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You make the Card!

3-Starred Doodlebug of Finality: Oh, suuuure, hate on the little guys why-don't-you? Eh, too specific and slow to be useful. Weed Out never really got anywhere either, you know.

Meta-Knight: Well, first off, I do believe that should be 'each time this card destroys a Monster by battle'. As it is, once you bump old Meta to 5 counters, he'll probably wipe out enough monsters to get back to 5 again with his field wipe effect. Also, that special summon effect needs toning down. Summoning 2 monsters for free without any level or power restrictions is pretty whack, considering that we do have some buff ones around too. (Heck, Meta summons too more Meta) I'd say raise that cost to 3 counters, restrict to 1 summon, and possibly place some kind of restriction on what warrior you get to summon too.

Other than that...the last effect is strong indeed, but then you need some pretty crazy setup to get there, so I suppose it's fair enough.

Pandawa Goddess: ...wait, 'one monster on the field'? So my opponent's Monsters are good for tribute fodder too? Eh, that's a bit too much, I think. XD Make that so only your own monsters are acceptable tribute. Beyond that, it's a decently-sized, special summonable beater that keeps those flasks in circulation. Quite handy to have around.

Soulbound Flask: Oh dear, one-turn flask madness. WAIT, didn't Pandawa have a flask search card somewhere? 'Cause if they did, then you have just created a search-all to trump Golden Chest of Sealing. XD

Beyond that...go crazy with the dumping and Pandawa effect spree.

Payment in Advance: Reckless Greed on drugs? Yeah. No. It doesn't matter if you don't get to draw on your next two turns if you get three cards to finish the game right here and now. Everything would abuse this. Blatantly. Especially since even if you have to wait out, you still lost nothing in cards. Besides, the deck would probably have three of this and three Reckless Greed, so you'd most likely hit at least one other draw card with the effect and get to set up a whole chain. And let's not even get me started about what Diamond Dude does with this. :\

Payment upon Completion: Join in with Payment in Advance and Reckless Greed and watch as your hand blows out of all proportions. Again, too much free card action.

Stock Exchange: Solemn Wishes + this for infinite draw engine?

One word:

No.

Actually, a couple more: stop handing out free cards like they were brownie points. Dx


Neuroshock: So, permanent stun of one monster? Works best as gladiator hate, really, as the general mood of the metagame is blow stuff up first, ask questions later, meaning you probably won't get to trigger this that often. But then, gladiator got plenty of hate already. Eh.

Bioflare: Kind of the same problem as above. Still, this essentially means robbing your opponent of their battle phase, acting as a wide-spectrum Shrink as it does. Decent trap.

Toxicosis: Equip mill? Well, with the way low-Def, high-Atk monsters are favored, the full scope of this effect is somewhat limited, but even so you can probably shave off at least two or three cards off your opponent's deck, so it's quite attractive for mill. Handily searchable by Arms Hole too.

Necrosis: Again, the trend in monsters sort of plays against this, but it can certainly ruin the day for Judgment Dragon and similar well-rounded types.

Panacea: You know, going about negating stuff within a chain seems more like counter trap business to me. oO Oh well, it's quite useful targeting effect hate, certainly, nailing Snipe Hunter, Dark Armed, Brionac, and many others. With the way the format currently is, it probably won't hit more than one effect, though.

Alkahest: All I can say is Necroface Mill says 'hi'. RFGing 8 cards from the deck is brutal already, and RFGing our own is all well and good if we plan to hit the face anyway. Yeah, I'm going to call broken on this one.

Revivify: Monster Reborn light? Everyone's got some kind of big beater or the other around, so it has its uses.

Azoth: Every monster out there became the Arcana Force fool for 2 turns? Probably best strapped onto something that enjoys being destroyed by card effect, but given how the equipped monster can't do anything either, I'd quite possibly consider stunning an opposing monster with this too. Odd card, but it has its uses, I suppose.


Hollow Soul: Well, this wording is a mess. Draw a card when? How often? That first draw effect needs a condition. The second one is equally fuzzy. Instead of attacking with what? This card? Any monster you have? All of your monsters? Wording standards are there precisely to prevent this kind of ambiguity. This thing needs to denote the ritual required to summon it too.

Soul Minion: Wait, three cards searched just for the failsafe equivalent of tributing this thing? Two of them 1900-Atk beatsticks? I need look no further to declare this broken beyond all redemption. Free cards should not come that easily, especially in big, Allure-compatible bodies. That's 'add [x card] from your Deck to your hand' rather than 'draw' too. Drawing and searching are not the same thing.

Hollow Ritual: Yeah, s'a ritual that summons from hand or deck. Way to go ignoring all wording practice again.

Dark Hall: as many level 4 monsters as what? Well, regardless, absolutely broken. Swarming like crazy for free? No drawback whatsoever? Yeah, no thanks. ><

Void to Hell: Raigeki that summons a big beatstick too. Do I even need to say this? Broken as...well, hell.


...and I'm going to treat the rating of the rest of these the same way you seem to have treated game balance and even proper wording practice:

Can't be bothered. :\


Moving on...

Obese Zombie: First of, tokens are what you summon; counters are what you put on monsters. Secondly, that counter is currently doing nothing whatsoever because all of the effect is on the zombie, and you'd need an actual way to resolve how the 'random attack' is done. Ehh...not a bad concept overall (though honestly, this would just be played as a big beatstick for the turtle to search), but the practical aspect could use some work.

Zombie Lizard: Ehh...Blizzard Dragon for zombies? Passable, I suppose.

Zombie Witch: Now I'm *sure* Zombie would rather want their big beatstick face-up most of the time. Eh, Zombie Master got a new toy to play with, but it's too big on the Def for their usual search. A bit hard to call with this one.

Massive Zombie: So...we would tribute summon this with 3 instead of 2...because? Can only implies a possibility to do something; not the need to do so.


The Locker: That would be 'in your Graveyard' in that case. Eh, dark swarmers can abuse this pretty horribly, but at least it's double-edged since everyone runs darks.

The Castle Boat: ...I have no idea what you are trying to say with that first effect, but the second is basically what The Dark Door does already.

Castle's Knight: Change this card with a...whatnow? x.O Standardized ruling, please; I honestly don't know what you're trying to say here.

Garadia, Guardian of the World: Again, your wording is way out there somewhere. Translate it to YGO speak please? oo

But yeah, multiple types for one card would be achieved by an effect like 'The Type of this card is also treated as [insert additional types here]'.


Cry of the Sacrificed:


Scrap-Iron Beetle: Well, it's a decent way to get three machines on the table. They're level 2 too, so that's handy synchro material.

Scrap-Iron Salvager: Now if Chimera didn't blow stuff up...

Eh, I'm sure there's still some handy RFG to make big draw power out of this. Decently size body too. Considering that two makes every RFG-machine card a Pot of Greed, I'm going to call broken on this one.

Rigged Mechanism: Restricted-target Michizure with RFG. Meh.

Refuse Cannon: Well, this is certainly one way to milk draws out of salvager. Chips off some LP too.

Scrap-Iron Goliath: Potential draw 3 for the Salvager. And let's not even get into what happens with multiple Salvagers out. Hits Cyber Dragon size too. Meh, mostly a balance issue of the Salvager, but still
Salvaging Station: More ways to abuse with the Salvager. Do wonder what we do with this once it's out of counters and just loitering on the field, seeing as how these little buggers don't do spell counters.

Thoughtsnatch: That should probably be "This card inflicts piercing Damage until the End Phase.". Anyway, this is quite the dangerous little thing, being capable of going Chaos Sorcerer, piercing beatstick, and Dark Neos depending on the situation. Handily tomato-searchable too. It's quite vulnerable to destruction on your opponent's turn, though, so fair enough I suppose.


ANYWAY:

Mystic Aurora
Field Spell

Whenever a Normal, Quick-Play, or Ritual Spell Card is activated, negate its effect and place it face-up on the owner's Field (treated as a Continuous Spell Card). When a card that was placed face-up on the Field this way is destroyed, activate its effect. When a card placed on the field this way has been on the field for more than 2 turns, destroy it. When this card is removed from the Field, destroy all cards placed face-up on the Field by this effect.

Frost Gigas
Fiend/Effect
8 Star/Water
1500 Atk / 1900 Def

This card can be Special Summoned from your Hand or Graveyard by sending 2 face-up Spell Cards you control to the Graveyard. Increase the Atk of this card by 600 for each face-up Spell Card on the Field.

Tundra Hare
Beast/Effect
2 Star/Water
600 Atk/500 Def

FLIP: Draw 1 card. Then, you can destroy 1 face-up Spell Card you control to draw 1 more card.

Icemist Wraith
Fiend/Effect
3 Star/Water
700 Atk / 600 Def

Increase the Atk of this card by 400 for each face-up Spell Card on the Field. When this card inflicts Battle Damage to your opponent, remove 1 face-up Spell Card on your opponent's Field from play.

Witch of the Icemist
Spellcaster/Effect
4 Star/Water
1700 Atk / 600 Def

Once per turn, by destroying 1 face-up Spell Card you control, destroy 1 face-down Spell or Trap card your opponent controls.

Sealed In Ice

Continuous Spell

Select 1 card on your opponent's Field. While this card is face-up on the Field, negate all effects of the selected card. If the card you selected is a Monster, it can not attack or change its Battle Position while this card is face-up on the Field.
 
Syobon Cat
(Normal Monster/LV1/DARK/Beast)
(ATK: 100/DEF: 0)
A white cat whose duty is to rid the world of creampuffs.

Syobon Clone
(Effect Monster/LV1/DARK/Beast)
(ATK: 0/DEF: 0)
This card gains 50 ATK for each "Syobon Cat" on your side of the field.

Shroom-Induced Syobon
(Effect Monster/LV10/DARK/Beast-Warrior)
(ATK: 2500/DEF: 0)
This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 face-up "Syobon Cat" on your side of the field. When your turn ends, send this card to the Graveyard.

Syobon Chaos Land
(Field Spell)
Decrease the ATK of all monsters with "Syobon" in their names by 100. All monsters with "Syobon" in their names cannot be destroyed as a result of battle.
 
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Actually, a couple more: stop handing out free cards like they were brownie points. Dx

They are not free. You buy them with little chunks of your soul.

Belias the Bloodgorger
( -2 Stars / DARK / Fiend / Dark Synchro / Effect Monster )
1000 / 1900


Any Synchro monster - 1 Dark Tuner

In order to Special Summon this card, subtract the Level of a Dark Tuner monster from the Level of 1 other monster you control; the value must equal the Level of this card. This card cannot be destroyed by battle and you take no battle damage from a battle involving it. If this card attacks an opponent's monster with ATK higher than this card's ATK, subtract the original ATK of this card from the ATK of the attack target and send cards from the top of your opponent's deck equal to the difference divided by 100 (rounded up). Then the ATK of the attack target becomes equal to this card's ATK until the end of the Damage Step.

Sycophantom
( 6 Stars / EARTH / Zombie / Effect Monster )
0 / 0


Whenever this card battles, the ATK of the opposing monster becomes 0 during the Damage Step only. When this card successfully destroys a monster by battle, you can destroy 1 Spell or Trap card on the Field.

Hierophantom
( 3 Stars / EARTH / Zombie / Effect Monster )
1000 / 0


During your Battle Phase, the DEF of your opponent's monsters becomes 0.

Triumphantom
( 3 Stars / EARTH / Zombie / Effect Monster )
0 / 0


Whenever 1 of your opponent's monsters is destroyed by battle during your Battle Phase, increase this card's ATK by that monster's original ATK until the End Phase.

Elephantom
( 4 Stars / EARTH / Zombie / Normal Monster )
1700 / 1800

A zombified pachyderm that will never stop trumpeting, even after it has been exorcised.




Inc gimmicky werewolf vs. zombie set. Vampire Lord / Lady regenerate against their attacks, but the Werewolves gain presence through their deck-milling effect XD

Lycan Shocktrooper
( 4 Stars / EARTH / Beast / Effect Monster )
1600 / 1600


When this card is sent from your Deck to your Graveyard, you can Special Summon it. During a battle between this card and a Zombie-type monster, destroy the opposing monster before damage calculation.

Lycan Warrior
( 4 Stars / EARTH / Beast / Effect Monster )
1700 / 600


During a battle between this card and a monster with lower ATK than it, inflict damage to your opponent equal to the difference before damage calculation. If the opposing monster was a Zombie-type monster, inflict twice as much damage and destroy the opposing monster.

Full Moon
Continuous Trap
When this card is sent from your Deck to your Graveyard, you can Special Summon 1 "Lycan" monster from your Graveyard or Hand. "Lycan" monsters you control cannot be destroyed except by battle. Destroy this card during your next Standby Phase.

Embrace of the Lycan
Equip Spell
The equipped monster is treated as a "Lycan" monster and it gains 300 ATK. During a battle between the equipped monster and a Zombie-type monster, destroy the Zombie-type monster before damage calculation. When the equipped monster is destroyed and this card is sent to the Graveyard, Special Summon the monster.

Furious Howl
Normal Spell
When this card is sent from your Deck to the Graveyard, add it to your Hand. Increase the ATK of 1 "Lycan" monster on your side of the Field by its DEF.
 
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Magic

Confuddle X
Legendary Artifact
Sunburst
2; remove a charge counter from confuddle: counter target spell
When confuddle has no charge counters on it, sacrifice it.
Rare

Namakaa's Orb WWW
Enchantment
Lands you control have "t: add U to your mana pool"
Uncommon

Lyena, Dragon Tamer 2GU
Creature-Elf Shaman
3,t: put a harness on target Dragon creature. That creature gets -2/+1 for each harness counter on it and you control that creature as long as it has a harness counter on it.
1/3
Rare

Screw the Rules 1U
Instant
Choose a permanent in play that has "untargetable." That permanent loses "untargetable."
...I have money
Uncommon
 
Technus
5 Star/Light/machine/Effect
1700/2300
Effect
For once per turn, for a cost of 1000 life points, you can activate one of these effects that will last until your next turn. This card is not effected by spell cards

- Add the orginal attack of this monster to its defence
or
- Add the orginal defence of this monster to its attack


Mechanic of the underworld
4 Star/Dark/Warrior/Effect
0/1750
This monster can not be destroyed by machine type monsters. Once per turn you can special summon one level 4 or lower machine from the graveyard to the field.

Terror Drone
3 Star/Fire/Machine/Effect
1000/1000
Once per turn you can destroy one warrior or machine type monster on the field.

Kamikazi Drone
4 Star/Fire/Machine/Effect
0/0
When this monster is destroyed as a result of battle your opponent takes damage equal to the attack of the monster that destroyed this monster.

Mining Drone
6 Star/Earth/Machine/Effect
0/3000
If this monster remains in face up defence postion for three turns increse your life points by 3000. If this moster is destroyed before three turns you opponent increses his Lifepoints by 1500 and you lose 1500 Lifepoints.
 
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Name:Reparations of War
Type:Trap
Picture:An overjoyed family being handed bags of money by black-clad soldiers.
Effect:This card can only be activated during the Battle Phase after an attack (s) resolves. If your opponent's monster (s) has an ATK power of 2000 and over and inflicts Battle Damage, add 500 life points X the level of the opponent's monster to your Life Point total.

Name:Martyr's Duty
Type:Quick-Play Spell
Picture:A bullet and arrow-ridden Marauding Captain defending a series of peasants with horrified expression on their faces.
Effect:When a monster would be destroyed as a result of battle or a card effect,you can direct that effect or attack to another monster of your choice on your field by discarding 1 Monster from your hand. If you cannot discard from your hand, discard 2 Monsters from your deck to activate this effect. If the second activation is chosen, place this card back into your deck,then shuffle your deck.

Name:Cecil Harvey, Dark Knight
Card Type:Monster/Effect
Class:Warrior
Element:Dark
ATK/DEF:2400/1000
Level:6
Effect:Upon Summoning(excluding Flip Summon), raise this monster's ATK points by 1000. This monster may attack all monsters on the opponent's field at once. After using this monster's effect, reduce the ATK of this monster by 500 during each of your Standby Phases, adding another 500 each time this effect is used more than once.


Name:Kain Highwind,Dragoon Knight
Type:Monster/Effect
Class:Dragon
Element:Wind
ATK/DEF:3500/2400
Level:8
Effect:This card cannot be Special Summoned or Set. This card can only be Tribute Summoned by Tributing and/or discarding 3 Dragon type monsters with levels of 5 and higher. This card may attack your opponent's Life Points directly for each instance of 1500 ATK points reduced from this monster's ATK score.

Name:Russian Roulette
Type:Spell
Picture:A group of shady men smoking and drinking around a table, all of them pointing revolvers to the temple in one collected movement.
Effect:Declare any number of Life Points from 1000 to 3000 . Draw 1 card along with your opponent without looking. Both players declare a different type of card from their opponent, then exchange the drawn cards(again,without looking). If the opponent's type guess corresponds to the card you hold, you gain the number of Life Points declared. If the opponent's type guess was incorrect, you lose the number of Life Points declared. This card may only be used once per duel.

I was thinking of doing a card based on myself next.
 
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I have some ideas!

Card Name: Cerise, The Cosmic Dragon
Attribute:Light
Type: Dragon
*/7
Atk/Def:2500/2500

Effect:If this card battles a monster whose attack is equal to or greater than this card, you can tribute this monster to end the battle phase. Once while this card is in the graveyard, if your opponent attack a monster whose attack is less than than the attacking monster, you can tribute one monster on your side of the field to special summon this card, if you use this effect, this monsters attack and defense is reduced by 500.


Card Name:Ivory, Cosmic Incarnate
Attribute:Light
Type:Fairy
*/4
Atk/Def:1500/
1500

Effect:If this card is the target of your opponents attack, you can remove from play 1 Cerise, The Cosmic Dragon, to have this card gain 1500 atk until the end of the turn. If you used this cards effect, remove it from play after damage calculation.


Card Name: Harlequin, Cosmic Prince
Attribute:Light
Type:Warrior
*/3
Atk/Def:1000/1000


Effect:Once per turn, you can select one of your removed from play "Cosmic" monsters and special summon it, this effect can be used during your opponents turn. That monster Is destroyed at the end phase of the turn that it attacks.

Card Name: Amaranth, Cosmic Jumper
Attribute:Light
Type:Beast-Warrior
*/2
Atk/Def:500/500

Effect:Once per turn you can select one of the following effects and activate them:
1:Remove this card from play and select one "Cosmic" monster from your Graveyard, special summon it.That monster is destroyed at the end of the turn.

2:Send this card to your graveyard
and select one "Cosmic" monster from your Removed from Play, special summon it.That monster is removed from play at the end of the turn.


Name:Cosmic Arsenic
Type:Continuous Trap
Effect:Once per turn, you can pay 500 life points, select one of the following effects and activate them:
1:Send one monster from your graveyard and remove it from play.
2:Select one card in your Removed from play and add it to your graveyard.


Name:Cosmic Judgment
Type:Continuous Spell
Effect:As long as this card is in play, no cards can be removed from play except by the effect of a "Cosmic" card.


~More to come!
 
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Well, I'll rate some of the existing ones, adding my own at the end.

Name:Reparations of War
Criticism: Only once a duel? Well, OK, I can see why, but the effect isn't too bad, if I am honest. It will only heal you a little bit more than the monsters attack, if you were attacked directly. I'd make it usable more than once.

Name:Martyr's Duty
Criticism: I like this one, it is a good shield, and sets up other cards nicely.

Name:Cecil Harvey, Dark Knight
Criticism: An optional Beserk Dragon like card, but taking 500 each Standby Phase after, and adding 500 each time you use it... Well, this won't last long, but cannot destroy Fiends or Zombies... Well, this card is weak in that case, as loads of decks contain Fiends.

Name:Kain Highwind,Dragoon Knight
Criticism: I like this one, bar how many Dragons you have to get rid of. 3 Level 5+? A bit extreme, seeing as Sorcerer of Black Magic requires 2 Level 6+ Spellcasters, but the effect of your card is powerful. Personally, I would make this card have slightly more ATK, like 3500, and decrease it's ATK more, like 1500, to achieve nearly the same goal, but be more worth the price.

Name:Russian Roulette
Criticisim: Another 1 shot card? This confuses me... This can win the duel if used right, but declare the type... Be more specific, like Monster Spell or Trap, but that would be too easy. Make the Life Point cost less, as ot will be an extremely cheap way of winning, if you use Convulsion of Nature.

Card Name: Cerise, The Cosmic Dragon
Criticism: OK, I can see this card being Special Summoned or Tributed A LOT. I wouldn't go with this, as this adds to Card of Safe Return too much, but... 1000 Life Points each time? ATK and DEF halved? i'd change the effect slightly, as it is kinda weak effect, maybe either get rid of the ATK and DEF halved, but decrease it a bit, like by 500 or 800.

Card Name:Ivory, Cosmic Incarnate
Criticism: Ooh, a reason to have the Dragon in the Graveyard. OK, I can see this being used a bit as well. A bit cheap, but you didn't put Levels in, so I don't know whether this is 4 star or not. I guess it is, but with an effect like that... Wow, I like this one.

Card Name: Harlequin, Cosmic Prince
Criticism: Oh, your set is getting better and better, it puts up a bit of a defense if used right. I can imagine this one being used in a stall strategy, as it can Summon back the Fairy and the Dragon, both on different turns, but still... I'd make the monster Summoned able to attack, as it will only be on for 1 turn, and can't do too much damage, or make it so when it does inflict damage on the opponents Life Points, the damage is halved.

Card Name: Amaranth, Cosmic Jumper
Criticism: OK, this one is kinda cool, but basically does what the Prince does, but remove the card from play. OK, this one will get majorly annoying, but seeing as you will be defenseless (probably) for a turn, I can see the flaws in that. I don't like the fact that it cannot be destroyed by battle, kinda makes it too powerful to me, but that is just me. I can imagine this being really annoying...

Cosmic Arsenic is kinda good, I like how it sets up the others, and the Cosmic Judgment is a good card as well, locks down strategies, but is kinda redundant, as decks that remove from the game are getting rare, as are the cards, so...

I will add my own now...

Marx
Fairy
ATK: 700 DEF: 500
LIGHT/2 star
Description:
Kirby's friend, he was the one who informed Kirby about Nova to stop the Sun and Moon fighting. But what is his true agenda...

Marx - Traitor of the Stars
Fairy/Effect
DARK/8 stars
ATK: 3000 DEF: 2500
Effect:
If this card was destroyed in battle by "Kirby", "Kirby"'s effect is not activated. This card can be Special Summoned by tributing 1 "Marx" whilst "Nova" is on the field (This cannot be used if "Marx" and/or Nova were Summoned this turn). When this card is Special Summoned in this way, destroy 1 card on the field. This card can attack twice per turn.

Marx - Vengeful Soul
Fiend/Fusion/Effect
DARK/12 stars
ATK: 5000 DEF: 5000
Fusion Material Monsters: "Nova" + "Marx - Traitor of the Stars"
Effect:
This card can only be Fusion Summoned by removing the above 2 monsters from your Graveyard from play. you do not need "Polymerisation". The 2 Fusion Material Cards must have been destroyed in battle. If they weren't, this card is destroyed. You cannot control any other monster other than this card. If you do, destroy all monsters you control other than this card. This card cannot be destroyed by Spell, Trap or Monster Effects. if this card is destroyed, you lose Life Points equal to half of it's ATK.

Nova
Machine/Ritual/Effect
Light/7 stars
ATK: 2400 DEF: 2300
Effect:
This card can only be Special Summoned by the effect of "Gathering of the 7 Stars". Once per turn, you may chose and activate 1 of the following effects:
1. Send 1 card in your Graveyard back to your deck.
2. Draw 1 card.

Gathering of the 7 Stars
Ritual Spell
Effect:
Send cards from your hand and Field to the Graveyard whose combined Level equal 7, and Special Summon 1 "Nova" from your hand.

I am kinda disappointed by the last 2, if I am honest. I need suggestions on how to imporve them.
 
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Gambelers Risk (3)

Artifact

If you are not playing two-headed dragon remove this card from you deck

When Gamblers Risk is played each player makes a bet equal to his and his partners health
points the winner will recive the losers bet split
with his partner.

"Losing can cost you"
 
Three more "Cosmic" cards:

Cosmic Air Force
Machine/Effect
Light/1 Star
Atk: 300 Def: 300
Effect: Once per turn, you can special summon 1 "Air Force" token Light/Machine/ 1 Star/Atk 100 Def 100. This monster cannot attack if you use its effect, if one of your "Cosmic" monsters would be destroyed, you can destroy 1 "Air Force" token instead.


Cyan, Cosmic Enforcer
Machine/Effect
Light/5 Star
Atk: 2000 Def: 2000
Effect:When this card is destroyed by a card effect and sent to the graveyard, special summon it. If this card is destroyed by a card effect and removed from play, add it to your hand.


Cosmic Gate
Continuous Spell
Effect:When a Cosmic monster is destroyed, you can send it out of play, Pay 300 Life Points each of your end phases If you do not, destroy this card.
 
Helped if you could rate others as well, please. Mine aren't here to be admired!

Cosmic Air Force: OK, why shouldn't it attack? It is weak as it is, so chances are if it does attack, it won't do much. There is a chance that using this along with The Dark Door will make you invincible, so good strategy there... Hmm... I'd put a cost for summoning an Air Token, other than not attacking, because it isn't a good cost as it is.

Cyan, Cosmic Enforcer: Hmm... Good solid ATK and DEF for a 5 star... I like this, but I would put a cost for Special Summoning it, or lower it's ATK and DEF. Also, I'd put destroyed by your opponents card effect and sent from the field to the Graveyard, as the effect right now can be Sumoned by use of cards such as... Well, your own, so... A bit cheap.

Cosmic Gate: OK, No comment, having to pay 300 Life Points for this card... Well, works.

Anyway, I'll repost mine, as I want them rated.

Marx
Fairy

ATK: 700 DEF: 500
LIGHT/2 star
Description:
Kirby's friend, he was the one who informed Kirby about Nova to stop the Sun and Moon fighting. But what is his true agenda...

Marx - Traitor of the Stars
Fairy/Effect
DARK/8 stars
ATK: 3000 DEF: 2500
Effect:
If this card was destroyed in battle by "Kirby", "Kirby"'s effect is not activated. This card can be Special Summoned by tributing 1 "Marx" whilst "Nova" is on the field (This cannot be used if "Marx" and/or Nova were Summoned this turn). When this card is Special Summoned in this way, destroy 1 card on the field. This card can attack twice per turn.

Marx - Vengeful Soul
Fiend/Fusion/Effect
DARK/12 stars
ATK: 5000 DEF: 5000
Fusion Material Monsters: "Nova" + "Marx - Traitor of the Stars"
Effect:
This card can only be Fusion Summoned by removing the above 2 monsters from your Graveyard from play. you do not need "Polymerisation". The 2 Fusion Material Cards must have been destroyed in battle. If they weren't, this card is destroyed. You cannot control any other monster other than this card. If you do, destroy all monsters you control other than this card. This card cannot be destroyed by Spell, Trap or Monster Effects. if this card is destroyed, you lose Life Points equal to half of it's ATK.

Nova
Machine/Ritual/Effect
Light/7 stars
ATK: 2400 DEF: 2300
Effect:
This card can only be Special Summoned by the effect of "Gathering of the 7 Stars". Once per turn, you may chose and activate 1 of the following effects:
1. Send 1 card in your Graveyard back to your deck.
2. Draw 1 card.

Gathering of the 7 Stars
Ritual Spell
Effect:
Send cards from your hand and Field to the Graveyard whose combined Level equal 7, and Special Summon 1 "Nova" from your hand

Please rate them, as this thread is for feedback. I seem to be the only rater for now...
 
Hai, I'm back. I got bored and I started reading my old posts in this thread -- Yes all the train wrecks and all the ingenious theories of particle physics in one.

I won't drop in here nearly as often, probably... But here goes.

If you can remember this, then great for you!

Sun Ward Channeler
( 4 Stars / FIRE / Warrior / Effect Monster )
1200 / 200


Once per turn, select 1 face-up monster you control. That monster gains the FIRE-type Attribute in addition to the one(s) it already has while this card is face-up on the field. This card gains 700 ATK for every Attribute it has.

Ice Ward Channeler
( 4 Stars / WATER / Warrior / Effect Monster )
1200 / 1600


Once per turn, select 1 face-up monster you control. That monster gains the WATER-type Attribute in addition to the one(s) it already has while this card is face-up on the field. Once per turn, you can gain 800 life points for every Attribute this card has.

Ground Ward Channeler
( 4 Stars / WATER / Warrior / Effect Monster )
200 / 2000


Once per turn, select 1 face-up monster you control. That monster gains the EARTH-type Attribute in addition to the one(s) it already has while this card is face-up on the field. Monsters you control gain 200 DEF for every Attribute this card has.

Sky Ward Channeler
( 4 Stars / WIND / Warrior / Effect Monster )
200 / 200


Once per turn, select 1 face-up monster you control. That monster gains the WIND-type Attribute in addition to the one(s) it already has while this card is face-up on the field. Once per turn, inflict damage to your opponent's life points equal to 600 x the amount of Attributes this card has.

The Fifth Element
Normal Spell


WIP
 
Hydros
Beast/Effect
WATER/6 stars
ATK: 2500 DEF: 0
Effect: Hydros could only be summoned by removing one card from the top of your deck to the Graveyard. When summoned, Hydras gains 100 DEF points for each card in your graveyard.

Hydrotwi
Beast/Effect
FUSION/WATER/7 stars
ATK: 3000 DEF: 0
Effect: (Hydros + Hydros)
Gains 500 points for each card on the field. If you equipped Aquamarine Armor to Hydrotwi while there is another Hydrotwi on the field, foe or ally, Gain 1000 ATK points.

Hydrotri
Beast/Effect
FUSION/WATER/7 stars
ATK: 3500 DEF: 0
Effect: (Hydrotwi + Hydros)
Gains 100 DEF points for every card in both hands, on the field or in the graveyard. This card could be only summoned using a Hydrotwi with Aquamarine Armor and a Hydros with Opal Sheild. Both Cards are automatically equipped to Hydrotri rather than destroyed. If there is another Hydrotwi on the field, foe or ally, gain 1500 extra ATK points.

Hydroquad
Beast/Effect
FUSION/WATER/7 stars
ATK: 4000 DEF: 0
Effect: (Hydrotwi + Hydrotwi)
Gains 100 DEF points for every card in both hands, on the field or in the graveyard. This card could be only summoned using 2 Hydrotwi with one holding at least one Aquamarine Armor . Give extra 1000 ATK pts for any Hydroses, Hydrotwies, Hydrotries on the feild or in the graveyard. If this card with Hydrotri, Hydrotwi and Hydros are on the field, a countdown of 5 turns with the 4 all on the field lets you win the game.

Hydromaster
Beast/Effect
FUSION/WATER/12 STARS
ATK: 6000 DEF: 6000
EFFECT: (Hydroquad + Hydrotri+ Hydrotwi+ Hydros)
Hydromaster lets you win the game if it stays 10 turns on the field. If Sapphire Staff is equipped, You can destroy one trap or spell card each turn. This card can only be destroyed in battle. It is not affected by Fire cards.

Opal Sheild
EQUIP\SPELL
Raise a Hydros or Hydrotri with 500 DEF points. This card has to be destroyed by Hydros or Hydrotri being attacked or by any other means before Hydros or Hydrotri is destroyed.

Aquamarine Armor
EQUIP\SPELL
Raise a Hydrotwi's or Hydrotri's DEF points with 1000. This card has to be destroyed by Hydrotwi or Hydrotri being attacked or by any other means before Hydrotwi or Hydrotri is destroyed.

Sapphire Staff
EQUIP/SPELL
Raises the attack points of Hydroquad or Hydromaster's by 2000 ATK points. This card has to be destroyed by Hydroquad or Hydromaster being attacked or by any other means before Hydroquad or Hydromaster is destroyed.
 
Ace Warrior
Monster
Level:8
Type: warrior
Attribute:Wind
Effects:If this card is summoned,you can destroy three cards on the field.
Attack:3000
Defence:2500
Rarity:4


Elemental Stardust Blade
Equip-Spell card
Wind
Equip this to Ace warrior.When Ace warrior is equip this card,its attack will increased by a thousand,during battle phase,all spells and trap cards on the field is destroyed except for this card.
Rarity:5
 
Reviving this:

Lycan Shocktrooper
( 4 Stars / EARTH / Beast / Effect Monster )
1600 / 1600


When this card is sent from your Deck to your Graveyard, you can Special Summon it. During a battle between this card and a Zombie-type monster, destroy the opposing monster before damage calculation.

Lycan Warrior
( 4 Stars / EARTH / Beast / Effect Monster )
1700 / 600


During a battle between this card and a monster with lower ATK than it, inflict damage to your opponent equal to the difference before damage calculation. If the opposing monster was a Zombie-type monster, inflict twice as much damage and destroy the opposing monster.

Lycan Assassin
( 3 Stars / EARTH / Beast / Effect Monster )
800 / 1900


When this card is sent from your Deck to your Graveyard, you can add it to your Hand. When this card is attacked, destroy the monster that attacked it after damage calculation.

Lycan Howler
( 5 Stars / EARTH / Beast / Effect Monster )
2100 / 1000


When this card is sent from your Deck to your Graveyard, select 1 "Lycan" monster in your Graveyard other than "Lycan Howler" and Special Summon it. During a battle between this card and a Zombie-type monster, destroy the opposing monster before damage calculation. If this card destroys an opponent's monster (either by battle or its own effect), inflict 800 damage to your opponent's life points.

Lycan Berserker
( 4 Stars / EARTH / Beast / Effect Monster )
1000 / 1200


When this card battles a Zombie-type monster, destroy the monster before damage calculation. If the ATK of this card is increased, its original ATK becomes 2000 until the End Phase.

Full Moon
Continuous Trap
When this card is sent from your Deck to your Graveyard, you can Special Summon 1 "Lycan" monster from your Graveyard or Hand. "Lycan" monsters you control gain 300 ATK and cannot be destroyed except by battle. Destroy this card during your next Standby Phase.

Blood Moon
Normal Trap
When this card is sent from your Deck to your Graveyard, shuffle it back into your Deck. Special Summon 1 "Lycan" monster from your Hand. It cannot attack until the End Phase.

Embrace of the Lycan
Equip Spell
The equipped monster is treated as a "Lycan" monster and it gains 300 ATK. During a battle between the equipped monster and a Zombie-type monster, destroy the Zombie-type monster before damage calculation. When the equipped monster is destroyed and this card is sent to the Graveyard, Special Summon the monster.

Furious Howl
Normal Spell
When this card is sent from your Deck to the Graveyard, add it to your Hand. Increase the ATK of 1 "Lycan" monster on your side of the Field by its DEF.

Fel Regeneration
Quick-Play Spell
When this card is sent from your Deck to the Graveyard, shuffle it back into your Deck. Special Summon from your Graveyard 1 of your "Lycan" monsters that was destroyed by battle. It gains 300 ATK.
 
Power Tool Dragon/Assault Mode
Machine/Effect
9 Stars/Earth
2800/3000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Assault Mode Activate". Once per turn, during your Main Phase, you can select up to three Equip Spell cards from your Deck, have your opponent pick one of them at random and add it too your hand. Return the remaining card(s) to your Deck. Once per turn, while this card is equipped with an Equip Spell Card(s), you may send all card(s) equipped to this monster to the Graveyard to allow this card to attack twice during the Battle Phase. When this card on the Field is destroyed you can Special Summon one "Power Tool Dragon" from your Graveyard.
 
Army Dragon
Dragon/Fusion/Effect
Troop Dragon + 1 or more Troop Dragon's

2600/2400

This card cannot be special summoned except by Fusion Summon. This card can only be fusion summoned with the above monsters. When this monster is destroyed and sent to the graveyard as a result of battle, special summon all "Troop Dragon"'s used to summon this monster to your side of the field.
 
Just some stuff I made in Magic Set Editor.

[PokeCommunity.com] You make the Card!


[PokeCommunity.com] You make the Card!


Let me know what you think! :)
 
Tedgad, Gadget King
Earth :: ********
0/0
Machine/Effect

This monster cannot be normal summoned or set. This monster can only be special summoned by removing from play three Gadget monsters. For every Gadget monster removed from play, add 500 ATK & DEF points to this monster. If this monster destroys a defense position monsters, it is removed from play instead. For every Machine monster on the field, this monster gains 1000 ATK points.
 
6, 7, and 8
Spell
While this card is on the field, all monsters with a level of 6 or lower gain 1000 defense points. However, if a player has more than one monster with a level of 7 or higher, all monsters on their side of the field with a level of 8 or more are destroyed.
Not sure yet...
 
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