You make the Card!

Eh, Hot Dog is actually not as difficult to get on the field for 5 turns, because its restriction is hardly worth mentioning. Alright, the most you can say is that you can't use Mist Body on it, but as if anyone will do that anyway. Standard Gadget setup traps, with solemn judgments, gravity bind, level limit area b, wall of revealing light... Eh, pull with UFO Turtle or even The Thing in the Crater to speed up the process.

It just makes Final Countdown even worse ;; Since 5 turns is far faster than 20, even if this is in a monster form. *<3 final countdown*

Actually, you can't use The Thing since it only works for Pyros and Hot Dog is a Beast. Also, wouldn't Heart of Clear Water be the spell of choice considering that the doggie has no Atk or Def? :3 But yeah, 5 turns is just waaaay too short.
Coolmaster said:
Trap Startup
Continous Trap
Pay 3000 Life Points. You may activate any Trap cards without setting them, excluding this card. You may not use this effect for Counter Trap cards. During each of your Standby Phases, pay 100 Life Points keep this card on the field.
Rare

Nah, this one is just pointless because of Cathedral of Nobles. It's a continuous spell without maintenance or activation costs that lets you activate any trap card on the same turn you set it and it also lets you play the awesomeness of Serket to summon up the meanest fusion monster you can pull out. So yeah, everything that this card can do CoN can do better.


Anyway, a few lil' cards for my favourite class of monsters, even though they're horribly underpowered:

Toon Hammer

Equip Spell

This card can only be equiped to a monster that has 'Toon' in its name or is named 'Manga Ryu-ran'. Increase the Atk of the equiped monster by 300. Whenever a monster equiped with this card destroys a monster in battle while Toon World is on your field, select one face-down card on your opponent's side of the field and destroy it.

Creative Liberty
Continuous Spell

Pay half your life points to activate this card. As long as this card is face-up on your field, all toon monsters on your field can attack on the turn they're summoned.

Blue-Eyes Ultimate Toon
Dragon/Fusion/Toon
12 Star/Light
4500 Atk/3800 Def

Blue-Eyes Toon Dragon + Blue-Eyes Toon Dragon + Blue-Eyes Toon Dragon

This card cannot be Special Summoned except by removing from play the above cards on your side of the field while "Toon World" is face-up on your field; then you can Special Summon this card from your Fusion Deck (You do not use "Polymerization"). When "Toon World" on the field is destroyed, destroy this card. If "Toon World" is on your side of the field and your opponent does not control a Toon Monster, this card can attack your opponent's Life Points directly. While "Toon World" is on your field, this card is not affected by any card effects except its own.

^

Very situational, but oh-so powerful. ^-^
 
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Nah, this one is just pointless because of Cathedral of Nobles. It's a continuous spell without maintenance or activation costs that lets you activate any trap card on the same turn you set it and it also lets you play the awesomeness of Serket to summon up the meanest fusion monster you can pull out. So yeah, everything that this card can do CoN can do better.

Except, according to Spirit Caller, CoN will be BANNED.

Hot Dog was a half-joke. The 5-turn thing should be enough time for a good player to kill it.

Oh, and the restriction blocks Mistbody, E-Hero Tempest, Heart of Clear Water, Axe of Despair, etc.
 
Cathedral of Noble is banned *already* in this banlist, I believe. Then again, I have no idea why... All of the FTK traps are gone already, isn't it? >>; Super Jar Mill Strat is gone, Exchange of the Spirit is gone, and Japan is ruled by Hades Messenger and Golden Chest of Sealing. What *can* be the problem with Cathedral of Nobles now?

Eh the 3 toon cards aren't very helpful... What Toons need is just more monsters, actually. One Cyber Dragn screws all of them up except Toon Goblin Attack Force and the tribute summons, which is sucky ;;

Hot Dog is not that easy to kill if the whole deck is geared to save its butt... triple solemn, triple My Body As a Shield will drive you to insanity with your standard stall cards. Flipping the Mat will stop Mobius dead in its track too if you think that can destroy the backrow.
 
Hot Dog
FIRE/Beast
ATK 0/DEF 0
During your End Phase, if this card is in face-up Defense Position on your side of the field, place 1 counter on this card. During your Stahdby Phase, if this card has 5 counters on it, you win the Duel. You cannot select this card as a target of your Spell, Trap, or Effect Monster Cards.

A bit of pressure with a pun name. Gets trounced by Fissure/attacks, though.

This is probably a little too stupid to mention but you should make them Mustard Counters. :P
/me loves alternate win conditions.
 
Hmmm..

Great Defender: Ninja of the Western Border
Atk: 1500 Def: 2000
Warrior/Effect
Attribute: Earth, Four Stars
For every card with "Ninja" in its name removed from play, this card gains 500 Def points.

Great Attacker: Ninja of the Eastern Border
Atk: 500 Def: 100
Warrior/Effect
Attribute: Earth, Four Stars
For every card with "Ninja" in its name removed from play, this card gains 500 Atk points.

Ninja Art of Substitution
Normal Trap
Remove all monsters with "Ninja" in their names from your side of the field from play. Special summon one monster with "Ninja" in its name from your hand or deck.

Ninja art of duplication
Quick-play Spell
Special summon up to three "Ninja Tokens" to your side of the field as possible. (Level two, Earth, Warrior/Effect, Atk: 1000 Def: 1000 Effect: This monster is considered to be removed from play when destroyed. This card is not affected by "Ninja art of Vanishing".)

Declaration of War
Equip Spell
Equip only to a warrior-type monster. The equipped monster cannot be destroyed as a result of battle. If the equipped monster is in defense mode, destroy this card. All of the opponent's attacks must target the equipped monster.

Ninja Training Facilities
Field Spell
Once per turn, you may pay five hundred life points to activate one of the following effects:
1. Remove all cards with "Ninja" in their name on your side of the field from play.
2. Special summon one card with "Ninja" in its name from your hand or deck that is level four or lower.

To quote AE: "Editied for great justice".
 
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Nyu, Ninja of the Eastern Border is overpowered. 2000 Atk on a four-star and a power boosting effect? All four-star or lower monsters with an Atk of 2000 or above have negative effects to balance them, except for Gene-warped Warwolf, but that thing is part of Strike of Neos, and it certainly can't - on its own - gain a further Atk boost. Really, cut down the Atk by half at least. Even then it's kind of unbalanced if your compare to cards like Mudora (only + 100 per Fairy in graveyard). :O Also, there already is a Ninjitsu Art of Transformation trap card, which - unlike that card you have - is balanced in that it only allows beasts and beast warriors. Any monster is completely disbalanced. Just imagine Ha-des, Jinzo, Spell Canceler, Sacred Phoenix and what-have-you popping out on the field just like that. xP By the way, Declaration of War is pointless since the text in its current form states that the spell card itself can't be destroyed in battle, so maybe change that to the equiped monster can't be destroyed in battle? Finally, ninjas - unlike toons - aren't a special monster group, so the card effects concerning them should read "monster with ninja in its name/monsters with ninja in their names". ^-^

Oh, and to adress the bid for tougher toons...well, with Toon Hammer Toon Gemini Elf does get 2200 Atk, which is enough to beat Cyber Dragon. But yeah, they do need more monsters, such as:

Cyber Toon Dragon
Machine/Toon
5 Star/Light
2100 Atk/1600 Def

This card cannot be Normal Summoned or Set. This card can only be Special Summoned while "Toon World" is on your side the field. You can Special Summon this monster from your hand, but Tributes are required for monsters Level 5 or more. When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. If there is a monster on your opponent's field and there are no monsters on your field, this monster can be summoned without tribute. This card is not destroyed as a result of battle when this card battles with a monster with the same ATK.

Toon Dark Magician
Spellcaster/Toon
7 Star/Dark
2500 Atk/2100 Def

The name of this card is treated as 'Dark Magician'. This card cannot be Normal Summoned or Set. This card can only be Special Summoned while "Toon World" is on your side the field. You can Special Summon this monster from your hand, but tributes are required for monsters Level 5 or more. When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. When this card is special summoned successfully, select one spell card with 'Toon' in its name from your graveyard and add it to your hand.

Toonborn Frog
Aqua/Toon
1 Star/Water
100 Atk/ 100 Def

This card can only be Special Summoned while "Toon World" is on your side the field. You can Special Summon this monster from your hand, but Tributes are required for monsters Level 5 or more. This card cannot attack during the turn that it is Normal Summoned, Flip Summoned, or Special Summoned. When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. If this card is in your Graveyard during your Standby Phase and "Toon World" is on your side of the field, you can Special Summon this card to your side of the field.

Toon Harpie
Winged Beast/Toon
4 Star/Wind
1800 Atk/1300 Def

The name of this card is treated as 'Harpie Lady. This card cannot attack during the turn that it is Normal Summoned, Flip Summoned, or Special Summoned. When "Toon World" on the field is destroyed, this card is also destroyed. If "Toon World" is on your side of the field and your opponent does not control a Toon Monster, this card can attack your opponent's Life Points directly. When this card inflicts Battle Damage to your opponent's Life Points, randomly select one card from your opponent's hand and return it to the bottom of your opponent's deck.

And to round it all off, a spell card:

Toon Anvil
Quick-Play Spell

This card can only be activated when you have at least one face-up Toon monster on your field. Select a monster on your opponent's field whose original Def is equal to half or less than the Atk of a toon monster on your field and destroy it.

EDITNESS: Changed for great justice.
 
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Hmm... me likes Toon Zombie.... Me wants to eat...

Thanks for the ninja-card critique, AE. I devised those cards because I wanted the possibility of an all-ninja deck, but you're right when you say that the Great Attacker was overpowered. I keep coming up with card names that already exist! Can't I come up with ANYTHING original?

Anyway, I have an edited Chromium Gadget-esque card here.

Chrome Gadget Carrier
Monster
Machine/Effect
Level 4
Atk:1500, Def:1000
Effect: When this card is destroyed as a result of battle, special summon one "Red Gadget", "Green Gadget", and "Yellow Gadget" to the field.
 
Ahh...I do sympathize with your plight. I've always wanted a ninja deck myself, but still...ninjas have got to fit the theme, ne? Anyway, this made me think of a very silly card:

Toon Ninja
Warrior/Toon
4 Star/Dark
1700 Atk/1200 Def

This card cannot be Normal Summoned or Set. This card can only be Special Summoned while "Toon World" is on your side the field. You can Special Summon this monster from your hand, but Tributes are required for monsters Level 5 or more. When "Toon World" on the field is destroyed, this card is also destroyed. If your opponent doesn't control a Toon Monster, this card can attack your opponent's Life Points directly. If a face-up Toon Monster is on your opponent's side of the field, you must select the Toon Monster as an attack target. At any time during either player's turn, you may remove from play two Toon monsters in your graveyard in order to remove this card from play. If you do, this card is special summoned to your field in its original position during the next Standby Phase.

Just to widen the category of annoying toons that won't go away. xD I like Toon Zombie too, because it would serve as the kind of replenishing tribute fodder that toon decks need to bring out their big monsters. :3

EDITNESS: Changed for greater Strike Ninjaishness. ^-^
 
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Quick Equip
Quick-Play Spell
During the turn you activate this card, you may activate any face-down Equip Spells on your side of the field as if they were Quick-Play Spells (they remain Equip Spells). You cannot use this effect to activate "Premature Burial" or "Autonomous Action Unit" during your opponent's turn.
 
Hmm...

Dramatic Arrival
Quick-Play spell
This card can only be activated when you have "Toon World" on your side of the field. Special summon one "Toon" monster from your deck that is level four or less.

This one was kind of just a tribute to AE's card, seeing as all the toons made me want to get in on the craze...

And now for a few useful but primarily just-for-fun cards:

Taijutsu
Quick-play spell
Activate this card only when there is a monster with "Ninja" in its name on your side of the field. All monsters with "Ninja" in their names gain seven hundred attack points during the turn this card is played.

Genjutsu
Normal Trap
This card can only be activated when your opponent declares an attack on a monster with "Ninja" in its name. The attacking monster is removed from play.

Ninjutsu
Normal Spell
Activate this card only when there is a monster with "Ninja" in its name on your side of the field. Discard one card from your hand to destroy one monster on your opponent's side of the field.

Way of the Shinobi
Continuous spell
Activate this card only when "Ninjutsu", "Genjutsu", and "Taijutsu" are in the graveyard, and you have at least three monsters with "Ninja" in their names on your side of the field. All monsters with "Ninja" in their names are not affected by magic cards, trap cards, or monster effects designating a specific target. If there are no monsters with "Ninja" in their names on your side of the field, destroy this card.



So tell me, is that last one too overpowered?
 
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A bit, yes, mainly because it merely requires the cards to be in the graveyard. Add another cost of some sort and you'll be good.

Canceller Focus
Equip Trap (yeah, you read that right)
This card can only be equipped to "Spell Canceller". The spells of the equipped monster's controller are unaffected by the equipped monster's effect. In addition, increase the ATK of the equipped monster by 500 points. When this card is destroyed, remove the equipped monster from play. This card's activation and effect cannot be negated.
 
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Hmm... why don't you just make it like Kunai/Blast with Chain and have it read "Equip this card to a monster"? It doesn't really need to be an equip trap.

Invisible Wall of the Ninja
Normal Trap
This card can only be activated when "Ninja Training Facilities" is face-up on your side of the field. Your opponent must flip a coin when they attack. If heads, their attack continues as planned. If tails, their attack is negated and their monster is switched to face-down defense mode until the end of then turn.

It could be used as a combo with Mystic Swordsman, among other things, or, to fit the ninja theme...

Underground Striker Ninja
Monster: Warrior/Effect
Atk: 1500 Def: 1500
Atribute: Earth, four stars
When this card attacks a face-down monster, destroy it immediately without applying damage calculation, flipping the card face-up, or activating any of its effects. When this card succesfully destroys a monster as a result of battle, flip a coin. If heads, destroy all monsters in face-down defense position on your opponent's side of the field without flipping them face-up or activating their effects. If tails, destroy all face down monsters on your side of the field without activating their effects or flipping them face-up.
 
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Well, time to get started on a deck type of my own...

Shadow Striker
4 Stars/DARK/Fiend
ATK: 1900 DEF: 1200
When the number of cards on your opponent's side of the field is at least 2 more than the number of cards on your side of the field, you may Special Summon this card from your hand. When this card is summoned in this way, return one card on your opponent's side of the field to its owner's hand.

Nightmare Striker
7 Stars/DARK/Fiend
ATK: 2800 DEF: 2000
When the number of cards on your opponent's side of the field is at least 4 more than the number of cards on your side of the field, you may summon this card without Tribute. When this card is summoned, inflict 2500 points of damage to your opponent. Reduce this damage by 1000 for each monster Tributed to summon this card.

Ultimate Striker
8 Stars/DARK/Fiend
ATK: 3000 DEF: 2400
When the number of cards on your opponent's side of the field is at least 7 more than the number of cards on your side of the field, you may Special Summon this card from your hand. When this card is summoned in this way, your opponent sends cards from his/her side of the field to the Graveyard until the number of cards on the field is the same for each player. Inflict 700 points of damage to your opponent for each monster sent to the Graveyard by this effect.

Striker's Fury
Normal Spell
You can only activate this card if there is at least 1 other card on your side of the field. Count the number of cards on each player's side of the field. Whichever player has the most cards takes damage equal to 500 x the difference. You cannot activate this card on your first turn.

Striker's Trick
Quick-Play Spell
Until the end of the turn, you may move two face-down cards on your side of the field to your opponent's side. Your opponent cannot look at any cards you switch control of.
 
Ah... nice cards. Only to be defeated by the use of...

Mystic Ninja Barricade
Continuous Spell
You can activate this card only when there are five monsters with "Ninja" in their names on your side of the field. Your opponent may not special summon any monsters. Destroy this card if you have less then five monsters with "Ninja" in their names on your side of the field.
 
Ah... nice cards. Only to be defeated by the use of...

Mystic Ninja Barricade
Continuous Spell
You can activate this card only when there are five monsters with "Ninja" in their names on your side of the field. Your opponent may not special summon any monsters. Destroy this card if you have less then five monsters with "Ninja" in their names on your side of the field.

*points at Nightmare Striker & Striker's Fury*

Nice try. And, to add insult to injury...

Striker's Miscount
Normal Trap
Until the end of the turn, count the number of cards on your opponent's side of the field as double what it really is (this may result in a total greater than normally possible).
 
Hmm... evil. >.<

Ninja Art of Concealment
Continuous Trap
Pick up to three cards with "Ninja" in their name. The cards are not considered in counting toward your monster total. When this card is destroyed, remove all monsters with "Ninja" in their names on your side of the field from play.
 
I should once again be picky and comment on these cards ^^

Great Defender: Ninja of the Western Border: Eh, not too useful, but not useless either... Every decktype needs its defense monsters (yet sadly, always get run over by Cyber Dragon. Gosh Cyber Dragon soooo should've an attack of only 2000.)

Great Attacker: Ninja of the Eastern Border: useless ><; It's just too slow to gain enough attack power.

Ninja Art of vanishing: winning condition that maybe a bit too powerful... see the below for why.

Ninja art of duplication: 5 Ninja tokens? "WOAH" It's super scapegoat that can easily be an OTK. Clear the field, chain Ninja tokens and sweept for 5000 damage. Don't want to be cheap? Use it for Gilford's effect then since you get insane tribute power. How about using these tokens to summon 5 real Ninjas with Ninja Art of Vanishing? Ahem... So overpowered... on a technical note, tokens cannot be removed from play.

Declaration of War- bad version of Mist Body?

Ninja Training Faculties- just call it the most powerful tutor you can ever think of? Insanely strong tutor since it calls Grand Ninjamaster and its 1800 from the deck. Not sure if it's balance, but it's a field spell so that makes it sound balance too... hm.

Cyber Toon Dragon- Eh, I'm not sure if its immunity against the normal Cyber Dragon is really necessary :x

Toon Dark Magician- "You can Special Summon this monster from your hand, but tributes are required for monsters Level 5 or more." Eh, what does this mean o.o; Also, isn't it slightly game breaking to have an effect similar to Dark Magician of Chaos retrieving spells? Just revive this card, and it's another spell o.O;

Toon Zombie- Eh, just call it Toon Froggie :x Plus, toons usually rely on a counterpart right... make it Toon version of froggie!

Toon Harpie- eh, not that useful... I'll gladly stick with Toon Gemini Elf even if Gemini Elf triggers Dark World monsters. The attack power difference is just too great.

Toon Anvil- it just can't compete with Smashing Ground ;; sadly... why not make it quickplay? :D

Chrome Gadget Carrier- special summon from where o.o; that's my question.

Toon Ninja- Hm, Toons usually rely on counterpart though... Its effect is nearly identical to Strike Ninja, so why not its stats too?

Quick Equip- hm, interesting I guess... but what ARE some good equip cards that you want to do a -1 to make it a quick play o.o;

Dramatic Arrival- admit how I love it... Toons need more support ;p

Taijutsu- fair enough

Genjutsu- fair enough, slightly boosted of Sakuretsu in a way

Ninjutsu- Eh... It can hit facedown, but I'm not sure if the one discard is really worth it for me to use this.

Way of the Shinobi- fair enough of a winning condition... though earlier mentioned cards create much cheaper combos with the Ninjas to win wayyy faster, especially Ninja tokens.

Canceller Focus- far too powerful...? It's making Spell Canceller have Jinzo power (and Jinzo negates trap, whcih is certainly less powerful than spells.), and it allows only you to use spells too. This is similar to Lv 8 Horus, but without it in monster form. This would've been fine if it's not for the last line that it's unstoppable and cannot be negated ><;

Invisible Wall of the Ninja- Watch as Dekoichi cannot wait to run into a facedown =x Not that useful, I think... Why not just Fairy Box which is more flexible, and instantly destroys the monster to do great damage? You don't have to pay for Fairy Box either if you only want it for "one turn" type of thing.

Underground Strike Ninja- Eh, scooped up version of Lv2. Otherwise, nothing much... Its 2nd effect will never be activated except against Nimble Momonga squad.

Shadow Strike- Wow... powerful cards that's potentially splashed. If the opponent has any 2 cards or more (so easy for this to happen), you can technically first special summon cyber dragon, then special summon this, and then get one more monster for super swarm. O.o; It's so highly splashable...

Nightmare Strike- dump+revive = insane burn damage?

Ultimate Strike- lol, what's the chances... but fits its theme very well if it ever goes off (bless the poor soul who got 7 cards on the field o.O; ) Even with Ojama Tokens, he still needs 4 cards on the field. Wow... tough thing to do.

Striker's Fury- Interesting burn... the further behind in card advantage, the higher power? Hmm...

Striker's Trick- I wonder does Ruler of Thunder's burn damage work on the enemy because of this... Surely there's a few nasty tricks about this card, but I can't think of any yet. I can only think of Sand Moth with this right now. Too difficult to use this card to power up Ultimate Striker, even with Ojama Tokens (cause you need to set 2 cards yourself, too)

Mystic Ninja Barricade- probably won already if you have 5 Ninjas on your side of the field, except of course Ninja Tokens since you get 5 of them immediately (and 5000 damage is "almost" end of the game anyway though)

Striker's Miscount- Suddenly Ultimate Striker is horribly deadly with Ojama Tokens. Actually, screw those... Striker's Miscount + Des Koala/Secret Barrel.

Ninja Art of Concealment- just a special card to screw over 3 fake cards is the defining definition of overly specific and not flexible enough...?


XD; k I'm done.
 
Nyu, Frostweaver...were you bored or what? xD Well, I made most of the changes you suggested (Say hello to Toonborn Frog, kiddies :3), I empowered Toon Harpie to Cyber Harpie Lady's stats and toned down Toon Dark Magician by restricting the spell retrieval to Toon spells only, which should also give Toon Anvil a little extra in addition to it becoming a Quick-Play spell. Oh, and I changed Toon Ninja to Strike Ninjas stats too. As for the phrase you commented on, that's standard Toon monster jargon, copied straight from the description of a Toon card I searched from the net. Basically, it means that summoning toon monsters that require Toon World to be on the field doesn't count towards your normal summoning limit. ^-^ Oh, and I left Cyber Toon Dragon with its original abilities because I love to pick on Cyber Dragon. xD

Anyway, I agree on Dramatic Arrival. Lovely thematic support and useful to boot. ^^

Oh, and just to mimic Icha I'm making a small own line of monsters. Mine, however, are going to be rather silly.

Dark Dictionary

Continuous Spell

Discard one Spell card from your hand in order to activate this card. While this card is face-up on your field, if a card with "Alphabetical Beast" in its name would be destroyed in battle, you may discard one spell card from your hand or deck instead. (Damage calculation is applied normally) When this card on the field is destroyed, all cards on your field with "Alphabetical Beast" in their names are also destroyed.

Alphabetical Beast U-nicorn
Beast/Effect
4 Star/Light
1400 Atk/ 800 Def

For the purpose of determining card effects, while "Dark Dictionary" is on your field, this card is considered to be a continuous spell card rather than monster. When this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. During your Standy Phase, if both this card and "Dark Dictionary" are face-up on your field, you may tribute this card and discard one spell card from your hand in order to special summon "Alphabetical Beast W-nicorn" from your hand or deck.

Alphabetical Beast W-nicorn
Beast/Effect
7 Star/Light
2300 Atk/ 1300 Def

For the purpose of determining card effects, while "Dark Dictionary" is on your field, this card is considered to be a continuous spell card rather than a monster. When this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. During your Main Phase, you may discard one spell card from your hand. If you do, this card can attack twice during the Battle Phase of that turn.

Alphabetical Beast C-Monster

Sea Serpent/Effect
4 Star/Water
1600 Atk / 800 Def

For the purpose of determining card effects, while "Dark Dictionary" is on your field, this card is considered to be a continuous spell card rather than a monster. During your Main Phase, if "Dark Dictionary" is on your field you may discard one spell card from your hand in order to select up to two cards on your opponent's field and return them to your opponent's hand.

Alphabetical Beast F-reet

Fiend/Effect
6 Star/Fire
2200 Atk / 1400 Def

For the purpose of determining card effects, while "Dark Dictionary" is on your field, this card is considered to be a continuous spell card rather than a monster. Whenever a spell card from your hand, deck, or field is sent to your graveyard by a card effect, inflict 200 points of direct damage to your opponent.

Alphabetical Beast S-per
Spellcaster/Effect
4 Star/Dark
1200 Atk / 1400 Def

For the purpose of determining card effects, while "Dark Dictionary" is on your field, this card is considered to be a continuous spell card rather than a monster. While this card is on your field in Attack position, you may look at any card your opponent draws. During your Standy Phase, if both this card and "Dark Dictionary" are face-up on your field, you may tribute this card and discard one spell card from your hand in order to special summon "Alphabetical Beast O-vermind" from your hand or deck.

Alphabetical Beast O-vermind
Spellcaster/Effect
8 Star/Dark
2200 Atk/ 2400 Def

For the purpose of determining card effects, while "Dark Dictionary" is on your field, this card is considered to be a continuous spell card rather than a monster. While this card is on your field, you may look at every card in your opponent's hand. If your opponent draws a spell or trap card while this card is in Attack position, you may discard one spell card from your hand. If you do, your opponent must discard the card he/she drew to the Graveyard from their hand immediately.
 
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I should once again be picky and comment on these cards ^^

Quick Equip- hm, interesting I guess... but what ARE some good equip cards that you want to do a -1 to make it a quick play o.o;

I dunno...UWS & MP for major damage bouncing, make Malevolent Nuzzler a permanent Rush Recklessly, Axe, etc. Just an idea for killing Cyber Dragon without worrying about the usual traps (Saku, Cylinder, etc).

Canceller Focus- far too powerful...? It's making Spell Canceller have Jinzo power (and Jinzo negates trap, whcih is certainly less powerful than spells.), and it allows only you to use spells too. This is similar to Lv 8 Horus, but without it in monster form. This would've been fine if it's not for the last line that it's unstoppable and cannot be negated ><;

It's SUPPOSED to be a copy of Amplifier. On the other hand, if your opponent gets lucky with a Dust Tornado or Breaker, your Spell Canceller's suddenly off-limits.

Shadow Striker- Wow... powerful cards that's potentially splashed. If the opponent has any 2 cards or more (so easy for this to happen), you can technically first special summon cyber dragon, then special summon this, and then get one more monster for super swarm. O.o; It's so highly splashable...

They'd need 3 total cards, then--two for SS and one for Cyber Dragon

Nightmare Striker- dump+revive = insane burn damage?

Ultimate Striker- lol, what's the chances... but fits its theme very well if it ever goes off (bless the poor soul who got 7 cards on the field o.O; ) Even with Ojama Tokens, he still needs 4 cards on the field. Wow... tough thing to do.

Striker's Fury- Interesting burn... the further behind in card advantage, the higher power? Hmm...

Striker's Trick- I wonder does Ruler of Thunder's burn damage work on the enemy because of this... Surely there's a few nasty tricks about this card, but I can't think of any yet. I can only think of Sand Moth with this right now. Too difficult to use this card to power up Ultimate Striker, even with Ojama Tokens (cause you need to set 2 cards yourself, too)

Striker's Miscount- Suddenly Ultimate Striker is horribly deadly with Ojama Tokens. Actually, screw those... Striker's Miscount + Des Koala/Secret Barrel.

XD; k I'm done.

Striker's Miscount doesn't touch the hand. And, let's add some more:

Striker's Trap
Continuous Trap
After activation, place this card in an open Spell/Trap Card zone on your opponent's side of the field. As long as this card is face-up on your opponent's side of the field, inflict 400 points of damage to your opponent during each of your Standby Phases.

Striker Force (;))
3 Stars/DARK/Fiend
ATK 1400/DEF 800
If the number of cards on your opponent's side of the field is 1 or more greater than the number of cards on your side of the field, you may Special Summon this card from your hand. When this card is destroyed and sent to the Graveyard, add 1 card with "Striker" in its card name from your Deck to your Hand.

Dark World Striker (XD)
5 Stars/DARK/Fiend
ATK 2200/DEF 1500
When this card is discarded from your hand to the Graveyard by a card effect, Special Summon this card to your side of the field. At that time, if this card was discarded by your opponent's card effect and your opponent has more cards in his/her hand than you do, look at your opponent's hand and discard cards from it until the number of cards in each player's hand is the same.

I added the "look at your opponent's hand" part to try and prevent possible endless loops with this thing (first turn topdecking, anyone?). Now, to go off-series for a moment...

Nightmare Gate
Normal Spell
After activation, add this face-up card to your deck and shuffle it. When you draw this face-up card, immediately send it to the Graveyard. At that time, you take 4000 points of damage. Then, send all monsters on your opponent's side of the field to the Graveyard, then Special Summon one monster from your opponent's Graveyard. When this card is face-up on top of your deck, you cannot activate any Trap cards duriing your turn.
 
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