You make the Card!

And now for something completely different. NOT!

Gifts of the Vanished Wanderers
Normal Trap
Remove from play up to three "Wandering" monsters in your hand. Increase the attack points of one monster on your side of the field by their combined level stars X100

Um... I wanted to use the deck, but I wasn't sure whether that would make the card completely broken...
 
Yaaay! Finally posting around here again. Sorry for the delay, but I've been a bit preoccupied with RPing school initiative, as certain people would know. xD

Anyway, yeah, I see what you mean about Effemarity now that I've taken a look at some of the championship deck lists. Darn these promiscuous players! >O

As for Re-Fusion...I dunno' to be honest, the can/can not thing has always looked sort of fuzzy to me. Still, I'd be sort of leery-eyed about using FER just in case I'd get to re-use that one fusion monster I'd get to summon with my single copy of Metamorphosis. I'd sooner run Call of the Haunted simply because it's more likely to be useful and is Trunade exploitable.

Concerning the new wanderer card...guess wanderer Return is the aim? I dunno' how much fun removing from your hand is, though, as I don't see any convenient way to make up for those lost cards. I think I'd sooner use Skull Lair or Dimensional Fissure if I wanted to remove wanderers.

Anyways, since it's been a while...new cards! =D

Foolish Greed
Normal Spell

Discard your hand then draw two cards.

^
Additional rulings: one, discarding your hand is an activation cost so no Dark World exploits. Two, you must have a hand to discard if you want to activate it (as with Rope of Life). Broken or not? You decide. :3

Spirit of Malice
Fiend/Effect
3 Star/Dark
500 Atk/ 0 Def

When this card is summoned successfully (including Flip Summon), remove one Normal Spell card in your Graveyard from play. When this card is destroyed and sent your Graveyard, activate the effect of the card you removed from play with this card's effect.

Spirit of Vengeance
Fiend/Effect
3 Star/Dark
500 Atk/0 Def

Once per turn, when a Dark attribute monster on your field is destroyed and sent to the Graveyard, you may special summon this card from your Hand or Graveyard to the field in face-up Attack Position. A monster that battles with this card is destroyed at the end of the Damage Step.

^
Limited to one per deck for obvious exploitation reasons.
 
Might try some MTG card designs again :) We'll see how it goes.

Possessor Of Objects
W3
Creature - Spirit
2/5
Vigilance
When Possessor Of Objects is played, any player may discard two cards from thier hand, if any player does, counter Possessor Of Objects.
Tap, Sacrifice an artifact: Possessor Of Objects deal damage to target attacking or blocking creature equal to that artifacts converted mana cost

Possessed Bricks
3
Artifact Creature
0/0
Defender
Possessed Bricks gets +0/+1 for every Spirit in play under your control.
When a Spirit you control becomes a target of an opponent's spell or ability, copy that spell or ability and Possessed Bricks becomes the target for the copy.

Possessed Arrows
WW
Instant
Split Second
Possessed Arrows deals 1 damage to target attacking or blocking creature. You gain 1 life.

Possessed Shield
W
Instant
Prevent all damage dealt to a creature you control this turn. If the creature target by Possessed Shield is a Spirit, shuffle Possessed Shield into your library instead of putting it into your graveyard.
 
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Anyways, since it's been a while...new cards! =D

Foolish Greed
Normal Spell

Discard your hand then draw two cards.

^
Additional rulings: one, discarding your hand is an activation cost so no Dark World exploits. Two, you must have a hand to discard if you want to activate it (as with Rope of Life). Broken or not? You decide. :3

Discard a one-card hand to draw two? Yes please, especially with a recursion follow-up (hello, instant Jinzo!). Sure, you'll probably have more than one card in your hand, but it's still abusable.

Oh, yeah: SERIAL SPELL!!


Spirit of Malice
Fiend/Effect
3 Star/Dark
500 Atk/ 0 Def

When this card is summoned successfully (including Flip Summon), remove one Normal Spell card in your Graveyard from play. When this card is destroyed and sent your Graveyard, activate the effect of the card you removed from play with this card's effect.

Spirit of Vengeance
Fiend/Effect
3 Star/Dark
500 Atk/0 Def

Once per turn, when a Dark attribute monster on your field is destroyed and sent to the Graveyard, you may special summon this card from your Hand or Graveyard to the field in face-up Attack Position. A monster that battles with this card is destroyed at the end of the Damage Step.

^
Limited to one per deck for obvious exploitation reasons.

Those other two shout Spirit Barrier to me. Instantaneous Pot of *, Destiny Draw, or other useful Normal Spell? Yeah, definitely used, especially with its relative there...the only thing that saves it from instant banning is how it's at the END of the Damage Step...but, on the other hand, as I said, Spirit barrier takes care of that problem. I'm not too sure if it would be exploitable, though, considering the timing and once-per-turn clause.

Oh, yeah, I also have a new card:

Ninjutsu Arts: Shadow Clone
Normal Trap
You can only activate this card when a monster on your side of the field with "Ninja" or "Sasuke" in its card name is declared as an attack target while there are at least two other face-up monsters on your side of the field in Attack Position. Pick up the attacked monster and two of your other face-up Attack Position monsters, shuffle them, and place them back on the field in face-down Attack Position. The attacking monster must then attack one of them. If it attacks the original attack target, you take damage equal to the attacked monster's ATK. If one of the other two monsters are attacked, the attacking monster's ATK becomes 0.

...Hyped-up Magical Hats?
 
Foolish Greed is a 2 for 2. But too identical to Graceful. >_>

No more Pot of Greed cards...please
 
Those other two shout Spirit Barrier to me. Instantaneous Pot of *, Destiny Draw, or other useful Normal Spell? Yeah, definitely used, especially with its relative there...the only thing that saves it from instant banning is how it's at the END of the Damage Step...but, on the other hand, as I said, Spirit barrier takes care of that problem. I'm not too sure if it would be exploitable, though, considering the timing and once-per-turn clause.

You know, Spirit of Malice is really just a weaker Diamond Dude (since it can't work in repeat and won't pull you free cards from your deck; it's not searchable either and needs an external trigger). Also, thematic support though it is, I'm not sure how viable Spirit Barrier really is as support. I mean, the instant kill effect for Spirit of Vengeance is just a disincentive for opponent's to attack with (something to really dampen their Battle Phase a little), hence why I'd say it's more dangerous as Monarch fodder. Speaking of which...Raiza screws them bother over pretty bad by bouncing them to your deck, I'd say, as does D.D Crow (By targeting either Spirit of Vengeance or the spell card you're trying to feed Spirit of Malice). :3

Ninjutsu Arts: Shadow Clone
Normal Trap
You can only activate this card when a monster on your side of the field with "Ninja" or "Sasuke" in its card name is declared as an attack target while there are at least two other face-up monsters on your side of the field in Attack Position. Pick up the attacked monster and two of your other face-up Attack Position monsters, shuffle them, and place them back on the field in face-down Attack Position. The attacking monster must then attack one of them. If it attacks the original attack target, you take damage equal to the attacked monster's ATK. If one of the other two monsters are attacked, the attacking monster's ATK becomes 0.

...Hyped-up Magical Hats?

That should be 'is' instead of 'are' at the end since it's only one of the monsters. Anyways, this thing is more situational than hats since it requires a full three monsters - one of them very specific - to be face-up on your field and it can't dump choice trap cards into the graveyard for retrieval effects. Add that to the fact that you still have a one in three chance to be burned by it as well and we have a very unprofitable scenario indeed.

As for Foolish Greed...yeah, it's basically meant to be a toned down Graceful (less control of the dump, less deck digging, and no Dark World exploit). Also, Serial Spell wouldn't work since both demand a full hand discard and you can't tribute (or in this case, discard) the same card(s) for two separate effects.

Anyways, something of a different theme this time, but...

Murky Depths
Field Spell

This card's name is treated as "Umi". During each End Phase, all face-up monsters on the field are turned face-down (Battle positions are not changed). Negate the effects of all face-down effect monsters destroyed by Water attribute monsters in battle.

Phantom Fish
Fish/Effect
3 Star/Water
1500 Atk/ 800 Def

While 'Umi' is face-up on your field, this card is not affected by any card effects except its own. If this card is designated as the target of a card effect while face down, it is flipped face-up (the Battle Position is not changed).

Seafloor Lurker
Aqua/Effect
4 Star/Water
1800 Atk / 500 Def

When this face-down card on the field is selected as an attack target, this card is switched into face-up Attack Position and the attacking monster is switched into Defense Position. Then, this card attacks the card that targeted it.

Soul Angler
Fish/Effect
5 Star/Water
2400 Atk/ 1200 Def

When this card attacks a monster on your opponent's field, you may tribute the targeted monster in order to special summon a monster from your opponent's graveyard whose level stars are greater than or equal to the level stars of the target monster to your opponent's field in the same position as the tributed monster. Then, this card and the monster summoned by this effect battle.
 
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Spirit of Malice is a lot stronger than you think... Diamond Dude cannot control what spell to use, or recycle a spell card. Even though it can draw extra cards in a sense, it's still controllable. Spirit of Malice is very reliable into recycling the same Destiny Draw over and over again when card drawing is needed, but suddenly turn into lightning vortex or dimension fusion when need to be. The power to pick the spell card is what makes it superior to Diamond Dude.

Foolish Greed is decent I guess...

I think that I'll just play Fairy Box instead of Shadow Clone >>;; I get to kill my opponent's attack power far easier that way.


Murky Depth is going to be abused by non-water cards just fine... protection from brain control and snatch steal merits it being teched already. Skelengel flipping itself down is hot, and you can tribute it later for Invincil. Same works for Dekoichi and other flipflop. Thank goodness it's a field card where twister and rainbow ruins mess it over with enough ease.

Seafloor Lurker is going to be splashed, because it makes fun of Cyber Dragon, Monarchs and literally anything that attacks it while facedown. It's fairly powerful in its own right. This thing will need shield crush to balance out... or else nobody will want to ever touch a facedown card anymore without knowing that something needs to die first as bait for lurker to go to attack mode... Let's send a bait Sangan in. Oh wait, that was a spy *gets killed by 2000 defense* Yeah you get the picture of the great psychological catch with this fish.

Guess Phantom Fish is alright... though I'm not sure if its effect can dodge anything but nobleman of crossout ^^;

Soul Angler works far better with ALO... then it'll drop to a 4 star, and with 2600, it'll turn anything with any effect back to a beatstick of Cyber Dragon or Monarchs, which it can easily run over both. Good card, the fishies need it =x
 
Fire Prince
Pyro - Lv 4 - Fire - 1500/1600
Once per turn, you can inflict damage to your opponent equal to the number of cards in your hand x 300. If you activate this effect, this card cannot attack during this turn.

Queen of the Flames
Pyro - Lv 6 - Fire - 2300/2100
When you activate a Spell card you gain 700 life points. When your opponent activates a Spell card, they take 700 points of direct damage.

King of the Inferno
Pyro - Lv 7 - Fire - 2700/2200
By discarding 1 card from your hand destroy 1 face-up monster on the field. If the discarded card was a Monster, your opponent takes 800 points of Direct Damage. If the discarded card was a Spell or Trap card, gain 800 life points.
 
Fire Prince: sort of like Des Koala except it's a recyclable effect and works with your hand. Good burn I'd say, maybe a bit too much so; it's hard to call. There are plenty of ways to draw a crapload of cards though. (Lol, maybe combo this with Heart of the Underdog and a huge pile of Normal Monsters for a potential OTKO? Not a very likely scenario, but still...xD). Anyways, definitely something for burn players to consider.

Queen of the Flames: Meh, she takes as happily as she gives and doesn't burn your opponent (This one would be so much more fun if it just burned both ways). As it is, I wouldn't bother with it. It gets trampled by Monarchs and is liable to bite you in the leg bad if your opponent is running a deck that can splash a horde of spell cards in one turn (like many of them do). Mediocre LP recovery just isn't worth the risk. :\

King of the Inferno: Dunno where the LP recovery part comes from, but fair enough I guess. Sort of like a slightly improved XYZ, except it doesn't fuel a big Return rush.


Anyways, just some random stuff of questionable value:

Hero of Prophecy
Normal Spell

Select one Monster Card from your deck and place it face-up at the bottom of your deck (the rest of your deck is shuffled). When you draw the face-up monster, Special Summon it to your field in face-up Attack Position. On the turn a monster is Special Summoned by this effect, negate all card effects that designate the Special Summoned monster as a target.

Cyber Mosquito
Machine/Effect
5 Star/Dark
1800 Atk/ 600 Def

While you have fewer Life Points than your opponent, this card can be Special Summoned from your Hand. Whenever this card inflicts Battle Damage to your opponent increase your Life Points by an amount equal to the damage inflicted.
 
Fire Prince- definitely a fair burn, and a much needed burn... more damage than stealth bird for the most part, at the cost of less safety precaution. I like it.

Queen of the Flames- LP gain in such small quantity is moot, and if they play a spell card, usually Queen of the Flames will be dead already, heh...

King of the Inferno- 2 tribute is tough x.x The discard destruction thing is really "meh" for a 2 tribute when there's monarchs. The burn is very minor... not really worth the tribute problem.

Hero of Prophecy- invincible for one turn... which is interesting. I can really see this in volcano deck to bring out a butt kicking 3000 atk monster with immunity, and burn on top of it too =P There's probably other cards that rely on big beatsticks and all of them can use this well too. lol, as long as you can special summon it from the deck, the immunity still kicks in so that's the thing I'll try to abuse with this card.

Cyber Mosquito- interesting, and nice to tech in (Cyber Dragon + Cyber Mosquito in the same turn? *dooms*) for one or two to enhance special summoning power. It's nice, since its attack isn't overly powerful, so it should be balanced.
 
Actually, Hero of Prophecy wouldn't grant immunity to something summoned by another effect since the effect's requirement is 'On the turn a monster is Special Summoned by this effect' (meaning the effect of 'Hero of Prophecy'; not Pyramid Turtle or another recruiter type card). The most obvious exploit would probably be dropping Convulsion of Nature right after it. :3

As for Cyber Mosquito...how about special summoning Cyber Dragon, dumping another monster with a card effect, pulling the dumped monster out with Premature Burial and then special summoning Mosquito on top of that? Three special summons in one turn without resorting to recruiters or Return/Dimension Fusion. Now if that special summon happened to be a Card Trooper and you're still holding onto Machine Duplication that's an uberly situational OTKO. xD
 
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Alright, time for a new deck theme.

The Dark Lancer
Monster/4*/Demon/Effect
Atk 1700/Def 1200
When this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. When a dark monster on your side of the field deals direct damage to your opponent, you may send this monster to the graveyard and special summon one other level four monster from your deck or hand.

The Dark Shielder
Monster/4*/Demon/Effect
Atk 500/Def 2000
When this monster is attacked, you may switch it to attack position. If this monster is destroyed by battle while in attack position, you may special summon another level four or lower monster from your deck or hand.

The Dark Fighter
Monster/4*/Demon/Effect
Atk 1600/ Def 1500
When this monster is special summoned by the effect of a dark attribute monster, increase its attack by five hundred. When this monster destroys an opponent's monster, you may tribute it in order to special summon another level four or lower monster from your deck (The monster summoned by this effect cannot attack on this turn).

Dark Mage
Monster/Demon/Effect/4*
Atk 1800/ Def 200
When this monster is special summoned, add one spell card from your graveyard to your deck. When you activate a spell card, you may tribute this monster in order to summon a level four or lower monster from your deck or hand (The monster summoned by this effect cannot attack on this turn).

Dark Alchemy
Normal Spell
Remove all dark monsters in your graveyard from play. For each monster removed by this effect, discard one card from your opponent's deck.

Dark Fields
Field Spell
Increase the attack of all dark monsters on your side of the field by three hundred times the number of dark monsters removed from play.

Net gain
Counter Trap
When your opponent is forced to discard by a card effect, count the number of cards that (s)he is forced to discard, then draw half that amount, rounded to the nearest whole number.

Dark Lord Kaibutsu
Monster/Demon/Effect/8*
Atk 2200/ Def 1700
Increase the attack of this monster by five hundred times the number of dark monsters removed from play. When this monster is destroyed by battle, all dark monsters removed from play are returned to the graveyard.
 
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Okies...

Dark Lancer: Incorrect wording, there's no such term as 'piercing damage' in YGO. That should be 'When this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.' and 'you may tribute this face-up monster on the field to special summon one level four monster from your graveyard.'. Note that it should also be 'other than Dark Lancer', because otherwise you can create an infinite damage loop by having one in your graveyard and another on the field and then just tributing them back and forth (since they're special summoned they get an attack each time). Anyways, it's a formidable beatstick since it not only tramples stuff like Hydrogeddon but is also a defense piercer. Also, that summon effect can be used to pull out Rare Metal Dragon from your graveyard and swing for big damage after you've pierced through your opponent's defense monster. Nasty...:3

Dark Shielder: Wording problems again. Maybe make it something like "If this monster is destroyed by battle after using this effect, special summon one level four or lower monster from your deck". Anyways, it's strong...definitely, and another handy way for Rare Metal to jump out and bite people. xD

Dark Fighter: Once again, wording, wording...should be "when this card is special summoned by the effect of a Dark attribute monster, increase the Atk of this card by 500." Also, as it is the wording suggests that you get your special summon by sending your opponent's monster to the graveyard; should be "you may tribute this card on your field to...". Anyways, can we say 'beatstick swarm'? Wipe out an opposing monster, then tribute this for another Dark Fighter and keep doing that until your opponent is out of monsters at which point it's time to pull out Dark Lancer for a direct attack and then pull back one of the Fighters from the graveyard. Ouch...just ouch. x_O

Dark Mage: Broken. Not only is it a very formidable beatstick in its own right, but the ability to pull out any spell card from your deck and add it straight to your hand puts Magician of Faith to shame. Add that to the fact that using the spell nets you another Dark Mage from your deck (meaning another searched spell, which brings out a third mage, who'll still pull out a fourth beatstick like Lancer who brings out a fifth one by damaging) and you've got an insanely powerful combo that can be started with one card. Also, the current wording implies that Dark Mage is a spell card, which it isn't. Should be "when you activate the spell card added to your hand by this effect", but yeah...just uberly powerful, especially since you didn't specify where you get your special summon from (hand, deck, graveyard, removal pile?).

Dark Alchemy: And as if there wasn't enough of a rush as it is, let's strip our opponent of their whole hand and set up a big Return From the Different Dimension for a finish. Uhh...yeah, could seriously use some weakening or additional cost. Maybe if you limited it to only discarding from your opponent's deck?

Dark Fields: Aren't these things strong enough as it is? o.o

Net Gain: Umm...there's no such thing as a counter-effect so this card does nothing whatsoever. Could you please clarify what you meant by this effect? o.O

Dark Lord Kaibatsu: Ehh..not really worth it since all those darkies are so much better at searching each other out. Potentially huge damage, but considering what these things do already...


Overall, way too strong. I'd suggest placing some kind of limit on the special summoning effects (maybe make it so they can't attack on their turn they're special summoned) because as it is these things are chucking out beatsticks faster than Dark World. Dark Mage and Dark Alchemy both need some serious toning down too. :O

Anyways, just something born from my musings on Queen of the Flames:

Wicked Spirit of the Wildfire
Pyro/Effect
3 Star/Fire
1250 Atk/ 650 Def

Whenever you activate a Spell Card, inflict 400 points of damage to your opponent. Whenever your opponent activates a spell card, you take 400 points of damage.

Melting Mountain
Field Spell

During each of your Standby Phases, you may remove from play up to five cards from the top of your deck. If you do, inflict damage to your opponent equal to 200 x the number of cards removed by this effect. Whenever a Pyro type monster on your field would be destroyed, you may remove from play a number of cards from the top of your deck equal to the level stars of the monster instead.
 
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Think all the dark OTK has been mentioned... all dark cards lead to triple lancer which ends with one fighter. If they are not dead yet by then, there's still the dark mages to pull out 3x brain control/smashing ground and wipe out whatever monster is possible LP left in there =x

Wicked Spirit of Wild Fire- o_O; Okay... But then the low stats really put me off for just using the 1800 burn beatstick (Volcanic... is it doomfire? volcanic something)

Melting Mountain- o_____o; it's a nice concept, and it dumps *very* well, but then again it's suicidal because it dumps so fast. However, it'll be interesting for a pyro tower of power deck XD;


Hidden Power Unleashed
- Continuous Spell
When a monster on your side of the field is second summoned, draw 1 card from your deck.

note: second summon is introduced in the next pack, where a monster starts off as vanilla, but you can second summon it next turn and it'll activate to change from normal to an effect monster.
 
Willow the Wisp
Fairy - Light - Lv 6 - 2600/1600
During your Main Phase, you can Discard 1 Light-monster from your hand to Draw 2 cards. During Battle between this attacking card and a defense Position monster whose DEF is lower thank the ATK of this card, inflict the difference as Battle Damage to your opponent's life points.

Pesky Piskies
Fairy - Light - Lv 3 - 1700/0
When this card is destroyed and sent to the graveyard, take 1 "Pesky Piskies" from your deck and Special Summon it to the field, in addition gain 800 Life Points. The deck is then shuffled.

Harvest Portune
Fairy - Light - Lv 2 - 200/1200
When this card is destroyed in battle, you can Special Summon 1 Light or Earth monster from your hand.
 
Hidden Power Unleashed: Some well-deserved compensation for that second summon. Seriously, though, the second summon monsters still bite. xP

Willow the Wisp (Isn't that supposed to be Will of the Wisp o.O Anyways...): Broken. 2600 Atk on a penalty-free 6-star is overpowered. The 'turn every light Attribute monster in your hand into a Pot of Greed' effect is just complete overkill, and let's not even get started about what Freed the Brave Wanderer does with this. >.<

Pesky Piskies (Why not Pixies? xD): Anyways, the correct wording is 'Special summon one 'Pesky Piskies' from your deck to the Field'. Fair enough, I guess, stronger than Momonga and Germ but doesn't multiply as fast. Plus, they're liable to be shot down by Snipe Hunter anyway. :3

Harvest Portune: Potential exploit. Just slam this into something with Sanctuary for cover to plunk down whatever big beater you're hiding in your hand (Neo Parshath comes to mind).


Well, on Melting Mountain I was sort of thinking a type of extreme burn deck (Sort of like the whatchacallit deck which will always deal 8000+ damage in a set amount of turns regardless of which cards you draw) since it's basically a free Tremendous each turn, and if you're playing your burn right then the opponent should be beaten before deck size becomes an issue anyway. :3 (And just imagine Gren Maju squealing in delight xD) But you know, the idea has grown on me, so...

The Living Fire
Pyro/Effect
2 Star/Fire
0 Atk / 0 Def

Whenever this monster battles, inflict damage to your opponent equal to the Atk of the monster that battles with this card at the end of the Damage Step.

Lava Dragon
Pyro/Effect
4 Star/Fire
0 Atk / 2200 Def

Whenever a card(s) is removed from play, switch the Atk and Def of this card.

Flame Imp
Fiend/Effect
3 Star/Fire
1400 Atk/ 800 Def

During each of your End Phases, if this card has been removed from play inflict damage to your opponent equal to 200 x the number of your 'Flame Imp's removed from play.

Pyrohydra
Pyro/Effect
5 Star/Fire
0 Atk / 1600 Def

Whenever five or more of your cards are removed from play by a card effect, you may Special Summon this card from your Graveyard or Removed From Play Pile to the Field in face-up Attack Position. The Atk of this card becomes 300 x the number of your cards removed from play.

Heatwave

Normal Spell

This card can only be activated on Main Phase 1 of a turn when you haven't Set or Summoned a monster (Including Flip Summon). Until your next turn, players may not Set or Summon any monsters (including Flip Summon) or declare attacks.

D.D. Incinerator
Normal Trap

This card can only be activated when one or more of your cards are removed from play. Inflict damage to your opponent equal to 200 x the number of your cards removed from play.

Meltdown Recovery

Normal Spell

This card can only be activated when you have at least 12 cards removed from play. Select 10 of your cards removed from play and shuffle them into your deck then draw two cards.


Yay for high risk burn. xD Oh, and speaking of burn I believe the monster you mentioned is either Volcanic Slicer or Volcanic Hammerer. Doomfire is the big beatstick that forces opponents to attack and then nukes all your opponent's monsters (and burns your opponent for 500 for each one it destroys) when it destroys something in battle. :3
 
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Living Fire- I think that I'll stick with reflect bounder XD;

Lava Dragon- o_O; What's with YGO fire monsters having pyro even though their name says "dragon" Anyway, that's fair enough.

Flame Imp- interesting but I wonder do they stack... as in, 3 Flame Imps result in 1800 damage per turn? o_O; Wow.

Pyrohydra- It's what the helios family *should* have been... but is not.

Heatwave- it's a nice little stall for a turn. I'm sure that someone can think of something very interesting out there.

D. D. Incinerator- Isn't D.D.Dynamite basically the same thing o.o;

Meltdown Recovery- (I swear that you should've made this Pot of <something> card XD) Either way, that's darn situational to draw 2 cards... 12 cards RFG is not overly easy, but to have 10 cards or less in deck too? o_O;



Witch of Ouija
Spellcaster/Effect
3 star/Dark
1300 Atk / 1800 Def

When this card is normal summoned, add a "Spirit Message" card from your deck or graveyard into your hand. As long as this card is face up on your side of the field, "Destiny Board" and "Spirit Message" are unaffected by your opponent's card effects.

F-I-N-A-L
Normal Spell

Search your deck for a "Destiny Board" and set it on the field. You may activate "Destiny Board" on this turn that it is set.

Ouija Spirits
Zombie/Effect
1 Star/Dark
??? Atk / ??? Def

The Atk and Def of this card is equal to the amount of unique "Spirit Message" in your graveyard x 500. If "Destiny Board" is in your graveyard, you may special summon this card from your graveyard and the control of this card cannot be switched. This card cannot be used as a tribute.


It's one of the most weakest theme in the deck. Thought that it can *really* use a boost. =3
 
Witch of Ouija
Spellcaster/Effect
3 star/Dark
1300 Atk / 1800 Def

When this card is normal summoned, add a "Spirit Message" card from your deck or graveyard into your hand. As long as this card is face up on your side of the field, "Destiny Board" and "Spirit Message" are unaffected by your opponent's card effects.

OH BOY...however, the first effect is kind of unneeded, since I think there's an errata or something that the Spirit Message spells can only be played by Destiny Board...at least, that's how it works in SC, so...

That 2nd line is what makes this troublesome, not to mention that the ATK is low enough for a searcher...


F-I-N-A-L
Normal Spell

Search your deck for a "Destiny Board" and set it on the field. You may activate "Destiny Board" on this turn that it is set.

Yeah, just what the opponent needs: an instant Destiny Board. Combine this with Ouija Witch and...

Ouija Spirits
Zombie/Effect
1 Star/Dark
??? Atk / ??? Def

The Atk and Def of this card is equal to the amount of unique "Spirit Message" in your graveyard x 500. If "Destiny Board" is in your graveyard, you may special summon this card from your graveyard and the control of this card cannot be switched. This card cannot be used as a tribute.

..."Unique" Spirit Messages? You mean only one power-up no matter how many copies of a particular letter are in the grave? That's still up to 2000 ATK on a Opti-Camouflage Armor-able monster...

May I add on?

Ouija Reader
DARK/Spellcaster/Effect
3 Stars/ 1400ATK / 700DEF
As long as this card is face-up on the field, when the effect of "Destiny Board" is activated, you may send one card in your Spell/Trap card zone to the graveyard and replace it with the placed "Spirit Message" card.
 
About Ouija Reader:
Um I may be wrong on this, but isn't that a tad broken(Especially ina Crystal beast deck). Okay, because I maybe wrong about this because I haven't read my destiny board cards in a wwhile, but doesn't that mean you can bring out the entire board in like one turn?
If I'm wrong this card is great because you can summon it through Tomato or search for it.

Crystal Cub
3 stars/Earth
Beast/Effect
1300/1200
Common
Discard this card from your hand to the gravey
ard to special summon one monster with "Crystal Beast" in it's name to the field from your hand or deck.
 
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