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You make the Card!

Apple Juice

who are you
1,222
Posts
14
Years
    • Seen Jul 15, 2014
    True, true.

    What about a type of monster that mills your opponents cards and you can special summon something in f/d defense with an LP cost?
     

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Yus.

    Repost 'cause I was going to make a new set but it failed.

    Curse of the Feeble
    Equip Spell
    The equipped monster cannot declare an attack or be Tributed. If the equipped monster is attacked, it inflicts no Battle Damage and is destroyed during the end of the Damage Step. If this card is removed from the Field, remove the equipped monster from play. If the equipped monster is removed from the Field, return this card to your Hand.

    Wicked Cleaver
    Equip Spell
    You can only activate this card by returning 1 Equip Spell on the Field to its owner's Hand. The equipped monster gains 800 ATK. When this card is sent from the Field to the Graveyard by a card effect, you can add 1 Equip Spell card from your Graveyard to your Hand.

    Helix Whirlwind
    Quick-Play Spell
    Select 1 Equip Spell you control and up to 2 Spell or Trap card your opponent controls. Return those cards to the owner's Hand. Cards returned to the Hand by this effect cannot be activated or Set until the End Phase.
     

    Cirrus

    dreaming a transient dream.
    1,577
    Posts
    15
    Years
  • Yeah, Lightning was OP. Something akin to the effect of JD by summoning (and not doubling the damage) - that is...

    Blitz Lightning
    Level 6 - LIGHT - Thunder/Effect - 4000/0
    This card can only be Summoned while you have 3 or more "Blitz" monsters in your Graveyard. You can Special Summon this card by Tributing 1 face-up "Blitz" monster you control. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. A monster that battles with this card is not destroyed as a result of battle. When this monster inflicts Battle Damage to your opponent, inflict 1000 points of damage to your opponent if they have 3000 or more Life Points.

    Also, new set of stuff!

    Tornado Meister
    Level 4 - WIND - Winged Beast/Effect - 1900/300
    When this card is sent from the field to the Graveyard, except when destroyed by battle, Special Summon 1 "Tornado Token" (Winged Beast-Type/WIND/Level 2/ATK 500/DEF 500).

    Fireball Meister
    Level 2 - FIRE - Pyro/Effect - 1300/100
    When this card is sent from the field to the Graveyard, except when destroyed by battle, Special Summon 1 "Fireball Token" (Pyro-Type/FIRE/Level 4/ATK 1500/DEF 1500).

    Stone Meister
    Level 1 - EARTH - Rock/Effect - 1000/0
    When this card is sent from the field to the Graveyard, except when destroyed by battle, Special Summon 1 "Stone Token" (Rock-Type/EARTH/Level 3/ATK 1000/DEF 1000).

    Meister Maestro
    Level 6 - LIGHT - Spellcaster/Effect - 2100/1600
    You can Special Summon this card from your hand by Tributing 1 "Meister" monster you control. When this card is sent from the field to the Graveyard, except when destroyed by battle, Special Summon 1 "Meister" monster from your Graveyard, except for "Meister Maestro".

    Dark Meister
    Level 4 - DARK - Fiend/Effect/Tuner - 1600/1000
    When you use this card as a Synchro Material monster, other nontoken materials must be "Meister" monsters. When this card is sent from the field to the Graveyard, except when destroyed by battle, Special Summon 1 "Meister Token" (Fiend-Type/DARK/Tuner/Level 2/ATK 800/DEF 500).

    Volatile Meister
    Level 5 - DARK - Spellcaster/Synchro/Effect - 2200/1000
    1 "Meister" Tuner + 1 or more non-Tuners
    This card gains the following effects based on the Attributes of the non-Tuner monsters monsters used in this card's Synchro Summon: ● EARTH: When this card is destroyed by battle, you can select and destroy 1 card your opponent controls. ● FIRE: Once per turn, during your Main Phase, you can inflict 800 points of damage to your opponent. ● WATER: When this card inflicts Battle Damage to your opponent, remove from play the top card of their Deck. ● WIND: Once per turn, you can tribute 1 "Meister" monster you control to destroy 1 Spell or Trap card your opponent controls.

    Glorious Meister
    Level 6 - LIGHT - Spellcaster/Synchro/Effect - 2500/1200
    1 "Meister" Tuner + 1 or more non-Tuners
    This card gains the following effects based on the Attributes of the non-Tuner monsters monsters used in this card's Synchro Summon: ● EARTH: When this card attacks, your opponent cannot activate any Spell or Trap cards until the end of the Damage Step. ● FIRE: Once per turn, during your Main Phase, you can pay 500 Life Points to destroy 1 face-up monster on your opponent's side of the field with 1800 DEF or less. ● WATER: Once per turn, you can Tribute 1 monster you control to rearrange the top 3 cards of your Deck. ● WIND: You can discard 1 card to return 1 Spell or Trap card on the field to its owner's hand.

    Mysterious Meister
    Level 7 - DARK - Spellcaster/Synchro/Effect - 2600/1500
    1 "Meister" Tuner + 1 or more non-Tuners
    This card gains the following effects based on the Attributes of the non-Tuner monsters monsters used in this card's Synchro Summon: ● EARTH: When this card is selected as an attack target, once per turn, you can negate that attack. ● FIRE: Once per turn, you can Tribute 1 "Meister" monster to inflict damage equal to half its ATK. ● WATER: When this card is destroyed, draw 1 card. ● WIND: You can discard 1 card to send 1 random card in your opponent's hand to the Graveyard.

    Ultimate Meister
    Level 8 - LIGHT - Spellcaster/Synchro/Effect - 2900/1800
    1 "Meister" Tuner + 1 or more non-Tuners
    This card gains the following effects based on the Attributes of the non-Tuner monsters monsters used in this card's Synchro Summon: ● EARTH: Once per turn, during your Main Phase, you can destroy 1 Set Spell or Trap card. ● FIRE: Once per turn, you can inflict 500 damage to your opponent for each monster on the field. ● WATER: You can remove this card from play during your opponent's turn. If you do, return it to play under your control during the End Phase. ● WIND: Once per turn, you can select 1 face-up card on the field. Negate the effect(s) of the selected card during this turn.
     
    Last edited:

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Two-for-one this >:(

    Curse of the Feeble
    Equip Spell
    The equipped monster cannot declare an attack or be Tributed. If the equipped monster is attacked, it inflicts no Battle Damage and is destroyed during the end of the Damage Step. If this card is removed from the Field, remove the equipped monster from play. If the equipped monster is removed from the Field, return this card to your Hand.

    Wicked Cleaver
    Equip Spell
    You can only activate this card by returning 1 Equip Spell on the Field to its owner's Hand. The equipped monster gains 800 ATK. When this card is sent from the Field to the Graveyard by a card effect, you can add 1 Equip Spell card from your Graveyard to your Hand.

    Helix Whirlwind
    Quick-Play Spell
    Select 1 Equip Spell you control and up to 2 Spell or Trap card your opponent controls. Return those cards to the owner's Hand. Cards returned to the Hand by this effect cannot be activated or Set until the End Phase.


    Blacksteel Armorer
    ( 4 Stars / EARTH / Warrior / Effect Monster )
    1800 / 1200


    This card is unaffected by the effects of Equip Spells. Once per turn, you can discard 1 card to select 1 Equip Spell card in your Graveyard and Equip it to this card OR move 1 Equip Spell card equipped to this monster to another face-up monster on the Field. If this card were to be destroyed, you can destroy 1 Equip Spell card you control instead.

    Blacksteel Salvager
    ( 2 Stars / EARTH / Warrior / Effect Monster )
    0 / 800


    This card is unaffected by the effects of Equip Spells. When an Equip Spell card(s) you control is sent from the Field to the Graveyard, you can Special Summon this card from your Hand and equip that Equip Spell card(s) to it. If this card was Special Summoned by its own effect, it cannot be selected as an attack target or as the target of a card effect until the End Phase.

    Blacksteel Smith
    ( 4 Stars / EARTH / Warrior / Effect Monster )
    1200 / 1600


    This card is unaffected by the effects of Equip Spells. Once per turn, you can select 1 face-up Equip Spell card and equip it to another face-up monster on the Field. Once per turn, you can send 1 Equip Spell card equipped to this monster to the Graveyard to destroy 1 card on the Field.

    Blacksteel Sword-Forger
    ( 4 Stars / EARTH / Warrior / Effect Monster )
    1900 / 1600


    This card is unaffected by the effects of Equip Spells. Once per turn, you can send 1 Equip Spell card you control to the Graveyard to Special Summon 1 "Blacksteel" monster from your Graveyard.

    Blacksteel Garrison
    Continuous Spell
    "Blacksteel" monsters you control gain 800 ATK for each Equip Spell equipped to them. Once per turn, when an Equip Spell you control is sent to the Graveyard, you can Equip that card to a face-up "Blacksteel" monster on the Field.

    Bloody Muramasa
    Equip Spell
    The equipped monster cannot be Tributed or used as a Synchro Material monster. The equipped monster loses 1000 ATK. If this card is equipped to a monster other than a "Blacksteel" monster, inflict 600 damage to its controller during each of their Standby Phases. If the equipped monster is removed from the Field, you can Equip this card to 1 face-up monster on the Field.

    Soul-Devouring Scythe
    Equip Spell
    When the equipped monster attacks, its controller must select 1 Spell or Trap card they control and return it to their Hand. The selected card cannot be activated or Set until the player's next Standby Phase. If this card is returned to the Hand by its own effect, draw 1 card. If this card is removed from the Field, destroy the equipped monster.

    Weapon Swap
    Quick-Play Spell
    Switch 1 Equip Spell Card equipped to a monster to another correct target. If that monster had any Equip Spell cards equipped to it, you can switch that card to another correct target.

    - - - - - - - - - - -

    Well, now Lightning is considerably more fair, but you might as well remove the last effect anyway, since if the foe has less than 3000 LP left, Lightning can just ram right through. 5000 damage is still a bit high for a monster that can be summoned out of the blue... And now it's a Special Summon too.
     
    Last edited:

    Diablerie

    Exceptionally Adequate
    290
    Posts
    14
    Years
  • I created a new archetype cos I was bored - Temporal. They concentrate on getting Time Counters onto the field and then use the effects of various Temporal monsters to gain card advantage.

    Cards thus far:
    Temporal Knight
    4 stars/Warrior/Earth
    1500/1100
    During each of your Standby Phases, this card gains a Time Counter. This card gains 300 ATK for every Time Counter on the field.

    Temporal Dragon
    4 stars/Dragon/Wind
    1600/100
    During each of your Standby Phases, this card gains a Time Counter. You can remove 3 Time Counters from anywhere on the field to inflict 800 damage to your opponent.

    Temporal Golem
    4 stars/Rock/Fire
    1000/1900
    During each of your Standby Phases, this card gains a Time Counter. You can send 4 Time Counters from anywhere on the field to Special Summon a 'Temporal' monster from our graveyard.

    Temporal Jester
    3 stars/Spellcaster/Dark/Tuner
    1500/1400
    During each of your Standby Phases, this card gains a Time Counter. If this card is used for the Synchro Summon of 'Temporal King', draw 1 card for every Time Counter on this card.

    Temporal King
    7 stars/Fiend/Earth/Synchro Monster
    2000/1800
    This card gains 200 ATK for every Time Counter on the field. When this card attacks a monster with defence lower than this monster's attack, inflict the difference as battle damage. If this card is destroyed and sent to the graveyard, you can remove 2 Time Counters from anywhere on the field to Special Summon this card to your field.

    Temporal Kingdom
    Field Spell
    Once per turn, you can pay 500 life points to place a Time Counter anywhere on the field. You can remove 3 Time Counters from anywhere on the field to Special Summon a 'Temporal' monster from your graveyard. You can remove 6 Time Counters from anywhere on the field to destroy a card on the field. You can remove 8 Time Counters from anywhere on the field to look at your opponents hand and remove one card in it from play.

    Time-Surge
    Quick-Play Spell
    Place 3 Time Counters on any 'Temporal' monster you control. That monster is destroyed during the End Phase.

    Shattered Timeline
    Continous Spell
    During each of your Standby Phases, you may place 1 Time Counter on any 'Temporal' monster you control.

    Time Lock
    Normal Trap
    When your opponent's monster declares an attack while you have a 'Temporal' monster on your side of the field, negate the attack and end the Battle Phase. Place 1 Time Counter on a 'Temporal' monster you control.

    Time Stream
    Normal Trap
    Special Summon one 'Temporal' monster from the graveyard. It has it's ATK halved and gains a Time Counter.

    --------------------------------------------------------------------------------------------------------------
    Feel free to comment and criticise constructively.
     

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Kinda slow, Diablerie. I like Time Counters, though. I made a set that was... Eerily similar to that, except PC deleted it in a DBE and the post wasn't regenerated when I reopened the post window :(

    Blue-Eyes Twin Dragon
    ( 10 Stars / LIGHT / Dragon / Fusion / Effect Monster )
    2000 / 2000


    Blue-Eyes White Dragon + Blue-Eyes White Dragon

    The effects of this card cannot be negated. This card can attack twice during each Battle Phase. Each time this monster destroys a monster by battle, you can Special Summon 1 "Blue-Eyes" card from your Graveyard. When this card is sent to the Graveyard, you can Special Summon 1 "Blue-Eyes" card from your Deck or Graveyard.

    Gale Dogra has a use now?

    Trap Sealing
    Normal Trap
    Discard 1 card. If this card was activated, as long as this card is in your Graveyard and you have a "Trap Stun" in your Graveyard, negate the effects of Trap cards other than "Trap Sealing".
     
    Last edited:

    Cirrus

    dreaming a transient dream.
    1,577
    Posts
    15
    Years
  • Trap Sealing seems good... but also easily counterable with stuff like D.D. Crow. Which then makes you get 2-for-1'd. D=

    Fusion Monsters are Special Summon Only monsters, Gymno, so you should probably put "ignoring the Summoning Conditions". =D

    Tricolor Knight
    Level 4 - EARTH - Warrior/Effect - 1900/1200
    This card's Attribute is also treated as LIGHT and WIND. You can Tribute this card to destroy 1 monster your opponent controls. You can activate this effect during either player's turn.

    Tricolor Inferno
    Level 4 - FIRE - Pyro/Effect - 1700/1400
    This card's Attribute is also treated as DARK and WATER. You can Tribute this card to draw 2 cards and discard 1 card. You can activate this effect during either player's turn.

    Tricolor Phoenix
    Level 3 - WIND - Winged-Beast/Effect - 1500/1000
    This card's Attribute is also treated as FIRE and LIGHT. You can Tribute this card to destroy 1 card your opponent controls. If that card was a Spell or Trap card, draw 1 card. You can activate this effect during either player's turn.

    Tricolor Mermaid
    Level 3 - WATER - Sea-Serpent/Effect - 1700/800
    This card's Attribute is also treated as EARTH and DARK. You can Tribute this card to randomly remove from play 1 card in your opponent's hand. If that card was a Monster card, draw 1 card. You can activate this effect during either player's turn.

    Tricolor Shadow
    Level 2 - DARK - Fiend/Tuner/Effect - 900/1200
    This card's Attribute is also treated as FIRE and EARTH. During your opponent's Main Phase, you can Synchro Summon if you use this face-up card as a Synchro Material Monster. When this card is used for a Synchro Summon, draw 1 card. If that card was a Spell or Trap card, you can reveal it to your opponent and destroy 1 card your opponent controls.

    Tricolor Spirit
    Level 2 - LIGHT - Fairy/Tuner/Effect - 100/2000
    This card's Attribute is also treated as WIND and WATER. During your opponent's Main Phase, you can Synchro Summon if you use this face-up card as a Synchro Material Monster. When this card is used for a Synchro Summon, draw 1 card. If that card was a Monster card, you can reveal it to your opponent and draw 1 additional card.

    Tricolor Angel
    Level 6 - LIGHT - Fairy/Synchro/Effect - 2500/2100
    1 "Tricolor" Tuner + 1 or more non-Tuner "Tricolor" monsters
    This card's Attribute is also treated as the Attributes of the Synchro Material Monster(s) used for the Synchro Summon of this card. You can Tribute this card to draw 1 card. You can activate this effect during either player's turn. Once per turn, you can discard 1 card to destroy 1 card your opponent controls of the corresponding type.

    Tricolor Archfiend
    Level 5 - DARK - Fiend/Synchro/Effect - 2400/1700
    1 "Tricolor" Tuner + 1 or more non-Tuner "Tricolor" monsters
    This card's Attribute is also treated as the Attributes of the Synchro Material Monster(s) used for the Synchro Summon of this card. You can Tribute this card to randomly remove from play 1 card in your opponent's hand. You can activate this effect during either player's turn. Once per turn, you can discard 1 card to destroy 1 card your opponent controls of the corresponding type.

    Dazzling Magnificence
    Quick-Play Spell
    Activate this card only when a "Tricolor" monster you control activates its effect. Duplicate that effect.

    Elemental Spiral
    Normal Spell
    Activate only if you control a monster with 3 or more Attributes. Destroy 1 card on your opponent's field.

    Defiance Synthesis
    Normal Trap
    Tribute 1 "Tricolor" monster you control. Until your next turn, you and your opponent cannot play or Set any Spell or Trap Cards. Spells, Traps, and Effect Monsters' effects cannot be activated in response to this card's activation.
     
    Last edited:

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Trap Sealing seems good... but also easily counterable with stuff like D.D. Crow. Which then makes you get 2-for-1'd. D=

    Fusion Monsters are Special Summon Only monsters, Gymno, so you should probably put "ignoring the Summoning Conditions". =D

    Wait hell LOL. That wasn't the card that I had in mind for Gale Dogra at all. I don't know why I posted that up. Hahahahaha bad mistake.

    cbf doing it now, though.

    Um, yup before Trap Sealing was way OP so I had to nerf it by adding a discard cost and activation cost. It's good that it can be countered using alternative methods you might not play normally (D.D. Crow, Soul Release, etc.), though, since its effect can't really be destroyed or negated by conventional means. So, intended I'd say.
     

    Cirrus

    dreaming a transient dream.
    1,577
    Posts
    15
    Years
  • D.D. Crow is maindecked by quite a few decks. >:

    Also Happy Heralds beats it in the face. "Negate the activation" kills Trap Sealing... but then Happy Heralds would just play Decree.
     

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • D.D. Crow is maindecked by quite a few decks. >:

    Also Happy Heralds beats it in the face. "Negate the activation" kills Trap Sealing... but then Happy Heralds would just play Decree.

    Er, not enough for me to care about it. Anyway, the card's balanced enough though.

    Trap Dispel
    Normal Spell
    Destroy 1 face-up Spell or Trap card. If this card is in your Hand, you can play with your Hand revealed (your Hand must remain revealed until this card leaves your Hand). If you do, negate the first Trap card activated each turn (this effect is not optional). If you have 4 or more cards in your Hand while your Hand is being revealed by this effect, discard this card.

    Eye of Piercing Shadows
    Normal Spell
    Select 1 face-down Spell or Trap card. That card cannot be activated in response to this card. Flip it face-up. As long as that card remains face-up, it cannot be activated and your opponent takes 500 damage during each of their Standby Phases.

    *yawn* Greed burn support.

    Avarice
    Normal Spell
    Destroy 1 monster your opponent controls. Your opponent draws 2 cards.

    Indulgence
    Normal Spell
    Add 1 "Greed" from your Deck to your Hand.

    Spirit of Greed
    ( 4 Stars / FIRE / Fiend / Effect Monster )
    0 / 2300


    During the End Phase, if this card face-up on the Field, the turn player takes 500 damage for each card they drew outside the Draw Phase this turn. You can send this card to the Graveyard to add 1 "Greed" from your Deck or Graveyard to your Hand.

    Pop a couple Thunder King Rai-Oh's on the Field :s

    lol which brings to mind:

    Thunder King's Taunt
    Normal Spell
    Add the top card of your Deck to your Hand. This effect cannot be negated by the effect of "Thunder King Rai-Oh." Then, select 1 monster in your opponent's Graveyard. Special Summon it to their side of the Field.
     
    Last edited:

    Cirrus

    dreaming a transient dream.
    1,577
    Posts
    15
    Years
  • Somehow I think Thunder King's Taunt would be really good in Glad Beasts. O_O

    Soul Blast
    Normal Spell
    Discard 1 card to destroy up to 2 face-up monsters your opponent controls, and inflict damage to your opponent equal to half of their combined ATK.

    Mind Blast
    Normal Spell
    Tribute a monster you control to have your opponent discard 2 cards randomly from their hand.

    Reverse Blast
    Normal Spell
    Pay half your life points to inflict damage to your opponent equal to half the amount paid.

    Stream Blast
    Normal Spell
    Inflict 1000 damage to your opponent. Then, you can select a Monster card in your opponent's Graveyard and remove it from play.

    Randomized Blast
    Normal Spell
    Flip a coin and call Heads or Tails. If you guess correctly, inflict 2000 damage to your opponent. Otherwise, inflict 1000 damage to both players.

    Elemental Blast
    Normal Spell
    Declare an Attribute other than LIGHT or DARK. Destroy 1 monster on the field with that Attribute and inflict damage to your opponent equal to its ATK.

    Blast Cannon
    Continuous Trap
    Once per turn, you can remove 2 Blast Counters from this card to draw 1 card. Whenever you activate a "Blast" card, you can activate one of the following effects:
    - Inflict 500 damage to your opponent.
    - Place 1 Blast Counter on this card.

    Successor Blast
    Normal Trap
    Discard 2 cards. Activate 2 "Blast" cards in your Graveyard without paying their costs.
     
    Last edited:

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Nooooo Mind Blast
    Errrgh

    Diffuse
    Counter Trap
    Discard 1 card. Negate the effect of a card that has an effect anywhere on the card that inflicts damage to a player and remove it from play. If this card was activated and is in your Graveyard, you can remove it from play during any time to activate its effect.
     

    Diablerie

    Exceptionally Adequate
    290
    Posts
    14
    Years
  • Spoiler:



    Well a little while back I made those Temporal cards, but I got a few people saying that they were too slow, so I decided to come with some more Temporal support to make it more usable.

    Temporal Slime
    2 stars/Plant/Light/Tuner
    300/200
    When this card is in your graveyard, you can remove 3 Time Counters from anywhere on the field to Special Summon it. When this card is used for a Synchro Summon, place 2 Time Counters on the Synchro monster.

    Temporal Wyvern
    5 stars/Dragon/Fire
    2200/1800
    You can remove 3 Time Counters from anywhere on the field to Special Summon this card from your hand or graveyard. Once per turn you can place a Time Counter on any card on the field.

    Temporal Distortions
    Counter Trap
    Activate when a monster is summoned, or a spell or trap is activated. Remove 4 Time Counters from anywhere on the field to negate the summon or activation of the card and destroy it.

    More to come?
    Comment and criticise constructively.
     

    Ninja Caterpie

    AAAAAAAAAAAAA
    5,979
    Posts
    16
    Years
  • I made a couple of random MTG cards for the lols - bringing back Kithkin/Rebel awesomeness!

    Mendalius, the Exile 3WB
    Legendary Creature - Kithkin Rebel
    First Strike
    When Mendalius, the Exile comes into play, you may search your library for a Kithkin or Rebel with converted mana cost 4 or less and put it into play.
    "Many would have stopped; fallen; given up long before, but Mendalius continues on, struggling for a better future for himself and his followers."
    4/2
    Mythic Rare

    Rebel Fortress
    Legendary Land
    T: Add 1.
    BBT: All rebel creatures you control gain +1/+0
    WWT: All rebel creatures you control gain +0/+1
    Rare

    Mendaline Striker 2B
    Creature - Kithkin Rebel
    First Strike
    "When Mendalius was exiled, many followed him to the mountains of Exaria. Some knew how to fight. Others soon learned."
    3/1
    Common

    Mendaline Healer 2W
    Creature - Kithkin Rebel
    Flash
    When Mendaline Healer comes into play, choose one: Regenerate target Rebel or gain 2 life.
    2/2
    Common

    Rebel Saboteur 2BB
    Creature - Human Rebel
    When Rebel Saboteur deals damage to a player, that player randomly discards a card.
    2/3
    Uncommon
     
    Last edited:

    Cirrus

    dreaming a transient dream.
    1,577
    Posts
    15
    Years
  • Healer needs Flash I think <.< for the first ability to be useful.

    Blitz Hurricane
    Continuous Spell
    When a "Blitz" monster is Normal Summoned to your side of the Field, you can add 1 "Blitz" monster from your Deck to your hand that has less ATK than that monster.
     

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Nooooo Mind Blast
    Errrgh

    Diffuse
    Counter Trap
    Discard 1 card. Negate the effect of a card that has an effect anywhere on the card that inflicts damage to a player and remove it from play. If this card was activated and is in your Graveyard, you can remove it from play during any time to activate its effect.

    Adding on to this.

    Gravekeeper's Vigilance
    Counter Trap
    Negate the effect of a card that activates in the Graveyard or a card that targets a card in the Graveyard. Remove that card from play. Then, reveal 1 "Gravekeeper's" monster in your Hand or discard 1 card. This card's effect cannot be negated by "Necrovalley."

    Failed Succession
    Counter Trap
    You can activate this card when a Field Spell is activated. Remove that card from play. If a Field Spell was destroyed when the removed card was activated, put the Field Spell back on the Field and destroy 1 card your opponent controls.

    Counter Hole
    Counter Trap
    When 2 or more cards on the Field would destroyed at the same time by a card effect of a Spell or Trap card, negate that effect. Then, remove that card from play. Until your next End Phase, you can activate that card once as though it were in your Hand. If you do, return that card to the Graveyard.

    Cease to Exist
    Normal Spell
    Draw 1 card. During your Main Phase, if this card is in your Hand you can reveal it (it remains revealed until it is removed from your Hand). As long as this card remains revealed, you can negate the activation of an Effect Monster's effect. If this card was revealed by its own effect, you must discard 1 card during each End Phase.
     
    Last edited:

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Remake for fun.

    Stardust Dragon-Killer
    ( 6 Stars / WIND / Dragon / Effect Monster )
    2550 / 1200


    You can Special Summon this card if your opponent controls a face-up Synchro monster and you control no monsters. If you do, your opponent cannot activate Spell or Trap cards until the End Phase. You can remove from play this card in your Graveyard to send to the Graveyard 1 face-up card that has the effect of negating a card.
     

    Cirrus

    dreaming a transient dream.
    1,577
    Posts
    15
    Years
  • Shield-Dust Dragon
    LV 8 - WIND - Dragon - Synchro/Effect - 2850/2550
    1 Tuner + 1 or more non-Tuner monsters
    Once per turn, you can destroy 1 Synchro Monster on your opponent's side of the field. This monster is not affected by the Monster Effects of Level 8 or lower Synchro Monsters. When this card is destroyed and sent to the Graveyard, you can Special Summon it during your End Phase. If you do, destroy 1 card you control other than "Shield-Dust Dragon".

    D.D. Whirlwind
    LV 7 - LIGHT - Winged-Beast - Synchro/Effect - 2600/1800
    1 Tuner + 1 or more non-Tuner monsters
    This card cannot be destroyed by battle by a level 7 or lower monster. When this face-up card you control is targeted by an opponent's Effect Monster's effect, select up to 2 cards your opponent controls and destroy them. When this card is Removed From Play, you can discard a card. If you do, Special Summon this card during your next turn's Standby Phase.

    Swordmaster of Landstar
    LV 6 - EARTH - Warrior - Synchro/Effect - 2200/1500
    1 Tuner + 1 or more non-Tuner monsters
    This card gains 200 ATK for each monster you control. When this card is removed from the field, draw 1 card. If that card is a Monster card, you can reveal it to draw 1 additional card.

    Rapid Fire Turret
    LV 4 - FIRE - Machine - Synchro/Effect - 1000/2300
    1 Tuner + 1 or more non-Tuner monsters
    This card can attack while it is in Defense Position. If this card attacks while in Defense Position, switch its original ATK and DEF until the end of the Damage Step and apply its ATK for damage calculation. If this card is switched to Attack Position by an opponent's card effect, destroy all cards your opponent controls. Once per turn, you can destroy 1 monster your opponent controls with 1000 DEF or less or inflict 1000 damage to your opponent.
     
    Last edited:

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Leaf Shooter
    Continuous Spell
    Each time a Plant-type monster is sent to the Graveyard, place 2 Plant Counters on this card for each card sent. Send this face-up card to the Graveyard to inflict 200 damage to your opponent for each Plant Counter on it. If this card were to be destroyed, remove 1 Plant Counter instead.
     

    Cirrus

    dreaming a transient dream.
    1,577
    Posts
    15
    Years
  • Platinum Sword - 4
    Artifact - Equipment
    Equip 4
    Equipped creature has lifelink, first strike, and deathtouch. As long as Platinum Sword is attached to a creature you control, you can't lose the game and your opponent can't win the game.
     
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