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NesClassic Inheritor of the Wing from Flyover Country Since: Dec, 2012 Relationship Status: In another castle
Inheritor of the Wing
#1751: Oct 19th 2015 at 6:45:57 PM

I'm having fun making cards for this archetype, I call them R.P.. I was originally going to name them "R.P. Hero" but I think that'd cause confusion with the Hero archetype.
The core idea is you "level" the cards up through battle, which gives them better effects to wreak havoc with. I'll make more cards later (such as a Tuner named R.P. Summoner) but for now I hope this suffices. As for images, uh... imagine chibi versions of your typical RPG classes.

Feel free to criticize them and offer tips if they seem imbalanced. I get these are made-up cards, but they can't be too OP~

  • R.P. Warrior
    LIGHT / Level 3
    [Warrior / Effect]
    Every time this card destroys a monster your opponent controls by battle, place one EXP. Counter on it. This card gains the following effects based on how many EXP. Counters it has:
    1 or more: Increase the ATK of this card by 500.
    2 or more: Increase the ATK of this card by 500, in addition to the above effects.
    3 or more: If this card attacks a Defense Position monster, inflict piercing Battle Damage to your opponent.
    5 or more: Once per turn, during your Main Phase, you may destroy one face-up monster your opponent controls whose ATK or DEF is lower than this card's ATK.
    ATK 1500 / DEF 1000
  • R.P. Medicine Mage
    LIGHT / Level 3
    [Spellcaster / Effect]
    Every time this card destroys a monster your opponent controls by battle, place one EXP. Counter on it. This card gains the following effects based on how many EXP. Counters it has:
    1 or more: When an "R.P." monster you control would be destroyed, other than this card: you may remove one EXP. Counter from this card instead.
    3 or more: Once per turn, during your Main Phase, you may Special Summon one "R.P." monster from your Graveyard. That monster can not declare an attack on the turn this effect was activated.
    7 or more: During each of your Standby Phases: increase your Life Points by 100 x the number of EXP. Counters on the field.
    ATK 1000 / DEF 1500
  • R.P. Malevolent Mage
    DARK / Level 3
    [Spellcaster / Effect]
    Every time this card destroys a monster your opponent controls by battle, place one EXP. Counter on it. This card gains the following effects based on how many EXP. Counters it has:
    1 or more: When this card battles another monster: destroy that monster at the end of the Damage Step.
    2 or more: If your opponent controls any monsters, this card can attack twice during the Battle Phase.
    4 or more: During your Battle Phase: this card can not be destroyed by battle.
    ATK 1800 / DEF 100
  • Continue?
    Continuous Trap Card
    When an "R.P." monster is Special Summoned from the Graveyard to your side of the field, place 3 EXP. Counters on it.

[down]Errata'd. Thanks for the header, I didn't think about that.

edited 19th Oct '15 7:05:33 PM by NesClassic

🏳️‍⚧️she/her | Vio Rhyse Alberia
Krika Since: Dec, 2010
#1752: Oct 19th 2015 at 6:59:16 PM

Phrase it as "1 or more EXP Counters", if you want the effect to persist if it's got more than 1 counter on it.

Just a tip.

PhantomBladewing (4 Score & 7 Years Ago)
#1753: Oct 20th 2015 at 12:56:13 AM

Dark Spirit Dragon

  • Level 4/DARK
  • Dragon/Effect
  • 1000/1000
  • If a DARK monster you control battles, you can send this card card from your hand to the Graveyard. If you do, that monster gains 1000 ATK and DEF until the end of the Damage Step. During Your Main Phase, you can discard 1 Level 5 or higher DARK monster from your hand. If you do, special summon this card from your Graveyard. You can only use this effect of "Dark Spirit Dragon" once per turn.

Dark Dragon Warrior

  • Level 6/DARK
  • Warrior/Fusion/Effect
  • 2000/1200
  • 1 DARK Warrior-type monster + 1 DARK Dragon-type monster.
  • Once per turn, during either player's turn, if a Spell/Trap card is activated that target a face-up DARK monster you control, you can 1000 LP; negate the activation, and if you do, destroy that card. If this card id destroyed by battle and sent to the graveyard, or if this card in your possession is detroyed by your opponent's card effect and sent to your graveyard: You can target 1 level 4 or lower DARK Monster in your graveyard, add that target to your hand.

Dark Polymerization

  • Normal Spell Card
  • Fusion Summon 1 DARK Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. If this card is in your Graveyard: You can send 1 level 5 or higher DARK Monster from your hand to the Graveyard; add this card to your hand. You can only activate "Dark Polymerization" once per turn.

Dark Abyss

  • Field Spell Card
  • DARK monsters you control gain 200 ATK. Once per turn, you can target 1 DARK monster in your graveyard: Send 1 DARK monster from your hand to the graveyard, then add that target to your hand. During your Main Phase, You can special summon 1 DARK Monster from your hand whose level is equal to or less than the number of DARK Monsters in your graveyard. You can only use this effect of "Dark Abyss" once per turn.

edited 21st Oct '15 1:04:24 PM by PhantomBladewing

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1754: Oct 21st 2015 at 7:30:12 PM

I've been tinkering with my previous card ideas to fill holes in the game. The Cosmoserpents are now WATER/Rock, and the Gorgon Empress monsters, related support, and Lamia are now DARK/Sea Serpent, because of the game's undercovered Sea Serpents (there's only 6 non-water Sea Serpents). I do feel a bit odd about making them DARK, but it fits.

I think I've been going back to the old ideas because I'm really happy with them. I just like making them a little better. Maybe next I'll look at the Gryphons. Yeah... I'll add a support card with a Bounce effect for if they "take off" during the user's turn, another with a Spin effect if they take off on the opponent's turn, and maybe a "landing" effect, returning a card to the bottom of the deck, if they spend a complete turn solely as an Earth monster.

Yeah... that's nice.

edited 21st Oct '15 7:40:52 PM by wanderlustwarrior

The sad, REAL American dichotomy
kagescorpionakki Breath of the Sun from Long Ago Since: Apr, 2009 Relationship Status: Anime is my true love
Breath of the Sun
#1755: Oct 21st 2015 at 7:49:44 PM

The Old Kingdom
Field Spell
When you activate this card, each player's LP becomes 2000. Players may summon level 5 or higher monsters from their hands without tributing. Both players can only attack with 1 monster during their respective battle phases. Monsters cannot attack a player's life points directly. When a monster is destroyed by a card effect, it's controller takes damage equal to half its ATK. When this card leaves the battlefield, both players gain 6000 LP.

Basically things become Duelist Kingdom rules. Sort of. Some of the rules back then were weird.

edited 21st Oct '15 7:50:09 PM by kagescorpionakki

What is so amusing about this? Why do you take lives? How can you forget?
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1756: Oct 21st 2015 at 8:59:47 PM

"Neither player can take damage by card effect", both because some cards that would do effect damage didn't back then, and because if they could, duels would be over really quickly.

Also, that's like the ultimate troll card to play when you're losing by a large margin.

The sad, REAL American dichotomy
Irene (4 Score & 7 Years Ago)
#1757: Oct 21st 2015 at 9:04:39 PM

Cannon Soldier and Catapult Turtle could do effect damage, to be fair. Cannon Soldier does it equal to the monster's level.(assumably the same would be for a Rank?) Catapult Turtle either can destroy a Continuous Spell/Trap or a Field Spell, but the owner of the monster tributed takes half of its attack points as effect damage instead. Jigan Bakudan was also available, but we never saw how it worked. Possibly similarly to the real card in how much damage it does?

NickTheSwing Since: Aug, 2009
#1758: Oct 21st 2015 at 9:20:52 PM

  • Radiant Reborn
  • Quickplay Spell
  • Pay half your life points; activate only if your opponent activates a card that would inflict damage to you or if a monster deals battle damage to you; reduce the damage to 0 and special summon 2 XYZ monsters from your graveyard with different Ranks, but reduce their atk to 0. Then attach this card to one of those monsters as an XYZ Material. During the next turn after you activate this card, you cannot summon monsters except Level / Rank 10 or higher monsters.
  • Depicts what looks like a pair of dragons surging out of the graveyard and defending the player in a massive glowing spiral of power from a huge lightning bolt.

  • Lindsei's Scorn
  • Counter Trap
  • Activate only if you control a Rank 12 XYZ monster and your opponent activates a spell, trap or monster effect. Negate that effect and banish the card. You can banish this card from your graveyard to negate the destruction of one Rank 12 XYZ monster.

  • Brilliance Lord's Gateway
  • Quickplay Spell
  • Activate only if you control a Rank 12 XYZ monster; deal 500 damage to your opponent for each card that was sent to your opponent's graveyard during this turn. You can banish this card except during the turn it is sent to the graveyard when a monster effect activates; negate that monster effect.

  • Machine of Light Souls
  • Continuous Trap
  • Whenever a Rank 12 XYZ monster declares an attack, negate the effects of all monsters your opponent controls and in their hand until the end of the turn. You may send this card to your graveyard when your opponent declares an attack; negate that attack.

edited 23rd Oct '15 11:06:29 PM by NickTheSwing

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1759: Oct 21st 2015 at 9:27:15 PM

Is "Gryphon Takeoff" too powerful? How about "Peach Treaty" or "Black Tylos", also in the same post?

edited 21st Oct '15 9:44:24 PM by wanderlustwarrior

The sad, REAL American dichotomy
NickTheSwing Since: Aug, 2009
#1760: Oct 21st 2015 at 9:50:43 PM

[up] Not really, MST and Galaxy Cyclone handle those kinds of things, and it doesn't work against Majespecter.

As for those other two cards, I am seeing a pretty balanced bunch. Better than some of Konami's offerings -cough CYDRA INFINITY cough-

What do you think of the above cards I just submitted?

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1761: Oct 21st 2015 at 9:55:48 PM

The thing is, 2 to 3 of the 5 cards that would have to be on the field for Gryphon Takeoff to use its effect protect it. Then there's the field. And if it's not destroyed, it's one Spin per turn. That Spin can lead to direct attacks, or total stalling of the opponent.
...I think it's too powerful. I'll have to weaken it a little.

edited 23rd Oct '15 4:16:50 PM by wanderlustwarrior

The sad, REAL American dichotomy
Irene (4 Score & 7 Years Ago)
#1762: Oct 21st 2015 at 10:05:15 PM

Yeah, Takeoff is a bit too powerful. Maybe if you had to pay an upkeep cost?

Black Tylos would be more fair if it specifically said Normal or Special Summoned.


Flash of the Forbidden Dell
Spell/Quick-Play
When this card is activated, send all face-up Machine-type Monsters to the graveyard. Your opponent takes half of any battle or effect damage till the start of your next turn.

Disciple of the Forbidden Dell
Monster
LIGHT/Thunder/Effect
You can negate the activation of the effect of a Machine-type monster by discarding 1 card. You can only use this effect of Disciple of the Forbidden Dell once per turn. For every Disciple of the Forbidden Dell in your graveyard, you can use the effect once more.
1700/1000

You're Going Straight to Dell!
Spell/Continuous
When a Machine-type monster is sent to the graveyard, banish it immediately afterwards. You must pay 500 Life Points during your standby phase or destroy this card.

Dellbinding Circle
Trap/Continuous
Machine-type monsters cannot be special summoned. You must control a Thunder-type monster to activate this card.

A pun on Dell computers, and all Anti-Machine. I feel that Dellbinding Circle might be a bit OP, but that's also why it has an activation requirement and doesn't stop all Machines from hitting the field.

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1763: Oct 23rd 2015 at 12:47:52 AM

I like the idea of Thunder monsters interfering with Machines that your last card has. Maybe I'll make a series of WIND and WATER Thunder monsters themed on storms, static, water damage, etc., that mess up Machines.
Granted about Black Tylos. I was more wondering about a 2100 atk monster that can't be destroyed by battle, but an MST on every flip summon might make it too splashable.

Latest changes:

  • nerfed "Gryphon Takeoff" and created "Gryphon Wingbeat".
  • Limited Black Tylos' destruction effect to only being on Normal or Special summons.
  • Renamed "Ankylos" to "Night Club Ankyl" (and in my mind, it now wears sunglasses at night).
  • reworded Traptrix Drose so that its boosting effect only applies if normal summoned, like two of the Traptrix monsters.
  • limited Bronto Thunder to only working on Dinosaur and Thunder monsters, because otherwise it'd be too powerful to have a self-reviving, self-summoning Book Of Moon every turn. Since the wiki doesn't have a list of all the pseudo-flip effect monsters, I can't tell what this leaves it with for powerful targets.
  • King Gryphon/Rite of Flight doesn't require a Gryphon for material, since the Ritual Djinn were nerfed.

Also, one more card came to mind, in the vein of Peach Treaty and a certain Limited card:

  • Days of Peach
    • Continuous Spell
    • During your Standby Phase, tribute one Plant monster or send this card to the Graveyard. Neither player takes damage until the End Phase of the opponent's next turn.

edited 23rd Oct '15 4:17:04 PM by wanderlustwarrior

The sad, REAL American dichotomy
Irene (4 Score & 7 Years Ago)
#1764: Oct 23rd 2015 at 1:57:19 AM

Thanks. And that's a hilarious card. I'm also working on parodies of the Egyptian God Cards. The Winged Wagon of Straw, Bobelisk the Whorementor, and I haven't figured out a good name for Slifer's parody. May be "Name" the Bidragon.

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1765: Oct 23rd 2015 at 4:13:39 PM

@Nick:

  • Radiant Reborn is just waaay too powerful for my liking. A damage negater, two Monster Reborns, and XYZ material all in one? I think that's too much.
  • As for the last two cards, their second effects probably should be different cards, or else that's too many powerful effects (also, too many effects that aren't related to each other) on cards already designed to support powerful monsters.
    • "Gateway" would probably be fine if it didn't banish the monster, and just negated for the turn.
    • Why 800 damage per card? Cards of that type of effect usually say 500 for each.

@Irene: Who is that under the mask of your avatar? And where is the mask from?

edited 23rd Oct '15 4:19:27 PM by wanderlustwarrior

The sad, REAL American dichotomy
TropayXion The i. one. from HEART Since: Jul, 2011 Relationship Status: Complex: I'm real, they are imaginary
The i. one.
#1766: Oct 23rd 2015 at 4:37:09 PM

  • King of the Normal
  • Rank 1/EARTH
  • Beast/Xyz/Effect
  • 0/0
  • While this card is in face-up ATK position, all face-up level 2 Normal Monsters' original ATK become 2000. when this card switches its battle position; destroy it. When this card leaves the field, destroy all monsters you control.

  • Queen of the Normal
  • Rank 2/EARTH
  • Rock/Xyz/Effect
  • 0/0
  • While this card is in face-up DEF position, face-up level 2 or lower Normal Monsters you control cannot be targeted by card effects. If this card switches its battle position; destroy it. When this card leaves the field; destroy all spell & trap cards on your side of the field.

  • Kingdom of the Normal
  • Field Spell Card
  • Level 2 or lower Normal Monsters cannot be destroyed by battle or card effects. If this card is destroyed by an Opponent's card effect while you control 1 or less Monsters; both players can Special Summon up to three level 2 or lower Normal Monsters from their hand or deck.

  • Defense of the Normal
  • Counter Trap Card
  • When your opponent Summons a Monster, tribute one Normal Monster you control; negate the summon of that monster and destroy it. You can only use one "Defense of the Normal" per turn.

Irene (4 Score & 7 Years Ago)
#1767: Oct 23rd 2015 at 5:35:52 PM

That's the mask of a Bumbershoot. I forget whose sprite I edited for this image. She's meant to be a gijinka/personification of one.

NickTheSwing Since: Aug, 2009
#1768: Oct 23rd 2015 at 11:07:06 PM

@ Wander; edited the cards to balance them a bit.

What are your thoughts on the two Rank 12 XY Zs?

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1769: Oct 24th 2015 at 9:33:21 AM

Wait, where were your rank 12s? Or are you talking about the rank 12 support cards (which look good now)?

The sad, REAL American dichotomy
NickTheSwing Since: Aug, 2009
#1770: Oct 24th 2015 at 12:35:02 PM

They were on the page before this one.

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1771: Oct 24th 2015 at 12:47:12 PM

Lindsei's fine except again, why 1300? Seems overkill.

The other one has too much to go up against and still be fun.

As for both, why the two different ranks you chose? I'd suggest two ranks that add up to 12.

The sad, REAL American dichotomy
NickTheSwing Since: Aug, 2009
#1772: Oct 24th 2015 at 4:52:09 PM

The numbers, including 1300, are the Arc Numbers of the two deities, lore wise.

Lindsei is identified with 6 and 8, he granted "brilliance" to his 6 Followers, and it is said Lindsei "He, the Most Radiant, Cunning Viper" launched 8 different attempts in 8 years to obtain the Chaos Gate.

Pulsar is identified with 4 and 7, and it is said he created 4 dangerous, beastly demi-gods, and was created himself in Seven days, and is identified with 3 summoning types, plus the ideal 4 Materials to create him tying back into his first Arc Number, hence 7.

Krika Since: Dec, 2010
#1773: Oct 24th 2015 at 9:27:31 PM

  • Cyber Monster
  • Level 5
  • LIGHT, Dinosaur
  • "Rawr, I'm a monster!"
  • 2100/1600
  • It's a monster, but CYBERIZED.

  • Frequency Chameleon
  • Level 3
  • LIGHT, Reptile/Tuner
  • You can only activate each effect of "Frequency Chameleon" once per turn, and you cannot Special Summon monsters from the Extra Deck except Synchro Monsters the turn you activate one of these effects. When this card is Normal Summoned, place 1 Spell Counter on it (max. 1). You can remove 1 Spell Counter from this card to target 1 monster you control; Activate one of these effects:
    • This monster's level becomes equal to the level of the targeted monster.
    • Increase or decrease the targeted monster's level by one.
  • 1200/750
  • A chameleon with a forked tongue that looks like a tuning fork. It's blending into the background of what looks like a drum set.

edited 24th Oct '15 9:27:53 PM by Krika

TehStanman Master Saboteur from Standard Since: Feb, 2012 Relationship Status: You can be my wingman any time
Master Saboteur
#1774: Oct 24th 2015 at 9:29:22 PM

  • Cyber Monster
  • Level 5
  • DARK/Machine/Effect
  • If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. When this card is Special Summoned by its own effect, you can Special Summon 1 Level 1 Monster from your Graveyard and draw 2 cards. If you do, Special Summon as many "Cyber Monster Tokens" (Warrior-type/DARK/Level 1/ATK 300/DEF 300) to your side of the field as possible, and place 1 Spell Counter on one of them. That monster is treated as a Tuner monster. You can remove 1 Spell Counter from a "Cyber Monster Token" you control; this card gains 500 ATK.
  • ATK/1600 DEF/2100
  • It's a monster, but like, cyber-y. You get it.

EDIT: [up]Screw you, man.

edited 24th Oct '15 9:38:28 PM by TehStanman

"Why does everything have to loop back to YGO?" -Guy who ruined YGO
KOman 'Sup? Since: Jul, 2013
'Sup?
#1775: Oct 26th 2015 at 2:55:25 PM

Death World

  • Field Spell
  • When a monster attacks a Defense Position monster, inflict piercing damage to the controller of that Defense Position monster. Cards and effects cannot be activated during the Battle Phase, except this card. Neither player can gain Life Points.

edited 26th Oct '15 2:55:43 PM by KOman

¿?¡!

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