View Full Version : A snake and a Chinglish: Co-CAC Topic
Sayokyoku
November 30th, 2008, 08:05 PM
So yeah. I'm becoming lazy now and CBF'ed making new topics every time I make new cards, so I'm posting everything in here from now on. (Which is prolly better, now that I think about it o.O)
Comments are appreciated. Originality is higher on my priority list than balance, so pointing out broken cards will help me become a better card maker. (At least, I hope so <.<)
Old stuff
Ninjutsu
No, they're not Naruto related... Inspired by the Ninjutsu ability of Ninja creatures in MTG, these cards aim to pop outta nowhere, strike, then vanish from your opponent's sight. When they emerge victorius from battle, you get a lil bonus.
Red Ninja
Effect Monster
Level 4/Wind/Warrior
1800/1000
When a monster you control declares an attack, you may Special Summon this card and declare an attack with this card instead. If this card is Special Summoned this way, return it to your hand at the End Phase. Whenever this card successfully destroys a monster as a result of battle, you may reduce the Battle Damage to 0 to deal Effect Damage to your opponent's LP equal to half of the destroyed monster's ATK, rounding down.
Blue Ninja
Effect Monster
Level 4/Wind/Warrior
1500/1000
When a monster you control declares an attack, you may Special Summon this card and declare an attack with this card instead. If this card is Special Summoned this way, return it to your hand at the End Phase. Whenever this card successfully destroys a monster as a result of battle, you may draw 1 card, then place 1 card in your hand on the bottom of your deck.
Green Ninja
Effect Monster
Level 4/Wind/Warrior
1600/1000
When a monster you control declares an attack, you may Special Summon this card and declare an attack with this card instead. If this card is Special Summoned this way, return it to your hand at the End Phase. Whenever this card successfully destroys a monster as a result of battle, you may search your grave for a Level 4 Warrior class monster and place it on the top of your deck.
Yellow Ninja
Effect Monster
Level 4/Wind/Warrior
1700/1000
When a monster you control declares an attack, you may Special Summon this card and declare an attack with this card instead. If this card is Special Summoned this way, return it to your hand at the End Phase. Whenever this card successfully destroys a monster as a result of battle, you may place the destroyed monster on the top of your opponent's deck rather than his/her grave.
Kunoichi
Effect Monster
Level 4/Wind/Warrior
1500/1000
When this card is successfully summoned, you may reveal any number of Ninja monsters from your hand. When this card is destroyed and sent to your grave, search your deck for 1 Ninja monster and add it to your hand.
Shun, Blind Assassin
Synchro Monster
Level 7/Wind/Warrior
2400/2000
1 Tuner Monster + Any number of non Tuner Ninja monsters
When a monster you control declares an attack, you may Synchro Summon this card from your Fusion Deck and declare an attack with this card instead. During the End Phase that this card was successfully Synchro Summoned, return it to your Fusion Deck. Whenever this card deals Battle Damage to your opponent's LP, you may reduce the Battle Damage to 0 and discard any number of cards from your hand. Then, activate 1 of the following effects:
Your opponent discards an equal number of cards from his/her hand.
Your opponent sends an equal number of cards on the top of his/her deck to his/her grave.
New stuff
Angelic Hymn
Everyone can guess that it's an Angel theme set of cards. Rather than go for typical healing Angels, I had some fun messing around with the LP difference effect of Mars and Saturn and implementing them into the monster cards in this set.
Seraphim Archangel
Effect Monster
Level 8/Light/Angel
2800/2800
You may Special Summon this card if you have 15000+ LP. If this card is successfully Special Summoned by this effect, deal Effect Damage to your opponent's LP equal to the difference between you and your opponent's LP. (Max 2000.) As long as this card remains face up, all Battle Damage dealt to you is halved and all Effect Damage dealt to you is doubled. If you have 10000- LP, destroy this card.
Celestial Seer
Effect Monster
Level 3/Light/Angel
700/800
If this card would be destroyed, you may decrease your LP by 700 instead. During your Draw Phase, if you have 15000+ LP, you may draw 2 cards instead of 1. When this card is is destroyed and sent to your grave, increase your LP by 1000.
Breath of Divinity
Quickplay Magic
You may activate this card from your deck by discarding 1 Angel class monster. Increase your LP by half the sum of the discarded monster's ATK and DEF. Also, select 1 Angel class monster on your field. Until the End Phase, the selected monster is unaffected by monster effects your opponent controls.
Tomb of Miracles
Continuous Trap
You can only activate this card when it would be destroyed by a card effect your opponent controls. This card cannot be destroyed by card effects your opponent controls. Special Summon 1 Angel class monster from your grave and equip it with this card. When the equipped monster is destroyed or when this card leaves the field, shuffle the equipped monster into your deck.
Merciful Repentance
Continuous Magic
If this card is in your hand, you may continue the duel with this card revealed. As long as this card is revealed or on your field, whenever you would deal Battle Damage to your opponent's LP, reduce the Battle Damage to 0 and increase your LP by an amount equal to the Battle Damage that would be dealt instead.
Underworld Uprising
And, of course, what Angel set would be complete without some Demons to wage war against them? The monsters here are also based on LP difference, while the support cards are based on Mefist's discarding effect.
Baal, Craver for Blood
Effect Monster
Level 8/Dark/Demon
2000/2000
You may Special Summon this card if your LP is lower than your opponent's and the difference is 1000+. This card is unaffected by Magic cards. Increase this card's ATK and DEF by the difference between your and your opponent's LP. Whenever this card deals Battle Damage to your opponent's LP, you may decrease your LP by an equal amount to double the Battle Damage dealt.
Lust Entity ~ Asmodeus
Effect Monster
Level 7/Dark/Demon
2500/2400
When this card is successfully Sacrifice Summoned, you may take control of 1 face up monster on your opponent's field. When your LP is higher than your opponent's or the difference between you and your opponent's LP is 1000-, return the controlled monster to its owner's field. If this card would be destroyed, destroy the controlled monster instead. The controlled monster cannot be sacrificed.
Hellish Smokescreen
Counter Trap
Send the top card of your deck to your grave. Negate the activation and effect of a card effect that designates a face up Demon class monster on your field as a target of effect and destroy that card. If the destroyed card is a monster card, randomly discard 1 card from your opponent's hand.
Jaws of Hell
Field Magic
Face up Demon class monsters are unaffected by Magic cards except by this card's effect. If this card would be destroyed, send the top 3 cards on your deck to your grave instead. If a Demon class monster on your field would destroy a monster as a result of battle, you may end the battle immediately and randomly discard 1 card from your opponent's hand instead.
Underworld Lullaby
Normal Magic
You may activate this card from your grave by removing it from play. You can only activate this card when you control 5 face up Demon class monsters. Destroy all cards on the field.
Revised stuff
The Experience of Death
Yeah, I couldn't stand the fact that the original version got no replies whatsoever and modified how the set works. It ran on a "sacrifice a monster and discard a card" mechanism before, which I presumed was too expensive, so they're now like Toy Magician instead, "Set monster in Magic/Trap zone, waiting for someone to blow them up".
Ichimokuren
Level 4/Fire/Demon/1500/1200
You may Set this card face down in your Magic/Trap card zone. If this card would be destroyed while in your Magic/Trap card zone, Special Summon it to your field instead. When this card is successfully Special Summoned by this effect, draw 1 card. Once per turn, you may look at the top 3 cards of your deck, rearrange them in any order and return them to the top of your deck.
Hone Onna
Level 4/Fire/Demon/1400/1300
You may Set this card face down in your Magic/Trap card zone. If this card would be destroyed while in your Magic/Trap card zone, Special Summon it to your field instead. When this card is successfully Special Summoned by this effect, destroy a Set card on your opponent's field. Once per turn, you may look at 1 Set card on your opponent's field.
Wanryuudou
Level 4/Fire/Demon/1600/1100
You may Set this card face down in your Magic/Trap card zone. If this card would be destroyed while in your Magic/Trap card zone, Special Summon it to your field instead. When this card is successfully Special Summoned by this effect, destroy a face up card on your opponent's field. Once per turn, you may look at the top card of your opponent's deck and either place it on the top or bottom of his/her deck.
Kikuri
Level 2/Fire/Demon/1000/1000
You may Set this card face down in your Magic/Trap card zone. If this card would be destroyed while in your Magic/Trap card zone, Special Summon it to your field instead. During your opponent's turn, the first monster your opponent successfully summons would be Set in his/her Magic/Trap card zone instead. Card effects cannot be chained to this effect and decrease your LP by 1000 whenever this effect activates, unless you have 1000- LP.
Jigoku Shoujo
Level 5/Fire/Demon/2300/1700
Once per turn, you may continue the duel with this card revealed from or concealed in your hand. As long as this card is revealed to the opponent or face up on your field, face up Fire element Demon class monsters cannot be destroyed as a result of battle. Damage Calculation still applies. Also, as long as this card is revealed to the opponent or face up on your field, decrease your LP by 700 during each of your End Phases, unless you have 700- LP.
Jigoku he no Kawa
Field Magic
Discard this card. Destroy all Magic/Trap cards on your field and search your deck for 1 "Jigoku Shoujo" and add it to your hand. Card effects cannot be chained to this effect. Increase the ATK and DEF of all face up Fire element Demon class monsters by 300. As long as there is a face up Fire element Demon class monster on your field, this card cannot be destroyed. If there are no Fire element Demon class monsters on your field, destroy this card and halve your LP, rounding down.
Sayokyoku
December 6th, 2008, 09:28 AM
The Art of War
This set of cards focus on shougi (More commonly spelt shogi in Eng.) pieces as monsters. Shougi is, to make a long story short, the Jap equivalent of chess. As an equivalent, it's obv that death of the king means a lost war. Hence, each shougi piece has a Six Samurai'ish effect, allowing them to take the punishment from your opponent instead of the king.
Oushou, Shougi Hero King
Effect Monster
Level 10/Earth/Warrior
3000/2500
This card cannot be Sacrifice Summoned. If this card is Special Summoned by a card effect you control other than its own effect, destroy all cards on your field. If your opponent searches for your deck, hand, grave or RFG zone and reveals this card, you must Special Summon it to your field in face up attack position. If this card leaves the field, its owner loses the duel. Card effects cannot be chained to this effect. There can only be 1 "Oushou, Shougi Hero King" on your field at all times.
Hisha, Shougi Flying Chariot
Effect Monster
Level 7/Earth/Warrior
2500/2000
Once per turn, during your opponent's turn, negate the activation and effect of the first Magic card your opponent plays and destroy that card. If an "Oushou, Hero King" would be destroyed, you may destroy this card instead. There can only be 1 "Hisha, Shougi Flying Chariot" on your field at all times.
Kakugyou, Shougi Angle Walker
Effect Monster
Level 7/Earth/Warrior
2500/2000
Once per turn, during your opponent's turn, negate the activation and effect of the first Trap card your opponent plays and destroy that card. If an "Oushou, Hero King" would be destroyed, you may destroy this card instead. There can only be 1 "Kakugyou, Shougi Angle Walker" on your field at all times.
Kinshou, Shougi Golden General
Effect Monster
Level 5/Earth/Warrior
2300/2000
Once per turn, during your opponent's turn, if an "Oushou, Hero King" on your field is designated as the target of effect of a card effect your opponent controls, negate that effect. If an "Oushou, Hero King" would be destroyed, you may destroy this card instead.
Ginshou, Shougi Silver General
Effect Monster
Level 5/Earth/Warrior
2300/2000
If an "Oushou, Hero King" would be destroyed, you may destroy this card instead. When this card is destroyed by this effect, draw 1 card.
Keima, Shougi Laurel Cavalier
Effect Monster
Level 3/Earth/Warrior
1700/1600
During your Battle Phase, after this card has attacked, increase the ATK and DEF of all face up Shougi monsters on your field by 300. If an "Oushou, Hero King" would be destroyed, you may destroy this card instead.
Kyousha, Shougi Incense Chariot
Effect Monster
Level 4/Earth/Warrior
1800/1900
If this card destroys a defence position monster as a result of battle, inflict an amount of Battle Damage to your opponent's LP equal to the difference between this card's ATK and the destroyed monster's DEF. If an "Oushou, Hero King" would be destroyed, you may destroy this card instead.
Fuhyou, Shougi Infantry
Effect Monster
Level 2/Earth/Warrior
800/1000
When this card is destroyed and sent to your grave, Special Summon 1 "Fuhyou, Shougi Infantry" from your deck in face up defence position. If an "Oushou, Hero King" would be destroyed, you may destroy this card instead.
Promotion
Normal Magic
Activate 1 of the following effects:
Send 1 "Hisha, Shougi Flying Chariot" from your field to your grave. Special Summon 1 "Ryuuou, Shougi Dragon Champion" from your hand.
Send 1 "Kakugyou, Shougi Angle Walker" from your field to your grave. Special Summon 1 "Ryuuma, Shougi Dragon Knight" from your hand.
Send 1 "Ginshou, Shougi Silver General" from your field to your grave. Special Summon 1 "Kinshou, Shougi Golden General" from your hand.
Ryuuou, Shougi Dragon Champion
Effect Monster
Level 8/Earth/Warrior
2700/2000
This card cannot be Sacrifice Summoned. This card can only be Special Summoned by the effect of "Promotion". This card is unaffected by Magic cards. Once per turn, during your opponent's turn, negate the activation and effect of the first Magic card your opponent plays and destroy that card. If an "Oushou, Hero King" would be destroyed, you may destroy this card instead. There can only be 1 "Ryuuou, Shougi Dragon Champion" on your field at all times.
Ryuuma, Shougi Dragon Knight
Effect Monster
Level 8/Earth/Warrior
2700/2000
This card cannot be Sacrifice Summoned. This card can only be Special Summoned by the effect of "Promotion". This card is unaffected by Trap cards. Once per turn, during your opponent's turn, negate the activation and effect of the first Trap card your opponent plays and destroy that card. If an "Oushou, Hero King" would be destroyed, you may destroy this card instead. There can only be 1 "Ryuuma, Shougi Dragon Knight" on your field at all times.
Random filler:
The E.N.D.
Normal Magic
Sacrifice 1 Elemental Hero monster, 1 Neo Spacian monster and 1 Destiny Hero monster on your field. Send all cards on your opponent's field to their respective owner's grave.
Sayokyoku
January 2nd, 2009, 12:16 AM
Lol, this almost got wiped out. >.<;
Feral Outbreak
This set of cards feature werewolves as monsters. We all think werewolves transform under a full moon, so these guys obv get effects by getting "Full Moon" (How original...) into play. The catch? You can remove your own werewolves to change the field to "Full Moon" status. For kicks, I made some wolves "transform" under a new moon instead.
Werewolf, Scarlet Bloodtrail
Effect Monster
Level 3/Earth/Beast
1500/1200
You may remove from play this card from your hand if no other card has been sent to your removed from play zone this turn. While this card is in your removed from play zone, the field is treated as "New Moon". If there is an active Field Magic card in play, treat the field as both "New Moon" and that Field Magic card. If the field is treated as "Full Moon", during each of your End Phases, decrease your opponent's LP by 500.
Werewolf, Viridian Forestfang
Effect Monster
Level 3/Earth/Beast
1600/1200
You may remove from play this card from your hand if no other card has been sent to your removed from play zone this turn. While this card is in your removed from play zone, the field is treated as "New Moon". If there is an active Field Magic card in play, treat the field as both "New Moon" and that Field Magic card. If the field is treated as "Full Moon", double the cost of any Magic or Trap cards your opponent plays.
Werewolf, Amber Skyhowl
Effect Monster
Level 3/Earth/Beast
1500/1200
You may remove from play this card from your hand if no other card has been sent to your removed from play zone this turn. While this card is in your removed from play zone, the field is treated as "Full Moon". If there is an active Field Magic card in play, treat the field as both "Full Moon" and that Field Magic card. If the field is treated as "New Moon", this card can attack your opponent's LP directly. Direct Battle Damage dealt this way is halved.
Werewolf, Cerulean Riverstreak
Effect Monster
Level 3/Earth/Beast
1600/1200
You may remove from play this card from your hand if no other card has been sent to your removed from play zone this turn. While this card is in your removed from play zone, the field is treated as "Full Moon". If there is an active Field Magic card in play, treat the field as both "Full Moon" and that Field Magic card. If the field is treated as "New Moon", both players may only add cards from their deck to their hand by drawing during their Draw Phases.
Werewolf, Pack Leader
Effect Monster
Level 8/Earth/Beast
2600/2000
You may remove from play this card from your hand if no other card has been sent to your removed from play zone this turn. While this card is in your removed from play zone, the field is treated as both "Full Moon" and "New Moon". If there is an active Field Magic card in play, treat the field as both "Full Moon", "New Moon" and that Field Magic card. Once per turn, you may remove 1 Werewolf monster from play. If you do, this card is not treated as a monster until the End Phase.
New Moon
Field Magic
Increase the ATK and DEF of Werewolf monsters by 100.
Full Moon
Field Magic
Increase the ATK and DEF of Werewolf monsters by 100.
Random filler:
Ancient Gear Colossus
Synchro Monster
Level 10/Earth/Machine
3500/3500
1 Tuner Monster + Any number of Ancient Gear monsters
When this card declares an attack, your opponent cannot activate Magic/Trap cards until the end of the Damage Step. If this card would be destroyed as a result of a monster effect under your opponent's control, destroy a Magic/Trap card on your field and remove this card face down from play instead. During the third Standby Phase that this card has removed from play by this effect, shuffle this card into your Fusion Deck.
Sayokyoku
January 7th, 2009, 10:12 PM
Broken Skies
Whee, Thunder support~. I used lightning as a theme this time, creating cards that pound you in one sec and vanish without a trace in another. The secondary effects I complemented the lightning monsters with include your opponent drawing cards (Inspired by Dark Bribe, duh. XP) and an RFG mechanic. Hopefully, with Dimensional Fusion banned and Return of the Different Dimension limited, these won't be too broken.
Lightning Kirin ~ Raishin
Effect Monster
Level 8/Wind/Thunder
3000/0
You may Special Summon this card from your hand if you control 1 Thunder class monster. If you do, your opponent draws 3 cards. During the End Phase that this card is successfully Special Summoned, remove this card from play.
Lightning Kirin ~ Raien
Effect Monster
Level 6/Wind/Thunder
2500/0
You may Special Summon this card from your hand if you control 1 Thunder class monster. If you do, your opponent draws 2 cards. During the End Phase that this card is successfully Special Summoned, remove this card from play.
Lightning Kirin ~ Raidan
Effect Monster
Level 4/Wind/Thunder
2000/0
You may Special Summon this card from your hand if you control 1 Thunder class monster. If you do, your opponent draws 1 card. During the End Phase that this card is successfully summoned, remove this card from play.
The Roaring Sky
Field Magic
If a player adds cards to his/her hand outside of that player's Draw Phase, he/she cannot summon, activate or set any cards from his/her hand during his/her next turn. When this card is destroyed by a card effect your opponent controls, you may add 1 Thunder class monster from your removed from play zone to your hand.
Flash
Quickplay Magic
Destroy 1 card on the field. The owner of that card draws 1 card.
Splitting the Heavens
Normal Trap
Both players discard their entire hands. Special Summon up to 3 Thunder class monsters from your removed from play zone. Afterwards, your opponent may Special Summon up to an equal number of monsters that you have Special Summoned with this card's effect from his/her removed from play zone.
Ominous Thunderstrike
Counter Trap
Remove 1 Thunder class monster in your deck from play. Negate the activation and effect of a monster effect and destroy that card.
Random fillers:
Master of the Hole
Effect Monster
Level 5/Dark/Warrior
2000/2000
By discarding 1 Trap Hole Trap card, Special Summon this card from your hand. As long as this card is face up, whenever a card leaves the field as a result of a Trap Hole Trap card's effect, you may destroy a Magic/Trap card on the field.
Nether Upheaval
Counter Trap
Special Summon 1 monster from your opponent's grave to his/her field. Afterwards, send the bottom card of your deck to your grave.
Sovereign Sage ~ Ea
Synchro Monster
Level 10/Light/Magician
3000/2800
1 Magician class Tuner Monster + Any number of Magician class non Tuner monsters
When this card is successfully Synchro Summoned, put 1 Magic counter on all face up cards you control. Control of this card cannot be switched. As long as this card remains face up, any cost associated with Magic cards you control do not need to be paid and any cost associated with Magic cards your opponent controls are doubled. If this card would destroyed, remove 1 Magic counter instead.
Sayokyoku
January 13th, 2009, 07:47 AM
Reawakening of Silence
Silent monsters return~. I'm a loyal Silent Swordsman and Magician fan and I also enjoyed fiddling around with the LV mechanic when it was first introduced, so here's a few new Silent monsters to satisfy my craving, and hopefully yours too. XP
Silent Dragon LV1
Effect Monster
Level 1/Dark/Dragon
300/300
During your Standby Phase, if you control a token, you may sacrifice this card and all tokens you control to Special Summon 1 "Silent Dragon LV5" from your hand or deck.
Silent Dragon LV5
Effect Monster
Level 5/Dark/Dragon
2100/2100
During your Standby Phase, Special Summon 1 Silent Dragon token (Level 1/Dark/Dragon/0/0) to your field in defence position. These tokens cannot be sacrificed for Sacrifice Summoning. During your Standby Phase, if you control two tokens, you may sacrifice this card and all tokens you control to Special Summon 1 "Silent Dragon LV9" from your hand or deck.
Silent Dragon LV9
Effect Monster
Level 9/Dark/Dragon
3000/3000
If this card is Sacrifice Summoned, it is destroyed during your End Phase. If this card is Special Summoned through the effect of a "Silent Dragon LV5", activate 1 of the following effects, depending on the battle position of all tokens you control before they were sacrificed:
Attack: Destroy all Magic/Trap cards on your opponent's field.
Defence: Destroy all Monster cards on your opponent's field.
Silent Valkyrie LV4
Effect Monster
Level 4/Light/Angel
1700/1800
During your Standby Phase, if the total number of cards in both players' hands is less than 5, you may sacrifice this card to Special Summon 1 "Silent Valkyrie LV8" from your hand or deck.
Silent Valkyrie LV8
Effect Monster
Level 8/Light/Angel
2700/2800
This card cannot be Sacrifice Summoned. This card cannot be Special Summoned except by the effect of a "Silent Valkyrie LV4". During each player's Standby Phase, if that player has less than 3 cards in his/her hand, he/she can only summon 1 monster or activate 1 card effect that turn.
Silent Accursed LV4
Effect Monster
Level 4/Dark/Demon
1900/1400
During your Standby Phase, if there is a Fusion/Ritual/Synchro Monster face up on your opponent's field, you may sacrifice this card to Special Summon 1 "Silent Accursed LV8" from your hand or deck.
Silent Accursed LV8
Effect Monster
Level 8/Dark/Demon
2900/2300
This card cannot be Sacrifice Summoned. This card cannot be Special Summoned except by the effect of a "Silent Accursed LV4". As long as this card remains face up, neither players can Fusion Summon, Ritual Summon or Synchro Summon.
The Melodious Void
Field Magic
Increase the ATK and DEF of Silent monsters by 100. Card effects cannot be chained to the summoning of a Silent monster as a result of the effect of another Silent monster.
Ambush
Normal Trap
Send the top card of your deck to your grave. Special Summon 1 Level 4- Silent monster from your deck.
Random fillers:
Darkfire Emperor
Effect Monster
Level 9/Dark/Pyro
2700/1600
This card cannot be Normal Summoned. This card cannot be Special Summoned except when there are exactly 5 Dark element monsters in your grave. During your End Phase, if this card has not declared an attack this turn, you may remove all Dark and Fire element monsters in your grave from play. If you do, deal Effect Damage to your opponent's LP equal to the number of monsters removed by this effect x200.
Gamble
Counter Trap
Chain this card to the activation of a card effect your opponent controls. Ignore all costs associated with activating that card effect and flip a coin instead. If your opponent calls incorrectly, negate the activation and effect of that card and destroy it.
Endless March
Continuous Magic
As long as this card remains face up, if a card(s) would be destroyed as a result of a card effect, that card(s) would be placed on top of its respective owner's deck instead. After this effect resolves, any player may pay 1000 LP to destroy this card.
Sayokyoku
January 29th, 2009, 12:06 AM
The Earth Alight
Got kinda bored of seeing most Fire element cards relating to some kinda burn, so Hellfire Emperor inspired me to create Fire element monsters that rely on other Fire element monsters in the grave or otherwise dump the needed stuff itself. I guess you can say that it's basically becoming like Dark element monsters then. Well... I guess so, but oh well... -.-;
Blackfire Manticore
Effect Monster
Level 9/Fire/Beast
2400/3000
Whenever you play a Magic card, you may search your deck for 1 Fire element monster, reveal it to your opponent and send it to your grave. Once per turn, if this card is designated as the target of effect of a card effect your opponent controls, you may remove 1 Fire element monster in your grave from play to return this card to your hand instead.
Corona Eater
Tuner Monster
Level 2/Fire/Pyro
1100/1200
When this card is send to your grave to summon a monster, you may discard 1 Fire element monster from your hand.
Emberwisp Crane
Effect Monster
Level 4/Fire/Winged Beast
1600/1700
When this card is successfully Normal Summoned, send the top 3 cards on your deck to your grave. As long as there is a Fire element monster in your grave, this card cannot be destroyed as a result of battle. Damage calculations still apply.
Searing Firestorm
Normal Magic
Decrease your LP to 1000 and remove all Fire element monsters in your grave from play. Deal 1000 Effect Damage to your opponent's LP. Afterwards, for each Fire element monster removed from play by this card's effect, deal 500 additional Effect Damage. If you activate this card, you cannot activate any other Magic/Trap cards during this turn.
Purgatory ~ Malice Cleansing
Counter Trap
Sacrifice 1 Fire element monster. Negate the Special Summoning of a monster from a Fusion Deck and destroy that monster.
Fading Fantasy
Final Fantasy X inspired. (Yes, I was that bored... >.>) Nothing new here. Saviours (Tidus, Yuna etc.) are like Glad Beasts, Aeons are nomi's and Seymour uses LV mechanics. Nothing special, except maybe Yojimbo and Magus Sisters, which I changed to luck based monsters for fun. More cos I felt like making them than anything. XP
Saviour, Tidus
Effect Monster
Level 3/Water/Undead
1500/1200
When this card is designated as a target of attack, you may return this card to your hand, Special Summon another Saviour monster and change the target of attack to the monster Special Summoned by this card's effect. This card may attack twice per Battle Phase.
Saviour, Yuna
Effect Monster
Level 3/Light/Magician
800/1900
When this card is designated as a target of attack, you may return this card to your hand, Special Summon another Saviour monster and change the target of attack to the monster Special Summoned by this card's effect. By returning all monster cards on your field to its respective owner's hand, you may Special Summon 1 Aeon monster from your hand.
Saviour, Wakka
Effect Monster
Level 4/Wind/Warrior
1700/1000
When this card is designated as a target of attack, you may return this card to your hand, Special Summon another Saviour monster and change the target of attack to the monster Special Summoned by this card's effect. Monsters battling this card have their effects negated until the end of the Battle Phase.
Saviour, Lulu
Effect Monster
Level 4/Dark/Magician
1300/1400
When this card is designated as a target of attack, you may return this card to your hand, Special Summon another Saviour monster and change the target of attack to the monster Special Summoned by this card's effect. If this card battles a Dark or Light element monster, destroy that monster without applying Damage Calculation.
Saviour, Kimahri
Effect Monster
Level 4/Earth/Beast Warrior
1800/900
When this card is designated as a target of attack, you may return this card to your hand, Special Summon another Saviour monster and change the target of attack to the monster Special Summoned by this card's effect. Once per turn, by removing 1 Saviour monester in your grave from play, you may change this card's effect to the effect of the monster removed from play until the End Phase.
Saviour, Auron
Effect Monster
Level 4/Fire/Undead
1900/800
When this card is designated as a target of attack, you may return this card to your hand, Special Summon another Saviour monster and change the target of attack to the monster Special Summoned by this card's effect. If this card battles a defence position monster, destroy that monster without applying Damage Calculation.
Saviour, Rikku
Effect Monster
Level 2/Earth/Warrior
1100/1600
When this card is designated as a target of attack, you may return this card to your hand, Special Summon another Saviour monster and change the target of attack to the monster Special Summoned by this card's effect. Once per turn, during your opponent's Battle Phase, by discarding 1 card, switch the ATK and DEF of a monster your opponent controls until the End Phase.
Aeon, Valefor
Effect Monster
Level 5/Wind/Winged Beast
2000/2000
This card cannot be Sacrifice Summoned. This card cannot be Special Summoned except by the effect of 1 "Saviour, Yuna". Once per turn, you may negate the attack of 1 monster your opponent controls and change that monster to defence position.
Aeon, Ifrit
Effect Monster
Level 6/Fire/Beast
2300/2300
This card cannot be Sacrifice Summoned. This card cannot be Special Summoned except by the effect of 1 "Saviour, Yuna". If this card destroys a monster in defence position as a result of battle, deal Battle Damage to your opponent's LP equal to the difference between this card's ATK and the destroyed monster's DEF.
Aeon, Ixion
Effect Monster
Level 6/Wind/Beast
2200/2200
This card cannot be Sacrifice Summoned. This card cannot be Special Summoned except by the effect of 1 "Saviour, Yuna". As long as this card remains face up, the ATK and DEF of all monsters on the field are equal to each monster's respective original ATK and DEF.
Aeon, Shiva
Effect Monster
Level 6/Water/Magician
2100/2100
This card cannot be Sacrifice Summoned. This card cannot be Special Summoned except by the effect of 1 "Saviour, Yuna". During your Main Phase, if this card successfully destroys a monster as a result of battle, destroy 1 Magic/Trap card on the field.
Aeon, Bahamut
Effect Monster
Level 7/Earth/Dragon
2500/2500
This card cannot be Sacrifice Summoned. This card cannot be Special Summoned except by the effect of 1 "Saviour, Yuna". This card can attack all monsters on your opponent's field at once.
Aeon, Yojimbo
Effect Monster
Level 8/Light/Warrior
0/0
This card cannot be Sacrifice Summoned. This card cannot be Special Summoned except by the effect of 1 "Saviour, Yuna". Whenever this card declares an attack, flip 2 coins, then activate 1 of the following effects, depending on the results of the flip:
Two heads: Increase this card's ATK to 2800.
Two tails: Destroy the monster this card is attacking without applying Damage Calculation
One head, one tail: Destroy this card.
Aeon, Anima
Effect Monster
Level 9/Dark/Beast
2900/2900
This card cannot be Sacrifice Summoned. This card cannot be Special Summoned except by the effect of 1 "Saviour, Yuna". Whenever this card declares an attack, your opponent cannot activate any Magic/Trap cards until the end of Damage Calculation.
Aeon, Magus Sisters
Effect Monster
Level 10/Earth/Insect
3000/3000
This card cannot be Sacrifice Summoned. This card cannot be Special Summoned except by the effect of 1 "Saviour, Yuna". Battle Damage dealt by this card is halved. Whenever this card declares an attack, roll 1 die, then activate 1 of the following effects, depending on the result of the roll:
1: Destroy this card and all Magic/Trap cards on your field.
2 or 3: Change the target of attack to a monster you control.
4 or 5: You may change the target of attack into attack position.
6: You may designate up to 2 more monsters your opponent controls as targets of attack. Any Battle Damage dealt is reduced to 0.
Seymour Guado
Effect Monster
Level 4/Dark/Undead
1900/1800
If this card battles an Earth, Fire, Wind or Water element monster, increase this card's ATK and DEF by 300. During your Standby Phase, if you have successfully destroyed a monster by this card's effect, you may send this card to your grave to Special Summon 1 "Seymour Natus" from your hand or deck.
Seymour Natus
Effect Monster
Level 6/Dark/Undead
2400/2300
This card can only be Special Summoned by the effect of 1 "Seymour Guado". If this card battles an Earth, Fire, Wind or Water element monster, destroy it without applying Damage Calculation. During your Standby Phase, if you have successfully destroyed 3 monsters by this card's effect, you may send this card to your grave to Special Summon 1 "Seymour Flux" from your hand or deck.
Seymour Flux
Effect Monster
Level 8/Dark/Undead
2800/2700
This card cannot be Sacrifice Summoned. This card cannot be Special Summoned except by the effect of 1 "Seymour Natus". Earth, Fire, Wind or Water element monster that battle this card have their effects negated until the end of Damage Calculation. During your Standby Phase, if you have successfully destroyed 1 Earth, Fire, Wind and Water element monster by this card's effect, you may send this card to your grave to Special Summon 1 "Seymour Omnis" from your hand or deck.
Seymour Omnis
Effect Monster
Level 10/Dark/Undead
3100/3000
This card cannot be Sacrifice Summoned. This card cannot be Special Summoned except by the effect of 1 "Seymour Flux". Earth, Fire, Wind and Water element monsters have their effects negated.
Random fillers:
Meltdown
Continuous Trap
Whenever your opponent would pay LP as a cost to activate a card effect, you may pay the prescribed amount of LP to negate that card effect and destroy that card instead.
Brandish
Continuous Magic
Monsters equipped with Equip Magic cards can attack thrice per Battle Phase. Battle Damage dealt this way is halved.
Sicklefang Hydra
Synchro Monster
Level 9/Water/Sea Dragon
2700/2300
1 Tuner Monster + Any number of non Tuner monsters
Once per turn, during your opponent's turn, if this card is in face up defence position, you may change the target of attack of a monster your opponent controls to another monster he/she controls.
Sayokyoku
February 14th, 2009, 12:13 AM
Raging Flurry
Well, I made a bunch of monsters called Drunkards this time... Drunkard monsters, being, well, drunk, will sometimes "accidentally" (Not really... >.>) attack your own monsters. This ought to bring more playability to some of those cards with effects that trigger when destroyed as a result of battle. I threw in some random alliterations for the names of the support cards for fun. Wonder if this theme will get my some replies in this topic... XD
Drunkard, Lina the Merry
Effect Monster
Level 3/Earth/Warrior
1800/1000
When this card declares an attack, you can designate a monster(s) on your field as a target(s) of battle. If this card was destroyed as a result of battle, draw 1 card.
Drunkard, Aisa the Fury
Effect Monster
Level 3/Earth/Warrior
1500/1000
When this card declares an attack, you can designate a monster(s) on your field as a target(s) of battle. If this card was destroyed as a result of battle, destroy 1 card on the field.
Drunkard, Reya the Lonely
Effect Monster
Level 3/Earth/Warrior
1700/1000
When this card declares an attack, you can designate a monster(s) on your field as a target(s) of battle. If this card was destroyed as a result of battle, randomly discard 1 card from your opponent's hand.
Drunkard, Sola the Drowsy
Effect Monster
Level 3/Earth/Warrior
1600/1000
When this card declares an attack, you can designate a monster(s) on your field as a target(s) of battle. If this card was destroyed as a result of battle, send the top 3 cards of your opponent's deck to his/her grave.
Lars, Lunatic Lass
Synchro Monster
Level 7/Earth/Warrior
2300/2000
This card can attack twice per Battle Phase. When this card declares an attack, you can designate a monster(s) on your field as a target(s) of battle. Increase this card's ATK by the number of Drunkard monsters in your grave x300. By removing 1 Drunkard monster in your grave from play, Special Summon this card from your grave.
Dazed Delirium
Quickplay Magic
Send the top card of your deck to your grave. Select 1 monster on your field. The selected monster may designate a monster(s) on your field as a target(s) of battle this turn.
Sluggish Shot
Normal Trap
You may only activate this card when your opponent chains a card to the declaration of attack by 1 monster on your field. Change the target(s) of attack to a monster(s) on your field.
Intoxicated Influence
Normal Trap
You may only activate this card when a monster your opponent controls declares an attack. Change the target(s) of attack to a monster(s) on your opponent's field of your choice.
Random fillers:
Days of Yore
Continuous Magic
As long as this card remains face up, all monsters are treated as Normal Monsters. Monsters that are originally Normal Monsters are unaffected by Trap cards. Decrease the ATK and DEF of all monsters that are originally non Normal monsters.
Dreadnought, Catastrophe Vessel
Effect Monster
Level 10/Water/Machine
3000/3000
This card cannot be Special Summoned. Once per turn, if this card would be destroyed as a result of a card effect your opponent controls, you may reveal a Water element monster from your hand to negate the activation and effect of that card. If this card is destroyed as a result of a card effect your opponent controls during your turn, destroy all cards on the field.
Ivory Warthog
Effect Monster
Level 5/Earth/Beast
2000/1500
If you have successfully Special Summoned another Beast class monster this turn, you may Special Summon this card from your hand. Once per turn, when this card destroys a defence position monster as a result of battle, you may shuffle 2 Beast class monster cards from your removed from play zone into your deck to draw 1 card.
Sayokyoku
March 22nd, 2009, 07:49 PM
Pursuit for Perfection
Wow, second page. I really am lazy. >.>;
Following the current fad in the CAC Challenge topic, I made Rozen Maiden cards~. The Maidens are Gadget'ish, but nothing too special by themselves. Artificial Spirits are Quickplays that will buff up your Maidens. Rest of the stuff, like the Alice Game and N Field are just fillers for completion's sake, lol. I tried to not make them broken nonetheless. Enjoy~.
Suigin Tou, First Maiden
Effect Monster
Level 3/Earth/Magician
1700/1600
There can only be 1 "Suigin Tou, First Maiden" on your field at all times. If you successfully Normal Summoned a "Shinku, Fifth Maiden" this turn, you may Special Summon this card from your hand.
Kanaria, Second Maiden
Effect Monster
Level 3/Earth/Magician
1400/1500
There can only be 1 "Kanaria, Second Maiden" on your field at all times. If you successfully Normal Summoned a "Hina Ichigo, Sixth Maiden" this turn, you may Special Summon this card from your hand.
Suisei Seki, Third Maiden
Effect Monster
Level 3/Earth/Magician
1500/1800
There can only be 1 "Suisei Seki, Third Maiden" on your field at all times. If you successfully Normal Summoned a "Sousei Seki, Fourth Maiden" this turn, you may Special Summon this card from your hand.
Sousei Seki, Fourth Maiden
Effect Monster
Level 3/Earth/Magician
1500/1700
There can only be 1 "Sousei Seki, Fourth Maiden" on your field at all times. If you successfully Normal Summoned a "Suisei Seki, Third Maiden" this turn, you may Special Summon this card from your hand.
Shinku, Fifth Maiden
Effect Monster
Level 3/Earth/Magician
1600/1600
There can only be 1 "Shinku, Fifth Maiden" on your field at all times. If you successfully Normal Summoned a "Suigin Tou, First Maiden" this turn, you may Special Summon this card from your hand.
Hina Ichigo, Sixth Maiden
Effect Monster
Level 3/Earth/Magician
1200/1000
There can only be 1 "Hina Ichigo, Sixth Maiden" on your field at all times. If you successfully Normal Summoned a "Kanaria, Second Maiden" this turn, you may Special Summon this card from your hand.
Kirakishou, Seventh Maiden
Effect Monster
Level 3/Earth/Magician
1800/1800
This card cannot be Special Summoned. There can only be 1 "Kirakishou, Seventh Maiden" on your field at all times. If you successfully Normal Summoned a Maiden monster this turn, you may Special Summon this card from your hand. You may Special Summon this card from your deck by sacrificing a Maiden monster on your field.
Artificial Spirit ~ Meimei
Quickplay Magic
Select 1 face up "Suigin Tou, First Maiden" on your field. The selected monster is unaffected by Magic/Trap cards this turn. You may remove this card in your grave from play to Special Summon 1 "Suigin Tou, First Maiden" from your grave.
Artificial Spirit ~ Pizzicato
Quickplay Magic
Select 1 face up "Kanaria, Second Maiden" on your field. Destroy up to 2 face down cards on your opponent's field. You may remove this card in your grave from play to Special Summon 1 "Kanaria, Second Maiden" from your grave.
Artificial Spirit ~ Sui Dream
Quickplay Magic
Select 1 face up "Suisei Seki, Third Maiden" on your field. Return 1 Normal Magic card from your grave to your hand. You may remove this card in your grave from play to Special Summon 1 "Suisei Seki, Third Maiden" from your grave.
Artificial Spirit ~ Renpika
Quickplay Magic
Select 1 face up "Sousei Seki, Fourth Maiden" on your field. The selected monster can attack your opponent directly this turn. You may remove this card in your grave from play to Special Summon 1 "Sousei Seki, Fourth Maiden" from your grave.
Artificial Spirit ~ Holie
Quickplay Magic
Select 1 face up "Shinku, Fifth Maiden" on your field. The selected monster is unaffected by monster effects and cannot be destroyed as a result of battle this turn. Damage Calculation still applies. You may remove this card in your grave from play to Special Summon 1 "Shinku, Fifth Maiden" from your grave.
Artificial Spirit ~ Berrybell
Quickplay Magic
Select 1 face up "Hina Ichigo, Sixth Maiden" on your field. You may play up to 2 Trap cards from your hand this turn. You may remove this card in your grave from play to Special Summon 1 "Hina Ichigo, Sixth Maiden" from your grave.
Rosa Mystica
Normal Magic
Select 1 face up Maiden monster on your field. Then, activate 1 of the following effects:
Search your deck for a Maiden monster with its card name in the selected monster's prescribed effect text, excluding the selected monster's name itself, and add it to your hand.
Search your deck for an Artificial Spirit Magic card with the selected monster's card name in its prescribed effect text and add it to your hand.
The Medium
Equip Magic
You may only equip this card to a Maiden monster. Increase the equipped monster's ATK and DEF by 300. If the equipped monster would be destroyed, destroy this card instead.
The N Field
Field Magic
Increase the ATK and DEF of Maiden monsters by 300. Whenever an Artificial Spirit Magic card would be sent to the grave, it is shuffled into its owner's deck instead.
Alice Game
Continuous Magic
This card is unaffected by card effects except its own. Whenever a Maiden monster is destroyed, place 1 Alice counter on this card. When there are 6 Alice counters on this card and 1 face up Maiden monster on the field, you must sacrifice this card and that Maiden monster to Special Summon 1 "Alice, Maiden of Purity" from either player's hand or deck to the field of the player who controlled that Maiden monster.
Alice, Maiden of Purity
Effect Monster
Level 8/Light/Magician
0/0
This card cannot be Normal Summoned. This card cannot be Special Summoned except through the effect of 1 "Alice Game". Increase this card's ATK and DEF by 500 for every Maiden monster in both players' grave. Whenever this card successfully destroys a monster as a result of battle, your opponent cannot activate any card effects during his/her next turn.
Will add in random fillers later. o.O
Sayokyoku
April 14th, 2009, 11:49 AM
Unwavering Heart
Lol, I never included the random fillers in the last post... >.>
Anyway, recently done almost everything that I wanted to do on Kingdom Hearts II and started replaying the original, so I made some KH cards. Nothing special, just Sora, Riku, Kairi and a lotta Keyblades. XD
Lost Youth ~ Sora
Normal Monster
Level 2/Light/Warrior
800/800
A cheery youth on a journey to search for his friends, unaware of his title and burdens.
Lost Youth ~ Kairi
Normal Monster
Level 2/Light/Magician
700/700
A youth who lost all memories of her past, her true identity remains a mystery, even to herself.
Lost Youth ~ Riku
Normal Monster
Level 3/Dark/Warrior
1000/1000
A confident youth who is anxious to see the world, not knowing the perils ahead that await him.
Keyblader of Light ~ Sora
Effect Monster
Level 5/Light/Warrior
2000/2000
There can only be 1 "Keyblader of Light ~ Sora" on the field at all times. You can Special Summon this card from your deck by sacrificing 1 "Lost Youth ~ Sora". When this card is successfully summoned, search your deck for 1 Keyblade Equip Magic card and equip it to this card. Once per turn, during your Standby Phase, you shuffle 1 Equip Magic card equipped to this card into your deck to search your deck for 1 Keyblade Equip Magic card and equip it to this card.
Princess of Hearts ~ Kairi
Effect Monster
Level 5/Light/Magician
1800/1800
There can only be 1 "Princess of Hearts ~ Kairi" on the field at all times. You can Special Summon this card from your deck by sacrificing 1 "Lost Youth ~ Kairi". This card cannot be designated as a target of effect of card effects your opponent controls. If there is a "Keyblader of Light ~ Sora" or "Keyblader of Darkness ~ Riku" face up on your field, this card cannot be designated as a target of battle. As long as this card remains face up on the field, cards that would be destroyed are sent to the grave instead.
Keyblader of Darkness ~ Riku
Effect Monster
Level 7/Dark/Warrior
2300/2300
There can only be 1 "Keyblader of Darkness ~ Riku" on the field at all times. You can Special Summon this card from your deck by sacrificing 1 "Lost Youth ~ Riku". When this card is successfully summoned, search your deck for 1 "Soul Eater" and equip it to this card. Control of this card cannot be switched. Whenever this card battles a monster, that monster's effect is negated until the end of Damage Calculation.
Keyblade ~ Kingdom Key
Equip Magic
This card can only be equipped to "Keyblader of Light ~ Sora". Increase the equipped monster's ATK and DEF by 200. If the equipped monster would be destroyed, you may destroy this card instead. If this card is sent to the grave, you may search your deck for 1 Keyblade Equip Magic card and add it to your hand.
Keyblade ~ Bond of Flames
Equip Magic
This card can only be equipped to "Keyblader of Light ~ Sora". Increase the equipped monster's ATK and DEF by 300. The equipped monster's element is also treated as Fire. Once per turn, you may deal 700 Effect Damage to your opponent's LP. If you can, you cannot attack with the equipped monster this turn.
Keyblade ~ Mysterious Abyss
Equip Magic
This card can only be equipped to "Keyblader of Light ~ Sora". Increase the equipped monster's ATK and DEF by 300. The equipped monster's element is also treated as Water. Once per turn, you may discard 1 card from your hand. If you do, neither players can summon monsters until that player's respective next End Phase.
Keyblade ~ Photon Debugger
Equip Magic
This card can only be equipped to "Keyblader of Light ~ Sora". Increase the equipped monster's ATK and DEF by 300. The equipped monster's element is also treated as Wind. Once per turn, you may return 1 monster you control to its owner's hand to return 1 monster your opponent controls to its owner's hand. You cannot activate this effect if your opponent controls only 1 monster.
Keyblade ~ Oathkeeper
Equip Magic
This card can only be equipped to "Keyblader of Light ~ Sora". Increase the equipped monster's ATK and DEF by 500. The equipped monster's element is also treated as Light. Once per turn, the equipped monster cannot be destroyed as a result of battle.
Keyblade ~ Oblivion
Equip Magic
This card can only be equipped to "Keyblader of Light ~ Sora". Increase the equipped monster's ATK and DEF by 500. The equipped monster's element is also treated as Dark. Once per turn, when the equipped monster battles, it is unaffacted by Magic/Trap cards until the end of damage calculation.
Keyblade ~ Ultima Weapon
Equip Magic
This card can only be equipped to "Keyblader of Light ~ Sora". Increase the equipped monster's ATK and DEF by 700. Whenever the equipped monster destroys a monster as a result of battle, deal Battle Damage to your opponent's LP equal to the difference between the equipped monster's ATK and the destroyed monster's DEF. Whenever the equipped monster deals Battle Damage to your opponent's LP, that player cannot Special Summon during his/her next turn.
Keyblade ~ Soul Eater
Equip Magic
This card can only be equipped to "Keyblader of Darkness ~ Riku". Increase the equipped monster's ATK and DEF by 400. Once per turn, you may pay 500 LP to place 1 Cleansing Counter on this card. (Max 3.) When this card has 3 Cleansing Counters on it, you can send this card to your grave, search your deck for 1 "Keyblade ~ Way to the Dawn" and equip it to 1 "Keyblader of Darkness ~ Riku".
Keyblade ~ Way to the Dawn
Equip Magic
This card can only be equipped to "Keyblader of Darkness ~ Riku". Increase the equipped monster's ATK and DEF by 700. Whenever the equipped monster destroys a monster as a result of battle, deal Battle Damage to your opponent's LP equal to the difference between the equipped monster's ATK and the destroyed monster's DEF. Whenever the equipped monster deals Battle Damage to your opponent's LP, that player cannot set cards during his/her next turn.
Random fillers:
Towering Giant
Effect Monster
Level 4/Fire/Warrior
1900/1800
You may sacrifice this card to end your opponent's Battle Phase immediately. Also, whenever your opponent sets a card, by revealing a Fire element monster from your hand, you may destroy that card.
Sayokyoku
May 3rd, 2009, 01:30 AM
The Quiet Life
Yeah, crappy name, lol. Anyway, was flicking thru my old cards. Found Scapegoat and Pikeru, so I thought I'd make some pastoralism cards. It's basically token spam, but with a new auto win card. XD
Pikeru, the Magical Shepherd
Effect Monster
Level 3/Light/Magician
1500/1500
As long as you control a Sheep token, this card cannot be destroyed. During each of your End Phases, increase your LP by 1000 for every Sheep token you control and 500 for every monster you control that isn't a Sheep token.
Lamb of God
Normal Magic
When you have 30000+ LP and control at least 1 Sheep token, you win the Duel.
Pikeru's Trusty Shepherd Dog
Effect Monster
Level 2/Light/Beast
1000/1000
As long as you control a "Pikeru, the Magical Shepherd", this card cannot be destroyed as a result of battle. Damage Calculation still applies. Thrice per turn, if a Sheep token you control is designated as a target of battle, you may change the target to this card instead.
Rangeland, the Secluded Garden
Field Magic
Once per turn, you may Special Summon 1 Sheep token (Level 1/Earth/Beast/0/0 - This token cannot be used to Sacrifice Summon monsters.) to your field. If you do, you cannot Normal Summon this turn. Whenever a Sheep token is successfully summoned, increase your LP by 500 for each Sheep token you control.
Stockbreeding
Normal Trap
You may only activate this card when a Sheep token(s) you control is destroyed. Special Summon to your field a number of Sheep tokens (Level 1/Earth/Beast/0/0 - This token cannot be used to Sacrifice Summon monsters.) equal to the number of Sheep tokens that were destroyed before the activation of this card.
Bartering
Continuous Trap
Give control of 1 Sheep token to your opponent. As long as this card remains face up, if your opponent controls a Sheep token, he/she cannot conduct his/her Battle Phase.
Mighty, Morphing Ojama Raaangerrrs~
With the current colours assigned, Ojama's are only missing pink to match the Power Rangers. Need I say more? XD
Ojama Pink
Effect Monster
Level 2/Light/Beast
0/1000
You may sacrifice this card to return up to 2 Ojama monsters from your grave to your hand.
Go, Go, Ojama Rangers!
Quickplay Magic
Sacrifice 1 Ojama monster from your field to your grave. Special Summon 1 Ranger monster that includes the name of the sacrificed monster in its name from your hand or deck.
Ojama Red Ranger
Effect Monster
Level 5/Light/Beast
0/2000
When this card is successfully Special Summoned by the effect of "Go, Go, Ojama Rangers!", search your opponent's deck and select 1 card. As long as this card remains face up, the selected card is removed from play face down.
Ojama Yellow Ranger
Effect Monster
Level 5/Light/Beast
0/2000
When this card is successfully Special Summoned by the effect of "Go, Go, Ojama Rangers!", select 1 face up Magic/Trap card on your opponent's field. As long as this card remains face up, the selected card has its effects negated.
Ojama Pink Ranger
Effect Monster
Level 5/Light/Beast
0/2000
When this card is successfully Special Summoned by the effect of "Go, Go, Ojama Rangers!", select 1 monster your opponent controls. As long as this card remains face up, the selected monster has its effects negated.
Ojama Blue Ranger
Effect Monster
Level 5/Light/Beast
0/2000
When this card is successfully Special Summoned by the effect of "Go, Go, Ojama Rangers!", randomly select 1 card in your opponent's hand. As long as this card remains face up, the selected monster is removed from play face down.
Ojama Black Ranger
Effect Monster
Level 5/Light/Beast
0/2000
When this card is successfully Special Summoned by the effect of "Go, Go, Ojama Rangers!", select up to 2 zones in your opponent's field. As long as this card remains face up, the selected zones cannot be used.
Ojama Green Ranger
Effect Monster
Level 6/Light/Beast
0/2500
When this card is successfully Special Summoned by the effect of "Go, Go, Ojama Rangers!", Special Summon up to 3 Ojama tokens (Level 2/Light/Beast/0/0 - This token cannot be used to Sacrifice Summon monsters. When this token is destroyed as a result of battle, deal 300 Effect Damamge to its controller's LP.) to your opponent's field in face up attack position.
Ojamazord
Effect Monster
Level 10/Light/Machine
0/0
You may sacrifice any number of monsters to Sacrifice Summon this card. Increase this card's ATK and DEF by 1000 for every Ojama monster used to Sacrifice Summon this card. If this card would be destroyed, you may remove an Ojama monster in your grave from play instead. Whenever this card destroys a monster as a result of battle, deal Battle Damage to your opponent's LP equal to the difference between this card's ATK and the destroyed monster's DEF. Whenever this card deals Battle Damage to your opponent's LP, you may draw 1 card, then shuffle 1 card into your deck.
Ojamafia
Normal Trap
You may only activate this card when an Ojama monster you control is destroyed as a result of battle. Destroy the monster that destroyed the Ojama monster. Afterwards, Special Summon a number of Ojama tokens (Level 2/Light/Beast/0/0 - This token cannot be used to Sacrifice Summon monsters. When this token is destroyed as a result of battle, deal 300 Effect Damage to its controller's LP.) to your opponent's field in face up defence position equal to half the Level of the monster destroyed by this card, rounding down.
Random fillers:
Fairfeather, Queen of the Skies
Effect Monster
Level 9/Wind/Bird
2500/2500
When this card is successfully summoned, return all Magic/Trap cards on the field to its respective owner's hand. If this card is destroyed by a card effect, return 1 monster on your opponent's field to its owner's hand. You may discard 1 Wind element monster to return this card from your grave to your hand.
Magic Usurping Tome
Equip Magic
You can only equip this to a Magician class monster. Increase the equipped monster's ATK by 800 and decrease its DEF by 500. This card is unaffected by Magic cards except itself. When the equipped monster is destroyed, equip this card to a Magician class monster you control. If you cannot, destroy this card and decrease your LP by 1000.
Enraged Yeti
Effect Monster
Level 4/Water/Beast
1900/900
You may sacrifice this card to negate the activation and effect of a card effect that would remove cards in either player's grave from play. Also, you may discard this card to shuffle 1 card from your removed from play zone to your deck.
Dark Destiny
May 3rd, 2009, 02:51 AM
Lol at the Ojama Rangers.
I like them.
Sayokyoku
May 3rd, 2009, 11:24 PM
Whee, first reply~.
<Showers you with confetti.>
Glad you liked them. ^.^
Sayokyoku
May 31st, 2009, 02:59 AM
The Masterless Six
This is a spinoff from the Six Warmasters, ie Samurais. I turned the six into ronins, samurais without a master. Since ronins wander about, instead of working together as a group like they did back as samurai, I gave them effects that kick in when they're alone instead. I also tried to tell a story with the Magic/Trap support, to try something different. XP
Yariza, Daichi no Ronin
Effect Monster
Level 3/Earth/Warrior
1000/500
Once per turn, if this card is the only Ronin monster you control, you may destroy 1 Set card on your opponent's field. Once per turn, during your opponent's turn, you may shuffle this card into your deck to Special Summon 1 Level 4- Ronin monster from your hand.
Kamon, Honoo no Ronin
Effect Monster
Level 3/Fire/Warrior
1500/1000
As long as this card is the only Ronin monster you control, whenever this card successfully destroys a monster as a result of battle, deal 800 Effect Damage to your opponent's LP. Once per turn, during your opponent's turn, you may shuffle this card into your deck to Special Summon 1 Level 4- Ronin monster from your hand.
Yaichi, Kawa no Ronin
Effect Monster
Level 3/Water/Warrior
1300/800
Once per turn, if this card is the only Ronin monster you control, you may randomly discard 1 card from your opponent's hand. Once per turn, during your opponent's turn, you may shuffle this card into your deck to Special Summon 1 Level 4- Ronin monster from your hand.
Nisashi, Sora no Ronin
Effect Monster
Level 4/Wind/Warrior
1400/700
Once per turn, if this card is the only Ronin monster you control, you may return 1 face up card on your opponent's field to its owner's hand. Once per turn, during your opponent's turn, you may shuffle this card into your deck to Special Summon 1 Level 4- Ronin monster from your hand.
Zanji, Yoake no Ronin
Effect Monster
Level 4/Light/Warrior
1800/1300
As long as this card is the only Ronin monster you control, whenever this card successfully destroys a monster in defence position as a result of battle, deal Battle Damage to your opponent's LP equal to the difference between this card's ATK and the destroyed monster's DEF. Once per turn, during your opponent's turn, you may shuffle this card into your deck to Special Summon 1 Level 4- Ronin monster from your hand.
Irou, Higure no Ronin
Effect Monster
Level 4/Dark/Warrior
1700/1200
As long as this card is the only Ronin monster you control, whenever this card battles a monster, that monster's effect is negated until the end of Damage Calculation. Once per turn, during your opponent's turn, you may shuffle this card into your deck to Special Summon 1 Level 4- Ronin monster from your hand.
End of Shien's Legacy
Normal Magic
Sacrifice 1 Six Warmaster monster you control. Special Summon 1 Ronin monster that includes the name of the sacrificed monster in its name from your hand or deck.
Tribute to Shien
Normal Trap
Select up to 2 Ronin monsters you control. Until the End Phase of this turn, the selected monsters are not treated as Ronin monsters.
Bushido, the Lost Way
Normal Trap
You may only activate this during your opponent's first Main Phase. Until the End Phase of this turn, you may sacrifice 1 Ronin monster to reduce the Battle Damage dealt to your LP by a monster your opponent controls to 0.
Ronin's Creed
Continuous Magic
Ronin monsters you control cannot designate a monster your opponent controls as a target of attack if the Ronin monster's ATK is greater than that monster's ATK. Ronin monsters you control cannot be destroyed as a result of Magic/Trap cards your opponent controls.
Grandmaster's Call
Quickplay Magic
You can only activate this card when a Warrior class monster you control is destroyed as a result of battle and Battle Damage is dealt to your LP. Special Summon as many Ronin monsters from your hand as you can. Monsters Special Summoned by this effect have their effects negated.
Shien's Heir
Effect Monster
Level 3/?/Magician
1000/1000
This card's element is treated as all elements among monsters your opponent controls. This card cannot be designated as a target of attack.
Rebirth of the Six
Normal Magic
You can only activate this card when you control 3+ monsters and you control only Ronin monsters. Ronin monsters you control may deal Direct Battle Damage to your opponent's LP this turn. Until the end of Damage Calculation, your opponent cannot activate any Magic/Trap cards.
The story basically goeslike this:
Shien dies in battle. (End of Shien's Legacy.) The six pay their respects to their slain master (Tribute to Shien.) before parting ways. As they wandered around as ronins, they forgot their code, bushido, (Bushido, the Lost Way.) but they didn't lose sight of what is right. They defend the poor against the rich and powerful, (Ronin's Creed.) until the grandmaster sends out a distress call to reassemble the six. (Grandmaster's Call.) He discovered that Shien's heir (Shien's Heir.) is still alive and carrying on Shien's will. The six reunite and return to the battlefield to serve under their new master. (Rebirth of the Six.)
Also, for those interested...
Daichi no Ronin = Ronin of the Land.
Honoo no Ronin = Ronin of Fire.
Kawa no Ronin = Ronin of the River.
Sora no Ronin = Ronin of the Sky.
Yoake no Ronin = Ronin of Dawn.
Higure no Ronin = Ronin of Dusk.
Sayokyoku
June 2nd, 2009, 09:18 AM
Once Stung, Twice as Deadly
This is paying tribute to one of my fav archetypes: Black Scorpions. I've basically upgraded the original gang to Neo Black Scorpions, (Yeah, very original, I know. XD) also modifying their trigger effects to make them, well, trigger more often.
Fun lil fact for those who dunno: Deathstalker is the name of one of the few scorpions in the world with venom potent enough to cause death to humans. Hopefully, the Synchro named after it will be just as powerful. XD
Neo Black Scorpion ~ Zaloog the Leader
Effect Monster
Level 4/Dark/Warrior
1400/1500
When this card attacks, for each Neo Black Scorpion monster that attacked during this Battle Phase before this card, up to 1 Neo Black Scorpion monster except this card cannot be destroyed until your next Draw Phase.
Neo Black Scorpion ~ Cliff the Assailant
Effect Monster
Level 3/Dark/Warrior
1200/1000
When this card attacks, for each Neo Black Scorpion monster that attacked during this Battle Phase before this card, remove up to 1 card in your opponent's grave from play.
Neo Black Scorpion ~ Chick the Pickpocket
Effect Monster
Level 3/Dark/Warrior
1000/1000
When this card attacks, for each Neo Black Scorpion monster that attacked during this Battle Phase before this card, draw up to 1 card.
Neo Black Scorpion ~ Meanae the Femme Fatale
Effect Monster
Level 4/Dark/Warrior
1000/1800
When this card attacks, for each Neo Black Scorpion monster that attacked during this Battle Phase before this card, search for up to 1 Neo Black Scorpion monster in your deck and add it to your hand.
Neo Black Scorpion ~ Gorg the Tower
Effect Monster
Level 5/Dark/Warrior
1800/1500
When this card attacks, for each Neo Black Scorpion monster that attacked during this Battle Phase before this card, shuffle up to 1 face up monster on your opponent's field that has a lower DEF than this card into his/her deck.
Neo Black Scorpion ~ Deathstalker
Effect Monster
Level 7/Dark/Warrior
2500/2000
1 Tuner Monster + Any number of Neo Black Scorpion monsters
If 3 Neo Black Scorpion monsters have successfully dealt Battle Damage to your opponent's LP this turn, you may Synchro Summon this card, ignoring its summoning conditions. If you do, send it to your grave at the End Phase. This card cannot be destroyed by card effects your opponent's turn. Whenever this card attacks, treat as though 2 Neo Black Scorpion monsters have attacked.
Scorpion Sting Storm
Normal Magic
Until the End Phase, whenever a monster effect belonging to a Neo Black Scorpion monster you control activates, treat as though the number of Neo Black Scorpion monsters that have attacked during this Battle Phase before that monster as the number of Neo Black Scorpion monsters you control.
Midnight Predatory Tactics
Continuous Trap
During your opponent's turn, up to once each turn, each Neo Black Scorpion monster cannot be destroyed as a result of battle. Damage Calculation still applies.
I know I worded Scorpion Sting Storm really badly, so its effect in proper English is basically: When an NBS attacks, if X is the number of NBS's you control, replace the 1 in that NBS's monster effect with X instead.
I wish YGO used X's... Makes life so much easier. <.<
Sayokyoku
July 5th, 2009, 01:20 AM
Endless Slumber
Was gonna create a whole new set of Gravekeepers, since they're another archetype I enjoy playing, but couldn't think of a matching name... Neo Gravekeepers will not work. >.>
In the end, decided to revive the old, Egyptian theme which stopped in... The Ancient Sanctuary booster set? Wow, that's a long time. :\
Phantom Jackal Knight
Effect Monster
Level 10/Light/Beast Warrior
3000/2500
This card cannot be Special Summoned. Whenever this card successfully destroys a monster as a result of battle, deal Battle Damage to your opponent's LP equal to the difference between this card's ATK and the destroyed monster's DEF. After Damage Calculation, Special Summon the destroyed monster to your field in face up defence position.
Chaos Jackal Trinity
Normal Trap
You can only activate this card when you control 1 face up "Phantom Jackal Knight", "Holy Jackal Knight" and "Spirit Jackal Knight". Send all cards on your opponent's field and in his/her hand to his/her grave. Afterwards, select 7 cards in your opponent's deck and add them to his/her hand.
Gravekeeper's Decoy
Tuner Monster
Level 1/Dark/Magician
300/100
When a Gravekeeper monster(s) you control would be destroyed as a result of a card effect your opponent controls, you may Special Summon this card and change the target(s) of effect to this card instead.
Battalion of Gravekeepers
Synchro Monster
Level 7/Dark/Magician
2500/2000
"Gravekeeper's Decoy" + Any number of Gravekeeper monsters
Card effects cannot be chained to the summoning of this card. As long as there is a Gravekeeper monster in your grave, negate all card effects your opponent controls that target a card(s) in a grave or activates in a grave. Whenever this card would be destroyed as a result of battle, you may remove a Gravekeeper monster in your grave from play instead.
Gravekeeper's Pledge
Continuous Magic
Once per turn, you may sacrifice 1 Magician or Warrior class monster to Special Summon 1 Gravekeeper's monster from your deck. Whenever a Gravekeeper monster is successfully Special Summoned, you may look at the top 3 cards of your deck, rearrange them in any order and place them back on top of your deck.
Random fillers:
Hydra, Calamity Being
Effect Monster
Level 9/Water/Sea Dragon
2900/1900
This card cannot be Special Summoned. This card cannot be Sacrifice Summoned except by sacrificing 3 Water element monsters. When this card is successfully summoned, send up to any combination of 3 cards on your opponent's field or in his/her hand to his/her grave. As long as there are 9 cards on the field, this card can deal Direct Battle Damage to your opponent's LP.
Gadget Stoplight
Continuous Magic
Whenever you successfully summon a Gadget monster, activate 1 of the following effects, depending on which Gadget monster you summoned:
"Red Gadget": Your opponent cannot activate Magic cards during his/her turn or Trap cards during your turn.
"Yellow Gadget": Your opponent skips his/her next Draw Phase and first Main Phase.
"Green Gadget": Monsters your opponent control must attack during his/her next Battle Phase and can only attack Gadget monsters.
Minerva, Avatar of Victory
Effect Monster
Level 12/Light/Angel
0/0
This card cannot be Special Summoned. This card cannot be Sacrifice Summoned except by sacrificing 3 Light element Angel class monsters. Any damage dealt to you is reduced to 0. As long as you have 10000+ LP, this card cannot be destroyed.
Ragnarok
Normal Magic
You can only activate this card when a player controls a Light element Angel class monster and his/her opponent controls a Dark element Demon class monster. Destroy all cards on the field except those cards. Afterwards, immediately enter the Battle Phase and conduct battle between those cards. The player who controls the monster that isn't destroyed as a result of battle may shuffle his/her hand and grave into his/her deck, then draw 7 cards.
Sayokyoku
July 19th, 2009, 09:25 AM
Mind Break
Inspired by MTG. This time, I fiddled around with abilities to change targets and copy cards. The last YGO card that changes targets was... Shift Change? Very old. >.>
The monsters are hellions, which are spose to be mischievous. Well, intel stealing is kinda mischievous, so I stuck those abilities on them. The quickplays do the target-changing and card-copying, while the last quickplay lets you play with your opponent's cards, which you should be able to do so without violating any rules if you gathered enough intel. XP
Berserker Hellion
Effect Monster
Level 4/Fire/Demon
1900/1500
When this card is successfully summoned, your opponent reveals his/her hand. Whenever this card destroys a defence position monster as a result of battle, deal Battle Damage to your opponent's LP equal to the difference between this card's ATK and the destroyed monster's DEF. You may Normal Summon this card from your grave. If you do, remove it from play during your End Phase.
Assaulter Hellion
Effect Monster
Level 4/Fire/Demon
1700/1500
When this card is successfully summoned, your opponent revreals all face down cards on his/her field. During your Battle Phase, if this card attacks first, your opponent cannot activate the effects of any face down cards until the end of the Damage Step. You may Normal Summon this card from your grave. If you do, remove it from play during your End Phase.
Silencer Hellion
Effect Monster
Level 4/Fire/Demon
1500/1500
When this card is successfully summoned, look at the top 5 cards of your opponent's deck. During your Battle Phase, if this card successfully deals Battle Damage to your opponent's LP, you may put any combination of the top 5 cards of your opponent's deck on the top or bottom of his/her deck. You may Normal Summon this card from your grave. If you do, remove it from play during your End Phase.
Mindbender Hellion
Effect Monster
Level 5/Fire/Demon
2100/2000
When Sacrifice Summoning this card, you must use at least 1 Hellion monster as a sacrifice. Whenever this card attacks, rearrange the position of all face down cards on your opponent's field in their correct zones. As long as this card remains face up, your opponent cannot check face down cards on his/her field.
Whitescale of the Hellion
Quickplay Magic
Select 1 card in the current chain. Change the target of effect of that card's card effect to another viable target.
Blackscale of the Hellion
Quickplay Magic
Select 1 card in the current chain. This card's effect becomes the effect of the selected card.
Mischievous Catastrophe
Quickplay Magic
Until your End Phase, you may play the top card of your opponent's deck, face down cards on his/her field or cards in his/her hand without looking at them. If a card in play cannot be resolved as a result of the violation of its conditions/requirements of use, you lose the game.
GregarFalzar
July 20th, 2009, 02:17 PM
Tooooooooooooooo Long, Didn't Read
OK im kidding again, halfways since i actually didn't read all of em, but everyone else seems like it would fit the current gameplay, i loved the Hellions though (Brokedness XD), and "The E.N.D" (Swaer i didn't thought about that order), keep being awesome
Sayokyoku
July 20th, 2009, 09:40 PM
Tooooooooooooooo Long, Didn't Read
OK im kidding again, halfways since i actually didn't read all of em, but everyone else seems like it would fit the current gameplay, i loved the Hellions though (Brokedness XD), and "The E.N.D" (Swaer i didn't thought about that order), keep being awesome
Lol, you didn't have to the the earlier ones. Just the latest few would've been fine. XD
Thanks for the support and keep tuning in. ^.^
These are the random fillers that I didn't get in in the last post.
Random fillers:
Thousand Eyes Dragon
Synchro Monster
Level 10/Dark/Dragon
3500/3100
1 Dark element Tuner Monster + Any number of non-Tuner monsters
Once per turn, you may remove a Dark element Effect Monster in your grave from play. If you do, until the End Phase, this card's name and effect become the name and effect respectively of the card removed from play. Whenever this monster battles, the effects of the monster battling it are negated until the end of the Damage Step.
Lancelot, Lightlord Cavalier
Effect Monster
Level 4/Light/Beast Warrior
1800/1500
Whenever this card attacks, send the top card of your deck to your grave. During your Battle Phase, if this card attacks first, other Lightlord monsters you control are unaffected by Trap cards until the End Phase.
Shimmering Fatality
Normal Magic
You can only activate this card when you have 10- cards in your deck. Until the End Phase, Lightlord monsters you control may attack Magic/Trap cards on your opponent's field. These cards are treated as Level 1/Light/Beast/0/0 in defence position. Battle Damage dealt this way is reduced to 0.
Instructor of the Six Warmasters, Sensei Garou
Tuner Monster
Level 2/Wind/Warrior
1000/1000
When this card is successfully summoned, you may search your deck for 1 "Unity of the Six Warmasters" and add it to your hand. As long as you control a Six Warmaster monster, this card cannot be designated as a target of attack.
Transcendental Champion ~ Shien
Synchro Monster
Level 10/?/Warrior
3000/2800
1 Tuner Monster + Any number of non-Tuner monsters
This card's element is equal to the elements among non-Tuner monsters used to Synchro Summon this card. Whenever a Six Warmaster monster you control is destroyed as a result of its own effect, you may return it to your hand instead. Once per turn, you may reveal 1 Six Warmaster monster from your hand. If you do, negate the activation and effect of a card effect that would destroy this card and destroy that card.
Reptilian Instincts
Continuous Trap
If your opponent controls a Beast, Beast Warrior or Bird class monster, you may Special Summon 1 Reptile class monster in your deck and equip this card to it. If your opponent controls a Dragon class monster, shuffle the equipped monster into your deck and flip this card face down.
Frolicking Fields
Continuous Magic
If a Field Magic card is in play, this card cannot be destroyed. Whenever a Plant class monster is successfully Special Summoned, put a Pollen counter on this card. (Max 3.) When this card has 3 Pollen counters on it, send it to your grave and the player who put the third counter on it draws 3 cards.
GregarFalzar
July 20th, 2009, 09:48 PM
So much brokedness, unbalance.....yet ingenious and strategical, thats probably a reason i love your cards, they are sometimes double edged, sometimes eventual, but they are still awesome, i just love Shimmering Fatality (Even though i find it quite useless at some point) and Reptilian Instict (Due to its quite random way of working)
P.S.: BTW i just noticed what the first demon archetype was based about, im so slow >_>
Sayokyoku
July 30th, 2009, 11:28 AM
But I included a brief explanation and everything... XD
Lore of Sorcery ~ Atem Theme Mini-Set
Yeah, stuff happened, which made me wanna expand on the Atem/Jyono/Kaiba cards from the original series. Enjoy this mini-set featuring modified versions of famous cards used by Atem, the Pharoah who pwned everyone in card games with his ancient, magical powaz~. ^.^
Black Valkyrie
Fusion Monster
Level 7/Dark/Magician
2500/2500
"Black Magician Girl" + "Holy Elf"
When this card is successfully Fusion Summoned, you may reveal any number of Magician class monsters in your hand. Your opponent cannot activate any card effects for a number of turns equal to the number of cards you revealed.
Ace's Knight
Effect Monster
Level 4/Light/Warrior
1800/1000
This card's name is treated as "King's Knight" and "Queen's Knight" in addition to its original card name. When this card is successfully summoned, you may search your deck for 1 "King's Knight" or "Queen's Knight" and Special Summon it to your field.
Royal Flush
Normal Magic
You can only activate this card when you control 1 "King's Knight", "Queen's Knight" and "Jack's Knight". Send all other cards on the field to their respective owner's grave.
Hysteresis Impulse
Normal Magic
Send 1 "Magnet Warrior ~ Alpha", "Magnet Warrior ~ Beta" and "Magnet Warrior ~ Gamma" in your deck to your grave. Special Summon 1 "Magnet Valkyrion" from your deck or hand.
Kuriboo Kingdom
Field Magic
Whenever a Kuriboo monster is sent to your grave, you may search your deck for 1 Kuriboo monster and add it to your hand. By shuffling 3 Kuriboo monsters from your grave into your deck, draw 2 cards.
Nottu
July 30th, 2009, 12:09 PM
geez man, Sayo, where do you find the time to create so many cards????
Sayokyoku
July 31st, 2009, 02:39 AM
Uh... It's been almost six months since I created this topic... Compared to some other people with CAC topics, I'm softcore. XD
Oh, and having boring lectures about the forces applied on a flat surface as it submerges into a liquid also helps. XD
EDIT: Adding in Kaiba and Jyono theme sets~.
Dragonic Advent ~ Kaiba Theme Mini-Set
Psychokinetic Brawler ~ Dious
Effect Monster
Level 6/Dark/Warrior
2000/1600
Increase this card's ATK by 200 for every card in your grave. Once per turn, when this card is designated as a target of effect of a card effect your opponent controls, you may remove 1 monster in your grave from play to negate the activation and effect of that card.
Twin Sabre Knight
Effect Monster
Level 6/Light/Warrior
2300/2000
If "Blade Knight" was used to Sacrifice Summon this card, this card may attack up to twice per Battle Phase. Whenever this card successfully destroys a monster as a result of battle, draw 1 card.
Bloodbath Vorse
Effect Monster
Level 6/Dark/Beast Warrior
2500/1400
When this card is successfully summoned, you may search your grave for 1 "Blood Vorse" and add it to your hand. Whenever this card successfully destroys a monster as a result of battle, it is unaffected by card effects until your next Standby Phase. During Damage Calculation, you may discard 1 "Blood Vorse" from your hand to double this card's ATK until the End Phase.
Lightspeed Cannonstorm
Normal Magic
You may only activate this card when you control at least 1 "XYZ ~ Dragon Cannon". Select 1 "XYZ ~ Dragon Cannon". The selected monster can attack up to a number of times equal to the number of monsters your opponent controls during this Battle Phase.
Viral Outbreak
Normal Trap
Halve your LP. You may activate the effect of any Virus Trap card in your grave without paying its/their cost(s).
Oath of Valour and Faith ~ Jyono Theme Mini-Set
Cleansing Purgatory
Ritual Magic
By sacrificing a number of monsters from your hand or field such that the total Level of sacrificed monsters is equal to that of "Hellfire Stormblade", Ritual Summon 1 "Hellfire Stormblade" from your hand.
Hellfire Stormblade
Ritual Monster
Level 9/Fire/Warrior
2800/2300
This card can only be Ritual Summoned by the effect of 1 "Cleansing Purgatory". When this card is successfully Ritual Summoned, deal Effect Damage to your opponent's LP equal to the number of monsters used to Ritual Summon this card x1000. As long as there is a Fire element monster in your grave, this card cannot be destroyed by card effects your opponent control.
Shapeshifting Panther Warrior
Fusion Monster
Level 6/Dark/Beast Warrior
2000/1800
"Pitch-Black Panther Warrior" + "Neo Spacian ~ Dark Panther"
This card can only be Special Summoned by Fusion Summon. Once per turn, you may select 1 Dark element monster in your grave from play. This card gains the name and effect of the selected card until the End Phase. Your opponent may negate this effect by discarding 2 cards from their hand.
Time Warp
Normal Magic
Remove 1 "Time Machine" in your grave from play and sacrifice 1 "Time Magician". Take an extra turn after this End Phase.
Twin Sword and Shield Dual-Wielding
Normal Magic
Select 1 face up monster on your field. The selected monster cannot be destroyed and doubles its ATK and DEF until the End Phase. All other monsters have their ATK and DEF switched until the End Phase.
For those who dunno, Dious is Priest Seto's guardian spirit in the final season of the original series. He looks a bit like Swordstalker, which is where I got his effect from.
Nottu
July 31st, 2009, 01:19 PM
i like these new ones!
Sayokyoku
August 1st, 2009, 02:15 AM
Thanks~. ^.^
BTW, Hellfire Stormblade is meant to be the upgraded version of Jyono's Flame Swordsman... It started out as a Fusion Monster, but I changed it and forgot that doing so took away the only connection. >.<;
GregarFalzar
August 2nd, 2009, 05:12 PM
Gotta love these stuff, btw double Shield and Sword is the brokedness waving "hi" at us, every other card looks perfectly fine, now challange for you, upgrade Duke's cards XD
Ace Knight would convert these guys into something useable y'know?
Sayokyoku
August 3rd, 2009, 03:04 AM
If you mean this guy:
http://images3.wikia.nocookie.net/yugioh/images/a/ab/Duke_Devlin.PNG
Sounds good. I'll have to print out his monster list tho... None of them seem to have strong connections to him. o.o
GregarFalzar
August 4th, 2009, 11:35 AM
Well the most determinant monsters would be
Orgoth the Relentless
Yaranzo
Strike Ninja
And there's also the Warp Vortex anyways
Sayokyoku
August 10th, 2009, 10:54 AM
I left out warp Vortex; It sounds wayyy too much like Subspace Matter Transporter. :\
Bloodline of Gamblers ~ Ryuuji Theme Mini-Set
Orgoth, Avatar of Tenacity
Effect Monster
Level 7/Earth/Warrior
2500/2450
Whenever this monster successfully destroys a monster as a result of battle, it may attack again. Once per turn, during your Main Phase, you may remove 1 monster in your opponent's grave from play. If you do, your opponent cannot activate card effects during that turn's Battle Phase.
Yaranzo, the Devious One
Effect Monster
Level 4/Dark/Undead
1300/1500
When this card is successfully summoned, look at your opponent's hand. Then, Special Summon 1 monster from his/her hand to his/her field in face up attack position.
Strike Ninja EX
Effect Monster
Level 4/Dark/Warrior
1700/1200
Once per turn, you may remove this card from play by revealing 2 Dark element monsters from your hand. If you do, Special Summon it from your removed-from-play zone during your next Standby Phase. If this card is successfully Special Summoned this way, deal 500 Effect Damage to your opponent's LP.
Orihalcon Mithril Dragon
Effect Monster
Level 9/Light/Dragon
3000/3500
If you successfully Special Summon 2+ Dragon class monsters with 1 card effect, you may sacrifice the summoned monsters to Special Summon this card from your hand or deck. Dragon class monsters you control are unaffected by Magic cards. Once per turn, you may remove 1 Dragon class monster in your grave from play to draw 1 card.
Enchanted Magmastorm
Normal Magic
You can only activate this card if you control at least 1 "Orihalcon Mithril Dragon". Return all Dragon class monsters in your removed-from-play zone to your grave. Then, your opponent searches for a Magic card in his/her deck and adds it to his/her hand for each Dragon class monster returned to your grave by this effect.
Against All Odds
Normal Trap
If you would flip a coin(s) or roll a die/dice, you may choose the outcome of that flip/roll instead.
Still haven't made any new progress with Yuugi... -.-
GregarFalzar
August 10th, 2009, 03:22 PM
Fun how you did managed to actually make his cards better, say whats the Mithril Dragon card based off? I don't really recall Duke playing a dragon?
And with Yugi, some other of his memorable cards would be
Celtic Guardian
Living Arrow
Spellbinding Circle
The Gadgets
Swords of Revealing Light (?)
Magical Hats
Makyu, the Magical Mist
Just saying ^^, its fun too see cards around these places
Sayokyoku
August 10th, 2009, 10:00 PM
Diamond Head Dragon (http://yugioh.wikia.com/wiki/Diamond_Head_Dragon)
Admittedly, they don't bare much resemblance to one another. >.>;
Unfortunately, the list you provided are mostly Atem's cards. T.T
GregarFalzar
August 10th, 2009, 10:05 PM
Oh, you mean little Yugi, then there are
Silent Magician
Silent Swordsman
Crush D Granda (Or however its written)
Blockman
Marshmallon
Once again, the Gadgets
Sayokyoku
August 10th, 2009, 10:12 PM
Yeah, those are what I came up with... Guess I just have to settle down and think about them. o.o
Sayokyoku
August 24th, 2009, 05:05 AM
Finally done with Yuugi's cards~.
The Legacy's Heir ~ Yuugi Theme Mini-Set (Gah, bad name. T.T)
Silent Mage Knight
Fusion Monster
Level 10/Light/?
3500/3200
"Silent Swordsman LV7" + "Silent Magician LV8"
This card can only be Special Summoned by Fusion Summon. This card's class is Warrior and Magician. When this card is successfully Fusion Summoned, draw up to 2 cards. Once per turn, during your Standby Phase, you may remove 1 Warrior or Magician class monster in your grave from play. If you do, neither players may activate Magic/Trap cards until your next turn.
Gadget Engineer
Effect Monster
Level 2/Earth/Machine
1300/1600
You may discard this card to increase the ATK of 1 Gadget monster you control by this card's original ATK until the End Phase. You may remove this card in your grave from play to draw a number of cards equal to the number of Gadget monsters you control.
Gigaray Oblivion
Normal Magic
Discard your entire hand. Special Summon 1 "Oblivion Dragon ~ Gandora" from your grave, ignoring its summoning conditions.
Magic-Sealing Barrier
Quickplay Magic
Select 1 face-up monster you control. Until the End Phase of this turn, the selected monster is unaffected by monster effects and Magic cards.
Marshmellowland
Field Magic
During a player's Draw Phase, if he/she controls a "Marshmellow", he/she may draw 2 cards instead. Whenever a player Sets a monster, if he/she controls a "Marshmellow", he/she may flip it face-down and rearrange the positions of all face-down monsters he/she controls within his/her Monster Zones.
Glorious Empire
Inspired by Salamandra, the Inferno Monarch, a card I made in the CAC Challenge, I made new Emperor cards~. I tried mixing them with Imperial cards, so here's the result~.
Sandstorm Emperor ~ Samanturia
Effect Monster
Level 8/Earth/Rock
2700/2000
You may Special Summon this card by discarding 1 Imperial Continuous Trap card and 1 Earth element monster in your hand. When this card is successfully Sacrifice Summoned, destroy up to 2 Monster cards on your opponent's field. You may activate this effect as if you have successfully Sacrifice Summoned this card by removing 1 "Earth Emperor ~ Granmarg" in your grave from play.
Firestorm Emperor ~ Kavellis
Effect Monster
Level 8/Fire/Pyro
2700/2000
You may Special Summon this card by discarding 1 Imperial Continuous Trap card and 1 Fire element monster in your hand. When this card is successfully Sacrifice Summoned, randomly discard up to 2 cards from your opponent's hand. You may activate this effect as if you have successfully Sacrifice Summoned this card by removing 1 "Fire Emperor ~ Testalos" in your grave from play.
Snowstorm Emperor ~ Raesvel
Effect Monster
Level 8/Water/Aqua
2700/2000
You may Special Summon this card by discarding 1 Imperial Continuous Trap card and 1 Water element monster in your hand. When this card is successfully Sacrifice Summoned, destroy up to 3 Magic/Trap cards on your opponent's field. You may activate this effect as if you have successfully Sacrifice Summoned this card by removing 1 "Ice Emperor ~ Mobius" in your grave from play.
Thunderstorm Emperor ~ Horagali
Effect Monster
Level 8/Wind/Thunder
2700/2000
You may Special Summon this card by discarding 1 Imperial Continuous Trap card and 1 Wind element monster in your hand. When this card is successfully Sacrifice Summoned, return up to 1 card on your opponent's field to its owner's hand and up to 1 card on your opponent's field to the top of its owner's deck. You may activate this effect as if you have successfully Sacrifice Summoned this card by removing 1 "Wind Emperor ~ Raiser" in your grave from play.
Imperial Safeguard
Effect Monster
Level 3/Light/Magician
500/500
You may discard this card to increase the ATK and DEF of a face-up Emperor monster by this card's original ATK and DEF respectively. This effect may be activated during your opponent's turn.
Imperial Necromancer
Effect Monster
Level 3/Dark/Magician
500/500
You may discard this card to search your deck for 1 Imperial Continuous Trap card, reveal it to your opponent and place it face-down on your field.
Imperial Commandment
Continuous Trap
As long as this card remains face-up, neither players may activate Magic cards except Continuous Magic cards. As long as a player controls an Emperor monster, this card's effect does not apply to that player.
Imperial Duty
Normal Trap
Activate the Trigger Effects of all Emperor monsters you control as if you had Sacrifice Summoned all of them this turn. Destroy all Emperor monsters you control during your End Phase and discard your entire hand. This card's effect cannot be negated.
EDIT: Silly thing thought I double-posted again. <.<
Sayokyoku
August 30th, 2009, 07:19 AM
Soaring Freedom
New archetype: Tempest monsters. Focusing on restricting the opponent's zones, it's a lockdown archetype, I spose. I actually made these cards a while back under a different name, but meh.
Tempest Hawk
Effect Monster
Level 3/Wind/Bird
1400/1000
When this card is successfully summoned, select 1 zone on your opponent's field. As long as this card remains face-up, the selected zone cannot be used. You may sacrifice this card to destroy a number of monsters equal to the number of unusable zones on the field.
Tempest Falcon
Effect Monster
Level 3/Wind/Bird
1200/900
When this card is successfully summoned, select 1 zone on your opponent's field. As long as this card remains face-up, the selected zone cannot be used. Also, your opponent can only activate a number of Magic/Trap cards per turn equal to the number of unusable zones on the field.
Tempest Vulture
Effect Monster
Level 4/Wind/Bird
500/1700
When this card is successfully summoned, select 1 zone on your opponent's field. As long as this card remains face-up, the selected zone cannot be used. Also, decrease your opponent's max hand size by a number equal to the number of unusable zones on the field.
Tempest Owl
Effect Monster
Level 2/Wind/Bird
500/800
You may discard this card to increase the ATK and DEF of 1 Tempest monster you control by this card's ATK and DEF respectively. Also, you may discard this card to draw a number of cards equal to the number of unusable zones on the field.
Tempest Eagle
Effect Monster
Level 3/Wind/Bird
1300/1000
When this card is successfully summoned, select 1 zone on your opponent's field. As long as this card remains face-up, the selected zone cannot be used. When this card is destroyed, if there are 3+ unusable zones on the field, you may return up to 1 monster on the field to its owner's hand and up to 1 card in your opponent's hand to the top of its owner's deck.
Tempest Phoenix
Effect Monster
Level 6/Wind/Bird
2200/1900
You may Special Summon this card from your deck by discarding 3 Tempest Monster cards. When this card is successfully summoned, select 1 zone on your opponent's field. As long as this card remains face-up, the selected zone cannot be used. When this card is destroyed, if there is an unusable zone on the field, you may Special Summon this card from your grave during your End Phase.
Galestrike Tempest
Normal Trap
Until the End Phase of this turn, whenever you successfully Special Summon a Tempest monster, you may select 2 zones to become unusable instead of 1.
Tempest Zone
Continuous Magic
Whenever a player's zone becomes unusable, that player cannot draw cards in their next Draw Phase.
Tempest Blockade
Counter Magic
Sacrifice 1 Tempest monster. Negate the Special Summon or activation of a monster or Magic card respectively and destroy that card.
Tempest Ultimatum
Normal Trap
Sacrifice 1 Tempest monster and 1 non-Tempest monster. Both players shuffle their hands into their respective decks.
Sayokyoku
October 9th, 2009, 09:53 AM
Necrobump~. XD
Ahoy, Matey
As the name suggests, I've made a bunch of Pirate cards. They mostly have effects that trigger in the Battle Phase, so they're kinda like X Sabres, I spose. Oh well, I had fun making them. XP
Pirate King ~ Jolly Roger
Effect Monster
Level 10/Water/Warrior
3000/2800
This card cannot be Special Summoned from the grave. You may Special Summon this card when you successfully deal Direct Battle Damage to your opponent's LP thrice in 1 Battle Phase. If this card destroys a monster as a result of battle, face-up Level 4- Water element Warrior class monsters cannot be destroyed by card effects until your next Standby Phase.
Swift Plunderer
Effect Monster
Level 3/Water/Warrior
600/500
This card may attack your opponent's LP directly. If this card deals Direct Battle Damage to your opponent's LP, you may randomly discard 1 card from your opponent's hand.
Treasure Hunter
Effect Monster
Level 2/Water/Warrior
500/200
This card may attack your opponent's LP directly. If this card deals Direct Battle Damage to your opponent's LP, you may draw 1 card.
The Chivalrous Pirate
Effect Monster
Level 4/Water/Warrior
1900/1800
This card may attack twice per turn. If this card destroys 2 monsters as a result of battle in 1 Battle Phase, your opponent's monsters cannot designate face-up Level 3- Water element Warrior class monsters you control as a target(s) of attack until your next Standby Phase.
Navigator of the Seas
Effect Monster
Level 3/Water/Warrior
1500/1300
This card may attack twice per turn. If this card destroys a monster as a result of battle, you may return 1 card on your opponent's field to his/her hand. If this card destroys another monster as a result of battle in the same Battle Phase, you may randomly send 1 card in your opponent's hand to the top of his/her deck.
Seafood Gourmet Extraordinaire
Effect Monster
Level 4/Water/Warrior
1800/1600
If this card battles with a Beast, Bird, Fish or Plant class monster or a Water element monster, send that monster to its owner's grave immediately without Damage Calculation.
Tidewake Sword-Dancer
Effect Monster
Level 5/Water/Warrior
1000/1000
You may Special Summon this card when your opponent has less cards in his/her hand than you. This card may attack thrice per turn.
Hawkeye, Sharpshooter
Effect Monster
Level 1/Water/Warrior
0/0
You may discard this card to negate the Normal Summoning of a monster or destroy a defence position monster on your opponent's field.
Oceanic Medic
Effect Monster
Level 3/Water/Warrior
1000/1400
This card may attack twice per turn. If this card deals Direct Battle Damage to your opponent's LP, you may Special Summon Level 3- Water element Warrior class monster from your grave.
Hightide, the Seven Seas
Field Magic
Neither players may activate Magic/Trap cards during the Battle Phase. When a "Pirate King ~ Jolly Roger" is successfully Special Summoned by its own effect, you win the duel.
Pirate Ship
Continuous Magic
Battle Damage must be taken and cannot be reduced. You may remove this card in your grave from play to return 1 "Hightide, the Seven Seas" from your grave to your hand.
Peglegs, Hooks and Eyepatches
Equip Magic
This card can only be equipped to a Water element Warrior class monster. Whenever the equipped monster attacks, halve the ATK of the monster battling it. If the equipped monster would be destroyed as a result of battle, you may destroy this card instead.
"X Marks the Spot!"
Continuous Magic
Whenever a Water element Warrior class monster you control deals 1000+ Battle Damage, put 1 X Counter on this card. You may remove all X Counters from this card and send this card to your grave to activate all of the following effects, depending on how many X Counters were removed:
1+: Shuffle 1 Magic Card from your grave into your deck.
2+: Draw 2 cards.
3+: Return 1 monster on your opponent's field to the top of its owner's deck.
5+: Double your LP. You cannot activate this effect if your LP is 5000+
8+: Send all cards on your opponent's field to his/her grave.
"Walk the Plank, Argh!"
Normal Trap
Until the End Phase, monsters your opponent control that successfully destroy Water element Warrior class monsters you control as a result of battle are destroyed after Damage Calculation.
"Land Ahoy!"
Normal Trap
Until the End Phase, decrease the ATK and DEF of all face-up Water element Warrior class monsters by 800. Those monsters may attack 1 more time this turn.
Sayokyoku
October 22nd, 2009, 12:54 AM
Sightseeing
Hit the "Random Article" button on Wiki for some leisure reading and up came Wonders of the World. Was a fun read, so I made a bunch of Field Magic cards based on those.
Garden of Semiramis
Field Magic
Whenever you successfully Normal Summon a Plant class monster, you may Special Summon 1 Semiramis Token (Level 2/Earth/Plant/500/500) to your opponent's field in face-up defence position. If your opponent controls 5 monsters, you may sacrifice this card to discard up to 5 cards from your opponent's hand.
Artemis' Pantheon
Field Magic
Your opponent plays with his/her hand revealed and cannot Set cards. Monsters that battle Light element monsters are destroyed after Damage Calculation.
Crypt of Mausolus
Field Magic
Once per turn, you may discard 1 Dark element monster to search your deck for 1 Dark element monster and send it to your grave. Whenever a Dark element monster is sent to your grave, except from the field, increase the ATK of all Dark element monsters you control by 300 and decrease the ATK of all non-Dark element monsters your opponent control by 300.
Pharos Lighthouse
Field Magic
Whenever a Water element monster you control successfully deals Battle Damage to your opponent's LP, increase your LP by an amount equal to the damage dealt. Once per turn, you may sacrifice 1 Water element monster you control to search your grave for 1 Water element monster with a Level equal to or lower than the sacrificed monster and add it to your hand.
Ishtar Gate
Field Magic
You may Sacrifice Summon Level 7+ Dragon class monster by sending 3 Dragon class monsters in your deck to your grave instead. Card effects cannot be chained to the summoning of monsters you control with 2800+ ATK. Whenever you successfully summon a monster with 2800+ ATK, you may draw 1 card.
Stonehenge of Wiltshire
Field Magic
Whenever a monster is successfully summoned, it is changed to face-up defence position. As long as this card remains face up, battle positions cannot be changed. Also, if all monsters your opponent control are in defence position, Earth element monster you control in face-up defence position can deal Direct Battle Damage to your opponent's LP.
Anfiteatro Flavio
Field Magic
You do not take Battle Damage as a result of a Warrior class monster battling another monster. Whenever a Warrior class monster you control destroys an opponent's monster as a result of battle, you may search your deck for 1 Warrior class monster with an ATK equal to or lower than the destroyed monster's ATK and add it to your hand.
Necropolis ~ Kom el Shoqafa
Field Magic
Once per turn, you may pay 1000 LP to Special Summon 1 Undead class monster in your grave that cannot be Special Summoned, ignoring its summoning conditions. Whenever an Undead class monster deals Direct Battle Damage to your opponent's LP, randomly discard 1 card from your opponent's hand.
Wan Li Chang Cheng
Field Magic
Non-Wind element monsters cannot declare an attack. Whenever you return a card on your opponent's field to his/her hand or the top of his/her deck, you may place 1 Stronghold Counter on a face-up monster your opponent controls. When you control no monsters, you may sacrifice this card to destroy all monsters with any number of Stronghold Counters on them.
Nan Jing Tao Ta
Field Magic
During your End Phase, deal Effect Damage to your opponent's LP equal to the total Level of all face-up Fire element monsters you control x100. You may discard this card and remove all Fire element monsters in your grave from play to deal Effect Damage to your opponent's LP equal to half the total ATK of all Fire element monsters removed from play by this effect.
Sancta Sophia, Basilica of Wisdom
Field Magic
As long as this card remains face up, your opponent cannot play Field Magic cards. During your Standby Phase, place 1 Magic Counter on this card. Once per turn, you may remove 3 Magic Counters from this card to shuffle 1 Magic card in your grave into your deck. As long as there is a Magic Counter on this card, it cannot be destroyed.
Sayokyoku
November 21st, 2009, 07:44 AM
Black Eternity
Inspired by the Reptiless archetype, I've made a quasi-equivalent archetype in the Black Hole monsters. So, instead of doing things with cards with stats of 0/0, you mess around with ?/? instead. It's pretty generic, mostly cos my brain's broken down and can't think straight. -.-;
Black Hole Gigas
Effect Monster
Level 12/Dark/Rock
?/?
This card cannot be Sacrifice Summoned. This card cannot be Special Summoned except by removing 3 monsters with ? ATK and/or ? DEF in your grave from play. This card's ATK and DEF are equal to the total Level of the monsters removed from play by this effect x300. When this card is successfully Special Summoned, you may Special Summon up to 2 other monsters with ? ATK and/or ? DEF from your grave. Treat the ATK and DEF of those monsters as this card's ATK and DEF respectively.
Black Hole Titan
Effect Monster
Level 8/Dark/Rock
?/?
This card can be Special Summoned by removing up to 2 monsters with ? ATK and/or ? DEF in your grave from play. This card's ATK and DEF are equal to the total Level of the monsters removed from play by this effect x300. Whenever this card destroys a defence-position monster as a result of battle, deal Battle Damage to your opponent's LP equal to the difference between this card's ATK and the destroyed monster's DEF. Whenever this card deals Battle Damage to your opponent's LP, it is unaffected by Magic cards until your next Standby Phase.
Black Hole Ogre
Effect Monster
Level 4/Dark/Rock
?/?
When this card is successfully Normal Summoned, select 1 face-up Level 4- monster your opponent controls. Treat the selected card's ATK and DEF as this card's ATK and DEF respectively. Once per turn, if a monster with ? ATK and/or ? DEF would be sent to the grave as a result of a Trap card, you may sacrifice this card instead.
Black Hole Troll
Effect Monster
Level 4/Dark/Rock
?/?
When this card is successfully Normal Summoned, select 1 face-up Level 4- monster your opponent controls. Treat the selected card's ATK and DEF as this card's ATK and DEF respectively. Monsters that battle with this card have their effects negated during the Battle Phase only.
Black Hole Essence
Continuous Magic
As long as you control at least 1 Black Hole monster, Counter Trap cards cannot be activated, Battle Phases cannot be skipped and damage cannot be reduced.
Hebi
December 13th, 2009, 08:14 AM
Greetings, worthless peons >:O! Sayo has kindly let me post stuff in his thread, to save bandwidth T.T (Not really >.>)
Advent of EVA
This set will make use of the EVA tokens that are Special Summoned to the field when you RFG a monster when Zeta Reticulant is in the Graveyard.
Cosmos - Realm of the Universe
Field Magic
You cannot use this card's effect on the turn it is activated. Once per turn, during your Main Phase, you can remove from play 1 monster you control to remove from play 1 monster your opponent controls. During your opponent's next Standby Phase, both monsters are returned to the field. If this card would be destroyed by a card effect your opponent controls, you can remove from play 1 Zeta Reticulant in your Graveyard to prevent this card's destruction.
Diminished Biological Being - Electros
LIGHT/1/Fiend - Effect/0/0
When this card is Summoned, it is switched to Defence Position. This card is treated as an "EVA" token while it is face up on the field. When this card is in your Graveyard, by destroying 2 "EVA" token you control, you can add a Zeta Reticulant that is in your Graveyard, to your hand.
Advanced Biological Being - Protos
LIGHT/4/Fairy - Effect/1900/1200
This card cannot attack unless you control an "EVA" token. When you remove from play an opponent's monster, you can send 1 Zeta Reticulant from your hand or Deck to the Graveyard.
Evolved Biological Being - Neutros
LIGHT/8/Fairy - Effect/2600/2400
This card cannot be Special Summoned. You can Advance Summon this card by Releasing 1 "EVA" token you control. Once per turn, you can discard 1 card from your hand, to remove from play 1 monster on the opponent's field. This card cannot attack the turn you use this effect. When this card is destroyed, add 1 monster of your monsters that is removed from play to your hand.
Advent of EVA
Normal Magic
You can only activate this card when you control a face up Zeta Reticulant. Destroy all "EVA" tokens you control. Destroy a number of cards on the field, equal to the number of "EVA" tokens destroyed.
Sayokyoku
December 13th, 2009, 08:18 PM
Starry Heroes
Lol, so we go from black holes to subatomic particles to horoscopes. That's teamwork for you. >:~
Anyway, bad name, I know, but these are cards that can adjust their Levels and gain effects when they hit a certain Level. I realise that Sagittarius should activate at Level 12 etc, but I CBF'ed, ok? XP
Star Force ~ Capricorn
Effect Monster
Level 4/Earth/Beast
1500/1500
If you did not Special Summon a Star Force monster this turn, you may Special Summon this card by paying 400 LP. Once per turn, you may increase or decrease this card's Level by 1. Whenever this card's Level becomes 1, destroy a Magic/Trap card on the field.
Star Force ~ Aquarius
Effect Monster
Level 3/Wind/Aqua
0/2000
If you did not Special Summon a Star Force monster this turn, you may Special Summon this card by paying 300 LP. Once per turn, you may decrease this card's Level by 1. When this card's Level becomes 2, skip your opponent's next turn.
Star Force ~ Pisces
Effect Monster
Level 2/Water/Fish
800/800
If you did not Special Summon a Star Force monster this turn, you may Special Summon this card by paying 200 LP. Once per turn, you may increase this card's Level by 1. When this card's Level becomes 3, draw 2 cards, then discard 1 card.
Star Force ~ Aries
Effect Monster
Level 3/Fire/Beast
1900/1600
If you did not Special Summon a Star Force monster this turn, you may Special Summon this card by paying 300 LP. Once per turn, you may increase or decrease this card's Level by 1. As long as this card's Level is 4, whenever this card successfully destroys a defence position monster as a result of battle, deal Battle Damage to your opponent's LP equal to the difference between this card's ATK and the destroyed monster's DEF.
Star Force ~ Taurus
Effect Monster
Level 4/Earth/Beast
1700/1800
If you did not Special Summon a Star Force monster this turn, you may Special Summon this card by paying 400 LP. Once per turn, you may increase this card's Level by 1. When this card's Level becomes 5, Star Force monsters you control are unaffected by card effects your opponent control until the End Phase.
Star Force ~ Gemini
Effect Monster
Level 2/Wind/Magician
1200/1200
If you did not Special Summon a Star Force monster this turn, you may Special Summon this card by paying 200 LP. Once per turn, you may increase this card's Level by 1. When this card's Level becomes 6, discard your opponent's entire hand.
Star Force ~ Cancer
Effect Monster
Level 3/Water/Aqua
1400/1300
If you did not Special Summon a Star Force monster this turn, you may Special Summon this card by paying 300 LP. Once per turn, you may increase or decrease this card's Level by 1. Whenever this card's Level becomes 1, you may look at a face-down card on your opponent's field. Card effects cannot be chained to this effect.
Star Force ~ Leo
Effect Monster
Level 4/Fire/Beast
2000/200
If you did not Special Summon a Star Force monster this turn, you may Special Summon this card by paying 400 LP. Once per turn, you may increase or decrease this card's Level by 1. Whenever this card's Level becomes 2, deal Effect Damage to your opponent's LP equal to the number of Star Force monsters you control x200. If you control no Star Force monsters, this card cannot declare an attack.
Star Force ~ Virgo
Effect Monster
Level 2/Earth/Magician
700/1700
If you did not Special Summon a Star Force monster this turn, you may Special Summon this card by paying 200 LP. Once per turn, you may increase this card's Level by 3. When this card's Level becomes 3, reveal the top 3 cards of you deck. Add all Magic cards revealed by this effect to your hand and send all other cards to your grave.
Star Force ~ Libra
Effect Monster
Level 3/Wind/Rock
1500/1500
If you did not Special Summon a Star Force monster this turn, you may Special Summon this card by paying 300 LP. Once per turn, you may increase this card's Level by 1. When this card's Level becomes 4, your opponent chooses 1 of the following effects:
Randomly discard 2 cards from your opponent's hand.
Send all but 2 cards on your opponent's field to his/her grave.
Star Force ~ Scorpio
Effect Monster
Level 2/Water/Insect
1600/1000
If you did not Special Summon a Star Force monster this turn, you may Special Summon this card by paying 200 LP. Once per turn, you may increase this card's Level by 1. When this card's Level becomes 5, you may select up to 3 monsters your opponent control. Send 1 to his/her grave, remove another from the game and return the last to the bottom of his/her deck.
Star Force ~ Sagittarius
Effect Monster
Level 4/Fire/Beast Warrior
1700/500
If you did not Special Summon a Star Force monster this turn, you may Special Summon this card by paying 400 LP. Once per turn, you may increase this card's Level by 1. When this card's Level is 6, you may sacrifice this card to activate Trap cards from your hand until your next Standby Phase.
Sayokyoku
January 12th, 2010, 12:14 AM
Tribal Warfare
Reviving the Amazoness archetype, since Swordswoman was always an awesome card to play IMO.
Amazoness Girl
Tuner Monster
Level 2/Earth/Warrior
900/900
This card cannot be destroyed as a result of battle. Damage Calculation still applies.
Amazoness Spearwoman
Effect Monster
Level 4/Earth/Warrior
1900/1800
Whenever this card destroys a defence position monster as a result of battle, deal Battle Damage to your opponent's LP equal to the difference between this card's ATK and the destroyed monster's DEF. Whenever this card would deal Battle Damage to your opponent's LP, increase the damage dealt by 300.
Amazoness Javelineer
Effect Monster
Level 3/Earth/Warrior
1400/1200
During the Damage Step, if an Amazoness monster is involved in battle, you may discard this card to increase that Amazoness monster's ATK by 1400 until the End Phase.
Amazoness Headhuntress
Effect Monster
Level 5/Earth/Warrior
2300/2000
You may Special Summon this card from your deck by sacrificing 1 Amazoness monster. During the Battle Phase, you may discard 1 Trap card from your hand. If you do, your opponent cannot activate Trap cards until the end of the Battle Phase.
Amazoness Tribe
Synchro Monster
Level 7/Earth/Warrior
2700/2500
1 "Amazoness Girl" + Any number of Amazoness monsters
When this card is successfully Synchro Summoned, you may Special Summon up to 1 Amazoness monster in your grave, except monsters used as Synchro Material Monsters used to Synchro Summon this card. When this card leaves the field, you may search your deck for 1 Amazoness monster and add it to your hand. If you do, shuffle your deck afterwards.
Amazoness Headshrinker
Quickplay Magic
Decrease the ATK of 1 face-up monster by 1000 until the End Phase. By sacrificing 1 Amazoness monster, you may halve the selected monster's ATK instead.
Stranded
January 13th, 2010, 11:45 PM
I love the Amazoness Cards, little thing, Amazoness Girl need the Tuner put in to her since I noticed the Synchro is based on her. Other than that I like them, especially Amazoness Spearwoman.
Good Job.
Sayokyoku
January 14th, 2010, 12:05 AM
Uh...
Amazoness Girl
Tuner Monster
Level 2/Earth/Warrior
900/900
This card cannot be destroyed as a result of battle. Damage Calculation still applies.
o.o;
But thanks for the kinda words. ^.^
Stranded
January 14th, 2010, 03:26 AM
Ahh, didn't noticed. Nice collection though.
silentboxer1989
January 14th, 2010, 12:32 PM
I really like your shougi cards. Just change the king's effect to if he's RFG'd then your lose, This allows him open ability with things that will tribute him and stuff like compusionary
Sayokyoku
January 14th, 2010, 07:36 PM
I know it might be the wrong wording, but when I typed "leaves the field", I meant what you said.
Glad you liked them tho. ^.^
Sayokyoku
January 18th, 2010, 01:02 AM
Celestial Frontier
Expanding on the "legendary planet" archetype, as YGO Wiki puts it, lol. Basically, I'm finishing the series of planet-based cards like The Splendid Venus etc.
The Fast Mercury
Effect Monster
Level 6/Earth/Beast
2800/0
You may Normal Summon this card without sacrifices. If you do, destroy this card during your End Phase and decrease your LP by this card's original ATK.
The Furious Mars
Effect Monster
Level 8/Fire/Pyro
0/0
For every card in your grave, increase this card's ATK by 200. If this card declares an attack, your opponent cannot activate any monster effects and Magic/Trap cards until the end of Damage Calculation.
The Royal Jupiter
Effect Monster
Level 8/Wind/Bird
0/0
You may Special Summon this card if you have no cards on the field and this is the only card in your hand. When this card is successfully Special Summoned by this effect, draw 7 cards. When this card is destroyed and sent to your grave, you may Special Summon 1 monster from your hand.
The Wise Uranus
Effect Monster
Level 8/Water/Magician
1800/2500
For each card in your hand, increase this card's ATK by 300. Once per turn, you may activate 1 Trap card from your hand. Whenever none of your opponent's monsters declare an attack, deal 800 Effect Damage to your opponent's LP.
The Deadly Pluto
Effect Monster
Level 10/Dark/Demon
0/0
If you would lose the game, you may Special Summon this card from your hand instead. Send all cards on your opponent's field and in his/her hand to his/her grave and deal 100 Effect Damage to your opponent's LP for every card sent to the grave by this effect. When this card leaves the field, you lose the match.
Stranded
January 18th, 2010, 02:01 PM
I'm loving The Deadly Pluto, all the others are good, yet The Furious Mars is perfectly unbalanced. I like the collection either way...The Royal Jupiter...top deck ftw!
Sayokyoku
January 18th, 2010, 07:35 PM
Yeah, I kinda just breezed over Mars and Jupiter's effects withouth thinking too much. Might edit them later. o.o
Stranded
January 18th, 2010, 11:36 PM
Jupiter is fine! It'll be fun they make a card similar to it.
Picture this:
You have less than enough life points that you can't even use a Brain Control. You just got Heavy Storm and your hand got discarded by Airbellum. You know that the next card that comes up can either save you or finish you. You expect a Monster Reborn or a Dark Hole, neither are legal, and then as you draw your card you feel a flash of a thought coming to you and hitting with "I have Jupiter"....BOOM! It is Jupi and as you special summon it your opponent's face can only have the expression of disbelief as you have field presence and a full hand of combinations. Even better than that, you manage to pull out a win card like DAD and luck sack ftw! ahhh, I can just imagine the fury and the animosity he should be filling as his life points drop to that perfect zero...it is a very fun card.
Sayokyoku
January 18th, 2010, 11:40 PM
Lol, well, some people have had enough of Gors, so IDK how they'd feel towards Jupiter. XD
Ah well, I'm too lazy to edit either. XP
Stranded
January 19th, 2010, 05:23 PM
Yeah, just leave them, they are pretty fun cards to read through. Waiting for more of your collections though.
Sayokyoku
February 26th, 2010, 04:25 AM
Power Surge
Support for the new and pretty cool Elec archetype, which focuses on making disruptive plays.
Elecspider
Tuner Monster
Level 2/Light/Thunder
600/800
During your opponent's Draw Phase, look at the top card of his/her deck. You may send that card to the bottom of his/her deck. If you do, reveal the top card of his/her deck and add that card to his/her hand.
Elecshark
Effect Monster
Level 3/Light/Thunder
1200/500
This card can deal Direct Battle Damage to your opponent's LP. Whenever this card deals Direct Battle Damage to your opponent's LP, he/she cannot play Magic cards until his/her next End Phase.
Elecfalcon
Effect Monster
Level 3/Light/Thunder
800/800
If an Elec monster you control is designated as a target of attack, you may designate this card as the target of attack instead. When this card is destroyed as a result of battle, your opponent skips his/her next Draw Phase.
Elecwolf
Effect Monster
Level 4/Light/Thunder
1500/1000
Any Battle Damage you take as a result of battle involving this card is reduced to 0. When this card is destroyed as a result of battle, your opponent skips his/her next Battle Phase. Also, as long as this card remains in your grave, negate the effects of the monster that destroyed this card as a result of battle.
Elecjungle
Field Magic
Whenever an Elec monster is successfully Normal Summoned, you may return 1 card on the field to the top of its controller's deck. Whenever an Elec monster deals Battle Damage to an opponent's LP, this card cannot be destroyed until your next Standby Phase.
Elecbazooka
Continuous Trap
Sacrifice 1 Elec monster you control. Deal damage to your opponent's LP equal to the sacrificed monster's ATK. Damage dealt by this effect is treated as Direct Battle Damage dealt by the sacrificed monster and cannot be prevented or reduced whatsoever.
Hebi
May 4th, 2010, 11:11 AM
I be trollin' this ancient thread. Card set I made for a character in a fan fic that I may post up here too ;o
Passionate Soul - Fire Within!
First Process - Nigredo
Trap
Activate only when you control a face up Macro Cosmos and Ancient Sun Helios. Negate 1 attack by your opponent's monster, and destroy the monster with the highest ATK on the field. Draw 1 card.
Second Process - Albedo
Magic
You can activate this card when you control a face up "Homunculus" monster. Select that monster. Special Summon up to 2 "Homunculus" monsters with the same level as the selected monster. They cannot attack this turn.
Third Process - Citrinitas
Counter Trap
Activate when your opponent declares an attack, while you control a face up Ancient Sun Helios. Remove from play 1 card in your hand, and 1 monster on the field. If an Ancient Sun Helios exists on your side of the field after this effect has resolved, you may release it to Special Summon 1 Helios Duo Megistus from your deck or removed from play zone.
Final Process - Rubedo
Magic
You can only activate this card when you control a face up Helios Duo Megistus. Remove from play all cards in your hand, then release that monster. Special Summon 1 Helios Trice Megistus from your deck or removed from play zone. It cannot be destroyed by your opponent's card effects this turn. When it destroys an opponent's monster by battle, inflict damage to your opponent's life points equal to that monster's ATK.
Red Homunculus
FIRE/ Warrior/ Effect - 4/1600/0
You can Special Summon this card from your hand by removing the top 5 cards of your deck from play, when you control a face up Macro Cosmos. When this card is summoned by this effect, or by the effect of Blue Homunculus or Green Homunculus, it gains the following effect:
-Your opponent cannot select a face up Helios monster you control as an attack target. When this card is destroyed, you can remove from play 2 cards in your hand to Special Summon a Blue Homunculus or Green Homunculus from your removed from play zone.
Blue Homunculus
WATER/ Warrior/ Effect - 4/1500/0
You can Special Summon this card from your hand by removing the top 5 cards of your deck from play, when you control a face up Macro Cosmos. When this card is summoned by this effect, or by the effect of Red Homunculus or Green Homunculus, it gains the following effect:
-Your opponent cannot target a face up Helios monster you control with the effect of a Spell, Trap or Effect Monster effect. When this card is destroyed, you can remove the top 3 cards of your deck from play to Special Summon a Red Homunculus or Green Homunculus from your removed from play zone.
Green Homunculus
EARTH/ Warrior/ Effect - 4/1400/0
You can Special Summon this card from your hand by removing the top 5 cards of your deck from play, when you control a face up Macro Cosmos. When this card is summoned by this effect, or by the effect of Red Homunculus or Blue Homunculus, it gains the following effect:
-While you control a face up Helios monster, you can release 1 Blue Homunculus and 1 Red Homunculus monsters you control to Special Summon 1 Golden Homunculus from your deck or removed from play zone to your field. When this card is destroyed, you can remove 1 card on your field from play to Special Summon a Blue Homunculus or Red Homunculus from your removed from play zone.
Aid from the Different Dimension
Magic
You can only activate this card's effect once per duel. When this card is in your removed from play zone, and you have no cards in your hand and there are no cards in your graveyard, once during this turn you can negate the activation and effect of a card your opponent controls
Hebi
May 21st, 2010, 06:35 PM
This next set may or may not be a spoiler for the cards that will be used in my next chapter D:
Tricks of the Trade - Magic Alive!
Sleight of Hand
Magic
Activate only when you control a level 7 or higher Spellcaster type monster. Add 1 Magic Trick card from your deck to your hand. Then, place this card back in your deck, and shuffle your deck.
Magic Trick Eins - Tourniqet
Quick Magic
You can only activate this card when you control a face up Dark Magician, and it is targeted by the effect of a card your opponent controls. Negate that effect, and destroy that card.
Magic Trick Zwei - Guillotine
Magic
You can only activate this card when you control a face up Dark Magician. Destroy it, and up to 2 other monsters on the field. At the End Phase of the turn this card is activated, return Dark Magician to your side of the field.
Magic Trick Drei - Interlude
Magic
Activate only when you control a face up Dark Magician, and 1 other monster on your side of the field. During this turn, all monsters you control except Dark Magician, can attack your opponent directly.
Magic Alive!
Magic
Activate only by removing from play 3 Magic Trick cards from your Graveyard, while you control a Dark Magician on the field. Destroy every card on the field, except Dark Magician. Then you may Special Summon 1 Dark Magician Girl from your Deck to the field.
Sayokyoku
May 29th, 2010, 12:23 PM
Maelstrom Garrison
So I ripped the idea off MTG yet again. It's a five-colour archetype in MTG, it's a four-element archetype here in YGO. I didn't wanna make it a six-element archetype cos Light and Dark are overused. Anyways, enjoy.
Maelstrom Drake
Effect Monster
Level 10/Fire/Dragon
3000/2500
You may Special Summon this card by removing 1 Earth, Fire, Wind and Water element monster in your grave from play. Whenever this card destroys a monster as a result of battle, deal Battle Damage to your opponent's LP equal to the difference between this card's ATK and the destroyed monster's DEF. During the Battle Phase, your opponent cannot activate any Magic/Trap cards.
Maelstrom Enchantress
Effect Monster
Level 8/Wind/Magician
2500/2100
You may Special Summon this card by removing 1 Earth, Fire, Wind and Water element monster in your grave from play. When this card is successfully summoned, you may activate 1 of the following effects:
Return 1 Magic card in your grave to your hand.
Search your deck for 1 Magic card and add it to your hand. Shuffle your deck afterwards.
Your opponent must pay 1000LP to activate Magic cards, in addition to any cost those cards may have.
Maelstrom Pacifist
Effect Monster
Level 7/Earth/Warrior
2300/2100
You may Special Summon this card by removing 1 Earth, Fire, Wind and Water element monster in your grave from play. As long as this card remains face-up, your opponent must discard 1 card to enter the Battle Phase. Whenever this card successfully destroys a monster as a result of battle, negate the monster effects of all monsters your opponent control during his/her next turn.
Maelstrom Elemental
Effect Monster
Level 9/Water/Aqua
2800/2200
You may Special Summon this card by removing 1 Earth, Fire, Wind and Water element monster in your grave from play. This card is unaffected by Trap cards. When this card is destroyed, you may search your deck for 1 monster card with a DEF greater than its ATK, reveal it and add it to your hand.
Maelstrom Matrix
Normal Magic
Search your deck for up to 1 Earth, Fire, Wind and Water element monster and reveal them. Your opponent adds 1 of them to your hand and sends the rest to your grave. Shuffle your deck afterwards.
Maelstrom Origin
Field Magic
Whenever you successfully Special Summon an Earth, Fire, Wind or Water element monster, you may discard 1 Earth, Fire, Wind or Water element monster from your hand. You may search your deck for 1 Maelstrom monster card, reveal it and add it to your hand by sacrificing this card. If you do, shuffle your deck afterwards.
Maelstrom Pulsar
Counter Trap
Negate the activation and effect of a monster effect belonging to an Earth, Fire, Wind or Water element monster your opponent controls. Return that monster to the top of your opponent's deck.
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