You make the Card!

it only further proves that anything that battles will be the first to die ><; twilight 3 is basically same as any flip monsters, except better in the sense that it can flip itself up and is immune to those that negate flip. Unless for theme purpose or OVM, no one will use flip-destroy every again with this thing out XD;
 
And it's totally impossible to verify that if your opponent launches a protest against the judge about activation requirements... that is, unless your opponent looks at your entire hand, deck and graveyard to verify. >>;
 
A Packaged Breeze
Normal Spell
This card may only be placed in a Deck that contains 8 or more WIND monsters. Draw 2 cards from your Deck.

Frostweaver is right, you know. It would be nearly impossible to confirm without looking through the Deck...unless the 8 WIND monsters had already been played. But then, what about sidedecking them out? That kind of ruins the bluff, as you would have to confirm that the 8 monsters were still there. Maybe if the WIND monsters had to be in the Graveyard...less-broken effect and MUCH more easily confirmed.
 
I don't see a problem with deck checking at all though. If you want to give up that information for 2 cards, it seems fair. It'll have to be that the 8 monsters are still IN the deck though, and would have to be reworded as such.
 
I don't see a problem with deck checking at all though. If you want to give up that information for 2 cards, it seems fair. It'll have to be that the 8 monsters are still IN the deck though, and would have to be reworded as such.

But then nobody would ever play it. That sort of +1 for giving your opponent a free look at your deck...it gives your opponent a serious edge.

I still vote for having them in the Graveyard, though, regardless of the mill power the current metagame has.
 
I don't see a problem with deck checking at all though. If you want to give up that information for 2 cards, it seems fair. It'll have to be that the 8 monsters are still IN the deck though, and would have to be reworded as such.

In the game of YGO, it affects a totally style of play to know that Mirror Force is not in the deck, and it's not in the graveyard either... That's a powerful foresight given to the opponent.
 
Okay... I did some editing with my wandering monsters. Again.

"Wandering Fellowship" is now a spell again, meaning Wizard can rez it, but it still can't be played without all five of the "Wandering" monsters on the field.

"Wandering Beast" now gains four hundred per extra wanderer instead of three.

"Rogue" allows you to draw a card, and it's become a bit more powerful since now you can toss a trap card to bring it back even when it gets destroyed in battle.

"Wandering Wizard" still gets to search the grave for spells, but now it doesn't get to search after a direct attack, so you have to actually kill an opponent's monster to make its effect work. (I hope that's a little more balanced...)

"Healer" was left unchanged, as was "Hero", mostly because everyone likes them.

And now for a new card...

The Wanderer's Bonemerang
Equip Spell
Increase the equipped monster's attack by five hundred. If this card is equipped to "Wandering Hero", "Wandering Hero" may divide its attack points in half in order to attack the opponent directly. If this card is destroyed, you may pay 700 life points to place it on top of your deck.

Blazing Rod: Kaen
Equip Spell
The equipped monster's attribute becomes fire. When the equipped monster is destroyed by a card effect, deal damage to the opponent's life points equal to the equipped monster's original attack.
 
Another Magic card:

Curse Doll 2BBBB
Enchantment
Whenever a creature is put into a player's graveyard except by the ability of a permanent named Curse Doll, each other player sacrifices a creature.
 
Which is exactly the point I'm making. It's a net loss for a powerful effect. Why not?

It's the time factor to check all 40 cards in deck -.-;

Guess somehow my post did not come through for previous posts...

The boomerang isn't bad, since hero uses it the most and hero can search for equipments automatically. However, its uses is still generally limited, because equip cards are just initially sucky...

Kaen is a good equip... it's just terror when equipped to a bird monster and you icarus attack with it (or any other self-destruction card effect) to make it a majorly powerful nuke... dunno how that'll work out.
 
It's the time factor to check all 40 cards in deck -.-;

That's just complete bull. Mtg has enough deck searching cards played in the tourney level and they're not strapped for time. And these are searching for SPECIFIC cards in the deck as well by the opponent (i.e. I extirpate, I search your deck for copies and nuke them). And this is commonplace in mtg, with usually 1 or 2 cards in standard that can do that.

Curse Doll 2BBBB
Enchantment
Whenever a creature is put into a player's graveyard except by the ability of a permanent named Curse Doll, each other player sacrifices a creature.

Looks like a weaker gravepact. The cost of gravepact was 1BBB, so the valid cost of this would be around 2BB (pushing it down to 3 would make it too good, though). Otherwise, it looks okay.
 
YGO - Vampire/Van Helsing madness. - I made these up a while ago, like 5 months ago with the help of a few others. but I did start it off!

Vlad Dracula
lv 8 - Dark - Zombie - 3100/2200
You can send 1 Normal Spell card from your hand to the graveyard to destroy of 1 Warrior or Spellcaster on your opponents side of the field.

Vampire Marishka
Lv 4 - Wind - Zombie - 1850/1100
She was once the Princess of the Royal Russian blood line. Now she stalks the seas for lost fishermen.

Vampire Aleera
Lv 4 - Wind - Zombie - 1750/1200
She was once the daughter of a Powerful Scientist. She hunts for beautiful men in the darkness of the night.

Vampire Verona
Lv 4 - Wind - Zombie - 1900/1050
She was once a Noble Warrior for Romania. She hunted her master for 3 years before finally serving him.

Vampire Spawn
Lv1 - Dark - Zombie - 100/100
{Flip} - Inflict 100 points of Damage to your opponent's life points for each Spell card in your graveyard.

Van Helsing
lv 7 - Earth - Warrior - 2500/2100
Increase the attack of this card by 300 for each Spell and Trap card on the field.

Vampire Hunter
lv 4 - Light - Warrior - 1600/1800
As long as this card remains face-up on the field, Decrease the attack of all Fiend and Zombie monsters by 200.

Vampire Slayer
Lv 4 - Light - Warrior - 1800/1600
As Long as this card remains face-up on the field, Decrease the attack of all Beast and Beast-Warrior monsters by 200.

Gloomy Castle
Field Spell
Increase the atack and defense of all Zombie, Fiend, and Beast-Warrior monsters by 300. If this card is destroyed by another Field Spell card you can Special Summon 1 "Mecha-Stein" from your Deck, Graveyard, or Hand to your side of the Field.

Mecha-Stein
Lv 10 - Dark - Fiend - 3800/3800
This card can only be Special Summoned by the effect of "Gloomy Castle". When this Card destroys a monster on your opponent's side of the field, draw 2 cards.

Drooling Puppy
Lv 3 - Earth - Beast - 1500/0
A puppy that hasn't eaten anything all day and is very hungury. He a waits his Magician friend to return with food.

Pure-white Warwolf
Lv 4 - Light - Beast-Warrior - 1700/1000
During your Battle Phase, your Opponent can not activate any Spell cards.

Ocean-Blue Warwolf
Lv 4 - Water - Beast-Warrior - 1550/1550
This monster can attack twice during the same battle phase.

Scarlet-Red Warwolf
Lv 4 - Fire - Beast-Warrior - 1900/800
As Long as this card exists in your graveyard, inflict 100 life points of damage to your opponent during each of your Standby Phases.
 
That's just complete bull. Mtg has enough deck searching cards played in the tourney level and they're not strapped for time. And these are searching for SPECIFIC cards in the deck as well by the opponent (i.e. I extirpate, I search your deck for copies and nuke them). And this is commonplace in mtg, with usually 1 or 2 cards in standard that can do that.



Looks like a weaker gravepact. The cost of gravepact was 1BBB, so the valid cost of this would be around 2BB (pushing it down to 3 would make it too good, though). Otherwise, it looks okay.

I just put a card from a card game I made as a child (very similar to magic). I didn't remember it was "inspired" from a Magic card. Maybe 1BBB would be good for my card, because it's kind of cheap for Grave Pact.

Some other cards, from that same card game, converted to Magic:

Haunted Halls 1UU
Creature - Spirit Structure (?)
0/4
Defender.
Whenever this is dealt combat damage by a creature, this deals that much damage to that creature.
Uncommon

Demolisher 4
Artifact Creature - Juggernaut
4/4
This can't block.
This attacks each turn if able.
Whenever this is blocked by a Wall, destroy that Wall at end of combat.
Uncommon

Sword of Passion W
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0 as long as it's a Soldier and +0/+2 as long as it's a Human.
Common

Cancellation 2U
Sorcery
Split second.
Tap all lands. They don't untap during their controllers' next untap step.
Rare

I''l post more these next days.
 
I just put a card from a card game I made as a child (very similar to magic). I didn't remember it was "inspired" from a Magic card. Maybe 1BBB would be good for my card, because it's kind of cheap for Grave Pact.

Naw, 2BB is good, unless you want it underpowered. :3

Haunted Halls 1UU
Creature - Spirit Structure (?)
0/4
Defender.
Whenever this is dealt combat damage by a creature, this deals that much damage to that creature.
Uncommon

Interesting card. It mimics the power of its attacker and deals that much back huh. Looks okay, as the only card I can see that's remotely close is shapeshifter, which isn't that good. lol

Demolisher 4
Artifact Creature - Juggernaut
4/4
This can't block.
This attacks each turn if able.
Whenever this is blocked by a Wall, destroy that Wall at end of combat.
Uncommon

It's fine. Lose the can't block clause. You don't need it if the second line covers it already. I know there are exceptions in time, but that should be okay, and the card looks more elegant that way.

Sword of Passion W
Enchantment - Aura
Enchant creature
Enchanted creature gets +2/+0 as long as it's a Soldier and +0/+2 as long as it's a Human.
Common

Power pump is not a white ability.

Cancellation 2U
Sorcery
Split second.
Tap all lands. They don't untap during their controllers' next untap step.
Rare

Hmmm...hard to cost there. It's a temporary armageddon, so the power level of this card is difficult to gauge and therefore difficult to cost. But it being uncounterable does mean it's overpowered at 3CMC. lol

Keep 'em coming.
 
Power pump is not a white ability.
I couldn't thing of two common types. It could have been Human Wizard, but that even less to do.


More cards, only rare today:

Scarlet Wyvern 1RRR
Creature - Dragon
4/4
Flying, haste.
When this comes into play, sacrifice it unless you sacrifice two basic Mountains.
Rare

Land Timeshifter 4
Artifact
Return an untapped land you control to its owner's hand: Return target land card from your graveyard to play tapped.
Rare

Ice Prelpa 6
Artifact Creature - Prelpa
3/3
Creatures with power 2 or less don't untap during their controllers' untap step.
Rare

*Don't ask about the word 'Prelpa'.
 
I couldn't thing of two common types. It could have been Human Wizard, but that even less to do.

Huh? No, I mean like +x/+0 is not white. +0/+x is white. +x/+x (where x is a small number) is white, but not +x/+0. That's what I meant.


Scarlet Wyvern 1RRR
Creature - Dragon
4/4
Flying, haste.
When this comes into play, sacrifice it unless you sacrifice two basic Mountains.
Rare

Rathi, but a bit more narrow, and has the same clock. Should be ok.

Land Timeshifter 4
Artifact
Return an untapped land you control to its owner's hand: Return target land card from your graveyard to play tapped.
Rare

On the surface it looks like a weaker crucible of worlds, but the ability to essentially cycle through your useful lands is a VERY powerful effect. The reasoning is that you can do it more than once in a single turn for free. Crucible has the limitation of 1 land a turn. Overall, this has potential to be broken.

Ice Prelpa 6
Artifact Creature - Prelpa
3/3
Creatures with power 2 or less don't untap during their controllers' untap step.
Rare

*Don't ask about the word 'Prelpa'.

That's fine.
 
Um... back to the wandering!

Sword of the Wanderer: Excalibone (Yes, I know, bad pun.)
Equip Spell
Increase the attack of the equipped monster by seven hundred. If the equipped monster is "Wandering Hero", destroy any monster that battles with the equipped monster.

An Eternity of Space
Field Spell
As long as at least one monster on the field includes "Wandering" in its name, this card cannot be destroyed. When battle damage is inflicted on the controller of this card during a battle involving a "Wandering" monster, that damage is halved.

The Wanderer's Secret
Normal Trap
When your opponent destroys a wandering monster on your side of the field, activate this card. Search your deck for one "Wandering" monster and add it to your hand.

Bad Judgement
Normal Trap
Activate when your opponent declares a direct attack on your life points. Negate the attack, then choose two cards at random from your opponent's hand and discard them.

Excaliber: The legendary rifle
Equip Spell
The monster equipped with this card must be a warrior or beast-warrior type. When the equipped monster deals battle damage to the opponent, inflict five hundred extra points of damage. When the equipped monster destroys a defense-position monster, your opponent discards one card.

End of the Journey
Normal Spell
Pay life points until you only have one hundred left. Special summon as many "Wandering" monsters as possible from your hand, deck, or graveyard.
 
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Well, now...someone's got to comment on this YGO cards, ne? Here goes;

@NocturnLeader:

Vlad Dracula. Eeep, pretty dangerous since you can pull it out so easily with Book of Life. The ability is pretty situational, but 3100 Attack alone makes it worth considering.

Vampire Spawn...eh, looks like a nerfed Magical Explosion to me. Raise that damage to 200 at least, as it is you'd only get 3000 damage for having 3/4 of your deck devoted to spell cards and managing to dump them all. With a bit more damage to it this would have potential in decks based on Morphing Jar #2 since they tend to dump their own spells and traps accidentally.

Vampire Hunter and Vampire Slayer are both just too weak. How about dropping Vampire Hunter to 1500 Atk, doubled when battling Fiend and Zombie monsters? As it is, it can't even whop Archfiend Solider. Vampire Slayer could have one of those 'destroy any monster that battles with this card' type effects, although I find it ironic that it gets its arse handed to it by Vampire Lord. x3

Gloomy Castle...pretty neat idea, but it won't work with current wording. When a field spell is played the existing field is threatened by game mechanics, not the field spell's effect, so the summoning wouldn't trigger. It should be something like 'If another Field Spell card is activated while this card is face-up on the field...'.

Mecha-Stein is an absolute beast. That draw effect makes it a bit overpowered, though. I mean, by running a bit of Terraforming you could pretty effortlessly assemble three copies of Gloomy Castle in your hand then play them one by one, resulting in two Mecha Stein summons in one turn. Yikes. o.o Maybe change it to something like Berserk Dragon's down-powering effect (You know, loses 500 Attack for each battle) and put the card drawing effect as something you get when it's destroyed by battle?

Pure-White Warwolf...is a contra Enemy Controller/Book of Moon/Shrink/Rush card? Just about the only spell cards I can picture people playing on the other person's turn. Fair enough, I guess.

Ocean-Blue Warwolf, decently powered double-attacker but the extra fifty Attack means you can't pull it out by Mother Grizzly or the like, so it seems fairly balanced.

Crimson-Red Warwolf. The ability is really a side-note, but it's an acceptable beatstick of beastly persuasion.

The others are just subpar vanilla, really. Good for flavour, I suppose, but not much to say about them.

@Art_Critic_Cubone:

Excalibone...eh, gues that solves what we're pulling out with the hero's effect, eh? Very situational, but suits the hero nicely.

An Eternity of Space I'm a bit mixed about. I mean, it has a self-protection effect, which is good, but the actual usefulness is sort of dubious. Maybe make it more like Rainbow Ruins? You know, getting stronger when you have more "wandering" monsters on your field? As it is, it's sort of like a nerfed Sanctuary in the Sky with a more limited pool of accepted monsters.

The Wanderer's Secret is still a -1 and doesn't balance out your field like Hero Signal, so it's really not that hot. Maybe make it continuous or give it some additional effect? As it is, it's not really worth playing. :\

Bad Judgement is utterly cruel, and a very nice way to punish Gadget's 'clear and bap' approach to battles. Could also work for decks that run little to no monsters since it's both protection and card advantage. Nice one.

Excaliber...sort of dubious usefulness, although I guess it's nice against people who like hiding behind silly Sheep Tokens. Don't think I'd play it, though. I mean, excalibone at least works for everything and counters the weak to mediocre Atk problem.

End of the Journey: Backs Against the Wall reborn? xD But yeah, a handy way to get the fellowship together, I guess, and could be a potential game ender.


Anyways, since I've never been one to leave a post without adding some of my own:

Life Cycle
Quick-Play Spell

Select one monster on either player's field and tribute it. The controller of the tributed monster gains life points equal to the combined Atk and Def of the tributed monster.

^
Swords to Plowshares goes YGO? For some reason that's one of the few MTG cards I remember. xD

Shuffle Slash
Normal Spell

Shuffle this card into your deck then discard a number of cards from the top of your deck equal to the number of cards in your opponent's hand. For each "Shuffle Slash" discarded by this effect, declare one card type (Spell, Trap, or Monster). Your opponent discards all cards of the declared type(s) from his/her deck.

^
Limited to two per deck. :3

Sage of Solitude
Spellcaster/Effect
4 Star/Dark
1400 Atk/1000 Def

If this card destroys an opponent's monster by battle, your opponent cannot summon or set any monsters (Including Flip Summon) during the next turn.

Ojamerization

Normal Spell

Remove from play from your hand, field, or deck Fusion Material Monsters that are listed on a Fusion Monster with 'Ojama' in its card name and Special Summon the Fusion Monster from your Fusion Deck. (This is treated as a Fusion Summon)

Ojama Queen
Beast/Fusion/Effect
6 Star/Light
0 Atk/3000 Def

"Ojama Black" + "Ojama Green" + "Ojama Yellow". Whenever your opponent Summons a monster (Including Flip Summon) while this card is face-up on your field, special summon one monster named "Ojama Black", "Ojama Green", or "Ojama Yellow" from your hand, deck, or graveyard to the field in face-up Attack or Defense Position. While this monster is in face-up Attack Position, increase the Atk of all other 'Ojama' monsters on your field by 2000.

Ojama Sage
Beast/Fusion/Effect
4 Star/Light
0 Atk / 2500 Def

"Ojama Black" + "Ojama Yellow". During each of your draw phases, if this card is face-up on your field you may add one Spell Card with 'Oja' in its name from your Graveyard to your hand instead of drawing card.
 
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AE: Yuppers, End of the Journey is Backs to the Wall reincarnated. I meant to make it a quick-play spell though... ah, well. I'd just as soon leave it as it is for the moment. Life Cycle is a huge gain- I mean, even a lously Gadget results in a life point plus that becomes enormous. Maybe limit it to half the total of attack or defense, or add an extra requirement, like for Nutrient Z?

Shuffle Slash- It's like the real-life but cooler cousin of whatever-that-card-was in GX where if you drew it twice, your opponent lost his entire field and lost a thousand life points for each one, almost. Oh yeah, now I remember, it was Slash Draw! Yeah... anyway, don't think I'd use it. Too risky.

Sage of Solitude: Evil... Absolutely evil. I'm scared already.

Ojama Sage+Ojamachinegun deck= love.

Ojama Queen: The Ojamas are now an attacking force, huh? This baby plus heart of clear water equals massive attack force, if you can wipe your opponent's field clean- though with Ojama Delta Hurricane, it isn't that hard.
 
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