 3000/Def: 2300
When this card is summoned successfully, add one 'Skunk' monster from your Graveyard to your hand. While this card is face-up on the Field, your opponent may not select any other 'Skunk' monster on your Field as an attack target.

Vice, Hero of the Skunks.
9*/ Ritual/ Effect/ Beast-Warrior/ Earth.
Atk: 3500/ Def: 1000
This monster can only be Ritual Summoned with the Ritual Spell Card, “Heroes' Flute”. You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field and/or your hand. Do not apply regular damage calculation when this card destroys another card by battle. When this card destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponents life points equal to the the ATK of the destroyed monster. Increase the attack of this card by 500 points for each Equip Spell Card equipped to this card.

Arc, Skunk of the Highest Plane.
9*/ Fusion/ Fairy/ Light.
Atk: 0 Def: 3400
(Arc, Skunk of the Highest Plane)
This monster cannot be normal summoned or set. This monster can only be special summoned with the effect of 'Ascending to the Highest Plane' While this card is in face-up Defence position on your Field, you may draw one additional card during each of your Draw Phases. During each of your Standby Phases, if this card is on your Field in face-up Attack Position, gain 1500 Life Points

Heroes' Flute.
Ritual Spell card.
This card is used to Ritual summon 'Vice, Hero of the Skunks' you must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field and/or your hand.

Sacred Sword of the Skunks.
Equip Spell Card.
This card can only be equipped to a 'Skunk' monster. Increase it's attack by 500 and Destroy any monster that battles with the equipped monster. When this card is destroyed inflict 200 Points of direct damage to your opponent.

Ascending to the Highest Plane.
Spell Card
Remove from play one 'Arc, Skunk of a Higher Plane' from your Field or Hand to Special Summon one 'Arc, the Skunk of the Highest Plane' in face up defence position from your Fusion Deck.

Skunk Hunk.
Spell card.
You can only activate this card if there is only 'Skunk' monsters on your side of the field. Destroy all Monsters on the field and Special Summon 1 Level 4 or lower 'Skunk' from your Hand.

Swamp of the Skunks.
Field Spell
Increase the Atk of all 'Skunk' monsters by 500 Points. When a Skunk monster is Special Summoned Destroy one Spell or Trap card on the Field.

Skunk Stink Cannon.
Continuous Trap.
You may only activate this card when your opponent declares an attack that targets 1 'Skunk' monster. Destroy the attacking monster then you may equip this card to any 'Skunk' monster. The equipped monster gains 500 Atk points and losses 500 Def points.

Vampire Skunk.
Quick play Trap.
You may only activate this card when your opponents attack targets a Skunk monster. Negate the Attack and Increase your life points by the Atk of the attacking monster. Decrease your opponents Life points by half of the Attacking monsters Atk points.

Kamikaze Skunk.
Normal Trap.
When this card is activated, Special Summon one 'Kamikaze Skunk Token' (Beast-type/Earth/Level 1/ 0 Atk/ 0 Def). Each time your opponent declares an attack, place one counter on each 'Kamikaze Skunk Token' on your opponent's Field (Maximum 5). A 'Kamikaze Skunk Token' with five or more counters on it is destroyed. 'When a Kamikaze Skunk Token' is destroyed, inflict 200 damage to the controller of the token for every counter that was on the token.

Chaos, Skunk of Life and Death.
8*/Fusion / Effect / Beast /Earth.
Atk: 2500/ Def: 1500
(Arc, Skunk of a Higher Plain. + Morph, Skunk of a Different Dimension.)
This card is not destroyed in battle except when battling LIGHT or DARK attribute monsters (Damage calculation is applied normally). On the end of a turn where this card was involved in Damage Calculation, destroy all monsters on the field that battled with this card.

Char, Skunk of Dead Wood.
8*/Fusion/ Effect/ Beast/ Earth.
Atk: 2900/ Def: 2100
(Scout, Skunk of the Forest. + Blaze, Skunk of Wild Flames.)
This monster cannot be Special Summoned except by Fusion Summon. When this card is destroyed as a result of battle Special Summon 3 Wood Tokens (Plant-type/Earth/Level 1/ Atk 0/ Def 0) in defence mode, on your side of the field. Tribute one '”Wood Token' Token to special summon any Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions),with 3 Level stars or less. Tribute two 'Wood Token's Token to special summon a Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions) with 4 stars or less and Tribute three 'Wood Token's to special summon a Skunk monster from your hand, deck or graveyard (ignoring the summoning conditions) with 7 Stars or less.

Wave, Skunk of Currents.
8*/Fusion/ Effect/ Beast/ Earth.
2500 Atk/ 500 Def.
(Jet, Skunk of the Sea. + Static, Skunk of Electricity.)
This monster cannot be Special Summoned except by Fusion Summon. During battle between this attacking card and a Defence Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card attacks. If this card is destroyed, destroy 1 monster your opponent controls.
Some of the wordings for the cards are still off. I'm planning on critique-ing them when I come back but I'm pretty sure someone will get to them before I do. Cute though.

Anyway, here are some revisionary "Armored Core" cards I've come up with.

Spoiler:
Monster Cards

Name: Prototype Next Armored Core
Attribute: LIGHT
Type: Machine/Effect
Level: 9
ATK: 3200
DEF: 2400
Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summon except by Tributing 1 “Next Armored Core” on your side of the field. If this card is Special Summoned this way, destroy all cards on the field except this card.

Name: Linx 4
Attribute: EARTH
Type: Warrior/Union/Effect
Level: 4
ATK: 1200
DEF: 1500
Effect: Once per turn, during your Main Phase, if you control this card on the field, you can equip it to an “Armored Core” monster as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card’s effect, your opponent cannot select another monster on your side of the field as an attack target, except the equipped monster. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed by battle, destroy this card instead.)

Name: Sol Dios
Attribute: LIGHT
Type: Machine/Effect
Level: 4
ATK: 0
DEF: 2000
Effect: The ATK of this card becomes the number of Spell Cards in both players’ Graveyards x 500 points. During the End Phase of the turn this card was Normal Summoned, Flip Summoned or Special Summoned, this card is destroyed and both players take Direct Damage equal to its ATK.

Name: Sol Dios Behemoth
Attribute: LIGHT
Type: Machine/Effect
Level: 6
ATK: 0
DEF: 3000
Effect: The ATK of this card becomes the number of Spell Cards in both players’ Graveyards x 1000 points. During the End Phase of the turn this card was Normal Summoned, Flip Summoned or Special Summoned, this card is destroyed and both players take Direct Damage equal to its ATK.

Spell Cards

Name: Kojima Core
Type: Continuous
Effect: Each time a Spell Card is activated, the controller of that card takes 300 points of damage and if the Spell Card is one of the following cards, the controller activates 1 of the following effects: • Normal Spell Card: Destroy 1 Spell or Trap Card on your side of the field. • Continuous Spell Card: Destroy 1 monster on your side of the field. • Equip Spell Card: Discard 1 card from your hand. • Field Spell Card: Send 1 card from the top of your Deck to the Graveyard.

Trap Cards

Name: Stabilizers
Type: Continuous
Effect: After activation, this card is treated as an Equip Spell Card and can only be equipped to a Machine-Type monster. As long as the monster equipped with this card remains face-up on the field, no other monsters can be Normal Summoned, Flip Summoned or Special Summoned.
featured series: touhou project
coordinated by and joined with: aea

familiar of knowledge. koakuma.
scandalous matriarch love affair and pair. aea illegitimate lovechild. mika loyal steed of comradery. scarlet live-in sisterly familiar. ninetales

Gabri

m8

Age 29
Male
Portugal
Seen April 2nd, 2023
Posted July 2nd, 2022
3,937 posts
16.6 Years
Okay, here's another:

Name: Diamond Tower
Card Type: Field Magic Card
Effect: Choose between:
All Dragon-type monsters have their ATK increased by 750 and their DEF decreased by 600.
OR
All Dragon-type monsters have their ATK and DEF increased by 200.
Rarity: Ultra-Rare