You make the Card!

Life Cycle- ehhh... at most a tech in Demise decks, but otherwise still waiting for a deck that can actually use LP... strangely enough, this does not help Agent decks because agents got crap-tastic attack/defense sum.

Shuffle Slash- it's self mill on drugs o__o

Sage of Solitude- this really is not too evil... how is this thing going to run over Cyber Dragon and Gravekeeper's Spy is tough to think of. How this thing will go against Raiza is even harder. Any other monsters really is backed up by Threatening Roar or gets tributed for Raiza anyway. The only thing this can really kill, is Cyber Phoenix in Cyber Phoenix deck, but I have no idea how does this new decktype work, so I don't know honestly...

Ojamerization, Ojama Queen- threatening OTK... though 2000 short of OTK... Ojamerization + Dimension Fusion = a very painful attack force of 6000. Then again, use other cards to clear the field instead of hurricane, as hurricane is just too situational. Normal monsters and the non-spellcasting area thingie maybe interesting with this =3

Ojama Sage- oh why not just use Ojamerization for Ojama King/Queen directly though, instead of getting this out to get back the Ojamerization for the same thing o.o (and really don't need more copies of Ojamagic, as there are only so many Ojamas in the deck =x)
 
Hydro Rocket Dragon
Sea Serpent - Lv 4 - Water - 1500/1000
This card cannot be attacked if there is another Sea Serpent-Type monster on your side of the field. At the End Phase of your Turn Gain 500 Life Points.

Fire Queen
Pyro - Lv 6 - Fire - 2300/2500
This card can only be Summoned, Special Summoned, or Set by Removing 1 "Fire Princess" from your Graveyard. This card is Uneffected by the effect of "Gravity Bind". Each time you increase your Life Points, inflict 500 points of Direct damage to your opponent's life points.

D.D. Oasis
Field Spell
By Paying 500 Life Points you May Return 1 Monster that was Removed from play back to the Owners hand. By Paying 1000 Life Points you may Special Summon 1 monster that has been removed from play to your side of the field.
 
Erm... time for some new cards?

The Road Goes Ever On
Normal Spell
If you normal summoned a "Wandering" monster this turn, you may pay one thousand life points in order to special summon one other "Wandering" monster from your hand.

Wandering Shinobi
Monster: Warrior/Wind/4*
Atk:1500/Def:1500
When this monster is face up on your side of the field, you may return it to your deck and special summon one "Wandering" monster from your hand, deck, or graveyard that has four stars or fewer that is not named "Wandering Shinobi". If you summon a monster in this way, you may not normal summon a monster this turn.

Wandering Vampire
Monster: Dark/Zombie/Effect/6*
Atk: 2200/Def: 1500
If you tribute a "Wandering" monster in order to summon this monster, this monster gains the effect(s) of the tributed monster until it is removed from the field. When this monster destroys an opponent's monster as a result of battle, inflict five hundred extra points of damage for each "Wandering" monster in the graveyard.

Pact of the Wanderers
Continuous Spell
If there are less then two monsters with "Wandering" in their names on your side of the field, destroy this card. Increase the attack of all "Wandering" monsters by 300x the number of "Wandering" monsters in play.

And finally...

A Fireside Tale
Normal Spell
Activate when there are at least three "Wandering" monsters on your side of the field. All "Wandering" monsters are unable to be destroyed by battle for the next three turns.

Just as a footnote, I was drawing on a lot of things to come up with the wanderers- Final Fantasy and Lord of the Rings were probably my two biggest influences, as well as my design for the character ACC in terms of the hero and his weapons. I've gotta say, I'm kind of sorry I can't really use them- I feel kind of put out.
 
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Yup, I'm back...kind of.

Hydro Rocket Dragon
Sea Serpent - Lv 4 - Water - 1500/1000
This card cannot be attacked if there is another Sea Serpent-Type monster on your side of the field. At the End Phase of your Turn Gain 500 Life Points.

Fire Queen
Pyro - Lv 6 - Fire - 2300/2500
This card can only be Summoned, Special Summoned, or Set by Removing 1 "Fire Princess" from your Graveyard. This card is Uneffected by the effect of "Gravity Bind". Each time you increase your Life Points, inflict 500 points of Direct damage to your opponent's life points.

D.D. Oasis
Field Spell
By Paying 500 Life Points you May Return 1 Monster that was Removed from play back to the Owners hand. By Paying 1000 Life Points you may Special Summon 1 monster that has been removed from play to your side of the field.

Hydro Rocket Dragon-...I don't see water-types as being healers...that mainly goes with Fairies. The other part of the effect is alright, but this thing being searchable by Grizzly would undoubtedly be abused.

Fire Queen-Okay, Level Limit-Area B! Seriously, that line about Gravity Bind is just unnecessary.

D.D. Oasis-A permanent version of Dimension Fusion? Limited to one, if any.

Art_Critic_Cubone said:
Erm... time for some new cards?

The Road Goes Ever On
Normal Spell
If you normal summoned a "Wandering" monster this turn, you may pay one thousand life points in order to special summon one other "Wandering" monster from your hand.

Hmm...A spell version of GotSS but with a cost...not too bad. Considering the ways that some of the Wandering monsters want friends on the field, I can see this being played often.

Wandering Shinobi
Monster: Warrior/Wind/4*
Atk:1500/Def:1500
When this monster is face up on your side of the field, you may return it to your deck and special summon one "Wandering" monster from your hand, deck, or graveyard that has four stars or fewer. If you summon a monster in this way, you may not normal summon a monster this turn.

Oh boy...endless cycle anyone? If there was a Card of Safe Return for deck summonings I'd call Exodia OTKO on this.

Wandering Vampire
Monster: Dark/Zombie/Effect/6*
Atk: 2200/Def: 1500
If you tribute a "Wandering" monster in order to summon this monster, this monster gains the effect(s) of the tributed monster until it is removed from the field. When this monster destroys an opponent's monster as a result of battle, inflict five hundred extra points of damage for each "Wandering" monster in the graveyard.

Uh-huh, the effect powerhouse...that's at least 500 damage.

Say, what if you tributed one of these for another (like to get rid of a Snatch Steal or something)?


Pact of the Wanderers
Continuous Spell
If there are less then two monsters with "Wandering" in their names on your side of the field, destroy this card. Increase the attack of all "Wandering" monsters by 300x the number of "Wandering" monsters in play.

This + The Road Ever Goes On = pain

And finally...

A Fireside Tale
Normal Spell
Activate when there are at least three "Wandering" monsters on your side of the field. All "Wandering" monsters are unable to be destroyed by battle for the next three turns.

All Wandering monsters, including your opponent's? Hmm...

Just as a footnote, I was drawing on a lot of things to come up with the wanderers- Final Fantasy and Lord of the Rings were probably my two biggest influences, as well as my design for the character ACC in terms of the hero and his weapons. I've gotta say, I'm kind of sorry I can't really use them- I feel kind of put out.

Well, they still came out pretty good.

Oh, yes, I have a couple of my own:

Sacrificial Healing
Normal Spell
Each player removes cards in his/her hand from play until each player only holds one card. Each player then gains 1000 Life Points for each of their cards that were removed from play by this effect.

RftDD, anyone?

Shield Breaker
Equip Spell
When the equipped monster attacks a face-down Defense Position monster, destroy that monster without flipping it face-up or applying Damage Calculation. When the equipped monster attacks a face-up Defense Position monster with a higher DEF than the equipped monster's ATK, double the equipped monster's ATK.

Pot of Wrath
Normal Spell
Remove 8 Spell and/or Trap cards from your Graveyard. Draw 3 cards.

Striker's Fury
Quick-Play Spell
Destroy all cards on the field. Each player takes 700 points of damage for each of the other player's cards that was destroyed.
 
Hydro Rocket Dragon- well Cure Mermaid does heal and is a water... but still. This maybe pulled by Grizzly, but then so does Solar Flare (this is suppose to be an opposite to Solar Flare right?) and it's not being played. Nobody really battles monsters as much as before nowadays... you just use effect to get rid of it before battle half of the time. Not going to be a threat, and LP gain has always been "eh".

Fire Queen- Nomi monster with still subpar attack power, and the burn effect is just as slow as Fire Princess x.x

D. D. Oasis- instant banned >< Dimension Fusion made searchable...? yes, that's a ban.

The Road Ever Goes On- Guess it's ok, but not my choice of liking... it's just a bit situational. It's better to just use searchers or something

Wandering Shinobi- endless cycle = abuse... but this time by rulesharks and general idiots. You can stall out 45 minutes with this as long as your LP is winning even marginally to abuse rules. This thing makes the same problem as Victory Dragon, only for even more stupid people...

Wandering Vampire- it's the burn damage that is going to be crazy with card trooper to mill everything... and wandering vampire using wandering vampire I guess will make it only has the burn effect, and not double burn...

Pact of the Wanderers- eh not that thrilled for a boosted The A. Forces for a new type... minor attack boost isn't too good. I'll rather stick United We Stand on one of the big stuff, like Hero (gee he searches for it himself too) =x even if this boosts everyone. It's just that it really needs 3 out at a time to be useful, and that's generally overextending. You have to be too careful to use this card well... more for OTK than general wanderer support.

Fireside Tale- it's not battle but spell/traps that are worth worrying =(

Sacrificial Healing- hand control on drugs... on top of RFTDD terror

Shield Breaker- fair enough... basically, no defense monster is safe. But then again, Shield Crush is coming.

Pot of Wrath- It's... I'm not sure o.o The new RFD-Lockdown may really really like this one... Someone will abuse it, but that's not me as I can't think of anything, so until then, I dunno.

Striker's Fury- I set all my cards, I activate this, and I chain RoD... I think I just nuked my opponent for 4k damage and formed a new mega-burn deck. This thing will make chain strike come back just because it's that insane.



Punishment for Aggression Continuous Trap

During your opponent's end phase, deal 800 damage for each effect monster in attack mode.

Punishment for Cowardice Continuous Trap

During your opponent's end phase, deal 800 damage for each effect or face down monster in defense mode.


New cards don't have to have to have point 8 font with one whole essay as the card effect...
 
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O-kay...

Problem:

Wandering Shinobi- endless cycle = abuse... but this time by rulesharks and general idiots. You can stall out 45 minutes with this as long as your LP is winning even marginally to abuse rules. This thing makes the same problem as Victory Dragon, only for even more stupid people...

Solution:

When this monster is face up on your side of the field, you may return it to your deck and special summon one "Wandering" monster from your hand, deck, or graveyard that has four stars or fewer that is not named "Wandering Shinobi". If you summon a monster in this way, you may not normal summon a monster this turn.

And poof, the endless cycle is gone. XD
 
Thx for the comments peoples. Honesty is the key and every comment I take from you guys I take seriously. So thanks for the comments.

Next ones -My Butterfly fairy Set

Butterfly Fairy Dusty
Fairy - Lv 1 - Dark - 500/0
For each monster with the name of "Butterfly Fairy" in it's name is on the field, increase the Attack of this card by a multiple of 200.

Butterfly Fairy Torch
Fairy - Lv 3 - Fire - 1300/1200
When you activate a Normal Spell, this card inflicts 700 points of direct damage to your opponent's life points.

Butterfly Fairy Mint
Fairy - Lv 4 - Earth - 1700/1200
During your Battle Phase you can decrease the Defense of 1 monster on the field by 500.

Butterfly Fairy Misty
Fairy - Lv 2 - Water - 1000/1000
During your Sandby Phase roll a 6 sided Die once. If you roll a 1, 2, or 3 destroy this card. If you roll a 4 or 5, draw 1 card. If you roll a 6 destroy 1 card on the field.

Butterfly Fairy Gale
Fairy - Lv 3 - Wind - 1400/1000
As long as this card remains face-up on the field, you can look at your opponents hand during your Standby Phase. During the End of yur Turn discard one card from your opponent's hand to the graveyard.

Butterfly Fairy Rose
Fairy - Lv 6 - Light - 2400/1900
If this card destroys an opponent's monster draw 1 card from the bottom of your deck. If the card drawn has the name "Butterfly fairy" in it's name, gain 400 Life Points.

Queen Butterfly fairy
Fairy - Lv 10 - Light - 4000/3000
This card can only be Summoned, Special Summoned, or Set by Removing from play 20 fairy-type monsters from your graveyard and reducing your life points to 1000. Decrease the attack of all Non-fairy monsters on the field by 2000. This card is uneffected by Trap cards.

Glory Fields
Field Spell
Increase the ATK of all Fairy monsters by 700 and decrease their DEF by 500.

Butterfly Mask
Equip
This card can only be equipped to a monster with "Butterfly Fairy" with in its name. Increase the attack of the equipped monster by 300. The monster equipped with this card is not destroyed in battle. Battle Damage is calculated normally.

Glint of Light
Quick Play Spell
You can activate this card during the Damage Step of the Battle Phase that a Fairy-Type monster on your side of the field is attacked. Pay your Life Points (in multiples of 100 points) to decrease 1 of your opponent's monster's Atk and Def by the same ammount of points until the End Phase of that turn.

Flower Crown
Trap
This card can only be activated when a monster with the name of "Butterfly fairy" ith in its name is destroyed. Special Summon 1 Level 3 or lower Fairy-type monster from your hand to your side of the field.

Hidden Treasures
Trap
Roll a 6 sided die once. If the result is 1 or 6 gain 1000 life poins. If the result is 2 or 4 discard one card from your hand. If the result is a 3 or 5 Special Summon 1 level 5 or higher fairy-type monster from your hand.

The Fairy's Jewel
Cont. Trap
Discard 1 card from the top of your deck to the graveayrd to Negate the effect of a Spell card that specifically designates 1 Face-up Fairy-Type monster as a target and destroy it.
 
Okay... let's check it out.

Dusty: With Dusty's current wording, you can increase his attack by any multiple of 200, meaning you can increase by 2000 just by having ONE butterfly fairy in play. The wording should be revised to read "Increase this monster's attack points by 200 times every other butterfly fairy monster on the field."

Even so, Dusty is pretty lame. His initial attack bites, and he doesn't power up very quickly either. Yeah, don't wanna use him.

Glory Fields: Makes the deck playable, but it's vulnerable to twister and other field spell decks.

Torch: Okay.

Mint: The only solid non-tribute attacker in the bunch. Only problem is that it doesn't really shine outside of a butterfly fairy deck, and since the others are so meh... well then.

Misty: Effect is too risky to use. Three results kill your monster? Are you insane? The only reason Snipe Hunter gets used is because he gives you a two-thirds chance of success. There's a greater risk of your monster dying then anything else with this fairy.

Gale: If it were able to use heart of clear water, this monster woud most definitely be broken. Gadget would really hate it.

Rose: Why the bottom of the deck? The top works just as well for deck thinning.

Queen: So basically, she can only be summoned if I dump every other monster in my deck and pay massive life points, and Smashing Ground kills her. I don't think I want to, thanks. It would be better to lower her attack and reduce the costs.

Butterfly Mask: And NOW Gale is broken.

Flower Crown: Meh. Sakuretsu Armor owns this card, and I'm fairly sure there's a non-specific version out there already...

Hidden Treasures: Um... I like it, but it's a bit situational. What if I need life points, and I get a summon instead?

Fairy's Jewel: Oh, so THIS is how I protect Queen... who I need a better monster-dumping agent for...
 
Dusty- what ACC said

Torch- burn damage, but the deck itself really does not help normal spells so much anyway...

Mint- too bad the effect does not help Mint in killing spies at all... or maybe only after if spy already pulled out another copy, and by then raiza is out to kill this thing already =(

Misty- oh just use snipe hunter... sniper hunter targets anything too with no self-destruction drawback.

Gale- don't need any help to be broken. Just summon it, and as long as it does not get trap hole-ed (lol, not even affected by bottomless) it already paid itself off with discarding a card from their hand. If it lives for just one turn, then it's 2 cards from the hand... If pulled by searcher, this thing is a confiscation o_o This thing will be limited for sure, but certainly not banned.

Rose- replace Airknight, drawing more cards at the cost of no damage. You can't pierce, but you can destroy anything, or clash into monarch/jinzo. With that in mind, as long as you got decree out or something, this card will always destroy something, which means draw at least one card (though one turn later, it'll probably be brain controlled for another monarch or jinzo ><)

Queen- no one in their right mind will play 20 fairies, really... even 10, no one will use this. Just stick with sky scourages...

Glory Fields- Gale + those secret rare fairy from what should be the light structure deck is win =x (and, airknight rejoices~)

Butterfly Mask- still really situational, because equip cards generally suck... it's the effects that are worth fearing, and not as much battle.

Glint of Light- err... bark of dark ruler for fairies in spell form? o.o;

Flower Crown- more confiscation with Gale... bleh

Hidden Treasures- fun in gambling deck, but really not that many good high level fairies, and the LP gain is not worth the gamble... if you want draw, there is jar of greed. Only for fun...

The Fairy's Jewel- this card only negates brain control and snatch steal basically... not to mention, you *can't* stop this from its current wording. Attach butterfly mask on yourself, and your own trap fires at yourself without any sign of stopping... =( You need a "you may <blah blah>" sentence somewhere.
 
Sacrificial Healing- hand control on drugs... on top of RFTDD terror

Shield Breaker- fair enough... basically, no defense monster is safe. But then again, Shield Crush is coming.

Pot of Wrath- It's... I'm not sure o.o The new RFD-Lockdown may really really like this one... Someone will abuse it, but that's not me as I can't think of anything, so until then, I dunno.

Striker's Fury- I set all my cards, I activate this, and I chain RoD... I think I just nuked my opponent for 4k damage and formed a new mega-burn deck. This thing will make chain strike come back just because it's that insane.



Punishment for Aggression Continuous Trap

During your opponent's end phase, deal 800 damage for each effect monster in attack mode.

Punishment for Cowardice Continuous Trap

During your opponent's end phase, deal 800 damage for each effect or face down monster in defense mode.


New cards don't have to have to have point 8 font with one whole essay as the card effect...

Your response to Pot of Wrath made it all worthwhile. And your cards are an obvious combo...though, with their current wording, that would include your monsters as well, so...full field on both sides = OHKO. Gadget could either eat these up with joy or laugh at them hysterically, depending on the situation.

Now, I think I'll do something different: a MTG card.

...Well,......kind of:

Dark Soldier of Creation 3WWBB
Creature - Legendary Soldier
If this card is blocked by exactly one creature and destroys that creature, deal damage to your opponent equal to this card's power. If this card is blocked by two or more creatures, double this card's power.
T: Remove target creature from the game. This card cannot be untapped until your next untap step.
5/4

...*cough*
 
Ehh...I messed up the wording on Life Cycle. *Pokes edits* It's supposed to double up as monster removal as well. :3

And yeah, Shuffle Slash is loosely based off the very broken Slash Draw. It's pretty vicious, really, since - like Frostweaver pointed out - it's a massive dump that will either recycle or take a large chunk of the opponent's deck with it. Just couldn't resist, though. What can I say? I wanted to make a gamble to trump Dice Jar. xD

As for the Sage...well, I wanted to complete the set started by Sage of Stillness and Sage of Silence. I would think Shrink and Rush Recklessly would be obvious complementary cards, either that or have it munch Ojama Tokens in some type of control deck. :3

Concerning the Ojama OTKO...I'd say a copy of Wild Nature's Release is the easiest way to go with the Queen's 3000 Def, either that or Shield and Sword, in which case you get four 3000 Atk beatsticks on your field. ^-^

Now then, on the rest here;

@NocturnLeader:

Hydro Rocket Dragon - Fair enough, although imo the LP recovery could be raised to 800 since LP recovery effects tend to be stronger than direct damage ones.

Fire Queen - Agreeing with Frostweaver, the Queen should have a stronger burn effect than the Princess. A couple of extra hundreds per burn should be enough to make it worthwhile for Fire Princess builds.

D.D.Oasis - Major overkill, although that has probably been said already. :3

Dusty - Yeah, broken wording, and if corrected the current number is way too low. Could easily be something like "For each face-up 'Butterfly Fairy' monster on your field, increase the Atk of this card by 1000", sort of like Ultimate Baseball Kid but the name wouldn't be as stupid.

Torch - Ohh...I'm sure spell-heavy decks can exploit this (I mean, it's like Rapid Fire Magician on steroids), but it doesn't do much for the other fairies.

Mint - Decently sized fairy in the set, although the effect's usefulness is pretty dubious since Defense Position squatters are usually smoked out by removal effects anyway.

Misty - It's a bit too much of a gamble since there's a 50% chance for suicide.

Gale - Infinite Confiscation without LP cost? Yeah, it's already broken in its own right. :\

Rose - Te-hee...possible synergy with Recycle and such? Well, it's bulky for its level and certainly trumps Parshath, so yeah, this one would see use. Maybe cut down the Atk or only let it get its draw effect if you tributed another butterfly fairy to summon it?

Queen - Yeah, no way anyone would use this. Maybe cut down the removals to five and remove the LP cost? That way it would be something like a Five-Headed Dragon for fairies. xD

Glory Fields - Fairies going on the offensive? Well, fair enough I guess.

Butterfly Mask - Too bad that battle isn't exactly the prefered choice of monster destruction. Maybe make it something like "When the equiped would be destroyed, destroy this card instead"?

Glint of Light - Fair enough, I guess.

Flower Crown - Indeed, this is just begging for Gale. If that one would be balanced then this card would probably be too.

Hidden Treasures - Fun, but not very reliable.

The Fairy's Jewel - Cheapened My Body as a Shield in trap form? Not sure about the wording problem Frostweaver mentioned, though. *Shrug*

@ACC:

The Road Goes Ever On - Good support since swarming is what they need.

Wandering Shinobi - Searchable searcher, very nice. ^^

Wandering Vampire - Yay for finally having a bulkier wanderer. This thing can cause some serious damage and the ability to leech out effects from other wanderers is a very nice bonus (Healer or Wizard, anyone?)

Pact - Not really adressing the issue of monster removal, which is the worst weak link in this theme. And yeah, it's basically like The A Forces with a narrowed target group and a destruction condition.

Fireside Tale - Would be cooler if it could handle monster removal. :3

@Icha:

Sacrificial Healing - Return players drool at this dumping outlet, they really do.

Shield Breaker - Fair enough. Too bad that defensive squatting and direct combat aren't the in things right now.

Pot of Wrath - Anything that chugs out spell and trap cards at a rapid rate enjoys this, Chain Strike Burn definitely approves.

Striker's Fury - Ouch...that's all I'll say. o.o

@Frostweaver:

Hmm...shouldn't that be "During each of your opponent's End Phases"? Other than that, fair enough.
Frostweaver said:
New cards don't have to have to have point 8 font with one whole essay as the card effect...

True, but it's so fun to give them both. xD Speaking of which...

Homerun Bat
Equip Spell

This card can only be equiped to 'Ultimate Baseball Kid'. Increase the Atk of the monster equiped with this card by 500. Whenever the monster equiped this card destroys a monster in battle, it may attack your opponent directly during the same Battle Phase.

^
Blame Butterfly Fairy Dusty for brining that card to mind. x3

Neo Breaker - The Magical Warrior
Spellcaster/Effect
7 Star/Dark
1600 Atk / 1700 Def

You may summon this card with one or no tributes. When this card is Normal Summoned successfully, place one Breaker Counter (maximum 2) on this card for each tribute used in the summon. For each Breaker Counter on this card, increase the Atk of this card by 600. As often as you like, during either player's turn, remove one Breaker Counter from this card to destroy one spell or trap card on the field.

Effemarity
Continuous Trap

During each player's Standby Phase, if this card is face-up on the field destroy all cards other than 'Effemarity' that have been on the field for two turns or more.

Spirit of Entropy
Fairy/Effect
4 Star/Dark
2400 Atk/0 Def

During each of your End Phases, decrease the Atk of this face-up card on your field by 600. When this card is removed from the field, pay a number of life points equal to half the Atk of this card.
 
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Homerun Bat- gee, how come this reminds me of elemental heros XD; Equip card that can only go to one monster that is in desperate need of help yet does not help it enough? Yeah sounds like E Heroes

Neo Breaker- metamorphosis alert, metamorphosis alert >>

Effemarity- what, there are cards that last longer than 2 turns on the field in the current metagame besides crystalized beasts and rainbow ruins? Then again, these two can negate things anyway x.x

Spirit of Entropy- k... I forgot my chemistry terms to remember what is entropy and enthropy XD; Either way, it's fair enough, but let's say that I'll much rather use GEAF. That half attack thing is killer.
 
Homerun Bat - Yeah, it's a joke card anyway so what do you expect? Although technically, if you threw in DNA Transplant to turn your opponent's monsters into Fire too then you could swing for some hefty direct damage. It's not meant to be useful anyway. xD

Neo Breaker - Raised to level 9, Metamorphosis alert averted? :3

Effemarity - Heh, cut down to anything that's been on the field for two turns. Oh, and do remember that both players' turns are counted for this, so now everything you commit to the field on one turn will be gone on your next. x3

Spirit of Entropy - Well now, I've made searches with enthropy but they didn't yield anything so I'm assuming entropy, yeah. x3 Anyways, the Atk reduction is central to the concept, although I guess I could drop it a bit. :3
 
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Homerun Bat
Equip Spell

This card can only be equiped to 'Ultimate Baseball Kid'. Increase the Atk of the monster equiped with this card by 500. Whenever the monster equiped this card destroys a monster in battle, it may attack your opponent directly during the same Battle Phase.

^
Blame Butterfly Fairy Dusty for brining that card to mind. x3

*insert Frostweaver's response here*

Neo Breaker - The Magical Warrior
Spellcaster/Effect
9 Star/Dark
1600 Atk / 1700 Def

You may summon this card with one or no tributes. When this card is Normal Summoned successfully, place one Breaker Counter (maximum 2) on this card for each tribute used in the summon. For each Breaker Counter on this card, increase the Atk of this card by 600. As often as you like, during either player's turn, remove one Breaker Counter from this card to destroy one spell or trap card on the field.

...9 Stars can still Metamorphosis one of the rogue fusions (B. Skull Dragon comes to mind...). I would honestly rather see a different summoning requirement on this thing to make it a bit trickier,...like tributing a Breaker that has a counter on it (even IF the thing's banned XP).

Effemarity
Continuous Trap

During each player's Standby Phase, if this card is face-up on the field destroy all cards other than 'Effemarity' that have been on the field for two turns or more.

Card removal on every single drug on the planet all at once, simply because there's no "face-up" clause in the destruction part. Cards like Waboku & Hallowed Life Barrier would eat this thing up fast, not to mention how much Chain Strike will use it for protection.

Spirit of Entropy
Fairy/Effect
4 Star/Dark
2400 Atk/0 Def

During each of your End Phases, decrease the Atk of this face-up card on your field by 600. When this card is removed from the field, pay a number of life points equal to half the Atk of this card.

..."Pay" life points? I'm not sure that the wording there is quite right...

...Nobody touched my other card......good...
 
..."Pay" life points? I'm not sure that the wording there is quite right...

If it works for Dark Elf, it works for me. Basically, 'pay' just means that you can't negate it with stuff like Des Wombat. :O

Neo Breaker - if someone wants to waste Metamorphosis on a 3200 Atk vanilla equivalent of a fusion then he/she can be my guest. Fine, seven stars then, that way there's nothing it can do that Fusilier doesn't do anyway.

As for Effemarity...I don't think it's Chain Strike Burn's style, really, since it not only limits your chain size by taking up a spell/trap card zone permanently but also gives each monster the opponent summons the opportunity to attack on the first turn. Besides, it's easily countered by Jinzo, Decree, all forms of trap removal you can think of and Phoenix in particular. I think Chain Strike would still prefer an Ojama lock or something to that effect. :3
 
Eh, I honestly honestly doubts that cards stay on the field that long at all nowadays, maybe only Jinzo and Royal Decree really do last for a few turns more, for obvious reasons x.x


Fusion Energy Resurrection- Continuous Trap

Select one fusion monster within your graveyard and pay 300 LP times its star level. Special summon that monster on to your side of the field in attack mode. When this trap card is removed from the field, destroy that fusion monster.


(yeah yeah it does not get destroyed if the fusion monster gets destroyed or tributed =x Think of call of the haunted, sort of, only even more unfriendly towards froggie)
 
Uhh...are you seriously arguing that no card (monster, trap, or spell) stays on the field for more than two turns? What about Lily, Reaper, Crystal Beasts, tribute monsters, etc.? That seems sort of...exaggerated. x_O

Anyways, on FER...why not just use Re-Fusion? It's cheaper, can be activated without setting (which, according to the argument above, would already make it worthless since it apparently isn't there the next turn) and doesn't stick around to clog up your field if the fusion monster is destroyed. It's not like you can even exploit this trap with Trunade. :\
 
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White Bat
Winged Beast - Wind - Lv 3 - 1200/1400
This monster can attack twice during the same Battle Phase. While this card is face-up on the field, control of this card cannot switch.

Sonic Bat
Winged Beast - Wind - Lv 4 - 1800/1000
During the End Phase of your Opponent's turn you may switch the attack or defense of 1 face-up monster on the field. When his card is attacked by a Dark-Type monster it is switched to Defense position.

Ultra-Sonic Bat
Winged-Beast - Wind - lv 6 - 2500/1200
If this card is Special Summoned destroy all Dark-type monsters on the field. During your Battle Phase you may change the attack or defense of 1 monster on the field.

Depth Caverns
Field Spell
Increase the Attack and Defense of all Dragon and Winged Beast monsters by 700. When a Dragon is Normal Summoned or Special Summon destroy 1 set card on the field. When a Winged Beast is Normal Summoned or Special Summoned return 1 card on the field back to the owners hand.

Blaze Dragon
Dragon -Fire - Lv 6 - 2400/1200
You can send 1 Face-up Continous Trap card you control to the Graveyard to inflict 1500 of Direct damage to your opponents life points.

Gale Dragon
Dragon -Wind - Lv 6 - 2400/1200
You can send 1 Face-up Continous Trap card you control to the Graveyard to return 2 monsters on the field to their owners hand.

Marching Dragon
Dragon - light - Lv 3 - 1500/1000
When this card is Summoned, Flipped Summoned, or Special Summoned, selcet 1 Face-up card on the field and change its battle position.

Grotto Dragon
Dragon - Earth - Lv 4 - 1700/600
By discarding 1 Dragon-type monster from your hand to the Graveayrd, destroy 1 Lv 4 or lower monster on the field.

Wave-Tide Dragon
Dragon - Water - Lv 6 - 2400/1200
By Discarding 1 Normal Spell card from your hand to the Graveyard, increase the attack of all Dragon-type monsters on your side of the field by 700.

Dragon of Rebirth
Dragon - Light - Lv 8 - 3700/2700
When this card on the field is sent to the graveyard it is Special Summoned to your side of the field during your Battle Phase. When this card is special Summoned decrease the Attack and Defense of the card by 500.
 
Uhh...are you seriously arguing that no card (monster, trap, or spell) stays on the field for more than two turns? What about Lily, Reaper, Crystal Beasts, tribute monsters, etc.? That seems sort of...exaggerated. x_O

Anyways, on FER...why not just use Re-Fusion? It's cheaper, can be activated without setting (which, according to the argument above, would already make it worthless since it apparently isn't there the next turn) and doesn't stick around to clog up your field if the fusion monster is destroyed. It's not like you can even exploit this trap with Trunade. :\

Sorry for late reply but I was away for a camp XD;

Lily usually ends game if it's out ^^; Reaper is killed by 6 monarchs (3 Raiza 3 Zaborg) together with brain control itself, all of which are very prominent in the current monarch decks. Crystal Beasts crystallizes I guess, but then it resets its countdown anyway because it's now "being played" as spell card when it crystallizes. Tribute monsters get killed by its fellow tribute monsters.

A few cards do last on the field for a very long time, now to think about it... Rainbow Ruins (who will negate anything that destroys it with relative ease), Royal Decree, Sky Scourages (who will either blow up the field anyway, or get spell immunity by tributing fairies, but you can nuke the trap immunity one if it decides to tribute fiend instead of fairy) and Card Trooper should you happen to survive against machine duplication (because you can't kill all 3 of them fast enough most of the time.) There's probably some rogue decks out there with awkward survivability but unreliable in getting them out too, like Skill Drain related junkie.

(Either that, or they are playing serious trap backup to help negate things like Solemn or Magic Drain...)

I won't say that the card is useless, just that it's out in an improper time. Everyone expects the next ban list to slow down the aggressiveness, and most people guessing snatch and ring to go back to the banlist. By then cards should survive far longer then. Cards always get useless then useful again all depending on the banlist and the environment... Sakuretsu was once the coolest traps ever at 3 in many decks, and now it's trap dustshoot replacing Sakuretsu, with widespread being the "obvious choice" over sakuretsu even though back then, people will argue that they are both good in their own right. It's just that right now, we're very paranoid on stopping something before it comes out, because anything that comes out is very groundbreaking (trooper replication 5700 dmg a turn with malicious/d-draw to stall while acquiring machine duplication -_-)


I thought that Re-Fusion only works on properly fusion summoned monsters, and not on things by metamorphosis =o


<><><>


White Bat- fair enough

Sonic Bat- fair enough, though the dark monster thing is sort of weird o.o

Ultra Sonic Bat- high power to run over anything, and winged beast means an icarus attack abuse o_O; Can't say broken though, because there is still ways to negate its summon, which is not overly difficult. Good card.

Depth Caverns- broken, and why is that? Raiza bounces 2 cards now, and it's now 3100... that says it all ><; it's just incredibly easy to normal summon and get an effect. Dragon is not "as bad" because at least it has to be face up... but still... also, it's weird that this effect is not optional. Can you still summon even if there is nothing set on the field to destroy? At least for winged beast, you have to self destruct like zaborg, but for dragons... (yes minor backlash for self destruct if the opponent's field is empty, but still seriously o__o)

Blaze Dragon- sounds like the new gravi dragon and its counterpart's new add ons, well fair enough

Gale Dragon- oh just run Raiza already x.x; Raiza is more flexible, and less likely to backfire (what if they only have one monster? Gale Dragon will send itself, bleh). Maybe better if it can blow back any 2 cards, but I'll still run Raiza for its lack of requirements to activate... Gale Dragon really needs a new effect less similar to Raiza (and they're both wind too to be even more similar to each other)

Marching Dragon- destruction on drugs...? >>;

Grotto Dragon- now this is a far more balanced, good theme destruction card ^^

Wave-Tide Dragon- somehow I want it to be sea serpent, but I know this is suppose to be dragon/winged beast... decent effect since it affects everyone, just wonder how long it lasts o.o

Dragon of Rebirth- baboon on a lot lot lot of drugs... it's a ban. (trooper dump, revive, end game) Its revival ability is strong already. Its very high stats is crazy. Its drawback is very very minor compare to its never-ending rebirth ability (tribute this for a monarch after a dump, revive this, and that is also another end game.) Its current wording allows it to be crazy frog with attack power o____o
 
Here are more:

Swift Rats 1B
Creature - Rat
This is unblockable.
If this would deal damage to a player, that player discards a card instead.
Common

*To avoid getting this card out of proportions, it's "discard 1" rather than "that much".

Imaginary Fields
Land
This comes into play tapped.
When this comes into play, it doesn't untap during its controller's next untap step.
T: Add one mana of any color.
Uncommon

*It's waiting rather than taking damage or paying costs.

Gambling Master B
Creature - Human Mercenary
3/3
When this comes into play, you lose 3 life and target opponent gains 3 life.
Rare

*A card I'd surely put in a W/B deck.
 
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