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wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1876: Nov 5th 2016 at 7:47:37 AM

That'd be brilliant. Hmm...

Alien Takeover

  • Normal Spell
  • Each Counter or XYZ material on the field is treated as an A-Counter. Addition or removal of an A-Counter, including XYZ material, from a monster is only considered addition or detachment for effects that state A-Counters are necessary.

The sad, REAL American dichotomy
EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#1877: Nov 8th 2016 at 3:35:30 PM

[up]An interesting idea to add Xyz Materials onto the stack so that the card wouldn't be entirely useless in most cases. Problem is the wording doesn't work and if there's one thing I know about Yu-Gi-Oh, it's that it's terriblevery particular about wording. Here's my attempt at the card, including your anti-Xyz effect.

Alien Takeover

  • Normal Spell
  • Remove all Counters and detach all Xyz Materials from face-up cards on the field and, if you do, place an A-Counter on each card that had Counter(s) removed or Xyz Material(s) detached by this effect.

It doesn't quite work the exact way you had before but Yu-Gi-Oh lacks a good precedent for this card.

In other news... New custom archetype: Family. Mafia-based archetype that focuses on Tribute Summoning (as the boss monsters cannot be Special Summoned... mostly) along with heavy grave-based protection to make up for their slower speed. General game plan is that Level 5 or lower "Family" monsters have Grave-based banish effects to protect from numerous kinds of removal (I think I actually covered everything). Level 7+ "Family" monsters are your heavyweights that refuse to die thanks to the loyal grunts who protect them. The Level 5 and lower "Family" monsters all have an additional effect, most of which are inspired based on their role within the Family.

Family Grunt

  • Level 1 / DARK / Warrior / Effect
  • This card counts as 2 Tributes for the Tribute Summon of a “Family” monster. If a Level 7 or higher “Family” monster would be destroyed while this card is in your Graveyard, banish this card instead.
  • 500 / 0

Family Journalist

  • Level 2 / DARK / Warrior / Effect
  • Once per turn, when your opponent declares an attack: You can target the attacking monster; negate that attack. If a Level 7 or higher “Family” monster would be sent to the Graveyard by a card effect while this card is in your Graveyard, banish this card instead.
  • 300 / 0

Family Thief

  • Level 3 / DARK / Warrior / Effect
  • When this card is Normal Summoned: Target 1 Spell/Trap card in your opponent’s Graveyard; add it to your hand. If a Level 7 or higher “Family” monster you control would be banished while this card is in your Graveyard, banish this card instead.
  • 1100 / 0

Family Protector

  • Level 3 / DARK / Warrior / Effect
  • Reveal 1 Level 7 or higher “Family” monster in your hand, then pay 500LP; Special Summon this card (from your hand or Graveyard). If a Level 7 or higher “Family” monster you control would be placed or shuffled into your deck while this card is in your Graveyard, banish this card instead.
  • 1300 / 0

Family Enforcer

  • Level 4 / DARK / Warrior / Effect
  • When this card is Normal Summoned: Target 1 face-up Attack Position monster your opponent controls; change it to Defense Position and, if you do, reduce its DEF to 0. If a Level 7 or higher “Family” monster you control would be returned to your hand while this card is in your Graveyard, banish this card instead.
  • 1900 / 0

Family Lieutenant

  • Level 5 / DARK / Warrior / Effect
  • If you control a “Family” monster: Send 1 Level 4 or lower “Family” monster from your deck to your Graveyard; Special Summon this monster (from your hand). If you control a Level 4 or lower “Family” monster while this card is in your Graveyard: Send 1 Level 4 or lower “Family” monster from your side of the field to the Graveyard; Special Summon this monster (from your Graveyard). If a Level 7 or higher “Family” monster you control is targeted by a card effect while this card is in your Graveyard: Banish this card; negate the effect and, if you do, destroy it.
  • 2200 / 0

Family Heir

  • Level 7 / DARK / Warrior / Effect
  • Cannot be Special Summoned, except by its own effect. When a Level 8 “Family” monster leaves the field: You can Special Summon this monster (from your hand). When this card is Normal Summoned: Send 1 Level 4 or lower “Family” monster from your deck to your Graveyard. When this card is Special Summoned: Target 1 banished “Family” monster; add it to your hand.
  • 2500 / 0

Family Matriarch

  • Level 8 / DARK / Warrior / Effect
  • Cannot be Special Summoned. When this card is Normal Summoned: Send 1 Level 4 or lower “Family” monster from your deck to the Graveyard. Once per turn, when a Level 4 or lower “Family” monster banishes itself: Discard a card; Send 1 Level 4 or lower “Family” monster from your deck to the Graveyard. If this card attacks a Defense Position monster, inflict piercing damage.
  • 2900 / 0

Family Patriarch

  • Level 8 / DARK / Warrior / Effect
  • Cannot be Special Summoned. When this card is Normal Summoned: Send 1 Level 4 or lower “Family” monster from your deck to the Graveyard. Once per turn: Pay 500LP; Send 1 Level 4 or lower “Family” monster from your deck to the Graveyard. This card can attack twice during each Battle Phase.
  • 2900 / 0

The Boss’s Meeting Place!!

  • Field Spell
  • When this card is activated: Add 1 Level 7 or higher “Family” monster from your deck to your hand. Once per turn: You can discard 1 Level 4 or lower “Family” monster; draw 1 card. When this card is destroyed and sent to the Graveyard: You can target 1 of your banished Level 4 or lower “Family” monsters; add it to your hand.

For The Boss!!

  • Normal Spell
  • Discard a Level 4 or lower “Family” monster, then target up to 2 cards your opponent controls; destroy those cards. You must control a Level 7 or higher “Family” monster to activate and resolve this effect.

The Boss is Coming!!

  • Normal Spell
  • If the only monster you control is a Level 4 or lower “Family” monster: Reveal 1 Level 7 or higher “Family” monster in your hand; Special Summon 1 Level 4 or lower “Family” monster from your hand or Graveyard and, if you do, Tribute both Level 4 or lower “Family” monsters to Tribute Summon the revealed monster. This is in addition to your Normal Summon/Set.

The Boss is Loaded!!

  • Normal Spell
  • Discard 1 Level 4 or lower “Family” monster; draw 2 cards. You can only activate 1 “The Boss is Loaded!!” per turn.

The Boss Has Reserves!!

  • Quickplay Spell
  • When a Level 4 or lower “Family” monster banishes itself: Target another banished “Family” monster; add it to your hand and, if you do, send a monster from your deck to the Graveyard with the same name.

The Boss’s Secret Weapon!!

  • Equip Spell
  • Equip only to a Level 7 or higher “Family” monster. It gains 500ATK. If the equipped monster destroys an opponent’s monster by battle: Send 1 Level 4 or lower “Family” monster from your deck to the Graveyard; inflict 1000 damage to your opponent.

We Serve The Boss!!

  • Continuous Spell
  • Once per turn, if you control no monsters: Pay 500LP and target 1 of your banished Level 4 or lower “Family” monsters; Special Summon it. You cannot Special Summon monsters the turn you activate this effect, except “Family” monsters.

The Boss’ll Hear About This!!

  • Normal Trap
  • When a Level 4 or lower “Family” monster is destroyed and sent to the Graveyard: Send 1 Level 4 or lower “Family” monster from your deck to the Graveyard; add 1 Level 7 or higher “Family” monster from your deck to your hand.

edited 8th Nov '16 3:35:55 PM by EviIPaladin

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
Crizelda Poisonous Maiden ~ Unknown of Unending Toxicity from the World That Renounced Its Existence Since: Sep, 2016 Relationship Status: Mu
Poisonous Maiden ~ Unknown of Unending Toxicity
#1878: Nov 9th 2016 at 8:46:32 AM

Dare I say, I was rather bored at the time… more "Sunset" monsters. (Ignoring things like "Ritual/Xyz" and various other things.)

  • Sunset Necrofantasy Witch
    FIRE / *******
    [Spellcaster / Ritual / Effect]
    You can Ritual Summon this card with "Sunset Necrofantasy Ritual". This monster is also treated as a DARK-Attribute monster. Once per turn, you can Special Summon 1 Normal Monster from your Graveyard; if you do, it becomes a Zombie-Type monster as long as it remains face-up on the field.
    ATK 2450 / DEF 2000
  • Sunset Necrofantasy Ritual
    [Ritual Spell Card]
    This card can be used to Ritual Summon "Sunset Necrofantasy Witch" from your hand. You must also Tribute monsters from your field whose total Levels equal or exceed 7. If this card is sent from your hand to the Graveyard, Special Summon 1 Level 7 or lower Normal Monster from your hand.
  • Sunset Inferno Ménage
    FIRE / ****
    [Pyro / Effect]
    When this monster is Normal Summoned, place 4 Ménage Counters on this card. For each Ménage Counter on this card, this card gains 300 ATK. If this card would be destroyed, remove 1 Ménage Counter instead. If there are no Ménage Counters on this card, destroy this card during the End Phase.
    ATK 1000 / DEF 1100
  • Sunset Combat Ménage
    FIRE / ****
    [Warrior / Effect]
    When this monster is Normal Summoned, place 4 Ménage Counters on this card. For each Ménage Counter on this card, this card gains 200 ATK. If this card would be destroyed, remove 1 Ménage Counter instead. If there are no Ménage Counters on this card, destroy this card during the End Phase.
    ATK 900 / DEF 1000

EDIT:
I seem to have made a mess of things. The Ménage monsters are supposed to be destroyed during the End Phase if they have no Ménage Counters on them; however, this is also supposed to apply to when all Ménage Counters are removed…

Should be fixed now.

edited 10th Nov '16 12:16:15 AM by Crizelda

Ilynne: "… Sidney… that gasmask of hers… why does she wear it…? And… why… why is there no… violet text color…?"
EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#1879: Nov 9th 2016 at 6:44:57 PM

[up]Am I correct in assuming the latter two dodge that destruction effect if they are Normal Summoned and only explode from that effect if Special or Flip Summoned?

In other news, here's some more existing archetype support.

Neo GenexNotes 

Neo Genex Electron

  • Level 4 / LIGHT / Psychic / Pendulum / Effect
  • Pendulum Scale - 2
  • Pendulum Effect: All face-up “Genex” monsters you control count as LIGHT, DARK, WATER, FIRE, EARTH, & WIND.
  • Monster Effect: When this monster is Pendulum Summoned: Add 1 “Genex” Tuner from your Graveyard to your hand. If this card is used as Synchro Material for the Synchro Summon of a “Genex” monster: It gains the following effect:
    • During your End Phase: Draw a card.
  • 1800 / 400

Neo Genex Proton

  • Level 5 / FIRE / Pyro / Pendulum / Effect
  • Pendulum Scale - 2
  • Pendulum Effect: All face-up “Genex” monsters you control count as LIGHT, DARK, WATER, FIRE, EARTH, & WIND.
  • Monster Effect: When a “Genex” monster you control destroys an opponent’s monster by battle: Inflict 500 damage to your opponent. IF this card is used as a Synchro Material for the Synchro Summon of a “Genex” monster: It gains the following effect:
    • During your End Phase: Inflict 1000 damage to your opponent.
  • 2300 / 1900

Neo Genex Neutron

  • Level 3 / EARTH / Rock / Pendulum / Effect
  • Pendulum Scale - 2
  • Pendulum Effect: All face-up “Genex” monsters you control count as LIGHT, DARK, WATER, FIRE, EARTH, & WIND.
  • Monster Effect: When this card is Pendulum Summoned: Target 1 face-down Spell/Trap card your opponent controls; it cannot be activated until their next End Phase. Your opponent cannot activate Spell/Trap cards in response to this effect. If this card is used as a Synchro Material for the Synchro Summon of a “Genex” monster: It gains the following effect:
    • During your End Phase: Target 1 face-down card your opponent controls; destroy it. Your opponent cannot activate cards or effects in response to this effect.
  • 600 / 2000

Neo Genex Anti-Electron

  • Level 5 / DARK / Thunder / Pendulum / Effect
  • Pendulum Scale - 6
  • Pendulum Effect: When you Synchro Summon a “Genex” monster: You can destroy this card; Special Summon a “Genex” Tuner from your Graveyard.
  • Monster Effect: You can Tribute this card, then target a face-up card your opponent controls; banish it. If this card is used as a Synchro Material for the Synchro Summon of a “Genex” monster: It gains the following effect:
    • During your End Phase: Target 1 face-up card your opponent controls; banish it.
  • 2000 / 0

Neo Genex Anti-Proton

  • Level 3 / WATER / Aqua / Pendulum / Effect
  • Pendulum Scale - 6
  • Pendulum Effect: When you Synchro Summon a “Genex” monster: You can destroy this card; Special Summon a “Genex” Tuner from your Graveyard.
  • Monster Effect: When this monster is Normal Summoned: Shuffle a “Genex” monster from your Graveyard into your deck; shuffle a random card in your opponent’s hand into their deck. If this card is used as a Synchro Material for the Synchro Summon of a “Genex” monster: It gains this effect:
    • During your End Phase: Place a random card from your opponent’s hand on the bottom of their deck.
  • 1300 / 1200

Neo Genex Anti-Neutron

  • Level 4 / WIND / Spellcaster / Pendulum / Effect
  • Pendulum Scale - 6
  • Pendulum Effect: When you Synchro Summon a “Genex” monster: You can destroy this card; Special Summon a “Genex” Tuner from your Graveyard.
  • Monster Effect: You can Tribute a face-up “Genex” monster you control, then target 1 card your opponent controls; return that card to their hand. You can only activate this effect of “Neo Genex Anti-Neutron” once per turn. If this card is used as a Synchro Material for the Synchro Summon of a “Genex” monster: It gains the following effect:
    • During your End Phase: Target 1 card on the field; return it to its owner’s hand.
  • 1600 / 1300

Neo Genex Controller

  • Level 3 / DARK / Machine / Tuner / Effect
  • (This card’s name is always treated as “Genex Controller”.)
  • Up to twice per turn: Target a “Genex” monster you control, except “Genex Controller”, and reveal a “Genex” monster in your hand: The target’s Level and Attribute become the revealed card’s, until the End Phase. If you control a “Genex Controller” while this card is in your Graveyard: Banish it, then declare a Level between 1 and 6; all “Genex” monsters you control are treated as having that Level, until the End Phase. You cannot Special Summon for the rest of the turn after using this effect, except for “Genex” monsters.
  • 1300 / 800

Neo Genex Molecule

  • Level 4 / DARK / Fiend / Synchro / Tuner / Effect
  • 1 “Genex” Tuner + 1 or more non-Tuner monsters
  • When this card is Synchro Summoned: Add 1 “Genex” monster from your deck to your hand. If this card is used as a Synchro Material for the Synchro Summon of a “Genex” monster: It gains the following effects:
    • This card is unaffected by cards that do not target it.
    • During your End Phase: Send 1 “Genex” Tuner and 1 “Genex” non-Tuner from your deck to your Graveyard; Special Summon a “Genex” Synchro Monster from your Extra Deck whose Level equals the total Levels of those sent monsters.
  • 1500 / 1500

Neo Genex Atom

  • Level 8 / LIGHT / Fairy / Synchro / Effect
  • 1 “Genex” Tuner + 1 or more non-Tuner monsters
  • Once per turn, during either player’s turn, this card would be destroyed by battle or card effects, send 1 “Genex” Synchro Monster from your Extra Deck to your Graveyard instead. If this card is used as a Synchro Material for the Synchro Summon of a “Genex” monster: It gains the following effect:
    • During your opponent’s End Phase: You can discard 1 card; Special Summon 1 “Genex” Tuner from your deck.
  • 2700 / 2200

Neo Genex Anomaly

  • Level 12 / DARK / Machine / Synchro / Effect
  • 1 “Genex” Tuner Synchro Monster + 1 or more “Genex” non-Tuner Synchro Monsters
  • Cannot be Special Summoned, except by Synchro Summon. The Synchro Summon of this card cannot be negated. When this card is Synchro Summoned: Return all “Genex” Synchro Monsters in the Graveyard into their owner’s Extra Deck; this card gains 500 ATK for each monster returned by this effect. Once per turn: You can banish 1 “Genex” monster from your Graveyard; activate the appropriate effect:
    • ”Genex Ally”: Declare an Attribute; send all your opponent’s monsters who match the declared Attribute to the Graveyard.
    • ”R-Genex”: Add 1 “Genex” monster from your deck to your hand.
    • ”Neo Genex”: Gain the effect that would be acquired by using that monster as Synchro Material.
  • 3000 / 3000

Plasma Genex

  • Level 7 / LIGHT / Machine / Synchro / Effect
  • “Genex Controller” + 1 or more non-Tuner LIGHT monsters
  • Once per turn, during either player’s turn, when a “Genex” and/or LIGHT monster you control battles: Banish a “Genex” monster in your Graveyard; increase your battling monster’s ATK by 1000, until the End Phase.
  • 2400 / 1100

Neo Energy Reactor

  • Continuous Spell
  • During your End Phase: Gain 200LP for each different Attribute you control. If you control a "Genex" Synchro Monster: Activate "Genex" Synchro Monster effects twice per End Phase.


Frog Notes 

Ambush Frog

  • Level 2 / WATER / Aqua / Effect
  • This card's name is treated as "Des Frog" while on the field and in the Graveyard. You can discard this card to the Graveyard; add 1 "Wetlands" from your Deck to your hand.
  • 900 / 800

Frog the Jelly

  • Level 2 / WATER / Aqua / Tuner / Effect
  • Once per turn: You can reveal this card in your hand; all WATER monsters in your hand and on your side of the field have their names treated as "Des Frog" until the end of your turn. If you control a face-up "Des Frog": You can Special Summon this card (from your hand).
  • 700 / 500

Toadally Radical

  • Level 4 / WATER / Aqua / Synchro / Effect
  • 1 WATER Tuner + 1 Aqua-type non-Tuner monster
  • If this card is Synchro Summoned using one or more "Frog" monsters: Decrease its Level by 2 and, if you do, add a "Frog" card from your deck to your hand. If this card is used as a material for a Fusion or Xyz Summon: That monster's Level becomes 2 and, if it does, destroy one card your opponent controls. You can only activate this effect of "Toadally Radical" once per turn.
  • 1800 / 1200

D.E.2. Frog

  • Level 5 / WATER / Aqua / Fusion / Effect
  • "Des Frog" + "Des Frog"
  • A Fusion Summon of this card must be done with the listed materials. All "Frog" monsters you control gain 500 ATK and DEF. If a face-up "Frog" monster would be destroyed by a card effect: Banish a "Frog" or "Toad" monster from your Graveyard; Negate the effect. You can only activate this effect of "D.E.2. Frog" once per turn.
  • 1500 / 1600

D.E.5. Frog

  • Level 9 / WATER / Aqua / Fusion / Effect
  • 5 "Des Frog"
  • Cannot be Special Summoned except by Fusion Summon. A Fusion Summon of this card must be done with the listed materials. When this card is Fusion Summoned: Target up to 2 banished "Frog" cards; shuffle the targets into your deck and, if you do, draw an equal number of cards. While you control this monster, all monsters in your opponent's hand, Graveyard, and on their side of the field have their names treated as "Des Frog". Once per turn: Shuffle a "Frog" monster from your Graveyard into your deck; banish exactly 3 of your opponent's "Des Frog", 1 each from their hand, field, and Graveyard. (Your opponent chooses the card in hand.)
  • 2700 / 2000

Frog Fusion

  • Normal Spell
  • Fusion Summon 1 "Frog" Fusion Monster, using monsters from your hand and/or your side of the field as Fusion Materials. During your turn, except the turn this card was sent to the Graveyard: You can banish this card from the Graveyard and 1 "Frog" Fusion Monster you control; Fusion Summon 1 "Frog" Fusion Monster, sending an equal number of Aqua-type monsters from your deck to the Graveyard as the number of Fusion Materials listed on the "Frog" Fusion Monster you wish to Fusion Summon, ignoring its Summoning conditions. You can only activate this effect of "Frog Fusion" once per Duel.

Frog Fever

  • Normal Trap
  • If a "Frog" Fusion Monster you control is destroyed by your opponent's card effect: Special Summon "Frog" monsters from your Graveyard equal to the number of Fusion Materials listed on the destroyed "Frog" Fusion Monster. Banish all monsters Special Summoned by this effect at the end of your turn.


Venom Notes 

Venom Python

  • Level 2 / EARTH / Reptile / Effect
  • When this card is Normal Summoned: Add 1 “Venom” Spell or Trap from your Deck to your hand. If this monster is sent to the Graveyard, by battle or card effect: You can banish 1 “Venom” Spell or Trap in your Graveyard; place 1 Venom Counter on all face-up non-”Venom” monsters. You can only activate one effect of “Venom Python” per turn, and only once per turn.
  • 1000 / 100

Venom Anaconda

  • Level 3 / DARK / Reptile / Effect
  • Once per turn, during either player’s turn: Shuffle 1 “Venom” monster in your Graveyard into your deck and target 1 face-up non-”Venom” monster your opponent controls; place a number of Venom Counters equal to the monster you shuffled’s Level on the target.
  • 1300 / 700

Black Mamba the Deadliest Venom

  • Level 6 / DARK / Reptile / Effect
  • Cannot be Normal Summoned and/or Set. Must first be Special Summoned by its own effect. You can Special Summon this card (from your hand) by removing 6 Venom Counters on the field. When this card is Special Summoned by this effect: You can add 1 “Venom” card from your Graveyard to your hand and, if you do, cards with that name cannot be activated until the End Phase. Monsters lose 500 ATK for each Venom Counter on them. If a monster’s ATK becomes 0 by this effect: Destroy it and, if you do, banish it. You can only control 1 face-up “Black Mamba the Deadliest Venom”.
  • 2400 / 2200

Cruel Venom - Paralysis

  • Continuous Spell
  • When this card is activated: Place 1 Venom Counter on a face-up non-Venom monster. If a monster has one or more Venom Counters on them: They cannot declare an attack.

Cruel Venom - Rotting

  • Continuous Spell
  • When this card is activated: Place 1 Venom Counter on a face-up non-Venom monster. If a monster has one or more Venom Counters on them: They cannot be Tributed or used as material for a Fusion, Synchro, or Xyz Summon.

Cruel Venom - Sedative

  • Continuous Spell
  • When this card is activated: Place 1 Venom Counter on a face-up non-Venom monster. If a monster has one or more Venom Counters on them: Their effects are negated.

Venom Sack

  • Continuous Trap
  • When a monster with a Venom Counter(s) is destroyed: Place its Venom Counters on this card. You can remove 3 Venom Counters from this card: Add 1 “Venom” card from your Deck to your hand. This effect of “Venom Sack” can only be used once per turn.


Cloudian Notes 

Cloudian - Smoke Curtain

  • Rank 1 / WATER / Fairy / Xyz / Effect
  • 2 Level 1 "Cloudian" monsters
  • This card cannot be destroyed by battle. If this card is in face-up Defense Position: Destroy it. Once per turn: You can detach 1 Xyz Material from this card; Place Fog Counters on a face-up "Cloudian" monster you control equal to the number of "Cloudian" monsters in your Graveyard. When this card is destroyed by a card effect: You can target one 1 “Cloudian” monster in your Graveyard; add it to your hand.
  • 1600 / 0

Cloudian - Hurricane Force

  • Rank 4 / WATER / Fairy / Xyz / Effect
  • 2 Level 4 "Cloudian" monsters
  • This card cannot be destroyed by battle. If this card is in face-up Defense Position: Destroy it. Once per turn: You can detach 1 Xyz Material from this card; place 1 Fog Counter on every face-up card on the field. All “Cloudian” monsters you control gain 100 ATK for every Fog Counter on the field. Your opponent’s monsters lose 100 ATK for every Fog Counter on the field. When this card is destroyed by a card effect: You can target 1 Spell/Trap card on the field; destroy it.
  • 2000 / 0

Cloudian - Final Tornado

  • Rank 5 / WATER / Fairy / Xyz / Effect
  • 3 Level 5 WATER monsters
  • You can also Xyz Summon this card by using a "Cloudian" Xyz Monster you control as the Xyz Material. (Xyz Material attached to that monster also become Xyz Material on this card.) This card cannot be destroyed by battle. If this card is in face-up Defense Position: Destroy it. Once per turn: You can detach 1 Xyz Material from this card, then target a card with 1 or more Fog Counter(s) on it; inflict 300 damage to your opponent for every Fog Counter on it and, if you do, banish it. If a "Cloudian" monster(s) you control would be destroyed by your opponent's card effect, remove 1 Fog Counter from the field for every "Cloudian" monster that would be destroyed instead.
  • 2600 / 0

Supercell Storm

  • Spell / Continuous
  • When this card is activated: Place 1 Fog Counter on it. When a “Cloudian” monster is Summoned: Place 1 Fog Counter on it. During your End Phase: You can target 1 monster your opponent controls; Place 1 Fog Counter on the target. When this card is destroyed by a card effect: Destroy all monsters with a Fog Counter(s), except “Cloudian” monsters.

Impenetrable Fog

  • Trap / Continuous
  • When this card is activated: Place 1 Fog Counter on all face-up monsters your opponent controls. If a monster has 1 or more Fog Counter(s) on it, it cannot declare an attack, except "Cloudian" monsters.


Turbo Notes 

Turbo Fuel Cell

  • Level 3 / WATER / Machine / Effect
  • When you take battle damage, from a battle involving a “Turbo” monster you control: Gain Life Points equal to the damage you took and, if you do, inflict damage equal to half the Life Points you gained from this effect. The effect of “Turbo Fuel Cell” can only apply once per battle.
  • 0 / 0

Turbo Jet

  • Level 2 / WIND / Machine / Tuner / Effect
  • When this card declares an attack with an opponent’s monster: You can Special Summon 1 “Turbo” monster from your Graveyard and, if you do, “Turbo” monsters you control cannot be destroyed by battle, until the End Phase. The effect of “Turbo Jet” can only be activated once per turn.
  • 0 / 0

Turbo Charger'

  • Level 1 / EARTH / Machine / Effect
  • When this card is Normal Summoned: You can Special Summon 1 “Turbo” monster from your deck and, if you do, increase the ATK of an opponent’s monster by 1000. You cannot Special Summon other monsters during the turn you activate this effect, except for Machine-type monsters.
  • 0 / 0

Turbo Tank

  • Level 5 / FIRE / Machine / Synchro / Effect
  • 1 “Turbo” Tuner + 1 or more “Turbo” non-Tuner monsters
  • When this card is Synchro Summoned: Special Summon 1 monster from your opponent’s Graveyard in face-up Attack Position. Once per turn: Return the monster your opponent controls with the highest ATK to their hand and, if you do, inflict damage equal to half the ATK of the monster returned by this effect.
  • 0 / 0

Turbo Grand Prix!!

  • Field Spell
  • “Turbo” monsters you control cannot be destroyed by battle. If you would take battle damage from a battle involving a “Turbo” monster you control: You can double it; draw 1 card. You can only activate this effect of “Turbo Grand Prix!!” once per turn.

Boost Power!!

  • Quick-Play Spell
  • Target 1 “Turbo” monster you control; it can attack up to twice per Battle Phase this turn. You can banish this card from your Graveyard: Target 1 face-up monster your opponent controls; it gains 1000 ATK. You can only activate 1 effect of “Boost Power!!” per turn and only once per turn.

Overclocked!!

  • Normal Trap
  • Destroy all face-up “Turbo” monsters you control and target an equal number of cards on the field; destroy those targets. You can banish this card from your Graveyard: Target 1 face-up monster your opponent controls; it gains 1000 ATK. You can only activate 1 effect of “Overclocked!!” per turn and only once per turn.

That's all I have for now. I'm working on more other stuff (including more OG archetypes) but yeah.

edited 9th Nov '16 7:51:05 PM by EviIPaladin

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
Crizelda Poisonous Maiden ~ Unknown of Unending Toxicity from the World That Renounced Its Existence Since: Sep, 2016 Relationship Status: Mu
Poisonous Maiden ~ Unknown of Unending Toxicity
#1880: Nov 10th 2016 at 12:54:26 AM

Am I correct in assuming the latter two dodge that destruction effect if they are Normal Summoned and only explode from that effect if Special or Flip Summoned?
The Ménage monsters have to be Normal Summoned in order for the counters to be placed on it (think of a Ménage Counter representing someone in a family, and each Counter being removed representing that family member being destroyed), so if it has no Counters, it gets destroyed… although, it seems I made a slight mess of things. They are supposed to be destroyed at the End Phase if they have zero Ménage Counters (a family of zero would be strange, I believe).

I believe "ménage" is French for "household"?

… in any event. A few more, although it gets rather… dare I say, odd?

  • Ankh-Eyes Pixie Cheerleader
    DIVINE / **
    [Fairy / Effect]
    Increase the ATK of all face-up "Ankh-Eyes" monsters by 200, and decrease the DEF of all face-up "Ankh-Eyes" monsters by 200.
    ATK 600 / DEF 300
  • Ankh-Eyes Pixie Defender
    DIVINE / ****
    [Fairy / Effect]
    Increase the DEF of all face-up "Ankh-Eyes" monsters by 400, and decrease the ATK of all face-up "Ankh-Eyes" monsters by 400.
    ATK 700 / DEF 1400
  • Apocalypse Vampire Bat
    DARK / ***
    [Winged Beast / Effect]
    When this monster inflicts Battle Damage, increase your Life Points by an amount equal to the amount of Battle Damage inflicted.
    ATK 900 / DEF 700
  • Ménage Reunion
    [Normal Spell Card]
    Target 1 face-up "Ménage" monster on the field with 2 or less Ménage Counters on it; place 2 Ménage Counters on that target.
  • Ménage Exceed
    [Normal Spell Card]
    Target 1 face-up "Ménage" monster on the field with 4 or less Ménage Counters on it; place 2 Ménage Counters on that target.
  • Resonance Detonator
    [Equip Spell Card]
    When your opponent Normal Summons a monster, you can target that monster. If you do, Tribute the monster equipped with this card to destroy the summoned monster.
  • Resonance Deflector
    [Equip Spell Card]
    When your opponent declares an attack, you can Tribute the monster equipped with this card to negate the attack.
  • Resonance Reflector
    [Equip Spell Card]
    When an opponent's monster declares an attack, you can Tribute the equipped monster; if you do, negate the attack, and inflict damage to your opponent equal to its ATK.
  • Sunset Knight
    FIRE / ****
    [Warrior / Effect]
    If there is an Interstice Monster on the field, this monster's original ATK becomes 1900.
    ATK 1450 / DEF 1800

Dare I say, this post beat the data vamps. … There's an idea in there somewhere.

edited 10th Nov '16 1:23:02 AM by Crizelda

Ilynne: "… Sidney… that gasmask of hers… why does she wear it…? And… why… why is there no… violet text color…?"
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1881: Nov 10th 2016 at 9:55:49 PM

Part of my intent for Alien Takeover was to replace them with the same number of counters/material, to disrupt whatever strategy was going for more and bigger. But it's indeed important that any existing counters or material be removed without triggering any removal effects.

The sad, REAL American dichotomy
EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#1882: Nov 11th 2016 at 10:31:29 AM

[up]Well, the vast vast majority of cards that utilize Counters and Xyz Materials for effects fall under two primary banners: The more you have grants a passive benefit OR you can utilize them to pay costs for effects. There is the occasional exception to the rule (Hey there Lead Yoke) but again, wording is tricky.

I'd take a second go at it but I'm just off for a short break. Will try when I get home, if I remember.

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1883: Nov 11th 2016 at 3:33:28 PM

Basically, I'm also thinking for a wording that does this:

  • Replaces with the same number
    • Flips things on those strategies that look for "more is better"
  • Makes them unusable for anything other than Aliens
    • Breaks down strategies that require that removal

The sad, REAL American dichotomy
EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#1884: Nov 11th 2016 at 3:55:19 PM

All right, Alien Takeover, Take 3.

Alien Takeover

  • Normal Spell
  • Remove all counters and detach all Xyz Materials from face-up cards on the field and, if you do, place an A-Counter on each card that had counter(s) removed or Xyz Material(s) detached by this effect for each counter removed or Xyz Material detached. Effects that involve removing counters or detaching Xyz Material are not activated at this time. (If a monster with an A-Counter battles an "Alien" monster, it loses 300 ATK and DEF for each A-Counter during damage calculation only.)

In regards to the counters being unable to be used by anything else, the cards that utilize counters that aren't specified are all old and more or less useless. Here's the full list, for fun.

  • B.E.S. monsters
  • Metal Shooter
  • Balloon Lizard
  • Miracle Jurassic Egg
  • Des Mosquito
  • Counter Cleaner (which removes all counters so... whomp whomp)
  • Colosseum - Cage of the Gladiator Beasts (sort of? it uses Counter (emphasis on the capital) rather than counter and makes a specific note of "All 'Gladiator Beast' monsters gain 100 ATK and DEF for each of these counters on this card.")
  • Kickfire (okay this one is not exactly used but can actually benefit from any kind of counter being placed on it. interesting to note.)

A total of 12 (11 if I am in fact right about my suspicions regarding the Glad Beast field) cards that use non-defined counters, all but one of which are worthless. And that one is only even mediocre.

The closest I could find for that last effect is stuff that talks about a time where effects cannot be activated, notably Flip Effects. I don't like how clunky the text is but ehhh that's Yu-Gi-Oh for ya.

EDIT: Whoops, almost forgot that the A-Counter should probably actually do something.

edited 11th Nov '16 4:01:00 PM by EviIPaladin

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1885: Nov 11th 2016 at 4:44:38 PM

Is there anything else I'm forgetting that functions like a counter or XYZ material?

The sad, REAL American dichotomy
EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#1886: Nov 11th 2016 at 4:52:15 PM

In terms of on-monster costs? Unless you count stats (Hello Gogogo Golem - Golden Gorm - I mean Golden Form / Light & Darkness Dragon), I don't believe so.

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#1887: Nov 15th 2016 at 5:02:30 PM

I have a problem.

Ringing

Many speculate on the origins of Synchro Summoning in the Spirit World. Its existence predates any form of written history. But rumours abound on the first Tuners and, while not confirmed, many believe that to be the Angels of Ringing. Celestial beings gifted with voices so sublime that no words they speak can be comprehended, the Angels of Ringing are one of many groups attributed with the beginning of Synchros. But they've long since disappeared.

The Angels of Ringing who have descended once more are... different from the tales that have been told. Their voices are sharper and fiercer. They fight ferociously and fearlessly. But most noticeably... No Synchros stand among them.

New rumours have started about them as well. Monsters speak of their own Tuners being whispered to by the Angels of Ringing and disappearing. Even more foreboding, a few have even claimed to have witnessed the celestial entities conducting bizarre and incomprehensible rituals. This particular rumour seems to be false, as shortly after those who accused back down from their stories.

Regardless, the Angels of Ringing have returned to the Spirit World they left so long ago, changed since ancient times. What caused this change, none yet know.

Ringing Truth

  • Level 8 / WIND / Fairy / Tuner / Effect
  • Cannot be used as Synchro Material. If you control no Synchro Monsters: You can reveal this card in your hand and, if you do, Special Summon a Tuner from your Graveyard. You can banish this card and another Tuner in your Graveyard; add a Tuner from your deck to your hand. You can only activate each effect of "Ringing Truth" once per turn.
  • 2600 / 2600

Ringing Smile

  • Level 8 / WIND / Fairy / Tuner / Effect
  • Cannot be used as Synchro Material. If you control no Synchro Monsters: You can reveal this card in your hand and, if you do, draw 1 card. During your End Phase: Target a monster your opponent controls; reveal a Tuner in your hand and, if you do, destroy that target. You can only activate each effect of "Ringing Smile" once per turn.
  • 2300 / 2300

Ringing Laughter

  • Level 7 / WIND / Fairy / Tuner / Effect
  • Cannot be used as Synchro Material. If you control no Synchro Monsters: You can reveal this card in your hand and, if you do, gain 1000 LP for every face-up Tuner you control. If your Life Points are higher than your opponent's: You can target a face-up Tuner, except this card, you control; reveal a Tuner monster in your hand and, if you do, the target gains ATK equal to the difference between your and your opponent's Life Points. You can only activate each effect of "Ringing Laughter" once per turn.
  • 2200 / 2200

Ringing Joy

  • Level 7 / WIND / Fairy / Tuner / Effect
  • Cannot be used as Synchro Material. During your opponent's Battle Phase, if you control no monsters and your opponent declares a direct attack: Pay half your LP; reveal this card in your hand and, if you do, negate the attack and, if you do that, end the Battle Phase. You can only activate this effect of "Ringing Joy" once per Duel. You can discard this card to your Graveyard; add a Tuner from your Graveyard to your hand, except "Ringing Joy". You can only activate this effect of "Ringing Joy" once per turn.
  • 2100 / 2100

Ringing Perfection

  • Level 10 / WIND / Fairy / Ritual / Tuner / Effect
  • You can Ritual Summon this card with "Song of the Heavens". Cannot be used as Synchro Material. Once per turn, if you control no Synchro Monsters: You can reveal up to 3 Tuner monsters with different names in your hand and, if you do, destroy an equal number of cards on the field. If this card is destroyed by your opponent's card (either by battle or by card effect) and you control no Synchro Monsters: Special Summon 1 Tuner monster, except "Ringing Perfection", from your Graveyard.
  • 3300 / 3300

Ringing Soul

  • Level 9 / WIND / Fairy / Ritual / Tuner / Effect
  • You can Ritual Summon this card with "Song of the Heavens". Cannot be used as Synchro Material. If you control no Synchro Monsters, all Tuners you control gain 500 ATK and DEF. Once per turn, when a Tuner monster you control attacks an opponent's monster: Inflict damage equal to the attacking Tuner's Level x 200. You must not control a Synchro Monster to activate and resolve this effect.
  • 2800 / 2800

Song of the Heavens

  • Ritual Spell
  • This card can be used to Ritual Summon any "Ringing" Ritual Monster. You must also Tribute Tuner monsters from your hand or field and/or banish Tuner monsters from your opponent's Graveyard, whose total Levels exactly equal the Level of the "Ringing" Ritual Monster you Ritual Summon.

Heavenly Chord

  • Continuous Spell
  • You can pay 1000 LP then target 1 face-up Tuner monster; add a Tuner monster with a different name and a Level that is equal to or less than the target from your deck to your hand. You must not control a Synchro Monster to activate and resolve this effect. You can only activate this effect of "Heavenly Chord" once per turn.

Saintly Sound

  • Continuous Spell
  • Once per turn, during your Main Phase, when a "Ringing" monster is revealed in your hand: You can target a face-up Tuner monster you control; return it to your hand and, if you do, Special Summon a Tuner monster from your hand. You must not control a Synchro Monster to activate and resolve this effect of "Saintly Sound".

Blissful Echo

  • Normal Trap
  • When a face-up Tuner you control battles an opponent's monster: Reveal a "Ringing" monster in your hand and, if you do, the Tuner monster battling gains ATK and DEF equal to half of the revealed monster's. During your End Phase: Pay 1000 LP; add this card in your Graveyard to your hand. You must not control a Syncho Monster to activate and resolve either effects of "Blissful Echo".


Ambition

People want more. Animals want more. Gods want more. None are unmarked by Ambition. But not all are able to weaponize it. Not all are able to turn their desires into ways of getting what they want. But some are able to. And they will crush any who stand in the way of their goals, good or ill.

Serpent of Ambition

  • Level 1 / DARK / Reptile
  • It dreams of, one day, devouring the sun.
  • 500 / 0

Angel of Ambition

  • Level 1 / FIRE / Fairy
  • He dreams of, one day, flying close to the sun.
  • 500 / 0

Horse of Ambition

  • Level 1 / EARTH / Beast
  • It dreams of, one day, growing brilliant white wings.
  • 500 / 0

Duckling of Ambition

  • Level 1 / WATER / Winged Beast
  • It dreams of, one day, growing up to be beautiful.
  • 500 / 0

Maiden of Ambition

  • Level 1 / WIND / Spellcaster
  • She dreams of, one day, escaping her tower-prison.
  • 500 / 0

Soul of Ambition

  • Rank 1 / LIGHT / Field / Xyz / Effect
  • 3 Level 1 "Ambition" monsters
  • This card is treated as being Level 1 in addition to Rank 1. When an "Ambition" monster you control battles an opponent's monster: It gains ATK equal to 500 x the difference in Level/Rank, until the end of the Damage Step. Once per turn, during either player's turn: You can detach 1 Xyz Material from this monster then target 1 monster your opponent controls; double its Level/Rank until the End Phase and, if you do, inflict damage to your opponent equal to that monster's original Level/Rank x 300.
  • 1000 / 0

Fang of Ambition

  • Equip Spell
  • Equip only to a Normal Monster. When the equipped monster you control battles an opponent's monster: Increase its ATK by 400 x the difference in Level, until the end of the Damage Step and, if you do, it can attack a second time this Battle Phase.

Bow of Ambition

  • Equip Spell
  • Equip only to a Normal Monster. When the equipped monster you control battles an opponent's monster: Increase its ATK by 400 x the difference in Level, until the end of the Damage Step and, if you do, you can add an "Ambition" card from your deck to your hand.

Wings of Ambition

  • Equip Spell
  • Equip only to a Normal Monster. When the equipped monster you control battles an opponent's monster: Increase its ATK by 400 x t he difference in Level, until the end of the Damage Step and, if you do, you can destroy 1 Spell/Trap card.

Down of Ambition

  • Equip Spell
  • Equip only to a Normal Monster. When the equipped monster you control battles an opponent's monster: Increase its ATK by 400 x the difference in Level, until the end of the Damage Step and, if you do, your opponent discards 1 random card from their hand.

Hall of Ambition

  • Field Spell
  • When an "Ambition" monster you control attacks while your opponent controls no monsters: It gains 1500 ATK until the end of the Damage Step. When an "Ambition" Equip Spell Card you control is destroyed: Add 1 "Ambition" Equip Spell Card with a different name from your deck to your hand. You can only activate this effect of "Hoard of Ambition" once per turn.

edited 16th Nov '16 7:32:49 AM by EviIPaladin

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
Crizelda Poisonous Maiden ~ Unknown of Unending Toxicity from the World That Renounced Its Existence Since: Sep, 2016 Relationship Status: Mu
Poisonous Maiden ~ Unknown of Unending Toxicity
#1888: Nov 16th 2016 at 1:51:51 AM

Pardon my curiosity, but dare I ask, would those "Ambition" monsters have counterparts that have realized the dreams?
For instance, a "Horse of Ambition" equipped with "Wings of Ambition" (I dare assume those are brilliant white), which require both the monster and the equipped card to be Tributed to Summon such a counterpart?

Ilynne: "… Sidney… that gasmask of hers… why does she wear it…? And… why… why is there no… violet text color…?"
EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#1889: Nov 16th 2016 at 7:32:34 AM

That was an idea I was considering. The archetype was primarily inspired by Amulet of Ambition, which only works on Normal Monsters so combining them to form an Effect Monster would probably just result in them actually being less good, since they lose out on equipping "Ambition" Equips as well as some really strong Normal Monster support.

That said, I really do like that idea so YOLO.

Ambition Realized - Apophis

  • Level 1 / DARK / Reptile / Effect
  • Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by Tributing a face-up "Serpent of Ambition" equipped with a "Fang of Ambition", and cannot be Special Summoned other ways. When this card battles an opponent's monster: Increase its ATK by 400 x the difference in Level, until the end of the Damage Step and, if you do, it can attack a second time this Battle Phase. If this card attacks, your opponent cannot activate card effects until the end of the Damage Step.
  • 1000 / 0

Ambition Realized - Icarus

  • Level 1 / FIRE / Fairy / Effect
  • Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by Tributing a face-up "Angel of Ambition" equipped with a "Bow of Ambition", and cannot be Special Summoned other ways. When this card you control battles an opponent's monster: Increase its ATK by 400 x the difference in Level, until the end of the Damage Step and, if you do, you can add an "Ambition" card from your deck to your hand. Once per turn: You can banish an "Ambition" card in your Graveyard then target 1 card your opponent controls; destroy it and, if you do, inflict 1000 damage to your opponent.
  • 1000 / 0

Ambition Realized - Pegasus

  • Level 1 / EARTH / Beast / Effect
  • Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by Tributing a face-up "Horse of Ambition" equipped with a "Wings of Ambition", and cannot be Special Summoned other ways. When this card you control battles an opponent's monster: Increase its ATK by 400 x the difference in Level, until the end of the Damage Step and, if you do, you can destroy 1 Spell/Trap card on the field. This card is unaffected by your opponent's monster effects.
  • 1000 / 0

Ambition Realized - Swan

  • Level 1 / WATER / Winged Beast
  • Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by Tributing a face-up "Duckling of Ambition" equipped with a "Down of Ambition", and cannot be Special Summoned other ways. When this card you control battles an opponent's monster: Increase its ATK by 400 x the difference in Level, until the end of the Damage Step and, if you do, your opponent discards 1 random card from their hand. If this card inflicts Battle Damage to your opponent: You can banish an "Ambition" card in your Graveyard; your opponent cannot add cards to their hand, except by drawing, until your next Draw Phase.
  • 1000 / 0

Ambition Realized - Rapunzel

  • Level 1 / WIND / Spellcaster / Effect
  • Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or Graveyard) by Tributing a face-up "Maiden of Ambition" equipped with an "Amulet of Ambition", and cannot be Special Summoned other ways. When this card you control battles an opponent's monster: Increase its ATK by 500 x the difference in Level, until the end of the Damage Step. When this card attacks: Draw 2 cards and, if you do, banish 1 card in your hand, face-down.
  • 1000 / 0

Ambition Realized - The Devil

  • Rank 2 / LIGHT / Fiend / Xyz / Effect
  • 4 Level 2 Normal Monsters
  • You can also Xyz Summon this card by using a "Soul of Ambition" you control as Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) This card is treated as Rank 1 and Level 1. When an "Ambition" monster you control battles an opponent's monster: It gains ATK equal to 500 x the difference in Level/Rank, until the end of the Damage Step. If this card has "Soul of Ambition" as an Xyz Material, it gains the following effects:
    • Level 4 and higher monsters cannot declare an attack. Rank 4 and higher monsters cannot activate their effects.
    • Once per turn, when an "Ambition" monster you control is targeted by a card effect: Detach 1 Xyz Material from this card; negate that effect and, if you do, banish it.

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
Tactical Since: Jul, 2015
#1890: Nov 22nd 2016 at 5:30:40 AM

Hm, I suppose I'll try this out for myself.

  • Elemental HERO Neos Galaxia (Level 7 Earth-attribute Warrior-type Effect Monster, 2500 Attack/2000 Defense)
    • While you control a "Neo-Spacian" or "Neo-Galaxian" card, you may special summon this card from your hand.
    • This card is always treated as "Elemental HERO Neos".

  • Neos Galaxy (Field Spell)
    • "Elemental HERO Neos" and all Fusion Monsters that list "Elemental HERO Neos" as a Fusion Material Monster gain 700 ATK.
    • Fusion Monsters that list "Elemental HERO Neos" as a Fusion Material Monster do not have to activate their effects during the End Phase that shuffle them into the Extra Deck.
    • Once per turn, when you Fusion Summon a Fusion Monster that lists "Elemental HERO Neos", draw a card.

  • Neo-Galaxian Glow Moss (Level 4 Light-attribute Plant-type Effect Monster, 1300 ATK, 1900 DEF)
    • This card is always treated as "Neo-Spacian Glow Moss".
    • When this card attacks or is attacked, reveal the top card on your deck, and add it to your hand. Until the end of that turn, your opponent may not activate effects of that card type.

EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#1891: Nov 28th 2016 at 10:23:47 AM

Oh look Evii made more cards for bad archetypes. Shocking.

ClownsNotes 

Goofy Clown

  • Level 3 / WIND / Warrior / Pendulum / Effect
  • Pendulum Scale: 2
  • Pendulum Effect: Once per turn, during either player's turn, when you Summon a "Clown" monster(s): You can target 1 monster on the field; change its Battle Position.
  • Monster Effect: When this face-up Attack Position monster is changed to Defense Position: You can target 1 Spell/Trap card on the field; destroy it.
  • 1000 / 1300

Frightening Clown

  • Level 4 / LIGHT / Fiend / Pendulum / Effect
  • Pendulum Scale: 5
  • Pendulum Effect: Once per turn, during either player's turn, when a monster declares an attack: You can target 1 monster on the field; change its Battle Position.
  • Monster Effect: When this face-up Defense Position monster is changed to Attack Position: You can target 1 monster on the field; banish it.
  • 1400 / 300

Sassy Clown

  • Level 3 / WATER / Warrior / Pendulum / Effect
  • Pendulum Scale: 2
  • Pendulum Effect: Once per turn, during either player's turn, when a monster is sent to the Graveyard: You can target 1 monster on the field; change its Battle Position.
  • Monster Effect: When this face-up Attack Position card is changed to Defense Position: You can target 1 card in your opponent's Graveyard; place it on the bottom of their deck.
  • 800 / 1700

Outrageous Clown

  • Level 4 / FIRE / Fiend / Pendulum / Effect
  • Pendulum Scale: 5
  • Pendulum Effect: Once per turn, during either player's turn, when a monster(s) changes Battle Position: You can target 1 monster on the field; change its Battle Position.
  • Monster Effect: When this face-up Defense Position monster is changed to Attack Position: Your opponent places 1 random card from their hand on the bottom of their deck.
  • 1600 / 1000

Clown Supply Squad

  • Continuous Spell
  • Once per turn, when a "Clown" monster changes its Battle Position: Draw 1 card.

Clown Car

  • Normal Trap
  • When a face-up monster changes its Battle Position: Add 1 face-up "Clown" Pendulum Monster from your Extra Deck to your hand and, if you do, Set this card instead of sending it to the Graveyard. You must control a "Clown" monster to activate and resolve this effect. You can only activate this effect of "Clown Car" once per turn.

Clown Flower

  • Normal Trap
  • When a face-up monster changes its Battle Position: Target 1 monster your opponent controls; decrease its ATK and DEF by 500 and, if you do, Set this card instead of sending it to the Graveyard. You must control a "Clown" monster to activate and resolve this effect. You can only activate this effect of "Clown Flower" once per turn.

Clown Pie

  • Normal Trap
  • When a face-up monster changes its Battle Position: Your opponent discards 1 random card to the Graveyard and, if they do, Set this card instead of sending it to the Graveyard. You must control a "Clown" monster to activate and resolve this effect. You can only activate this effect of "Clown Pie" once per turn.


Phantom BeastsNotes 

Phantom Beast Lake-Bear

  • Level 4 / WATER / Beast / Effect
  • When this card is Normal Summoned: Send 1 "Gazelle the King of Mythical Beasts" or "Phantom Beast" monster from your deck to your Graveyard. When this card is destroyed by battle and sent to the Graveyard: Send 1 "Gazelle the King of Mythical Beasts" or "Phantom Beast" monster from your deck to your Graveyard.
  • 1400 / 1100

Phantom Beast Mythical-King

  • Level 4 / EARTH / Beast / Effect
  • This card's name counts as "Gazelle the King of Mythical Beasts" while face-up on the field and in the hand. While this card is in your Graveyard, "Phantom Beast" Fusion Monsters cannot be destroyed by card effects.
  • 1500 / 1200

Phantom Beast Flame-Claw

  • Level 4 / FIRE / Beast-Warrior / Effect
  • When this card is Normal Summoned: You can add 1 "Phantom Beast" Trap Card from your deck to your hand. When a "Gazelle the King of Mythical Beasts" or a "Phantom Beast" monster you control declares an attack: You can banish this monster from your Graveyard; face-up "Gazelle the King of Mythical Beasts" and "Phantom Beast" monsters you control are not affected by card effects until the end of the Battle Phase.
  • 1700 / 400

Phantom Beast Combination-Fiend

  • Level 4 / DARK / Beast-Warrior / Effect
  • You can substitute this card for any 1 Fusion Material Monster. When you do this, the other Fusion Material Monster(s) must be the correct one(s). You can conduct a Fusion Summon of a "Phantom Beast" monster using this card on the field and "Gazelle the King of Mythical Beasts" and/or "Phantom Beast" monster(s) in your hand and/or on your side of the field as Fusion Materials. A "Phantom Beast" Fusion Summoned by this effect gains 300 ATK and DEF.
  • 800 / 1600

Phantom Beast Terre-Roar

  • Level 7 / EARTH / Beast / Fusion / Effect
  • "Gazelle the King of Mythical Beasts" + "Phantom Beast Rock-Lizard"
  • When this card is Fusion Summoned: Inflict 500 damage to your opponent. When this Fusion Summoned card is destroyed by your opponent (by battle or card effect): Inflict 2000 damage to your opponent and, if you do, Special Summon a Fusion Material used in the Fusion Summon of this card from your Graveyard.
  • 2500 / 2200

Phantom Beast Sea-Lion

  • Level 6 / WATER / Beast-Warrior / Fusion / Effect
  • "Gazelle the King of Mythical Beasts" + "Phantom Beast Lake-Bear"
  • When this card is Fusion Summoned: Send 1 "Phantom Beast" monster from your deck to your Graveyard and, if you do, this card cannot be targeted until the End Phase. When this Fusion Summoned card is destroyed by your opponent (by battle or card effect): Send 1 "Phantom Beast" monster from your deck to your Graveyard and, if you do, Special Summon a Fusion Material used in the Fusion Summon of this card from your Graveyard.
  • 2100 / 1900

Phantom Beast Disc-Gust

  • Level 7 / WIND / Beast-Warrior / Fusion / Effect
  • "Gazelle the King of Mystical Beasts" + "Phantom Beast Cross-Wing"
  • When this card is Fusion S Ummoned: All "Gazelle the King of Mythical Beasts" and "Phantom Beast" monsters you control gain 800 ATK and DEF. When this Fusion Summoned card is destroyed by your opponent (by battle or card effect): Special Summon a Fusion Material used in the Fusion Summon of this card and, if you do, it gains 1000 ATK.
  • 2400 / 1600

Phantom Beast King-Dominate

  • Level 8 / EARTH / Beast / Fusion / Effect
  • "Gazelle the King of Mythical Beasts" + 2 "Phantom Beast" monsters
  • Can only be Fusion Summoned. When this card is Fusion Summoned: Add 1 "Gazelle the King of Mythical Beasts" or 1 "Phantom Beast" monster from your deck to your hand. Once per turn: You can reveal a "Phantom Beast" Fusion Monster in your Extra Deck, except "Phantom Beast King-Dominate"; Fusion Summon it by banishing the Fusion Materials from your hand and/or Graveyard. When this Fusion Summoned card is destroyed by your opponent (by battle or card effect): Special Summon 1 "Phantom Beast" monster from your Graveyard and, if you do, destroy 1 card your opponent controls.
  • 2800 / 2600

The Wild Hunt

  • Field Spell
  • When this card is activated: Add 1 "Gazelle the King of Mythical Beasts" from your deck to your hand. "Gazelle the King of Mythical Beasts" and "Phantom Beast" monsters you control gain 100 ATK for each differently named "Phantom Beast" monster in your Graveyard. When you Fusion Summon a "Phantom Beast" monster: Draw 1 card.

Claw of the Phantom Beast

  • Normal Trap
  • Target 1 Beast or Beast-Warrior-Type monster you control; equip this card to it. It gains 800 ATK. When the equipped monster destroys an opponent's monster by battle: Target 1 card your opponent controls; send it to the Graveyard.

Fang of the Phantom Beast

  • Normal Trap
  • Target 1 Beast or Beast-Warrior-Type monster you control; equip this card to it. It gains 800 ATK. When the equipped monster destroys an opponent's monster by battle: It gains 300 ATK and can make a second attack this Battle Phase.

Hide of the Phantom Beast

  • Normal Trap
  • Target 1 Beast or Beast-Warrior-Type monster you control; equip this card to it. It gains 800 DEF. Up to twice per turn, it cannot be destroyed by battle or card effects.

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
Crizelda Poisonous Maiden ~ Unknown of Unending Toxicity from the World That Renounced Its Existence Since: Sep, 2016 Relationship Status: Mu
Poisonous Maiden ~ Unknown of Unending Toxicity
#1892: Nov 28th 2016 at 2:05:41 PM

Dare I say, I, myself, made some more cards, for an extremely over-complicated fan work that will probably end up going nowhere as a result. The +600 ATK and -300 DEF effects are, admittedly, deliberate for the purpose of said fan work.
These cards are Ritual Monsters (some say they are underrated); I am, however, thinking of having it limited to "one Grand Architect per Deck".

  • Grand Ritual: Architecture
    [Ritual Spell Card]
    This card can be used to Ritual Summon 1 "Grand Architect" from your hand. You must also Tribute monsters from your field whose total Levels equal that of the Ritual Monster you are Ritual Summoning. The Tributed monster(s) must have the same Attribute as the Ritual Monster you are attempting to Ritual Summon.
  • Grand Architect - Burnham
    FIRE / *******
    [Pyro / Ritual / Effect]
    You can Ritual Summon this card with "Grand Ritual: Architecture". As long as this card remains face-up on the field, increase the ATK of FIRE-Attribute monsters by 600 and decrease the DEF of FIRE-Attribute monsters by 300.
    ATK 2500 / DEF 2100
  • Grand Architect - Kahn
    DARK / *********
    [Fiend / Ritual / Effect]
    You can Ritual Summon this card with "Grand Ritual: Architecture". As long as this card remains face-up on the field, increase the ATK of DARK-Attribute monsters by 600 and decrease the DEF of DARK-Attribute monsters by 300.
    ATK 3550 / DEF 2850
  • Grand Architect - Stone
    EARTH / ******
    [Rock / Ritual / Effect]
    You can Ritual Summon this card with "Grand Ritual: Architecture". As long as this card remains face-up on the field, increase the ATK of EARTH-Attribute monsters by 600 and decrease the DEF of EARTH-Attribute monsters by 300.
    ATK 2000 / DEF 2200
  • Grand Architect - Sullivan
    WATER / *****
    [Sea Serpent / Ritual / Effect]
    You can Ritual Summon this card with "Grand Ritual: Architecture". As long as this card remains face-up on the field, increase the ATK of WATER-Attribute monsters by 600 and decrease the DEF of WATER-Attribute monsters by 300.
    ATK 1900 / DEF 1800
  • Grand Architect - Pei
    LIGHT / ***
    < 3 / 3 >
    [Fairy / Ritual / Pendulum / Effect]
    Pendulum Effect: Once per turn, if you have no cards in your other Pendulum Zone: You can place 1 Pendulum Monster from your Deck in your Pendulum Zone.
    Monster Effect: You can Ritual Summon this card with "Grand Ritual: Architecture". As long as this card remains face-up on the field, increase the ATK of LIGHT-Attribute monsters by 600 and decrease the DEF of LIGHT-Attribute monsters by 300.
    ATK 1200 / DEF 1000
  • Grand Architect - Richardson
    WIND / *****
    [Winged Beast / Ritual / Effect]
    You can Ritual Summon this card with "Grand Ritual: Architecture". As long as this card remains face-up on the field, increase the ATK of WIND-Attribute monsters by 600 and decrease the DEF of WIND-Attribute monsters by 300.
    ATK 1800 / DEF 2000

Ilynne: "… Sidney… that gasmask of hers… why does she wear it…? And… why… why is there no… violet text color…?"
NickTheSwing Since: Aug, 2009
#1893: Dec 4th 2016 at 12:20:14 AM

  • Vanish Vampire - Swarm Bat
  • Level 3
  • Dark / Winged Beast
  • When this card is targeted for an attack; you can discard another copy of this card from your deck to negate the attack and destroy the attacking monster. This card can attack your opponent's life points directly.
  • 1000 / 1000

  • Vanish Vampire - Claudus the Slice
  • Level 4
  • Dark / Warrior / Tuner
  • You can discard another copy of this card from your hand or deck; increase or decrease this card's level by 1. This card can attack twice per turn.
  • 1600 / 1200

  • Vanish Vampire - Miranda the Hexer
  • Level 5
  • Dark / Spellcaster
  • Once per turn you can target 1 Vanish Vampire you control; that monster can attack your opponent's life points directly. When this card destroys an opponent's monster in battle, you can special summon 1 Vanish Vampire monster in your graveyard if there is another copy of it in your graveyard. When this card is sent to your graveyard; you can discard another copy of it from your deck; special summon this card.
  • 2000 / 1000

  • Vanish Vampire - Lycann the Rend
  • Level 4
  • Dark / Beast Warrior
  • When this card destroys an opponent's monster in battle, you can discard another copy of this card from your deck to special summon that monster. Its treated as a Vanish Vampire monster while it is on your side of the field.
  • 1800 / 1300

  • Vanish Vampire - Succuba the Tainter
  • Level 3
  • Dark / Fiend / Tuner
  • Once per turn, during either player's turn, you can discard another copy of this card from your deck to destroy one monster on the field if its atk is less than the combined atk of all Vanish Vampire monsters you control. While you control another Vanish Vampire monster, this card cannot be targeted or destroyed by battle or card effects.
  • 400 / 900

  • Vanish Vampire - Murnau the Whiteblade
  • Level 9
  • Synchro
  • Dark / Warrior
  • 1 Vanish Vampire Tuner + 1 or more monsters
  • Whenever this card declares an attack, it gains 100 atk for each Vanish Vampire in your graveyard. When this card destroys a monster in battle, you can send another Vanish Vampire monster from your extra deck to the graveyard; this card gains an additional attack. While you have six or more Vanish Vampire cards in your graveyard; this card is unaffected by your opponent's card effects.
  • 3100 / 2400

  • Vanish Vampire - Dire Illusion
  • Trap
  • Targeting one Vanish Vampire monster you control and one Vanish Vampire in your graveyard with the same name and one Vanish Vampire monster in your hand with a lower level; special summon those monsters and each gains 200 atk for each Vanish Vampire in play.

  • Vanish Vampire Castle Bloodvania
  • Field Spell
  • All Vanish Vampire monsters you control gain 500 atk. Whenever a monster your opponent controls targets a Vanish Vampire monster for an attack, halve that attacking monster's atk during damage calculation. If this card is sent to the graveyard; add 1 Vanish Vampire trap from your deck or graveyard to your hand.

edited 8th Dec '16 5:10:56 PM by NickTheSwing

Sign on for this After The End Fantasy RP.
NickTheSwing Since: Aug, 2009
#1894: Dec 7th 2016 at 9:01:52 PM

  • Vanish Vampire Brauning the Dark Count
  • Level 6
  • Dark / Spellcaster
  • Synchro
  • 1 Tuner + 1 non-tuner monster
  • Once per turn, you can send another copy of this card from the extra deck to the graveyard; banish 1 face up card your opponent controls. During your opponent's end phase, you can shuffle 2 Vanish Vampire monsters from your graveyard into your deck; special summon this card from your graveyard.
  • 2200 / 2000

  • Vanish Vampire Horror Illusion
  • Trap
  • Activate the following effects based on the number of copies of this card in your graveyard when this card is activated;
    • 0 or more: If you control a Vanish Vampire monster; destroy up to 2 face up spell or trap cards.
    • 1 or more: Special Summon 1 Vanish Vampire monster from your hand and 1 from your graveyard.
    • 2 or more: Send monsters, including 1 Tuner monster, from your deck to the graveyard equal to the level of a Vanish Vampire monster in your extra deck. Special summon that monster ignoring its summoning conditions.

  • Vanish Vampire Craul the Ghoul Hand
  • Level 2
  • Dark / Zombie
  • When this card is sent to the graveyard; add 1 Vanish Vampire spell or trap from your deck to your hand. During your standby phase after this card is sent to the graveyard, you can banish this card from your graveyard; special summon 2 copies of this card from your deck to your side of the field.
  • 100 / 700

  • Vanish Vampire Shavard the Soulhalberd
  • Level 5
  • Dark / Warrior
  • You can special summon this card from your hand if you control no monsters. When this card is summoned, you can add 1 Level 4 or 2 Vanish Vampire monster from your deck to your hand. When this card attacks an opponent's monster, you can destroy 1 spell or trap card on the field.
  • 2100 / 1300

  • Vanish Vampire Dead Hand Curse
  • Continuous Trap
  • During your opponent's standby phase, deal 400 damage to him / her for each card in his or her hand if you control a Vanish Vampire monster. Then, deal 300 damage to your opponent for each card they control if you control 2 other Vanish Vampire spells or traps.

edited 7th Dec '16 11:02:15 PM by NickTheSwing

Sign on for this After The End Fantasy RP.
HydraGem Swashbuckler Since: Jan, 2015
Swashbuckler
#1895: Dec 19th 2016 at 1:20:28 AM

You know what I like? Gradius. And so does Konami, apparently. It's too bad that they just didn't really do anything...good with all the Gradius-themed cards. I wouldn't call any of them bad, but if you plan on running a deck that revolves around them, then you must think you're an anime protagonist and I demand to see your hair.

Insert, my custom archetype: Starman ! The Starmen are a group of pilots who specialize in swarming the field, destroying the extra deck, and just trying to beat your opponent down. The Starmen are weak monsters, with their so-called 'boss' monster still being rather squishy, but their strength comes in when they get their Star Fighter equip spells, which are essentially space ships they pilot.

Oh, and their Beast-Warriors-save for one-because there are too many Warriors, so you're basically running 'Starfox: The Deck'.

Starman Captain Red

  • Level 3 / LIGHT / Beast-Warrior/ Effect
  • When this monster is Normal Summoned onto the field, special summon 1 'Starman' from your hand. 'Starman' monsters on your side of the field cannot be destroyed in battle while this monster is face-up on the field. This card can only be equipped with 1 'Star Fighter' card.
  • 1300 ATK/500 DEF

Starman Blue Techie

  • Level 3 / LIGHT / Beast-Warrior/ Effect
  • When this card is sent from the field to the graveyard, add 1 'Star Fighter' card from your deck to your hand. This card can only be equipped with 1 'Star Fighter' card.
  • 1000 ATK/0 DEF

Starman Mister Green

  • Level 3 / LIGHT / Beast-Warrior/ Effect
  • While you control no monsters on your side of the field while your opponent does, you can special summon this card from your hand. When this card is successfully summoned, add 1 'Star Fighter' card from your deck to your hand. This card can only be equipped with 1 'Star Fighter' card.
  • 500 ATK/ 500 DEF

Starman Yellow Ace

  • Level 3 / LIGHT / Beast-Warrior/ Effect
  • When this monster destroys a monster in battle and sends it to the graveyard, add 1 'Starman' monster from your graveyard to your hand. This card can only be equipped with 1 'Star Fighter' card.
  • 1200 ATK/700 DEF

Starman Medic Pink

  • Level 3 / LIGHT / Beast-Warrior/ Effect
  • When a 'Starman' monster you control is destroyed and sent to the graveyard, special summon this card from your hand. When this card is special summoned this turn, this card cannot be destroyed in battle. This card can only be equipped with 1 'Star Fighter' card.
  • 600 ATK/800 DEF

Starman Mysterious Purple

  • Level 3 / LIGHT / Beast-Warrior/ Effect
  • If you would take a direct attack, negate the damage and special summon this monster from your graveyard. This card can only be equipped with 1 'Star Fighter' card.
500 ATK/500 DEF

Starman Black Chaser

  • Level 3 / LIGHT / Beast-Warrior/ Effect
  • When this monster destroys a monster in battle and sends it to the graveyard, add 1 'Star Fighter' from your graveyard to your hand. This card can only be equipped with 1 'Star Fighter' card.
  • 1000 ATK/500 DEF

Starman White Wonder

  • Level 3 / LIGHT / Beast-Warrior/ Effect
  • Once per turn, you can send one card from your hand to the graveyard, send 1 monster on your opponent's field to the graveyard. This card can only be equipped with 1 'Star Fighter' card.
  • 800 ATK/700 DEF

Starman Gold Rush

  • Level 3 / LIGHT / Beast-Warrior/ Effect
  • When your opponent activates the effect of a monster from their Extra Deck, send it to the graveyard and special summon this monster from your hand. This card can only be equipped with 1 'Star Fighter' card.
  • 900 ATK/DEF 300

Starman Silver Light

  • Level 3 / LIGHT / Beast-Warrior/ Effect
  • While this monster is face-up on the field, your opponent cannot special summon monsters from their Extra Deck. This card can only be equipped with 1 'Star Fighter' card.
  • 300 ATK/DEF 200

Starman Helper Alpha

  • Level 3/ LIGHT / Machine/ Effect
  • When this card is summoned onto the field, add 1 'Starman' from your deck to your hand. When this monster goes from the field to the graveyard, add 1 'Star Fighter from your deck to your hand. This card can only be equiped with 1 'Star Fighter' card.
ATK 400 / DEF 400

Star Carrier Blue Moon

  • Field Spell
  • When this card is activated, add 1 'Star Fighter' from your deck into your hand. Once per turn, when a 'Starman' monster would be destroyed while equipped with a 'Star Fighter' card, destroy the 'Star Fighter' instead.

Star Fighter Hercules

  • Equip Spell
  • This card can only be equipped to a 'Star Fighter' Monster. The monster equipped with this card gains 2000 attack points. While equipped to a monster, it gains the following effect: When this monster battles an Extra Deck monster, it's effects are negated.

Star Fighter Gemini

  • Equip Spell
  • This card can only be equipped to a 'Star Fighter' Monster. The monster equipped with this card gains 1200 attack points. While equipped to a monster, it gains the following effect: This card can attack twice per turn.

Star Fighter Vulpecula

  • Equip Spell
  • This card can only be equipped to a 'Star Fighter' Monster. The monster equipped with this card gains 1000 attack points. While equipped to a monster, it gains the following effect: If your opponent summons a monster(s) from their extra deck, destroy this card, send all Extra Deck to the graveyard.

Star Fighter Orion

  • Equip Spell
  • This card can only be equipped to a 'Star Fighter' Monster. The monster equipped with this card gains 1000 attack points. While equipped to a monster, it gains the following effect: If this card battles a monster special summoned from the extra deck, the equipped monster gains an additional 1000 attack points.

Star Fighter Scutum

  • Equip Spell
  • This card can only be equipped to a 'Star Fighter' Monster. The monster equipped with this card gains 2000 defense points. While equipped to a monster, it gains the following effect: When your opponent activates the effect of a monster special summoned from the extra deck, negate the activation and destroy it.

Star Fighter Ursa Minor

  • Equip Spell
  • This card can only be equipped to a 'Star Fighter' Monster. The monster equipped with this card gains 500 attack and 1000 defense points. While equipped to a monster, it gains the following effect: Once per turn, you can target 1 Extra Deck monster on your opponent's side of the field: cut it's attack points in half until the end phase of this turn.

Star Fighter Ursa Major

  • Equip Spell
  • This card can only be equipped to a 'Star Fighter' Monster. The monster equipped with this card gains 1000 attack and 500 defense points. While equipped to a monster, it gains the following effect: Once per turn, you can target 1 Extra Deck monster in your opponent's graveyard: the equipped monster now has that effect until the end phase of this turn.

Blazing Glory

  • Normal Trap
  • Select 1 'Starman' on the field while it is equipped to a 'Star Fighter' .Destroy both cards and destroy 1 Monster and Spell or Trap card on your opponent's side of the field.

Crizelda Poisonous Maiden ~ Unknown of Unending Toxicity from the World That Renounced Its Existence Since: Sep, 2016 Relationship Status: Mu
Poisonous Maiden ~ Unknown of Unending Toxicity
#1896: Dec 19th 2016 at 1:44:26 AM

I suppose I might as well dare post these.

  • Source Spell: Phoenix Flare
    [Normal Spell Card]
    Inflict 500 points of damage to your opponent's Life Points.
  • Source Spell: Regeneration
    [Normal Spell Card]
    Increase your Life Points by 500 points.
  • Source Spell: Degeneration
    [Normal Spell Card]
    Decrease your Life Points by 500 points.
  • Source Spell: Elemental Summon
    [Normal Spell Card]
    Special 1 FIRE, EARTH, WATER or WIND-Attribute monster from either player's Graveyard.
  • Source Spell: Divine Retribution
    [Quick-Play Spell Card]
    Activate only when you lose Life Points. Inflict damage to your opponent equal to half the damage you took.
  • Source Spell: Meteor Strike
    [Continuous Spell Card]
    Select 1 Monster Card Zone on the field. Neither player can use the selected zones. You cannot select a zone that is occupied by a Monster Card.
  • Source Spell: Regeneration Grande
    [Normal Spell Card]
    Increase your Life Points by 500 points for each "Source Spell" card in your hand. You may only activate the effect of "Source Spell: Regeneration Grande" once per Duel.
  • Source Spell: Degeneration Grande
    [Normal Spell Card]
    Decrease your Life Points by 500 points for each "Source Spell" card in your hand. You may only activate the effect of "Source Spell: Regeneration Grande" once per Duel.

I had in mind, a duelist who only uses Spell Cards in their deck. No monsters, no Traps, just Spell Cards.

Ilynne: "… Sidney… that gasmask of hers… why does she wear it…? And… why… why is there no… violet text color…?"
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1897: Dec 19th 2016 at 9:28:17 PM

Horus Lv 8 gg.

At least, that's how one of my decks would respond. But for an anime character, that's certainly possible. I'd still recommend some of those spells be pendulums or something to have them be treated as other card types for card effects.

The sad, REAL American dichotomy
NickTheSwing Since: Aug, 2009
#1898: Dec 20th 2016 at 12:22:28 AM

I'm trying to think whether the Vanish Vampires are decent - I actually tried to not make them super-broken.

Sign on for this After The End Fantasy RP.
Crizelda Poisonous Maiden ~ Unknown of Unending Toxicity from the World That Renounced Its Existence Since: Sep, 2016 Relationship Status: Mu
Poisonous Maiden ~ Unknown of Unending Toxicity
#1899: Dec 20th 2016 at 3:11:06 AM

[up][up] That is certainly true.

[up] I dare think, most of them are decent.

In any event, I suppose I might as well post some of the other cards I had worked on late last night. Some might require nerfing, of course…

  • Sourcecaster of Flame
    FIRE / *******
    (Scales: 2 / 2)
    [Spellcaster / Pendulum / Effect]
    Pendulum Effect: If a Pendulum Monster you control battles, your opponent cannot activate monster effects until the end of the Damage Step. Unless you have a "Sourcecaster" card or "Source Spell" card in your other Pendulum Zone, this card's Pendulum Scale becomes 5.
    Monster Effect: Once per turn, during either player's turn, when a card effect would negate and destroy a "Source Spell" Spell Card: negate that effect.
    ATK 2500 / DEF 2000
  • Sourcecaster of Earth
    EARTH / ********
    (Scales: 4 / 4)
    [Spellcaster / Pendulum / Effect]
    Pendulum Effect: Once per turn: You can target 1 "Sourcecaster" or "Source Spell" monster you control; it gains 600 DEF until the end of this turn (even if this card leaves the field).
    Monster Effect: You can Tribute 3 monsters to Tribute Summon (but not Set) this card. If Summoned this way: Destroy all Level 5 and above monsters your opponent controls.
    ATK 2900 / DEF 1600
  • Source Spell: Dice Bomber
    [Normal Spell Card]
    Roll a six-sided die, and inflict damage to your opponent equal to the result x 100.
  • Source Spell Witch - Ursula Oashisu
    WATER / ****
    [Spellcaster / Effect]
    This card can attack while in face-up Defense Position. If it does, apply its Level for damage calculation. If this card inflicts battle damage: increase its Level by 1.
    ATK 100 / DEF 1800
  • Source Spell Witch - Yuna Sakura
    LEAF / ****
    [Spellcaster / Effect]
    When using this card you control as a Synchro Material, you can use 1 Spellcaster-Type monster your opponent controls as a Synchro Material.
    ATK 1300 / DEF 1500
  • Desumaito Bear Tressan
    DARK / ***
    [Beast / Gemini / Effect]
    This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it become an Effect Monster with this effect.
    ● Once per turn: You can banish 1 Beast-type monster from your Graveyard to target 1 face-up monster on the field; destroy that target.
    ATK 1450 / DEF 0
  • Desumaito Bear Cuatroshi
    DARK / ****
    [Beast / Effect]
    During your Battle Step, if this card attacks a Defense Position monster: You can activate this effect; this card loses exactly 400 ATK, and if it does, it will inflict piercing battle damage to your opponent. These effects last until the End Phase.
    ATK 1950 / DEF 0
  • Desumaito Bear Sietenana
    DARK / *******
    [Beast / Fusion]
    2 or more "Desumaito Bear" monsters whose total Levels equal 7
    ATK 2600 / DEF 0

I imagine that the "Sourcecaster" monsters would all be Pendulum Monsters (or, a variant that is partially monster and partially Trap Card, if that exists in the future), while the "Source Spell Witch" monsters are all pure Effect Monsters.
… "Source Spell Witch - Ursula Oashisu" is meant to have a (somewhat) silly effect.

edited 20th Dec '16 3:13:12 AM by Crizelda

Ilynne: "… Sidney… that gasmask of hers… why does she wear it…? And… why… why is there no… violet text color…?"
TropayXion The i. one. from HEART Since: Jul, 2011 Relationship Status: Complex: I'm real, they are imaginary
The i. one.
#1900: Jan 15th 2017 at 12:40:59 AM

  • Chaos Draw
  • Normal Spell Card
  • Activate only during your Main Phase 1, and only if you have no face-up "Chaos Draw" cards in your Graveyard or banished zone: Draw 3 cards, then reveal 1 LIGHT or DARK-Attribute monster from your Hand, and apply the appropriate effect:
    • LIGHT: Banish one card from your Opponent's hand, and your revealed card.
    • DARK: Banish one card on your Opponent's side of the field, and your revealed card.
  • If there are no LIGHT or DARK-Attribute monsters in your hand: banish your entire hand. Your opponent takes no damage until the end phase.


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