• Our software update is now concluded. You will need to reset your password to log in. In order to do this, you will have to click "Log in" in the top right corner and then "Forgot your password?".
  • Welcome to PokéCommunity! Register now and join one of the best fan communities on the 'net to talk Pokémon and more! We are not affiliated with The Pokémon Company or Nintendo.

You make the Card!

Gymnotide

8377 | Scorpaeniform
3,597
Posts
16
Years
  • Polluted Pondwater
    Continous Spell Card
    Once per turn, you can send one monster to your hand for ever "Frog" Monster on the field. At the End Phrase when you activate this effect, pay 500 life points or destroy this card.

    Sticky Tounge
    Counter Trap Card
    You can only activate this card when a face up monster is being selected as an attack target. Put it back in your hand and Special Summon 1 "Frog" Monster from your hand in face down defense-position.

    Spined Frog
    ** Aqua/Effect WATER
    800/1700
    FLIP: Destroy one card on the field and send one card back to his/her hand. Then your opponent draws 1 card.

    I wanna call broken lol. I've played Frog before and it's really not hard to get 5 frogs on the Field... So each turn you add 5 cards to your Hand to pay for discard costs and everything... Only for 500 LP a turn. Eh!
     

    Apple Juice

    who are you
    1,222
    Posts
    14
    Years
    • Seen Jul 15, 2014
    I wanna call broken lol. I've played Frog before and it's really not hard to get 5 frogs on the Field... So each turn you add 5 cards to your Hand to pay for discard costs and everything... Only for 500 LP a turn. Eh!

    XD Now looking at it, all of them are pretty broken. Fail. ><;

    Wattelephant
    1800/100 / Level 4 / LIGHT/ Thunder/Effect
    When this card attacks a face-down defense position monster, your opponent takes 1000 points of damage. Trap cards cannot be activated to negate this effect. Once per turn, during your End Phrase, you can discard 1 "Watt" Monster to send one face-up monster back to the owner's hand.

    Watt's Wires
    Quick-Play Spell Card
    You can activate this card from your hand on your opponent's turn. When this card is activated, select a monster on your opponent's side of the field. It's ATK and DEF become 0 until the End Phrase of the turn this card was activated.

    1000 Volts
    Counter Trap Card
    When your opponent selects a face-up "Watt" monster as an attack target, you can activate this card. Your opponent takes 400 points of damage x the level of the face-up "Watt" monster selected as an attack target, negate the attack, and discard two cards.

    Wattweed
    900/100 / Level 2 / LIGHT / Thunder/Effect
    This card can attack your opponent directly. When this card attacks your opponent directly, special summon 1 Level 4 or lower "Watt" Monster from your deck or hand. The monster special summoned by this card effect, along with "Wattweed", are destroyed at the End Phrase. There can only be 1 "Wattweed" on the field.

    Some Watt support. Wattweed would probably make Watts tier 1. Guess why.
     
    Last edited:

    Cirrus

    dreaming a transient dream.
    1,577
    Posts
    15
    Years
  • Eleane, Lightsworn Evoker
    Effect Monster
    **** - 1900/500 - LIGHT - Spellcaster
    Once per turn, you can discard a card and send the top 3 cards of your Deck to the graveyard to destroy 1 card on your opponent's side of the field.

    Bors, Lightsworn Guardian
    Effect Monster
    **** - 1400/1600 - LIGHT - Warrior
    Once per turn, if a face-up Lightsworn monster would be destroyed, you can send the top 3 cards of your Deck to the graveyard to negate the destruction of that monster.

    Cyra, Lightsworn Sniper
    Effect Monster
    *** - 1100/900 - LIGHT - Warrior
    When this monster destroys a monster by battle or is destroyed by battle, Special Summon 1 Level 4 or lower Lightsworn monster from your graveyard.

    Ivien, Lightsworn Scholar
    Effect Monster
    * - 500/500 - LIGHT - Spellcaster
    When another Lightsworn monster is sent from the Deck to the graveyard while this card is face-up on the field, draw 2 cards. When this monster is sent from the Deck to the graveyard, draw 2 cards and remove this card from play.

    Conscription of Light
    Normal Spell
    Discard a Lightsworn monster from your hand and send the top three cards of your Deck to the graveyard, then search your Deck for a Level 4 or lower Lightsworn monster and add it to your hand.

    Searing Light
    Normal Trap
    Activate only when an opponent's monster declares an attack and there are two or more Lightsworn monsters in your graveyard with different names. Destroy all Attack Position monsters your opponent controls.

    Blaze of Radiance
    Counter Trap
    Tribute a Lightsworn monster on your side of the field when your opponent activates an effect that would destroy one or more cards on your side of the field. Negate that effect and destroy the card.
     
    Last edited:

    Apple Juice

    who are you
    1,222
    Posts
    14
    Years
    • Seen Jul 15, 2014
    On Bors - Attacking is not an effect. Nice LS cards. Sniper would be broken if it had higher attack. XD;

    Medicine Tablet A
    Level 1 / WATER / Psychic/Effect / 100/100
    When this card is selected as an attack target while face-up on the field, discard 1 card to end the Battle Phrase. This card is destroyed at the End Phrase of your turn, after you activate this card.

    Medicine Tablet B
    Level 1 / WATER / Psychic/Tuner / 100/100
    If you discard this card by a face-up card's card effect, special summon it. This card'ss level is equal to the amount of monsters on the field x1 once you special summon it with this card's effect.

    Medicine Tablet C
    Level 1 / WATER / Psychic/Effect / 100/100
    When this card is Normal Summoned or Set, you can activate this card's card effect. Add 1 "Medicine" or "Medicinal" card to your hand from your deck, and discard two cards.

    Medicine Tablet D
    Level 1 / WATER / Psychic/Tuner / 100/100
    When this card is attacked while in face-down defense position, destroy the attacking monster and draw 1 card.

    Medicine Corrupted Tablet E
    Level 5 / WATER / Psychic/Tuner / 1500/1000
    When this card is Tribute Summoned with a "Medicine" monster, this card's attack becomes 2500. When this card is used as a Synchro Material Monster for a "Medicine" Monster, the Synchro Monster gains 1000 ATK and DEF points.

    Medicine Maximus F
    Level 6 / WATER / Psychic/Synchro / 2500/2000
    1 "Medicine" Tuner + 1 or more Non-tuner Psychic-type monsters
    This card cannot be destroyed by card effects. Once per turn, when your opponent activates a card that targets a "Medicine" monster on your side of the field, you can negate and destroy the card.

    Medicinal Overdose
    Quick-Play Spell Card
    Tribute 1 Psychic type monster. Special Summon 2 "Medicine" monsters from your hand or deck. This card can only be activated during your opponent's End Phrase. Both monsters special summoned by this effect are destroyed during the End Phrase of the turn after this card's activation.

    Medicine Capsule
    Spell Card
    Send 1 "Medicine" monster to the graveyard from your field or hand. Special Summon 1 "Medicine" Monster from your Graveyard. The special summoned monster cannot attack this turn.

    Medicine Cabinet
    Field Spell Card
    While this card is face-up on the field, "Medicine" monsters cannot be destroyed be battle or by card effect. When this card is destroyed and sent to the graveyard, destroy all cards on your side of the field.

    Incorrect Diagnosis
    Trap Card
    If you have exactly 4 "Medicine" monsters in your graveyard, you can activate this card. Destroy all cards on the field and remove from play two "Medicine" monsters from your graveyard.

    Symptoms Include:
    Trap Card
    If you have a "Medicine" monster in your hand you can activate this card. Negate the attack of an opponent's monster and destroy it. Then discard two cards.

    Tell me what you think. I was obviously going for a Tier 1 Synchro Spam type deck.
     
    Last edited:

    Cirrus

    dreaming a transient dream.
    1,577
    Posts
    15
    Years
  • Medicinal Overdose is really the overpowering card of the archetype here, much like Rekindling for Flamvells, for example, or Gottoms' Emergency Call is for X-Sabers.

    All in all very interesting archetype. :)

    Below is an overpowered archetype for your perusal. Quite, quite overpowered. So overpowered, in fact, that Konami will never even come up with something like this. Overpowered hand control, field control, and field presence combine to make this a solid, solid choice should you and your friends come together and make custom decks. (Provided of course they don't do silly things... =D )

    Arcanist Cerias
    Effect Monster
    **** - Spellcaster - Wind - 1600/1200
    When this card is Summoned, you can discard a card from your hand to add an "Arcanist" card from your deck to your hand. Once per turn, during your Main Phase, you can reveal any number of "Arcanist" cards from your hand. This card gains 100 ATK and DEF for each card revealed this way, until the End Phase.

    Arcanist Ezekiel
    Effect Monster
    *** - Spellcaster - Dark - 1000/1000
    Once per turn, you can discard an "Arcanist" monster from your hand to Special Summon a Level 4 or lower "Arcanist" monster from your graveyard. Draw a card at your End Phase if you did not activate this monster's effect this turn.

    Arcanist Veii
    Effect Monster
    * - Tuner - Spellcaster - Dark - 100/200
    When this card is discarded from the hand to the graveyard, your opponent randomly discards 1 card from their hand. When this card is sent to the graveyard for the Synchro Summon of an "Arcanist" monster, your opponent randomly discards 2 cards from their hand.

    Arcanist Norstein
    Effect Monster
    *** - Tuner - Spellcaster - Water - 1500/1300
    When this card is Summoned, you can reveal any number of "Arcanist" cards from your hand, shuffle them back into your deck, and draw that many cards +1.

    Arcanist Gremroer
    Effect Monster
    **** - Spellcaster - Earth - 500/2100
    When this face-up monster is attacked, you can return this monster back to your hand and draw 1 card, then Special Summon an "Arcanist" monster from your hand. That monster is the target of the attack instead.

    Arcanist Daelkrin
    Effect Monster
    **** - Spellcaster - Fire - 1700/600
    When this monster would be destroyed by battle, reveal an "Arcanist" card from your hand and prevent it. If you cannot, discard a card and prevent it. If you have no cards in hand, you can send this card to the graveyard and draw 5 cards. If you do, reveal your hand to your opponent until the End Phase.

    Arcanist Thaxos
    Effect Monster
    ** - Tuner - Spellcaster - Light - 1200/400
    Once per turn, you can discard an "Arcanist" card from your hand and Special Summon an "Apprentice Token" (LIGHT - *** - Spellcaster - 1000/1000) onto the field.

    Arcanist Metrios
    Effect Monster
    *** - Spellcaster - Light - 1000/1000
    Once per turn, you can discard an "Arcanist" card from your hand and Special Summon a "Master Token" (LIGHT - ** - Tuner - Spellcaster - 1200/400) onto the field. It cannot be used for a Synchro Summon, except for the Synchro Summon of an "Arcanist" monster.

    Lord Arcanist Agerach
    Synchro Monster
    **** - Spellcaster - Fire - 2100/1000
    1 "Arcanist" Tuner monster + 1 or more non-Tuner monsters
    When this monster is Synchro Summoned, draw a card. Then, if your opponent has less cards in his or her hand than you, draw an additional card. Once per turn, you can pay 1000 life points and remove from play a face-up monster on the field.

    Lord Arcanist Rosenberg
    Synchro Monster
    ***** - Spellcaster - Water - 2300/2000
    1 "Arcanist" Tuner monster + 1 or more non-Tuner monsters
    When this monster is Synchro Summoned, discard an "Arcanist" card from your hand to have your opponent discard 2 cards at random from their hand. If you cannot, draw 2 cards. Then, if your opponent has less cards in his or her hand than you, return up to 2 cards on the field to their owners' hands. Once per turn, you can pay 500 life points and discard an "Arcanist" card from your hand to return 1 card on the field to its owner's hand.

    Lord Arcanist Sorasth
    Synchro Monster
    ****** - Spellcaster - Wind - 2500/1400
    1 "Arcanist" Tuner monster + 1 or more non-Tuner monsters
    When this monster is Synchro Summoned, discard an "Arcanist" card from your hand to return up to 1 card on your opponent's side of the field to the top of their Deck. If you cannot, draw 2 cards. Then, if your opponent has less cards in his or her hand than you, destroy up to 1 Spell or Trap card on the field. Once per turn, you can pay 800 life points and discard an "Arcanist" card from your hand to destroy 1 Spell or Trap card on the field.

    Lord Arcanist Aetaia
    Synchro Monster
    ******* - Spellcaster - Earth - 2550/600
    1 "Arcanist" Tuner monster + 1 or more non-Tuner monsters
    When this monster is Synchro Summoned, discard an "Arcanist" card from your hand to destroy up to two face-down cards on your opponent's side of the field. If you cannot, draw 2 cards. Then, if your opponent has less cards in his or her hand than you, increase this card's original Attack by 1000. Once per turn, you can pay 400 life points and discard an "Arcanist" card from your hand to increase the Attack of this card by 1000 until the End Phase.

    Lord Arcanist Cosomas
    Synchro Monster
    ******** - Spellcaster - Light - 2800/2300
    1 "Arcanist" Tuner monster + 1 or more non-Tuner monsters
    When this monster is Synchro Summoned, discard an "Arcanist" card from your hand to return up to 1 card in a graveyard to its owner's hand. If you cannot, draw 2 cards. Then, if your opponent has less cards in his or her hand than you, return up to 1 card in a graveyard to its owner's hand. Once per turn, you can pay 2000 life points and discard an "Arcanist" card from your hand to return 1 card in a graveyard to its owner's hand and draw a card.

    Lord Arcanist Falghazar
    Synchro Monster
    ********* - Spellcaster - Dark - 2900/2500
    1 "Arcanist" Tuner monster + 2 or more non-Tuner monsters
    When this monster is Synchro Summoned, discard an "Arcanist" card from your hand to Special Summon up to 1 monster from your hand or graveyard and draw 1 card. If you cannot, draw 2 cards. Then, if your opponent has less cards in his or her hand than you, remove from play up to 1 card on the field. Once per turn, you can pay 1500 life points and discard an "Arcanist" card from your hand to Special Summon a monster from your hand or graveyard and draw 1 card.

    Tomes of the Arcanist
    Normal Spell
    If this card was added to your hand by the card effect of an "Arcanist" card, draw 1 card. If this card is discarded to the graveyard from your hand, draw 2 cards.

    Seeking Spell of the Arcanist
    Normal Spell
    Reveal an "Arcanist" card from your hand to activate this card. Discard an "Arcanist" card from your hand, search your Deck for an "Arcanist" card, and discard a card from your hand afterwards.

    Hidden Treasure of the Arcanist
    Normal Spell
    Reveal an "Arcanist" card from your hand to activate this card. Return 4 "Arcanist" cards from your graveyard to your Deck, then draw 2 cards. If this card is revealed as a cost for the effect of an "Arcanist" card, draw 2 cards.

    Fury of the Arcanist
    Quick-Play Spell
    Reveal an "Arcanist" card from your hand to activate this card. Discard an "Arcanist" card from your hand and destroy 1 card on your opponent's side of the field. If this card is discarded from your hand to the graveyard, inflict 1000 damage to your opponent or destroy 1 face-up monster on the field with 1000 or lower DEF.

    Arcane Research
    Quick-Play Spell
    Reveal an "Arcanist" card from your hand to activate this card. Draw 2 cards, then if you have less than 5 cards in your hand, discard 3 cards. If this card is discarded from your hand to the graveyard, draw a card. I

    Library of the Arcanist
    Field Spell
    Once per turn, you can discard an "Arcanist" card from your hand to add an "Arcanist" card from your Deck to your hand. If this card is discarded to the graveyard from your hand, add an "Arcanist" card from your Deck to your hand.

    Arcane Runes
    Normal Trap
    Draw cards equal to the number of "Arcane" cards in your graveyard +1, then select 1 card from your hand and return it to the bottom of your Deck.

    Arcane Whirlwind
    Normal Trap
    Reveal any number of "Arcanist" cards from your hand, then destroy a number of cards on the field equal to that number and draw a card.

    Codex of the Arcanist
    Continuous Trap
    If this card would be destroyed, instead reveal an "Arcanist" card from your hand and prevent it. If you cannot, draw 2 cards. Once per turn, you can reveal an "Arcanist" card from your hand and remove it from play. Add it to your hand during the 2nd Standby Phase after the activation of this effect and draw 2 cards.

    Warding of the Arcanist
    Counter Trap
    If this card was added to your hand by the card effect of an "Arcanist" card, draw 1 card. Reveal an "Arcanist" card from your hand to activate this card. Activate only when your opponent activates a Spell Card, Trap Card, or Effect Monster's effect. Negate the activation and destroy that card.
     
    Last edited:

    TheLegendaryMew

    Pokemon X and Y October 2013!!
    40
    Posts
    13
    Years
  • oh i thought of this YGO card a long time ago:

    God's Light
    Spell
    Normal
    Add 1 "Obelisk the Tormentor", "Slifer the Sky Dragon" and "Winged Dragon of Ra" to your hand. In addition the number of tributes required is decreased by 1.
    Ultra Rare
     

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • New thing. It was originally supposed to be used with cards like Spell Power Grasp, but it ended up to be too much managing. You can have this instead, though.

    Alien Inhabitation
    Normal Spell
    Place 1 A-Counter on a face-up monster on the Field. As long as this card is in the Graveyard, a monster, except an "Alien" monster, with an A-Counter(s) loses 300 ATK and DEF for each A-Counter on it.

    Venom Burst
    Normal Spell
    Discard 1 Reptile monster from your Hand to place 1 Venom Counter on 1 face-up monster on the Field. As long as this card is in the Graveyard, a monster, except a "Venom" monster, with a Venom Counter(s) loses 500 DEF for each Venom Counter on it.

    Otherworldly Serpent
    ( 6 Stars / LIGHT / Reptile / Effect Monster )
    2000 / 2000


    This card is treated as both an "Alien" and "Venom" monster. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 1 A-Counter and 1 Venom Counter from anywhere on the Field. If you Special Summon this card, you cannot Normal Summon or Set during this turn. Once per turn, you can discard 1 card to place 1 A-Counter and 1 Venom Counter on any card(s) on the Field (a monster with an A-Counter(s), except an "Alien" monster loses 300 ATK and DEF during damage calculation with an Alien monster(s) for each A-Counter(s) on it, a monster with a Venom Counter(s), except a "Venom" monster, loses 500 ATK).

    Counter Eater
    ( 2 Stars / DARK / Reptile / Effect Monster )
    0 / 0


    This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except while in the Graveyard when a Counter(s) is removed from the Field. When this card is Special Summoned, place those Counter(s) on this card. When this card is removed from the Field after being Special Summoned by its own effect, remove it from play. This card is unaffected by Counters, cannot be used as a Tribute for a Tribute Summon, or be used as a Synchro Material monster.

    Counter Soldier
    ( 1 Stars / EARTH / Reptile / Effect Monster )
    100 / 100


    This card is unaffected by the effects of cards that increase or decrease its ATK. When this card inflicts battle damage to your opponent's Life Points, inflict an additional 100 damage for each Counter(s) on the Field.

    Counter Beacon
    Continuous Spell
    When this card is activated, place 1 Spell Counter on it. When a card(s) other than "Counter Beacon" is removed from the Field, place any Counter(s) on that card on "Counter Beacon. During your Draw Phase, instead of conducting your normal draw, you can move up to half the counters on this card anywhere on the Field.

    Counter Burn
    Normal Trap
    Inflict 800 damage to your opponent's Life Points for every different type of Counter(s) on the Field (do not include Counters that do not have a name).

    Counter Squall
    Continuous Trap
    When a monster is Summoned, place A-Counter(s) on it equal to its Level (a monster with an A-Counter(s) loses 300 ATK and DEF during damage calculation with an "Alien" monster for each A-Counter(s) on it). During your Standby Phase, remove 2 Counters from anywhere on the Field or destroy this card.

    Counter Magnet
    ( 4 Stars / EARTH / Machine / Effect Monster )
    0 / 0


    This card is unaffected by Counters. When a monster declares an attack, you can move 1 Counter from that monster to this card in order to negate that attack.

    Ultimate Serpent-Mage
    ( 8 Stars / LIGHT / Reptile / Effect Monster )
    0 / 0


    This card is treated as both an "Alien" and a "Venom" monster. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by moving any number of Counter(s) on the Field to this card. You must use at least three different types of Counters. This card gains 500 ATK for each Counter(s) on it. This card gains the following effects based on the type of Counter(s) on it:
    -- A-Counter: When this card declares an attack against a monster, decrease the ATK of the attacked monster by 300 for each A-Counter on this card.
    -- Venom Counter: Once per turn, you can place Venom Counter(s) on face-up monsters equal to the amount of Venom Counter(s) on this card.
    -- Spell Counter: This card is unaffected by card effects that do not destroy it. If this card were to be destroyed, remove 2 Counters from it instead.
     
    Last edited:

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Thousand Soul Hilt
    ( 4 Stars / WIND / Pyro / Effect Monster )
    0 / 2000


    If your opponent has a multiple of 1000 Life Points, you can Special Summon this card from your Hand. If you do, this card cannot be used as a Tribute for a Tribute Summon, or used as a Synchro Material monster. If your opponent has a multiple of 1000 Life Points, you can send this card to the Graveyard to Special Summon 1 "Thousand Soul" monster from your Graveyard, except "Thousand Soul Hilt."

    Thousand Soul Blade
    ( 4 Stars / WIND / Pyro / Effect Monster )
    1500 / 500


    When this card is Summoned, you can add 1 "Thousand Soul Cross-Guard" from your Deck or Graveyard to your Hand. Once per turn, you can inflict any amount of damage (max. 500) to your opponent.

    Thousand Soul Pommel
    ( 2 Stars / WIND / Pyro / Effect Monster )
    500 / 500


    If you control a face-up "Thousand Soul Hilt," you can Special Summon this card from your Hand. Once per turn, you can increase your opponent's Life Points by any amount (max. 1000). If your opponent's Life Points become a multiple of 1000, you can add 1 "Thousand Soul" card from your Graveyard to your Hand.

    Thousand Soul Cross-Guard
    ( 2 Stars / WIND / Pyro / Effect Monster )
    0 / 1000


    "Thousand Soul" monsters you control cannot be destroyed by battle while this card is in attack position. If a "Thousand Soul" monster you control is destroyed by a card effect while this card is face-up on the Field, you can send this card to the Graveyard to Special Summon the destroyed card.

    Thousand Soul Strike
    Quick-Play Spell
    This card can only be activated if your opponent has a multiple of 1000 Life Points. Inflict 1500 damage to your opponent.

    Thousand Soul Riposte
    Counter Trap
    You can only activate this card as a Chain Link 3 or higher while you control a "Thousand Soul" monster. Send 1 card on the Field to the Graveyard, then inflict damage to your opponent such that his / her remaining Life Points are a multiple of 1000.

    Thousand Soul Scabbard
    Continuous Spell
    During your End Phase, if you control a face-up "Thousand Soul" monster, inflict 500 damage to your opponent. If your opponent's Life Points are a multiple of 1000, you can also discard 1 "Thousand Soul" card from your Hand or send 1 "Thousand Soul" card from your side of the Field to the Graveyard to draw 1 card.

    Thousand Soul Branch
    Normal Trap
    When a "Thousand Soul" monster is targeted by the effect of an Effect Monster, you can add 1 "Thousand Soul" card from your Deck to your Hand. When this card is sent to the Graveyard by a card effect, you can inflict any amount of damage (max. 500) to your opponent.

    The Legendary Blade of A Thousand Souls
    ( 8 Stars / WIND / Pyro / Effect Monster )
    1500 / 2500


    "Thousand Soul Blade" + "Thousand Soul Hilt"

    This card can only be Fusion Summoned by sending the above cards from your side of the Field to the Graveyard (you do not use Polymerization). Once per turn, you can equip 1 Level 2 monster from your Graveyard to this card. When this card is removed from the Field, Special Summon all the monsters equipped to this card. This card gains the following effects based on the cards equipped to it:
    -- "Thousand Soul Pommel": This card can attack directly. If it does, the battle damage inflicted by this card always makes your opponent's remaining Life Points decrease to the nearest 1000.
    -- "Thousand Soul Cross-Guard": Increase the DEF of this card by 1500. This card cannot be destroyed by battle and "Thousand Soul" cards cannot be targeted.
     
    Last edited:

    DonRoyale

    Get on my choppa!
    1,723
    Posts
    15
    Years
  • I don't have pics this time, but I've been working on ally-colored themes as well.

    G/W - Landfall:

    Sentry Hawk - W
    Creature - Bird (C)
    Flying
    Landfall - Whenever a land enters the battlefield under your control, Sentry Hawk gets +1/+1 until end of turn.
    1/1

    Verdant Brigade - 1{G/W}{G/W}
    Creature - Elemental (U)
    Landfall - Whenever a land enters the battlefield under your control, creatures you control get +1/+1 until end of turn.
    1/1

    Borders of Hakov's Order - 1G
    Enchantment (R)
    G, Discard a land card: Search your library for a land card, reveal it, and put it into your hand. Then shuffle your library.

    Adilia, Advocate of Peace - 1GW
    Planeswalker - Adilia (M)
    +1: Exile target land you control, then return it to the battlefield under its owner's control.
    0: Reveal the top card of your library. If it's a land card, you may put it onto the battlefield. Otherwise, put it on the bottom of your library.
    -1: Until the beginning of your opponent's next end step, target land becomes a 3/3 Elemental creature. It's still a land.
    -8: Exile all lands target player controls, then return those lands to the battlefield under your control.
    3

    W/U - Equipment:

    Otric Carrier - 3{W/U}{W/U}
    Creature - Human Soldier (C)
    Flash
    When Otric Carrier enters the battlefield, you may put an Equipment card from your hand to the battlefield and attach it to Otric Carrier.
    1/1

    Vadros Designator - 2WWU
    Creature - Human Soldier (U)
    Whenever a creature you control attacks, you may sacrifice an Equipment attached to it. If you do, search your library for an Equipment card and put it onto the battlefield. Attach it to that creature. Then shuffle your library.
    4/4

    Tetrax, Otric Senseslayer - 4WW
    Legendary Creature - Human Soldier (R)
    Vigilance
    When Tetrax, Otric Senseslayer attacks, attach all Equipment to it. If any Equipment attached this way was previously attached to a creature, put a +1/+1 counter on that creature.
    4/4

    Carrius, Sword of Order - WU
    Planeswalker - Carrius (M)
    +2: Target equipped creature you control gets +2/+2 until end of turn.
    -2: Until the beginning of your next upkeep, creatures without Equipment attached to them cannot attack.
    -3: Search your library for an Equipment card and attach it to a creature you control. Then shuffle your library.
    6

    U/B: Milling:

    Memory Scales - {U/B}
    Artifact (C)
    As Memory Scales enters the battlefield, choose an opponent.
    Whenever the chosen player draws a card, that player puts the top card of his or her library into his or her graveyard.

    Zentuva Sensor - {U/B}{U/B}{U/B}
    Artifact Creature - Wall (U)
    Defender
    Whenever Zentuva Sensor is dealt combat damage, attacking player puts the top X cards of his or her library into his or her graveyard, where X is the amount of damage dealt to Zentuva Sensor.
    0/4

    Entity of Sins - {U/B}{U/B}{U/B}{U/B}
    Creature - Horror (R)
    Each time an opponent puts a card from his or her library into his or her graveyard, put a +1/+1 counter on Entity of Sins.
    2/2

    Tir Hallus - 2UB
    Planeswalker - Tir (M)
    +1: Draw a card.
    -1: Target opponent reveals his or her hand. You choose a card from it. That player shuffles it back into his or her library.
    0: Target player draws three cards, then discards three cards.
    -2: Search target player's library for a card and exile it. Then shuffle that player's library.
    10

    B/R - Wither:

    Zathrun Razeflayer - 2BB
    Creature - Elemental (C)
    Wither (This deals damage to creatures in the form of -1/-1 counters.)
    R: Target creature blocks Zathrun Razeflayer this turn if able.
    6/1

    Cinderwall (name pending change) - {B/R}{B/R}{B/R}
    Enchantment (U)
    Flash
    Wither
    Each time a creature attacks, Cinderwall deals 1 damage to that creature.

    Zathrun Bombarder - 2RRR
    Creature - Elemental (R)
    When Zathrun Bombarder enters the battlefield, put three 1/1 red and black Elemental creature tokens onto the battlefield. They have wither and "{B/R}, Sacrifice this creature: This creature deals 1 damage to target creature or player."
    3/2

    (Unnamed Planeswalker) - (undecided cost)
    Planeswalker - (?) (M)
    +1: Put a -1/-1 counter on each creature.
    -2: Target creature gains first strike and wither until end of turn.
    -8: For the rest of the game, players can't gain life, damage can't be prevented, and all damage is dealt as though its source had wither.
    5

    R/G - Aggro:

    Kohatmi Torch-Slinger - 2RG
    Creature - Goblin Shaman (C)
    When Kohatmi Torch-Slinger enters the battlefield, it deals 2 damage to target creature.
    2/2

    Cetara Woodcrasher - {R/G}
    Creature - Elemental (U)
    Flying, haste
    Whenever Cetara Woodcrasher deals combat damage to a player, you may destroy target artifact that player controls.
    At the beginning of the end step, return Cetara Woodcrasher to its owner's hand.
    1/1

    Flamebed of Cetara - RG
    Enchantment (R)
    Whenever a creature attacks, it gets +2/+0 until end of turn.

    Krazav, Essence of Anger - 2RG
    Planeswalker - Krazav (M)
    +1: Target creature gets +4/+2 and gains trample until end of turn.
    -3: Krazav, Essence of Anger deals 3 damage to target creature or player.
    -9: Search your library for up to three creature cards and put them onto the battlefield. Then shuffle your library.
    6

    Let me know what you think! 8)
     

    Cirrus

    dreaming a transient dream.
    1,577
    Posts
    15
    Years
  • Krazav's 2nd ability looks underwhelming. Perhaps cut it to -2 or something? I can think of balance issues, but you could always cut the counters to 4 or 5 or something and make the final a little less expensive and overwhelming. Bombarder looks suspiciously similar to Siege-Gang, except less overpowered (or more depending on your viewpoint! :o), Torch-Slinger looks like Torch Slinger with 1R converted to G, Zentuva Sensor looks almost Souls of the Faultless-esque, and Otric Carrier looks a bit weak (even if it's a Common >_<... okay fine, it's ok). Borders of Hakov's Order... it's incredibroke with 'Tron, Post, and similar. That's about it.

    The unnamed PW looks a bit underpowered and something that no one would use, and by that I mean _ever_, except in really weird builds. Tir Hallus is somewhat overpowered and underpowered at the same time (infinite Beleren -1 ability! OMG! Infinite Compulsive Research! OMG! Perish the Thought?!) Carrius is overpowered for 2 (what! Umezawa's Jitte fetched for 2? Preposterous!). Perhaps make his loyalty lower or his cost higher (probably raise to CMC 3 and it'll be fine).

    And now for an enemy-coloured cycle of creatures!

    Flamekin Blademaster - 1WR
    Creature - Elemental Soldier - Rare
    Double strike
    RW: Flamekin Blademaster gets +1/+0 and vigilance until end of turn. Play this ability no more than once each turn.
    [1/3]

    Brackwater Druid - 2UG
    Creature - Elemental Shaman - Rare
    UG, T: If you control a Blue permanent other than this card, return target non-land permanent to its owner's hand. If you control a Green permanent other than this card, target creature loses flying and gains -4/-0 until end of turn.
    [2/2]

    Paladin of Faiths - 1WB
    Creature - Human Knight - Rare
    First strike, protection from white and from black
    (w/b): Paladin of Faiths gains lifelink or vigilance until end of turn. Play this ability no more than once each turn.
    [2/2]

    Icefire Prodigy - 1UR
    Creature - Human Wizard - Rare
    Haste
    Whenever Icefire Prodigy deals damage to a player, draw a card.
    T: Icefire Prodigy deals 1 damage to target player or creature.
    [0/1]

    Walker in the Wastes - 3BG
    Creature - Zombie Wizard - Rare
    Deathtouch
    G: Target creature blocks Walker in the Wastes this turn if able.
    BG, T: Destroy target creature. It can't be regenerated.
    [3/6]
     
    Last edited:

    DonRoyale

    Get on my choppa!
    1,723
    Posts
    15
    Years
  • The Blademaster is fine.

    Brackwater Druid should only be able to return creatures. Being able to lock your opponent out of mana for UG is a bit unfair, and being able to kill whatever Baneslayer flier they use is a bit unfair as well. Perhaps "Target creature loses flying until EOT" instead? :S

    Faiths is too strong with FS and DT. Perhaps give it the Drudge Skeletons clause? (B: Regenerate this.)

    Icefire Prodigy should cost three mana like virtually every pinger out there, and should only draw you a card if it hits players. Saddled up with any DT equipment would make it too strong of a card advantage engine, and it would see play with the fixes anyway, because it encourages a player to use its ability to ping players instead of creatures.

    Walker in the Wastes...is fine, I guess?

    Anyway, a little something:

    Plagueblast - 2BB
    Instant (U)
    Destroy target creature. Put a -1/-1 counter on each other creature.

    EDIT:

    -Krazav was built to have high loyalty. I could tweak it so its first ability gives +2 instead and lower its base loyalty and the cost of its Lightning Bolt ability. Gonna try 4 base, with +2/-2/-8 as the ability costs.

    -Bombarder is meant to be Siege-Gang with more permanent damage. I love Siege-Gang Commander. (Also, the tokens are a recurring flavor of the design space for the B/R section lol)

    -I never liked Zen's Torch Slinger much, so I made something that combined its kicker and Flametongue Kavu.

    -That was the idea with Sensor =D

    -Otric Carrier is meant to be one of the less powerful commons.

    -Borders will be limited to one use a turn, during your turn only. I wanted to make cards that had impact in older formats. XD

    -I should tweak the unnamed 'Walker. XD

    -Tir Hallus' -1 will be changed so that the opposing player chooses what to shuffle back, and you don't get to see their hand. As is, it's rather powerful. :S

    -Carrius will be 1WU.

    Thanks for the critique =)
     
    Last edited:

    Apple Juice

    who are you
    1,222
    Posts
    14
    Years
    • Seen Jul 15, 2014
    oh i thought of this YGO card a long time ago:

    God's Light
    Spell
    Normal
    Add 1 "Obelisk the Tormentor", "Slifer the Sky Dragon" and "Winged Dragon of Ra" to your hand. In addition the number of tributes required is decreased by 1.
    Ultra Rare

    I laughed at how broken this card. It would be banned faster than you can say "FTK".

    Reptilianne Geia
    *** / DARK / Reptile/Effect / 1450/1450
    Effect: When this card is Normal Summoned you can activate this effect. Tribute this card and select up to 2 monsters your opponent controls. Their attack becomes 0.

    Reptilianne Fangs
    Quick-Play Spell Card
    Effect: Remove from play 1 Reptile-type monster and select 1 face-up monster your opponent controls. If it is not in Attack Position, change it to attack position. It's attack becomes 0 until the end phrase of this turn.

    All Wrapped Up
    Trap Card
    Effect: Activate only when your opponent selects a "Reptilianne" monster as an attack target. Destroy the attacking monster and draw 1 card for every face-down Spell or Trap card on the field.

    Naturia Bush
    ***** / EARTH / Plant/Effect / 0/2200
    Effect: When this card is in face-up defense position, your opponent cannot special summon monsters. If this is the only "Naturia" monster on the field, destroy this card.

    Mother Nature
    Trap Card
    Effect: If you have 3 removed from play "Naturia" Monsters exactly, you can activate this card. Activate only when your opponent declares an attack. Destroy all face-up Attack-position monsters your opponent controls.
     
    Last edited:

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Leyline of the Void
    Field Spell
    If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). All cards sent to the Graveyard(s) are removed from play instead.

    Leyline of Punishment
    Field Spell
    If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). If an effect would negate or reduce the damage from a card effect, negate that card and destroy it. Players cannot gain life.

    Leyline of Singularity
    Field Spell
    If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). When a Monster is Summoned or flipped face-up, or a Spell or Trap card is activated, send that card to the Graveyard if another card with the same name is face-up on the Field.

    Leyline of the Meek
    Field Spell
    If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). Monster Tokens gain 600 ATK and DEF.

    Leyline of Lifeforce
    Field Spell
    If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). Card effects cannot be activated in response to Summoning a Monster.

    Leyline of Sanctity
    Field Spell
    If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). Negate the effect of a card(s) that target a player(s) and destroy it.

    Leyline of Anticipation
    Field Spell
    If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). During a player's turn, he / she may activate a Trap card(s) from his / her Hand in response to an opponent's card effect. If he / she does, they cannot Summon or declare an attack that turn.

    Leyline of Lightning
    Field Spell
    If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). Whenever a Spell card is activated, either player can send 1 card from the top of their Deck to the Graveyard to inflict 200 damage to their opponent.

    Leyline of Vitality
    Field Spell
    If this card is in your opening hand, you may activate it immediately (even if it isn't your turn). All Monsters gain 400 DEF. Each time a player Summons a Monster(s), they gain 500 Life Points.
     

    Cirrus

    dreaming a transient dream.
    1,577
    Posts
    15
    Years
  • Manual of the Planes
    Continuous Spell
    When an attack is declared, a player may choose to make that attack a direct attack instead. If a monster is in Defense Position, it cannot be attacked. If all monsters on a player's field are in Defense Position, his or her opponent's monsters can attack the player directly. If a monster attacks, it is switched to Defense Position at the end of the Damage Step. No battle damage is inflicted during the Battle Phase unless the attacking monster has a Piercing effect or if the damage would be dealt through a Direct Attack, and no monsters can be destroyed by battle. If a battling monster's ATK would exceed the DEF of the other battling monster, the other monster is destroyed at the end of the Damage Step. If this card would be removed from the field through an effect, negate that effect.
     

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Manual of the Planes
    Continuous Spell
    When an attack is declared, a player may choose to make that attack a direct attack instead. If a monster is in Defense Position, it cannot be attacked. If all monsters on a player's field are in Defense Position, his or her opponent's monsters can attack the player directly. If a monster attacks, it is switched to Defense Position at the end of the Damage Step. No battle damage is inflicted during the Battle Phase unless the attacking monster has a Piercing effect or if the damage would be dealt through a Direct Attack, and no monsters can be destroyed by battle. If a battling monster's ATK would exceed the DEF of the other battling monster, the other monster is destroyed at the end of the Damage Step. If this card would be removed from the field through an effect, negate that effect.

    Cool card. It was annoying me in a few instances so I fixed it up.
    • Ambiguity on line 1. Which player can make an attack direct?
    • You can't reference "Piercing" as an effect, since it's not in the standard guidelines for card texts.
    • The effect that you can't attack a defense position Monster and that, if all Monsters are in defense mode, you can attack directly should be folded into one. As per Guardian Kay'est, the wording should be: "Defense position Monsters cannot be attack targets."
    • The battle damage bit I changed to: "players take no battle damage from a battle involving two attack position Monsters." Though, that doesn't account for rebounds when you attack a higher DEF. I don't know if that was intended though.
    • I folded the "end of the Damage Step" effects into one: "During the end of the Damage Step, switch any attacking Monsters to defense position. Then, if two Monsters battled, destroy the attacked Monster if its DEF is lower than the ATK of the attacking Monster."
    • I simplified the negation effect to "This card cannot be removed from the Field." It's interchangeable with "Negate an effect(s) that would remove this card from the Field," but the first effect is a lot simpler. I don't know if the second sentence is preferred, though, since it also negates the rest of the effects of cards like Heavy Storm or Giant Trunade, which don't target... I moved the clause to the beginning because it's a passive effect.

    TA-DA!

    Manual of the Planes
    Continuous Spell
    This card cannot be removed from the Field. Defense position Monsters cannot be attack targets, Monsters cannot be destroyed by battle, and players take no battle damage from a battle involving two attack position Monsters. If a Monster is declared as the target of an attack, the controller of that Monster can make that attack a direct attack. During the end of the Damage Step, switch any attacking Monsters to defense position. Then, if two Monsters battled, destroy the attacked Monster if its DEF is lower than the ATK of the attacking Monster.

    You could also simplify it further to this:

    Manual of the Planes
    Continuous Spell
    This card cannot be removed from the Field. Defense position Monsters cannot be attack targets, attack position Monsters cannot be destroyed by battle, and players take no battle damage from a battle involving two attack position Monsters. If a Monster is declared as the target of an attack, the controller of that Monster can make that attack a direct attack. During the end of the Damage Step, switch any attacking Monsters to defense position.

    Except, then the defense position Monster isn't destroyed by Manual of the Planes' effect, but by actual battle.

    And here's a third variation for you, if you're still reading.

    Manual of the Planes
    Continuous Spell
    This card cannot be removed from the Field. Defense position Monsters cannot be attack targets, attack position Monsters cannot be destroyed by battle, and players take no battle damage from a battle between two monsters, except by a card effect. If a Monster is declared as the target of an attack, the controller of that Monster can make that attack a direct attack. During the end of the Damage Step, switch any attacking Monsters to defense position.

    I think that one is preferred, since it also accounts for Total Defense Shogun.
     
    Last edited:

    Cirrus

    dreaming a transient dream.
    1,577
    Posts
    15
    Years
  • The "Defense Position monsters cannot be attack targets" makes it a bit ambiguous if you are allowed to attack directly or not at all if a player only controls defense position monsters (without a specific ruling which Kay'est has), which is why I did not use it, and I am adding an additional clause about if a player is tapped out so that it's functional. The "This card cannot be removed from the Field" sounds a bit awkward. The clause about power vs. toughness only applying to attacking monsters was missed, I think... Otherwise I agree with your comments. Thanks!

    Maybe this version will work better to simulate MtG...

    Manual of the Planes
    Continuous Spell
    Spells, Traps, and Effect Monsters' effects cannot be activated in response to this card's activation. If a card effect would remove this card from the Field, negate it. Monsters cannot be destroyed as a Result of Battle, and players take no Battle Damage from a battle between two monsters, except by a card effect. Defense Position Monsters cannot be attack targets. If a player controls only Defense Position monsters, his opponent can make any attack a Direct Attack. If a Monster is declared as the target of an attack, the controller of that Monster can make that attack a direct attack. If a battling monster's ATK would exceed the DEF of the other battling monster, the other monster is destroyed during damage calculation. At the end of the Damage Step, switch any attacking Monsters to Defense Position.
     
    Last edited:

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • The "Defense Position monsters cannot be attack targets" makes it a bit ambiguous if you are allowed to attack directly or not at all if a player only controls defense position monsters (without a specific ruling which Kay'est has), which is why I did not use it, and I am adding an additional clause about if a player is tapped out so that it's functional. The "This card cannot be removed from the Field" sounds a bit awkward. The clause about power vs. toughness only applying to attacking monsters was missed, I think... Otherwise I agree with your comments. Thanks!

    Maybe this version will work better to simulate MtG...

    Manual of the Planes
    Continuous Spell
    Spells, Traps, and Effect Monsters' effects cannot be activated in response to this card's activation. If a card effect would remove this card from the Field, negate it. Monsters cannot be destroyed as a Result of Battle, and players take no Battle Damage from a battle between two monsters, except by a card effect. Defense Position Monsters cannot be attack targets. If a player controls only Defense Position monsters, his opponent can make any attack a Direct Attack. If a Monster is declared as the target of an attack, the controller of that Monster can make that attack a direct attack. If a battling monster's ATK would exceed the DEF of the other battling monster, the other monster is destroyed during damage calculation. At the end of the Damage Step, switch any attacking Monsters to Defense Position.

    Actually, you can forgo the attacking directly bit because of Kay'est's wording. Since it can't be selected as an attack target in any way, the only other target is the opposing player. If all monsters are in defense position and they can't be selected as an attack target, then the attack has to be a direct attack. No other card prevents itself from being an attack target. The ruling is just because she's the only card that says the effect in that way. Compare it with other cards:

    Solar Flare Dragon (x2): "... this card cannot be attacked."

    It's subtle, but since you can still technically select Solar Flare Dragon as an attack target, you treat it as though the opponent still has monsters that are eligible as attack targets and therefore, by the rules, you can't attack the opponent. It's just that, if you were to select either Solar Flare Dragon as an attack target, you wouldn't be able to attack it... Which is why it forms a lock.

    Morphtronic Magnen (x2): "Your opponent cannot select another monster as an attack target."

    It's subtle here too. Even though it prevents monsters from being selected as an attack target by your opponent (you can still move their attack to the monster using Shift, Dreamsprite, etc., or force it via Ring of Magnetism), it doesn't downright say the monster can't be an attack target at all. If it said "Your monsters cannot be attack targets," then you'd better prepare your life points.

    - - - - -

    Also, yeah, I misread the DEF part. I thought you meant defense position monsters, which isn't the case... Since they can't be attacked anyway lol

    If you keep that clause in there, it's counted as the card effect destroying the monster.

    "If a battling monster's ATK would exceed the DEF of the other battling monster, the other monster is destroyed during damage calculation."

    First thing first, to remove some unnecessary words:

    "Destroy a monster if its DEF is lower than the ATK of the monster it battled."

    Also, monsters are destroyed at the end of the Damage Step, not during damage calculation... So...

    "At the end of the Damage Step, switch any attacking Monsters to Defense Position and destroy any battling monster if its DEF is lower than the ATK of the monster it battled."
     
    Last edited:

    Zeffy

    g'day
    6,402
    Posts
    15
    Years
    • Seen Feb 7, 2024
    Will of Fire
    Quick Play Spell
    → When this card is activated, choose up to 3 cards in the field. Destroy all other cards in the field except the chosen cards. In addition, deal 200 x the number of cards destroyed to your opponent. This card's effect cannot be negated with any other card's effect wether its spells, traps or effect monsters.

    One of Naruto Shippuden's movie inspired me to make this. :D
     

    Gymnotide

    8377 | Scorpaeniform
    3,597
    Posts
    16
    Years
  • Will of Fire
    Quick Play Spell
    → When this card is activated, choose up to 3 cards in the field. Destroy all other cards in the field except the chosen cards. In addition, deal 200 x the number of cards destroyed to your opponent. This card's effect cannot be negated with any other card's effect wether its spells, traps or effect monsters.

    One of Naruto Shippuden's movie inspired me to make this. :D

    lol broken

    Ninjitsu Art -- Bunshin
    Quick-Play Spell
    Select 1 face-up "Ninja" monster you control. Special Summon as many monster Tokens as you wish in Attack Position. These Tokens always have the same name, ATK, DEF, Attribute, Type, Level, and Effect of the selected monster. Decrease the ATK of the selected monster by 300 for each Token Summoned. If this card is destroyed by a card effect, you may activate its effect.

    Ninjitsu Art -- Huton Jutsu
    Quick-Play Spell
    You can activate this card if you control a face-up "Ninja" monster. Destroy Spell or Trap cards on the Field equal to the number of "Ninja" monsters you control. The controller of a Spell or Trap card(s) destroyed by this effect loses 500 Life Points for each card destroyed.

    Ninjitsu Art -- Kagenui
    Normal Trap
    Activate only if a "Ninja" monster is selected as an attack target. Switch all monsters, except a "Ninja" monster(s), on the Field to Defense Position. They cannot attack or change battle positions as long as the attacked "Ninja" is on the Field.

    Ninjitsu Art -- Utsusemi
    Counter Trap
    Activate only if a face-up "Ninja" monster you control is selected as an attack target or targeted by the effect of a Spell, Trap, or Effect Monster. Remove from play the targeted "Ninja" monster. Negate the attack and destroy the attacking monster. Negate any other effects in the same chain as this card. During the End Phase, return to play the targeted "Ninja" monster in the same position it was when it was removed.

    Ninjitsu Art -- Surprise Attack
    Quick-Play Spell
    Selected and apply one of the following effects:
    -- When a face-down "Ninja" monster you control is selected as an attack target, flip it face-up. If the monster has a Flip Effect, it is applied at this time. Then, destroy the attacking monster.
    -- When a "Ninja" monster you control inflicts battle damage to your opponent by a Direct Attack, you can Special Summon, in face-up Attack Position or face-down Defense Position, up to 2 other "Ninja" monsters with different names from your Hand or Deck.

    Ninjitsu Art -- Intonjutsu
    Quick-Play Spell
    Change the battle positions of all face-up monsters on the Field. Then, flip all face-up "Ninja" monsters to face-down Defense Position and shuffle all face-down monsters you control.

    Ninjitsu Art -- Flash Step
    Equip Spell
    Equip only to a "Ninja" monster. The equipped monster can attack directly. When this card is sent from the Field to the Graveyard, you can discard 1 card to add it to your Hand.

    Ninjitsu Art -- Uzuragakure
    Quick-Play Spell
    Select 1 face-up or face-down "Ninja" monster you control. If the monster is face-down, reveal it to your opponent. If the selected monster has a Flip Effect, apply it as this card's effect. Then, you can return that monster to your Deck and Special Summon 1 "Ninja" monster in face-up Attack Position or face-down Defense Position. If you do, shuffle your Deck afterward.

    Ninjitsu Art -- Hensojutsu
    Quick-Play Spell
    Select 1 "Ninja" monster on your side of the Field. Your opponent gains control of the selected monster. While your opponent controls the selected monster, they must reveal 1 card in their hand during their Standby Phase. Any cards revealed by this effect must remain revealed until they leave the Hand.

    Shinobi Academy
    Field Spell
    When your opponent activates a Field Spell card, you can return this face-up card to your Hand. Whenever a "Ninja" monster is destroyed by battle and sent to the Graveyard, its controller can activate one of the following effects:
    -- Apply the Flip Effect of the destroyed monster as this card's effect.
    -- Send 1 face-up monster card on the Field to the Graveyard.
    -- Add 1 "Ninjitsu Art" card from your Deck to your Hand.

    Gold Ninja
    ( 4 Stars / Warrior / LIGHT / Effect Monster )
    1300 / 1700


    FLIP: Destroy 1 Attack Position monster.
     
    Last edited:
    Back
    Top