You make the Card!

The first effect of Ouija Witch is just to deckthin the super-unwanted spirit message... the last thing you want is to draw those critters. I'm sure that the card is fine as long as banlist doesn't change... I mean, how hard is it for monarch deck to kill one monster o_O;

Yeah I didn't want Ouija Spirit to have more than 2000 x.x; And needing so many specific cards in the graveyard to activate its effect *should* balance it out =x

Ouija Reader indeed is crazy... protective stalls suddenly speed up Destiny Board by miles, and the two complement each other very well. Crystal Beasts just jam up Destiny Board (as in, the deck construction part) so I'm not too worried about Crystal Beasts with Destiny Board.

Crystal Cub- depends on where you get to special summon... if it's deck, then pulling Pegasus just makes me cry ;;
 
Being that I have Pegasus it wouldn't be very fun for you. XD

Wyvern Lord
6 Stars
2500/1000
Earth/Spellcaster
Effect
Super Rare
If you tribute summon this card, search your deck for one counter trap card and add it to your hand.
 
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 graveyard to special summon one monster with "Crystal Beast" in it's name to the field.

Um, no, it's basically just "get rid of a S/T card to make space for the Spirit Message card you're about to play." Still only one-per-turn.

Crystal Cub: Be more specific: where are they being summoned from?

Akio123 said:
Wyvern Lord
6 Stars
2500/1000
Earth/Spellcaster
Effect
Super Rare
If you tribute summon this card, search your deck for one counter trap card and add it to your hand.

...I can count on one hand the number of Counter Traps that would be useful in competitive play. While the extra card to replace the tribute is nice, it simply won't be that useful...unless, of course, you bring out Solemn Judgement...
 
Alright I edited Crystal Cub. However, I have a question; Would it be kind of broken if it were to be any type of trap card? Its just I can think of number that would make Wyvern lord beyond annoying.
 
Ouija Reader can always preserve Solemn Judgment, Judgment of Anubis and other ST-Protective things at the very last minute to make room for FINAL. o_O; (Plus, I'm not sure if I got the one-per-turn thing... maybe I was just not reading carefully though)

Wyvern Lord is already a tribute... searching out traps is a sort of much needed help ^^; Either that, or it sets the counter trap immediately. Trap intensive decks really don't use tribute monsters all too often, so I imagine that to be fine.
 
Mmmyees, the imps do stack; that's what makes them fun. Alone it's 200, but with two that jumps to 800 and finally peaks at 1800 with three. >D Because of the removal requirement and their rather sissy power they aren't something you'd want out on your field, though, so they call for the right type of support...like Melting Mountain. But you know, all of the ones in that batch have pretty obvious synergy with that card. :3 As for the incinerator...it's not the same since last I checked D.D. Dynamite counted your opponent's removed cards; not your own. Big difference in combination with a certain other card.

Anyways, that's true about Meltdown Recovery so I removed the deck limitation thing.

Also, the way I understood it: doesn't Ouija Reader just work by disposing of clog cards in your spell/trap card zone? That doesn't sound so overpowered to me. o.O

Anyways...the Destiny Board support seems fair enough and was certainly needed. Also, it should be noted that Witch of Ouija also serves to pull out lost messages from your graveyard (Meaning that you have to run less of them in your deck and thus suffer less dead draws).

Crystal Cub: Umm...yeah, this could really use a clarification for where you special summon those crystal beasts. EDITNESS: I see you fixed that, so never mind.

Wyvern Lord: Aren't counter traps more of a fairy thing? o.O Oh well, fair enough, I guess.

Anyways...

The Fluid - Hex-Sealed Fusion
Aqua/Effect
4 Star/Water
1000 Atk / 1600 Def

You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s). Tribute Fusion-Material Monsters on the field, including this card, to Special Summon 1 WATER Fusion Monster from your Fusion Deck.

Dissolvent Slime
Aqua/Effect
3 Star/Water
1000 Atk / 300 Def

Tribute this card from your field to destroy one spell or trap card on the field.

Corrosion Slime
Aqua/Effect
4 Star/Water
1400 Atk / 800 Def

A monster that battles with this card has its Atk and Def reduced by 300 before applying Damage Calculation. During each of your End Phases, reduce the Atk and Def of all face-up monsters that have battled with this card by 300.

Acid Jam
Aqua/Effect
3 Star/Water
1500 Atk / 500 Def

Whenever this card is sent to your Graveyard, inflict 300 damage to your opponent. If this card was sent to your Graveyard as the result of battle, Special Summon one 'Acid Jam' from your Hand or Deck.

Renewal Jam
Aqua/Effect
3 star/Water
500 Atk/ 1500 Def

Whenever this card is sent to your Graveyard, gain 600 life points. If this card was sent to your Graveyard as the result of battle, Special Summon one 'Renewal Jam' from your Hand or Deck.

Slime Chimera
Aqua/Fusion/Effect
6 Star/WAter
? Atk / ? Def

Any Slime monster + Any Jam monster

The Atk of this card becomes the combined Atk of the monsters used in the Fusion Summon and the Def of this card becomes the combined Def of the monsters used in the Fusion Summon. This card may use all effects of the monsters used in the Fusion Summon. If the Fusion-Material Monsters used to summon this card are in your Graveyard, you may tribute this card to Special Summon them to your Field.

Cell Division
Normal Spell

Tribute one 'Slime' or 'Jam' monster on your Field. Special Summon all monsters with the same name as the tributed monster from your hand and deck to the field in the same position as the tributed monster. Monsters Special Summoned by this card's effect have their Atk and Def reduced by half.
 
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The Fluid Hex Sealed Fusion- My gosh (good) water fusion exists? XD; Let's see...

Dissolvent Slime- Exiled Force for the back row~

Corrosion Slime- o_O; The only thing that really matters is Spy and Cyber Dragons... attacking Spy lowers the original's def to 1700 which is bearable to run over without using Cyber Dragon (but good luck with the new one), and Cyber Dragon will also be down to 1800... Guess you can always run Corrosion into monarch so Cyber Dragon can suicide into it (but that's a -1 against yourself.) Decent effect. The second effect is sorta difficult to use though...

Acid Jam and Renewal Jam- More special summoning goodness~ A weak version of spy but at least this one never has the problem of "oh no I got both in my hand."

Slime Chimera- o_O; Unfortunately it's sort of lacking in its fusion material selection... The slime part is bad because there is no good slime monsters that I can think of. I wonder if reviving Slime Chimera using Revival Jam's effect change its atk...

Cell Division- not really any threatening jam or slime monsters though... I'm not sure if the atk and def halved is all too necessary. After all, you are tributing one monster and one spell to special summon 2 more copies, which is equal in advantages. The good jams special summon themselves anyway XD




With all that said, obviously need more slimes and jams =x


Morphing Jam
Aqua/Effect
4 Star/Water
0 Atk / 0 Def

When this card is normal summoned or flip summoned, select one level 4 or lower monster on your opponent's side of the field. As long as this card is face up on the field, this card shares the same name, Atk, Def and effect as the selected monster.

Mucus Slime
Earth/Effect
2 Star/Water
500 Atk / 500 Def

If this card is destroyed as a result of battle, discard cards from the top of your opponent's deck equal to the star level of the monster that destroyed this card.
 
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Friga the Viking Goddess
Earth/effect
4 stars/Fiary
1600/000
Rare
Remove this card in attack postion from the field from play to draw one card from your deck.

Strategic Base
Continuous Spell
Show your opponent the card you draw. Activate one of the following effects based on what you draw during you draw phase. If you activate any of the following effects you must skip your battle phase.
Monster: Discard to draw another card.
Spell: Special summon one monster regardless of its level
Trap: Your opponents must randomly discard one card from their hand.
 
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Friga- again, remove from play from where ><; you really have to be careful about stating where you can activate the effect.

Strategic base- depends if the draw effects accumulate to count as another draw within the draw phase... or else, you can pitch extra monsters within your draw phase to fuel the graveyard with monsters earlier.
 
Alright I edited Friga, but as for Strategic base it seems to have some use.

Staff of the frozen lord
Equipt spell card
Equipt to one "Mobius the Frost monarch" on your side of the field. The selected monster gains 600 attack points. If the selected monster is destroyed while this card is equpit to it, select up to two cards in your opponents spell and trap zone and destroy them.
 
XD; As if Mobius is not killed enough by all those chainable stuff in this format, that adding an equip that is equally killed by chainability is suppose to help? But hey =P


A Second Shot
Normal Spell
Activate one of the following effects:
-Select a "Wave Motion Cannon" from your graveyard and add it to your hand
-If "Wave Motion Cannon" is face up on your side of the field with at least one counter, search your deck for a "Wave Motion Cannon" and add it to your hand.
 
Umm...Akio, you're missing the point. What Frostweaver meant was where does Friga have to be to use that effect? Hand, field or graveyard? That makes a huge difference for its usefulness. :O

Well...Corrosion Slime's second effect is meant to work even after it has been destroyed. Maybe I ought to clarify that in the effect. As for Chimera...well, the idea was that the Atk and Def would stay (meaning that Corrosion Slime + Revival Jam would probably be the nastiest combo) but I'm not sure how that can be added to the effect so let's just think of that as an additional ruling. :3

Anyways, on the other cards...

Morphing Jam: Sort of like a cross between Black Panther and Copycat. xD Anyways, it's neat in its own right but not something you'd want to stick in a chimera. Could wreak havoc in combination with Cell Division, though. Too bad Card Trooper is a three-star. :3

Mucus Slime: Ehh...maybe something for an outdecking strategy? Anyways, I'm pretty sure there's no Earth type. Did you mean Rock? Sort of odd...but okay. o.O

Staff of the Frozen Lord: Situational and sort of pointless. Your opponent is bound to either nuke it with spell/trap removal or ensure that they have a clear backfield when they blow Mobius away. It's just not worth the chance of a horrible topdeck. :\

A Second Shot: Yay for WMC, I guess. Certainly has its uses. :3

Anywho...back to the slimy ones:

Gargantuan Slime
Aqua/Effect
7 Star/Water
? Atk / ? Def

This card can not be Special Summoned. You may Tribute Summon this card using any number of tributes. All tributes used in the Summon must be Slime or Jam monsters. The original Atk and Def of this card becomes 1000 x the number of monsters used to summon this card. Whenever this card would be destroyed, remove from play one of the cards used to summon this card instead. Remove from play one of the cards used in the Tribute Summon in order to negate the effect of a card that designates this card as a target and destroy it.

Adhesion Slime
Aqua/Effect
3 Star/Water
500 Atk / 1000 Def

Whenever this card is attacked, attach it to the attacking monster as an Equip Spell Card without applying Damage Calculation. A monster equipped with this card can not attack or change its Battle Position and has its Atk reduced by 300. When the monster equipped with this card is destroyed, Special Summon this card to your field in face-up Attack Position.

Suffocation Slime
Aqua/Effect
6 Star/Water
1900 Atk/ 800 Def

Whenever this card battles, instead of applying Damage Calculation, you may attach the other monster to this card as an Equip Spell Card. Only one monster may be equipped to this card at a time. During each of your End Phases, destroy any monster(s) equipped to this card. When this card is destroyed, any monster card equipped to it by this effect is Special Summoned to its owner's Field.
 
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Fixed Friga as best I could. I will give you Staff of the Frozen Lord is way to situational admittedly.

Second SHot: Very interesting card(Shose somehting for your favorite ehXD).

Adhesion Slime: Just wondering is it really needed to reduce the attack if it can't can't nor change the battle positon anyway? Well coversly I guess if you want to destroy the monster and resummon Adhesion Slime so I see it being played.

In regard to Suffocation slime, for the sole reason that when it get's detroyed you'd be in alot of trouble, so I'm jsut wondering if it really is worth playing.(No offense at all to you)
 
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Friga- ehhhh just go with cyber phoenix or trooper at this moment... drawing upon dying is better than drawing upon tributing, unless you are some crazy RFTDD/Dimension Fusion deck that needs monsters down there asap, and if you are, then use Friga and you speed up your draw for your keycard AND 1 monster in RFG pile.

Gargantuan Slime- what the fudge, jam breeding machine support? o_O; I honestly can't think of better ways to get that many slimes or jams out there to boost its attack power to usable level... its protection effect is just hard to use.

Adhesion Slime- if only its def and atk switched, then I'll *much* rather use this instead of revival jam in Slime fusion =x It's even more reason why we ought to soul exchange the opponent's facedown monsters away instead of battling it XD

Suffocation Slime- it's just deadly and nearly invincible in battle actually... suicide into a monarch or cyber dragon, and you don't get destroyed. Before you do, slime already changed the opponent into an equip card and destroyed it already with its effect at the end phase. If the opponent attacks you, it's the same thing. Suck it up and kill it. You have to attack it while it sucked up one monster already. By then, it should've destroyed 2 of your monster already which means that it pays itself (one when it enters battle phase on the controller's turn, and two on your own turn.) The only problem is to send a face up flip monsters into it as bait, then let cyber dragon run it over afterward or something... Also, really don't compare any 1 tribute monsters to a monarch immediately, because then hardly any monster but Jinzo and very few other tributes are useful =/



Hehe... for mucus slime, I mean Earth/Aqua XD;
 
Graveyard from the Beyond
Field Spell Card
As long as this card is face up on the field, monsters must return to their owner's hands during the endphase of each player's turn unless the monster in question has "Dark Angel" in it's name. In addition, all Dark Angel cards game 500 defense points.
Ultra Rare

Dark Angel Fugan
Fairy/Effect
6 stars/Dark
1900/1700
As long as "Graveyard from the beyond" is on the field, this monster can attack directly. Everytime this monster does battle damage, the controller of this card draws one card.

Dark Angel Yumeko
Fairy/Effect
5 stars/Dark
2500/1000
Send one face up "Grave from the Beyond" on the field to the grave yard to destroy every card in each's palyer's spell and trap zone. If you activate this effect, this card may not attack this turn.
 
Dark Dancer
Monster/4*/Fiend/Effect
1500 Atk/1300 Def
When this monster is attacked by an opponent's monster, select and activate one of the following effects.
-Take control of the monster that attacked this monster on your next turn.
-Special summon one other "Dark Dancer" from your hand or deck.

Just a random throwout there.
 
As for Dark Dancer, I can see it in dark support deck. I'm just thinking how to abuse it XD.

Rule of the fallen.
Continous Trap

As long as this card is face up on the field, you may sacrafice 1 Dark Main type monster that is level 1-4 to special summon one monster with "Dark Angel" in it's name.
Super Rare

Dark Angel Mestorius
Monster/Effect
Dark/Fairy
6 stars
2300/100
As long as "Grave from the Beyond" is face up on the field, this monster can not be destroyed during battle. In addition, sacrafice this face up card to special summon "Dark Angel Ryukushu, the master of the beyond."
Ultra Rare
 
Hmm... time for some "Paradise Lost".

Dark Sanctuary
Field Spell
All battle damage your opponent inflicts with a non Dark-attribute monster is reduced to zero.

Dark Seraph
Dark/Angel/4*/Effect
Atk 1000/Def 700
This monster gains eight hundred attack points while "Dark Sanctuary" is on the field. As long as this monster remains on the field, "Dark Sanctuary" cannot be destroyed by card effects.

Dark Cherubim
Monster/4*/Angel/Effect
Atk 1500/ Def 1200
While "Dark Sanctuary" is on the field, you may switch the battle position of one of your opponent's monsters once per turn without activating their effects. By sacrificing this face-up monster, increase the attack of any other monster on your field by five hundred points.

Dark Prophet
Monster/Spellcaster/Effect/4*
Atk 800/Def 800
Flip: Special summon one "Dark Seraph" or "Dark Cherubim" from your hand or deck. When "Dark Sanctuary" is in play, increase the DEF of this monster by 1200.

First Judgement
Normal Spell
Send one "Dark Sanctuary" on your side of the field to the graveyard. Destroy all monsters on the field except for "Dark Seraph" or "Dark Cherubim".

Second Judgement
Normal Spell
Send one "Dark Sanctuary" from your field to the graveyard. Destroy all of your opponent's set cards.

Wrathful Judgement
Normal Spell
Send one "Dark Sanctuary" to the graveyard. Destroy all cards on the field and in both player's hands.

Funeral Shroud
Normal Spell
Send any number of "Dark Seraphs" to your graveyard. Increase your life points by five hundred for each one sent to the graveyard in this way.

Fallen Seraph Lucio
Monster/Angel/Effect/9*
Atk 2800/Def 2800
This monster may only be summoned by removing three "Dark Seraphs" in your graveyard from play while "Dark Sanctuary" is on the field. While "Dark Sanctuary" is on the field the attack of this monster increases by 1000 points and it cannot be destroyed by card effects.

Angel Spear
Equip Spell
The equipped monster's attack increases by three hundred points. When this card is equipped to "Fallen Seraph Lucio" or "Dark Seraph", by sending this card to the graveyard you may destroy all defense position monsters in play.
 
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Allan the InSane
Monster/Effect
4/Warrior/Fire
This card must attack every turn if able.
2100/0
Secret Rare
 
Dark Moon Renewal
Spell Card
Discard one DARK main type monster from your hand to graveyard to special summon one monster with "Dark Angel" in it's name to the field in face up attack or defense position. The monster can not attack until the turn after this card was activated.

Dark Angel Bunny girl
Dark/Fairy
Monster/4 stars
1800/900
This monster was once a rabbit, but was buried alive after it's master was bored with her. She was ressurected by the dark angels to fight against the dark world.

Dark Angel Necrolion
Dark/Fairy
4 stars/Monster effect
1900/1500
When this monster is normal summoned, you may summon a monster with "Dark Angel" in it's name from your hand to the field that is level 4 or less.

Dark Angel Sacrafice
Trap Card
Activate when your oppoent declares an attack against a monster with "Dark Angel" in it's name. Activate one of the follwoing effects:
-Send a DARK main type monster from your hand to the graveyard to negate the effect.
-Redirect the attack to another monster with "Dark Angel" in it's name.
 
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