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You make the Card!

Eon-Rider

An "Original" PC Supporter
  • 7,501
    Posts
    19
    Years
    While on the bus home, I was thinking of a new kind of LV monsters that help deck out decks... Level Modulation would actually help for this kind of deck. XD

    Winged Serenity LV4
    Monster
    [4/Fairy/Wind]
    When this card is Normal Summoned or Special Summoned, you're opponent draws 2 cards and discards 1 card randomly from his/her hand. During your Standby Phase, by sending this face-up card to the Graveyard, Special Summon 1 "Winged Serenity LV5" from your hand or Deck.
    ATK/ 1300 DEF/ 800
    Rare

    Winged Serenity LV6
    Monster
    [6/Fairy/Wind]
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Winged Serenity LV4". Once per turn, you may send the top card of your opponent's deck to the graveyard. This monster cannot declare an attack if you used this effect this turn. When 3 or more cards have been sent to the Graveyard from this card's effect, tribute this monster to Special Summon 1 "Winged Serenity LV8" from your hand or your Deck.
    ATK/2000 DEF/1500
    Super Rare

    Winged Serenity LV8
    Monster
    [8/Fairy/Wind]
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Winged Serenity LV6". Negate the effect of a Monster Card that targets this 1 card. When this card is sent to the Graveyard, your opponent draws 5 cards and discards 2 cards randomly from his/her hand.
    ATK/2500 DEF/2000
    Ultra Rare
     
  • 4,227
    Posts
    19
    Years
    • Seen Aug 11, 2009
    Deck Tower Crumbling will never work though unless you activate it on the very very very first turn of the game, provided that you opted to go first against 45 Gadget setup. No decks will have that many cards. At least for Power of Tower game, you get to control your fate.

    It's mostly pointed at casual play, against those little kids who apparently think that 50+ card decks are good...

    Kenny_C.002 said:
    I translated Battle of Wits to YGO form. There really isn't any idea taking other than me taking Battle of Wits and sticking it into YGO.

    ...

    It's true: implied sarcasm does not work on internet forums...

    coolmaster said:
    Winged Serenity LV4
    Monster
    [4/Fairy/Wind]
    When this card is Normal Summoned or Special Summoned, you're opponent draws 2 cards and discards 1 card randomly from his/her hand. During your Standby Phase, by sending this face-up card to the Graveyard, Special Summon 1 "Winged Serenity LV5 I think you mean 6" from your hand or Deck.
    ATK/ 1300 DEF/ 800
    Rare

    Winged Serenity LV6
    Monster
    [6/Fairy/Wind]
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Winged Serenity LV4". Once per turn, you may send the top card of your opponent's deck to the graveyard. This monster cannot declare an attack if you used this effect this turn. When 3 or more cards have been sent to the Graveyard from this card's effect, tribute this monster to Special Summon 1 "Winged Serenity LV8" from your hand or your Deck.
    ATK/2000 DEF/1500
    Super Rare

    Winged Serenity LV8
    Monster
    [8/Fairy/Wind]
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Winged Serenity LV6". Negate the effect of a Monster Card that targets this 1 card. When this card is sent to the Graveyard, your opponent draws 5 cards and discards 2 cards randomly from his/her hand.
    ATK/2500 DEF/2000
    Ultra Rare

    Hello, Greed, and hello Appropriate + Exodia. Seriously, the stats are a bit low...
     

    Kenny_C.002

    Welcome to Rokkenjima
  • 1,849
    Posts
    20
    Years
    I'm not sure of MTG's speed and pace if it happens to be a 1vs1 game of aggro vs aggro. If that happens in YGO (say, DDT vs Cookie Cutter, you know, the one made by Jae Kim recently, that style) then the game can possibly end in 14 turns. (7 turn for each players.) With a pace that insane because the banlist went crazy-rage in destroying stall cards, a card that needs to wait for a few turns to be used are considered very, very, useless.

    Depends on the format and what not. Extended tends to have lightning speeds and can end in 5-6 turns (though there are decks going at the 7-8 turn speeds lately that's doing the winning lately). Standard tends to go slow in everything, making control generally better. Vintage ends in 4-5 turns or so, and Legacy varies somewhere in between Vintage and Extended. In aggro vs. aggro or combo vs. combo, this is generally the case, where they're just trying to outhit each other and race for damage/get the combo out faster than the other guy.

    The fastest clocks I've seen so far are: turn 1 in vintage (academy, any of Long decks), turn 2 or so in legacy (some combo deck), turn 3 in extended (Gaea Zoo), and some random number of standard (this IS the place where slow cards like detrivore can actually do something with suspend X, you know, and the fastest clock is like Boros deck wins).

    In all, it depends on the environment for us. In aggro, no card should be useless either (except if it's something like ancient grudge, which just waits for a target to kill off). It would definitely mean that no card in an aggro deck should ever be dead in the first place.

    It's true: implied sarcasm does not work on internet forums...

    Took you long enough to figure that out. ;)
     

    Frostweaver

    Ancient + Prehistoric
  • 8,246
    Posts
    20
    Years
    While on the bus home, I was thinking of a new kind of LV monsters that help deck out decks... Level Modulation would actually help for this kind of deck. XD

    Winged Serenity LV4
    Monster
    [4/Fairy/Wind]
    When this card is Normal Summoned or Special Summoned, you're opponent draws 2 cards and discards 1 card randomly from his/her hand. During your Standby Phase, by sending this face-up card to the Graveyard, Special Summon 1 "Winged Serenity LV5" from your hand or Deck.
    ATK/ 1300 DEF/ 800
    Rare

    Winged Serenity LV6
    Monster
    [6/Fairy/Wind]
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Winged Serenity LV4". Once per turn, you may send the top card of your opponent's deck to the graveyard. This monster cannot declare an attack if you used this effect this turn. When 3 or more cards have been sent to the Graveyard from this card's effect, tribute this monster to Special Summon 1 "Winged Serenity LV8" from your hand or your Deck.
    ATK/2000 DEF/1500
    Super Rare

    Winged Serenity LV8
    Monster
    [8/Fairy/Wind]
    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Winged Serenity LV6". Negate the effect of a Monster Card that targets this 1 card. When this card is sent to the Graveyard, your opponent draws 5 cards and discards 2 cards randomly from his/her hand.
    ATK/2500 DEF/2000
    Ultra Rare

    3 Cards that are incredibly hard to get out, and is geared to give advantage to the opponent...? ;_; Not even Exodia/Appropriate/Greed works with it because it gives far too much speed for the opponent =(

    As mentioned, low stats suck ;; Cyber Dragon can run over Lv6 immediately, and Lv6 staying on the field for 3 turn is *impossible* sadly.


    EDIT: Bump AND monsters!


    Green Firearm
    3*/Wind/Machine
    Whenever your opponent activates a spell card, flip a coin. If heads, lower your opponent's Life Points by 700.
    1000/1600

    Purple Firearm
    3*/Earth/Machine
    Whenever your opponent activates a trap card, flip a coin. If heads, lower your opponent's Life Points by 700.
    1000/1600

    S-T Dual Cannon
    [Green Firearm + Purple Firearm]
    6*/Dark/Machine
    This card cannot be special summoned. Whenever your opponent plays a spell card or trap card, flip 2 coins. For each heads, lower your opponent's Life Points by 700. If this card is sent to the graveyard as a result of a spell or trap card, you may special summon a "Green Firearm" or a "Purple Firearm" from the graveyard in face up defense position.
    2500/2600

    Orange Vulcan Fire
    3*/Fire/Machine/Union
    Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Green Firearm", "Purple Firearm," or "S-T Dual Cannon" as an Equip Spell 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, increase the ATK/DEF of the equipped monster by 300 points and whenever your opponent summons an effect monster, flip a coin. If heads, lower your opponent's Life Points by 700. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)
    700/700

    Liquid Power Generator
    3*/Water/Machine/Union
    Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Green Firearm", "Purple Firearm," or "S-T Dual Cannon" as an Equip Spell 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, whenever your opponent's Life Points decrease as a result of the effects of the equipped monster, inflict 500 damage to your opponent's life points. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)
    700/700

    White Launching Pod
    3*/Light/Machine
    When this card deals damage to your opponent, Special Summon 1 Level 3 Machine monster with an ATK of 1000 or less in face-up Attack Position from your Deck. Then shuffle your Deck.
    1200/1800
     
    Last edited:
  • 4,227
    Posts
    19
    Years
    • Seen Aug 11, 2009
    S-T Dual Cannon
    [Green Firearm + Purple Firearm]
    6*/Dark/Machine
    [S-HIGHLIGHT]This card cannot be special summoned[/S-HIGHLIGHT]. Whenever your opponent plays a spell card or trap card, flip 2 coins. For each heads, lower your opponent's Life Points by 700. If this card is sent to the graveyard as a result of a spell or trap card, you may special summon a "Green Firearm" or a "Purple Firearm" from the graveyard in face up defense position.
    2500/2600

    So you made a monster that can't be summoned in any way. Congrats.
     

    Frostweaver

    Ancient + Prehistoric
  • 8,246
    Posts
    20
    Years
    All the elemental hero fusions got the same line o_o Remember that fusion summon is not special summon. Cards like Overload Fusion still works because it got the line "this special summon is treated as fusion summon" but metamorphosis will not. So, basically, anything but metamorphosis can bring it out.
     

    Scarlet Weather

    The Game is Afoot!
  • 1,823
    Posts
    17
    Years
    I can't remember seeing that line on E-Hero Mariner (only fusion hero I have), but hey, I'll take your word for it. Now, on to a little random E-Hero theme stealing!

    But first:

    The Full Moon
    Continuous Spell
    Remove all beast, winged beast, and beast-warrior monster monsters in your graveyard from play when your activate this card. Increase the attack of all face-up beast, winged beast, and beast warrior monsters by the number of monsters removed from play through this effect x100 points during the battle phase only. When this card is destroyed, special summon one "Dormant Werewolf from your hand or deck.

    Dormant Werewolf
    Monster/Beast/3*
    This monster can only be special summoned through the effect of "Full Moon". When this monster is destroyed as a result of battle, you may special summon one beast, winged beast, or beast-warrior monster to the field. A monster summoned in this way cannot attack, and is destroyed during the end phase.
    ATK: 1200/ Def:1200

    Animal Instinct
    Quickplay Spell
    Select one beast, beast-warrior, or winged beast on your side of the field to activate this card. Choose one of the following effects and activate it.
    1. Look at the top card of your deck. If it's a normal monster, add it to your hand. If it's anything else, discard it.
    2. Pick one card randomly from your opponent's hand. If it's a monster, discard it. If it's a magic or trap card, your opponent must set it unless there are no other spell or trap card spaces available.

    Silver-Pelted Mythical King
    Monster/Beast/Fusion/Effect/7*
    Gazelle, King of Mythical Beasts+Silver Fang
    This monster can only be fusion summoned using the above fusion material monsters. When this monster is succesfully fusion summoned, add one card that targets beast, winged beast, or beast-warrior monsters from your graveyard to your hand.
    ATK:2400/DEF:1500

    And if that sounded like a deck beggining, wait 'til you see the other beast fusions I came up with... (Ooh, let's all be scared of ACC's rip-off strategy.)
     
    Last edited:
  • 4,227
    Posts
    19
    Years
    • Seen Aug 11, 2009
    All the elemental hero fusions got the same line o_o Remember that fusion summon is not special summon. Cards like Overload Fusion still works because it got the line "this special summon is treated as fusion summon" but metamorphosis will not. So, basically, anything but metamorphosis can bring it out.

    Wrong. First off, Fusion Summon IS Special Summoning. Second, to be precise, the E-Heroes say "This card cannot be special summoned except by fusion summon." Your card is missing that extra clause, and THAT is what makes it unusable.
     

    Frostweaver

    Ancient + Prehistoric
  • 8,246
    Posts
    20
    Years
    Hm, guess it wasn't sufficient to only check the text on Overload Fusion to make sure that Overload works with it XD; *changes* What about the others then?



    The Full Moon- the best part is just going to be used for RftDD swarm... because Dormant Werewolf isnt' strong enough, sadly.

    Dormant Werewolf- it's dead card... it basically got a Instant Fusion effect except that it's for different monsters... and there's no good beast/winged beast/beast warrior effect monsters that do not involve attacking as well =(

    Animal Instinct- effect #2 ftw. Effect #1 is the sprinkles on the chocolate.

    Silver Pelted Mythical King- err... no... unless we got cooler methods to fusion summon for beasts just like Overload Fusion/Miracle Fusion is for machines/e-heroes. (what's its stats too?)
     

    Kenny_C.002

    Welcome to Rokkenjima
  • 1,849
    Posts
    20
    Years
    Inferno's Path
    Spell
    Discard your hand. Count the number monsters in each player's control. The player with more monsters must tribute monsters until they control equal amounts of monsters the other player controls. Do the same for all cards in the spell and trap zone grouped together.
     

    digi-kun

    Hourai NEET
  • 4,638
    Posts
    20
    Years
    • Age 34
    • Seen Mar 12, 2018
    But first:

    The Full Moon
    Continuous Spell
    Remove all beast, winged beast, and beast-warrior monster monsters in your graveyard from play when your activate this card. Increase the attack of all face-up beast, winged beast, and beast warrior monsters by the number of monsters removed from play through this effect x100 points during the battle phase only. When this card is destroyed, special summon one "Dormant Werewolf from your hand or deck.

    Dormant Werewolf
    Monster/Beast/3*
    This monster can only be special summoned through the effect of "Full Moon". When this monster is destroyed as a result of battle after being summoned in this way [Is this really needed?], you may special summon one beast, winged beast, or beast-warrior monster that has been removed from play to the field[Is this really needed?]. A monster summoned in this way cannot attack, and is destroyed during the end phase.
    ATK: 1200/ Def:1200

    Animal Instinct
    Quickplay Spell
    Select one beast, beast-warrior, or winged beast on your side of the field to activate this card. Choose one of the following effects and activate it.
    1. Look at the top card of your deck. If it's a normal monster, add it to your hand. If it's anything else, discard it.
    2. Pick one card randomly from your opponent's hand. If it's a monster, discard it. If it's a magic or trap card, your opponent must set it unless there are no other spell or trap card spaces available.

    Silver-Pelted Mythical King
    Monster/Beast/Fusion/Effect/3*
    Gazelle, King of Mythical Beasts+Silver Fang
    This monster can only be fusion summoned using the above fusion material monsters. When this monster is succesfully fusion summoned, add one card that targets beast, winged beast, or beast-warrior monsters from your graveyard to your hand.

    And if that sounded like a deck beggining, wait 'til you see the other beast fusions I came up with... (Ooh, let's all be scared of ACC's rip-off strategy.)

    I think it would make a lot more sense if "The Full Moon" summoned "Dormant Werewolf" through activation or something rather than a "when this is destroyed" thing...makes the werewolf almost completely useless

    Kenny_C.002 said:
    Inferno's Path
    Spell
    Discard your hand. Count the number monsters in each player's control. The player with more monsters must tribute monsters until they control equal amounts of monsters the other player controls. Do the same for all cards in the spell and trap zone grouped together.

    Balance without the hand, though it kinda makes sense why you have to discard the hand, since people could take advantage of it and clear the playing field then summon, so ya



    Reset Button
    Spell
    Half your life points. Both players shuffle their hands, fields, and graveyards into their deck and draw 5 cards.

    such an unoriginal name XD. Not sure if the life cost is too high, or if drawing that many cards a good idea so ya...
     

    Frostweaver

    Ancient + Prehistoric
  • 8,246
    Posts
    20
    Years
    Infernal's Path- slightly weird wording, but otherwise a fair card that's great for casual play.

    Reset Button- sorry to say Digi but broken... what if I use this to wipe off your field, then summon something darn good with my new 5 card hand? XD; Also, half of your LP is nothing if you're topdecking and got this card. Perhaps you shouldn't be permitted to normal summon or special summon during the turn you used this card.
     

    Frostweaver

    Ancient + Prehistoric
  • 8,246
    Posts
    20
    Years
    Ah there are plenty of cards that get their effects off if they're destroyed by card effects, which Infernal's Path is very capable of doing.

    Dark Coffin is one. Either that, or they're just immune to all spells (Horus) so Infernal's Path got some footings to play with. If your only monster is Horus, and your trap zone is just Dark Coffins, it's win-win situation (but, Dark Coffin is very useless because its effect only activates if it's destroyed.) Blast with Chain also benefits from Infernal's Path, since now you can blow up an opponent's monster as it's destroyed by a card effect.
     

    Kenny_C.002

    Welcome to Rokkenjima
  • 1,849
    Posts
    20
    Years
    I was wondering about Horus. It's "immune to all spells". The case of path was hitting players. Is it immune to things that hit players as well? o_O
     

    Frostweaver

    Ancient + Prehistoric
  • 8,246
    Posts
    20
    Years
    Hm... good point. The wording is "tribute" which... I guess will make Horus vulnerable to it.

    On the other hand, I've just thought of another deck that WILL ABUSE this after reading the tourney log of DaKing XD;

    Chain Strike burn.

    They run no monsters, so it's wipe the field of monsters automatically. They will have more spells/traps by far, but all of them is 100% chainable (thus, the name, chain strike. Throw in this, chain everything to it. By the time Infernal's Path resolves, your field is empty cause all of the cards activated on a higher chain already. So, if the opponent isn't dead yet from the 4000+ burn damage, they lost their entire field.
     

    Frostweaver

    Ancient + Prehistoric
  • 8,246
    Posts
    20
    Years
    It's just that Chain Strike got totally murdered by the banlist that the decktype didn't even come up to my mind at all until I read the thread on it XD; Very deceptive, indeed... but I'll say it's still fair, because it's stuck in a decktype that badly needs the new source of power after banlist killing it of its main card (limiting Chain Strike down to 1.)

    Who knows, play testing required =x
     

    Kenny_C.002

    Welcome to Rokkenjima
  • 1,849
    Posts
    20
    Years
    True I guess. Strangely enough balance is amongst the best cards in mtg (abide I watered down the balance in this case too, due to the problem of "free").
     

    Frostweaver

    Ancient + Prehistoric
  • 8,246
    Posts
    20
    Years
    Balance is so subjective of a thing for a card though XD; What's balanced for one, is imbalance for another. (prime example: cyber stein and the game overdragon)

    Anyway, back to the card creation topic after going off track by making a card... let's continue on the beast idea =x


    Ferocity
    Normal Spell
    Pay 700 Life Points to activate this card. Select a Beast, Winged-Beast or Beast Warrior monster. It gains the following effects.
    -When the selected card destroys a monster as a result of battle, inflict damage to your opponents Life Points equal to the ATK of the destroyed monster.
    -The attack power of the selected card is unaffected by any card effects.
     
    Last edited:
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