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KOman 'Sup? Since: Jul, 2013
'Sup?
#1976: Oct 17th 2017 at 11:51:21 PM

Edited by KOman on May 2nd 2020 at 10:36:44 AM

¿?¡!
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
NickTheSwing Since: Aug, 2009
#1978: Oct 18th 2017 at 8:48:59 PM

Or Demise from the Depths.

  • Gaia Soul the Combustible Darkflame
  • Dark / Pyro
  • Link 2 (Bottom-right, Bottom-left)
  • While you control this card, you can normal summon or set a second Pyro type monster during your turn. Pyro type monsters you control cannot be destroyed by card effects. When you normal or special summon a Pyro type monster, you can special summon Burning Fuel tokens to your side of the field in all zones this card points to. (Level 2 / Fire / Pyro / 0 / 0). If a monster you control is tributed, deal 500 damage to your opponent(s).
  • 2100

  • Helix of Combustion
  • Continuous Spell
  • When you tribute monsters to summon a Pyro Type monster or activate the effect of a Pyro Type monster, you can add 1 Pyro type monster from your deck to your hand. If a Pyro type monster would deal damage during your turn, if the only monsters you control are Pyro monsters, double that damage.

  • Eternally Burning Land
  • Field Spell
  • When you activate this card, destroy all other field spell cards on the field and add 1 Pyro monster and 1 Combustion spell or trap from your deck to your hand. All Pyro monsters you control deal piercing battle damage.

  • Combustion of Blackflame
  • Trap
  • Activate only if a Pyro Type Link Monster you control is removed from the field and you control no other monsters; special summon that Link Monster, and then banish it and destroy all other monsters on the field. During the end phase, special summon 1 "Eternal Combustion Lord - Darkgaia" from your extra deck.

  • Eternal Combustion Lord - Onyxian Gaia
  • Dark / Pyro
  • Link 5 (down, bottom-right, bottom-left, top, top-right)
  • When this card is special summoned, special summon 1 monster from your graveyard to your side of the field, and 1 monster from your opponent's graveyard to their side of the field, both in zones this card is linked to. This card cannot be targeted or destroyed by your opponent's card effects, and it cannot be tributed. Once per turn, you can tribute any number of Pyro monsters and face up Combustion spell / traps; this card gains 1000 atk for each card tributed until the end of the next turn This card gains 500 atk for each card it is linked to.
  • 4000

edited 19th Oct '17 12:16:27 AM by NickTheSwing

KOman 'Sup? Since: Jul, 2013
'Sup?
#1979: Oct 18th 2017 at 11:27:19 PM

[up]I suppose that's how the trap's name would get bowdlerized.

I'm guessing that you want to avoid Darkgaia getting Kaiju'd. Wasn't there an Evil HERO by that name?

edited 21st Oct '17 2:52:10 PM by KOman

¿?¡!
NickTheSwing Since: Aug, 2009
#1980: Nov 6th 2017 at 6:06:24 PM

  • Malevolent Mech - Yaku Ma
  • Level 6
  • Light / Zombie
  • You can normal summon this card without tributing. If you do, destroy it during your end phase and take damage equal to its atk if you don't control another "Malevolent Mech" card. When this card declares an attack, your opponent cannot activate spells or traps until the end of the damage step, also negate the attack target's effects.
  • 2400 / 800

  • Malevolent Mech - Shisha Kawa
  • Level 4
  • Light / Zombie
  • During your end phase, send this card to the graveyard unless you control another Malevolent Mech card. When this card deals damage to your opponent, draw 2 cards. When this card destroys a monster by battle, this card gains 800 atk.
  • 1000 / 400

  • Malevolent Miasma
  • Quickplay Spell
  • Destroy 1 normal summoned Malevolent Mech monster you control and 2 cards your opponent controls, then special summon 3 Malevolent Mech tokens to your side of the field (level 4 Light / Zombie / 1000 / 1000). These tokens cannot be tributed, or used as material for a synchro or fusion summon, and cannot be used as material for a Link Summon except for a Malevolent Mech monster.

  • Malevolent Mech - Tojikome Mabushi Sa
  • Light / Zombie
  • Link-3 (top, bottom-right, bottom-left)
  • Once per turn, you can shuffle 1 Malevolent Mech monster from your graveyard into your deck, deal damage to your opponent equal to its atk. You can send 1 Malevolent Mech monster this card points to to the graveyard to put 1 Malevolent spell or trap from your deck into the spell or trap zone in the same column as that monster. If this card battles a monster in the extra deck monster zone, halve that monster's atk during damage calculation.
  • 2500

EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#1981: Nov 6th 2017 at 11:29:40 PM

Forboten (Name is combing 'Forbidden' and 'Verboten', which actually mean the same thing.)

Not sure if these cards are busted or not (still haven't been bothered to look into Link rules and all that jazz) but I'm easily bored in Driver's Ed and I'm using my old YGO custom cards notebook to take notes there so I just threw this together. Also probably not PSCT due to the way the effects work being... unique in YGO.

Forboten Scribe
Level 2 / EARTH / Spellcaster / Effect
When this card is Normal Summoned: Target 1 face-up card you control; negate its effect(s) and, if you do, add 1 'Forboten' Ritual Monster or Ritual Spell Card from your deck to your hand. When a 'Forboten' Ritual Monster is Ritual Summoned: Special Summon this card from your Graveyard and, if you do, negate its effect.
600 / 300

Forboten Scholar
Level 2 / EARTH / Spellcaster / Effect
When this card is Normal Summoned: Target 1 face-up card you control; negate its effect(s) and, if you do, add 1 'Forboten' Continuous Spell Card from your deck to your hand. When a 'Forboten' Ritual Monster is Ritual Summoned: Special Summon this card from your Graveyard and, if you do, negate its effect.
600 / 300

Forboten Familiar
Level 2 / EARTH / Beast / Effect
Cannot be Normal Summoned/Set. When you Normal Summon a 'Forboten' monster, except 'Forboten Familiar': Special Summon this card (from your hand or Graveyard). If you Ritual Summon a 'Forboten' Ritual Monster, this Special Summoned card can be used as the entire Tribute.
600 / 300

Forboten Imp
Level 2 / EARTH / Fiend / Effect
Cannot be Normal Summoned/Set. When you Ritual Summon a 'Forboten' Ritual Monster: Special Summon this card (from your hand or Graveyard). When a 'Forboten' Ritual Monster you control is targeted for an attack or effect: Tribute this monster you control; banish all face-up 'Forboten' Ritual Monsters you control until your next Standby Phase. This effect can only be resolved if at least one card you control has its effect(s) negated.
600 / 300

Forboten Cultist
Level 4 / EARTH / Spellcaster / Effect
When this card is Normal Summoned: Target up to 2 face-up cards you control; negate their effect(s) and, if you do, draw a card for each card whose effect(s) were negated by this effect. When a 'Forboten' Ritual Monster is Ritual Summoned: Special Summon this card from your Graveyard and, if you do, negate its effect.
1800 / 1200

Forboten Candle
Continuous Spell Card
When this card is activated: During your Main Phase this turn, you can Normal Summon 1 'Forboten' monster, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) During your End Phase: You lose 1000LP. When this card is destroyed: Banish all face-up 'Forboten' monsters you control.

Forboten Altar
Continuous Spell Card
When this card is activated: All face-up 'Forboten' monsters you control gain 500ATK and cannot be destroyed by card effects this turn. During your End Phase: All face-up 'Forboten' monsters you control lose 500ATK. When this card is destroyed: All face-up 'Forboten' monsters you control are reduced to 0ATK.

Forboten Goblet
Continuous Spell Card
When this card is activated: Special Summon up to 2 'Forboten' monsters from your Graveyard. During your End Phase: Banish a 'Forboten' monster from your Graveyard. When this card is destroyed: Banish all 'Forboten' cards from your Graveyard.

Forboten Ritual
Ritual Spell Card
This card can be used to Ritual Summon any 'Forboten' Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 'Forboten' Ritual Monster from your hand whose Level exactly equals the total Levels of those monsters. If this card is in your Graveyard, except during the turn it was sent there: You can send 1 face-up card you control with its effects negated to the Graveyard; add this card to your hand.

Forboten Ceremony
Ritual Spell Card
This card can be used to Ritual Summon any 'Forboten' Ritual Monster. Tribute monsters from your hand or field, then Ritual Summon 1 'Forboten' Ritual Monster from your hand whose Level exactly equals the total Levels of those monsters. If this card is in your Graveyard, except during the turn it was sent there: Target 1 face-up card you control; negate its effect(s) and, if you do, shuffle this card into your deck and draw a card.

Final Forboten Portal
Ritual Spell Card
This card can be used to Ritual Summon 'Ravii, the Ultimate Forboten Beast'. You must also Tribute 'Forboten' Ritual Monsters from your field, and/or banish 'Forboten' Ritual Monsters from your Graveyard whose total Levels equal 12. If this card is in your Graveyard, except during the turn it was sent there: You can banish this card and a face-up 'Ravii, the Ultimate Forboten Beast' you control; banish all other cards on the field and, if you do, inflict 800 damage for each card banished by this effect.

Taliravii, the Forboten Saint
Level 6 / EARTH / Warrior / Ritual / Effect
You can Ritual Summon this card with any 'Forboten' Ritual Spell Card. When this card is Ritual Summoned: Target up to 2 face-up cards you control; negate their effect(s) and, if you do, banish an equal number of cards on your opponent's side of the field. When this card is destroyed: Target cards on your opponent's side of the field up to the number of cards you control that have their effect(s) negated; banish those targets.
2300 / 2000

Shanuravii, the Forboten Knight
Level 6 / EARTH / Warrior / Ritual / Effect
You can Ritual Summon this card with any 'Forboten' Ritual Spell Card. When this card is Ritual Summoned: Target up to 2 face-up cards you control; negate their effect(s) and, if you do, equip them to this card. This card gains 1000ATK for each card equipped with this effect. When this card is destroyed: All face-up 'Forboten' monsters you control gain 500ATK and DEF x the number of cards you control that have their effect(s) negated.
2400 / 1900

Grazoravii, the Forboten King
Level 6 / EARTH / Warrior / Ritual / Effect
You can Ritual Summon this card with any 'Forboten' Ritual Spell Card. When this card is Ritual Summoned: Target up to 2 face-up cards you control; negate their effect(s) and, if you do, Special Summon an equal number of 'Forboten Token's (Warrior-Type/EARTH/Level 6/ATK 1000/DEF 1000). (Once per turn: You can banish a 'Forboten' monster and a 'Forboten' Spell Card from your Graveyard; draw 1 card.) When this card is destroyed: Special Summon 'Forboten Token's up to the number of cards you control that have their effect(s) negated.
1800 / 2500

Ravii, the Ultimate Forboten Beast
Level 12 / EARTH / Fiend / Ritual / Effect
You can Ritual Summon this card with 'Final Forboten Ritual'. Must be Ritual Summoned, and cannot be Special Summoned by other ways. When this card is Ritual Summoned: Negate all other face-up card effect(s) on the field and, if you do, place 1 'Forboten Counter' on this card for each face-up card that have their effect(s) negated. All 'Forboten' monsters you control gain 300ATK and DEF x the number of 'Forboten Counter's on this card. When a card effect is activated, during either player's turn: You can remove 2 'Forboten Counter's from this card; negate that effect. When this card is sent to the Graveyard: Banish it instead.
3000 / 3000

edited 6th Nov '17 11:38:15 PM by EviIPaladin

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
KOman 'Sup? Since: Jul, 2013
'Sup?
#1982: Nov 12th 2017 at 7:25:01 PM

Level Morpher

  • Machine/Effect/LIGHT/Level 6/2000 ATK/2000 DEF
  • Cannot be Special Summoned. You can declare a Level; pay Life Points equal to the declared Level x 200, and if you do, this card's Level becomes the declared Level until the end of the turn. You can only use this effect of "Level Morpher" once per turn.

edited 12th Nov '17 7:25:59 PM by KOman

¿?¡!
NickTheSwing Since: Aug, 2009
#1983: Nov 13th 2017 at 7:00:00 PM

Inspired by the Legacy of the Worthless vid for Ally of Justice, here is Ally of Justice spell and trap support.

  • Ally Life
  • Trap
  • Special summon 2 Ally or Ally of Justice monsters with different levels from your graveyard. During the turn you activate this card, you cannot special summon monsters from the extra deck except Ally of Justice monsters.

  • Justice Rings True
  • Continuous Trap
  • Once per turn, during either player's turn, you can target 1 face up monster on the field. Its attribute becomes Light and its effects are negated. If an Ally of Justice monster you control would be destroyed, you can destroy this card instead.
  • Depicts an Ally of Justice revealing a disguised Worm monster with a specialized weapon.

  • Call for Justice
  • Spell
  • Add 1 Level 4 or lower Ally of Justice monster from your deck to your hand. During your turn, except during the turn this card was sent to the graveyard, you can target 1 monster your opponent controls; its attribute becomes Light, and it loses 1000 atk.

  • Ally of Justice Strike Array
  • Trap
  • Activate only if your opponent special summons a monster from their hand, deck or extra deck. Destroy that monster and your opponent cannot special summon monsters from the extra deck for the rest of the turn. You can banish this card from your graveyard during your turn to have 1 Ally of Justice monster you control gain 1000 atk.

  • Ally of Justice Defense Array
  • Continuous Spell
  • Once per turn, you can target 1 Ally of Justice monster you control. Until the end of the opponent's turn, that monster cannot be destroyed by battle or by card effects, and if it battles, its atk becomes equal to the atk of the monster it battles +500.

  • Ally Base Claiomh Solais
  • Field Spell
  • All Ally and Ally of Justice monsters you control gain 600 atk and def. Once per turn, if an Ally of Justice monster battles a Light monster, triple all battle damage that it would deal as a result of that battle. Once per Ally of Justice monster, that monster cannot be destroyed by battle or card effects. You can banish this card from your graveyard; add 1 Ally spell or trap from your deck to your hand.

edited 13th Nov '17 7:01:54 PM by NickTheSwing

KarkatTheDalek Not as angry as the name would suggest. from Somwhere in Time/Space Since: Mar, 2012 Relationship Status: You're a beautiful woman, probably
Not as angry as the name would suggest.
#1984: Nov 16th 2017 at 1:20:21 AM

Here's a weird question that mostly sprang from a scene I had envisioned - would there be a scenario where a card that allowed you to use monsters on your opponent's side of the field (if they had a certain number of a certain type of counter attached to them) as materials for Fusion/Synchro/Xyz/etc. Summons would be useful (to be clear, this would not take control of said monsters)?

I mean, obviously being able to get rid of your opponent's monsters would be useful, but I suppose I'm wondering if it might be difficult to justify using - why use such a card when it would probably be faster to use your own monsters?

Perhaps if it was being used with a strategy that forbid you from summoning monsters to the field, or one that required you to send them to the graveyard before they could be used as materials for some reason? Does such a card and/or strategy already exist? I'll confess, I'm mostly here because I want to think of cool ideas for a hypothetical Yu-Gi-Oh anime in my head. I don't really care if it's competitively viable - I just want to figure out under what circumstances such a card could be used.

Oh God! Natural light!
NickTheSwing Since: Aug, 2009
#1985: Nov 16th 2017 at 2:11:19 AM

[up] Well, Super Polymerization already does that.

And so does this one trap I think, for Synchros, and one I think for XYZ's.

I'm kind of interested to know if my Ally of Justice support might improve their viability.

KarkatTheDalek Not as angry as the name would suggest. from Somwhere in Time/Space Since: Mar, 2012 Relationship Status: You're a beautiful woman, probably
Not as angry as the name would suggest.
#1986: Nov 16th 2017 at 2:28:47 AM

Ah, of course.

The theme I was going for here was "nanotechnology", incidentally - perhaps it could be a Monster that can only be summoned if the materials had "Nano" in their name, or if they had a certain number of "Nano Counters" attached to them? It would be a pretty powerful Monster, of course.

edited 16th Nov '17 2:29:13 AM by KarkatTheDalek

Oh God! Natural light!
KOman 'Sup? Since: Jul, 2013
'Sup?
#1987: Nov 16th 2017 at 12:32:46 PM

Are you going for something like Predaplant Chlamydosundew?

¿?¡!
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1988: Nov 16th 2017 at 1:44:49 PM

Mistook that last post out of context. Thought someone came up with an archetype referencing STDs.

The sad, REAL American dichotomy
KarkatTheDalek Not as angry as the name would suggest. from Somwhere in Time/Space Since: Mar, 2012 Relationship Status: You're a beautiful woman, probably
Not as angry as the name would suggest.
#1989: Nov 16th 2017 at 2:23:22 PM

[up][up] Hmm...perhaps. I think that Nano Counters would attach themselves to any Monster that battled a "Nano" monster, or something like that.

Oh God! Natural light!
KarkatTheDalek Not as angry as the name would suggest. from Somwhere in Time/Space Since: Mar, 2012 Relationship Status: You're a beautiful woman, probably
Not as angry as the name would suggest.
#1990: Nov 16th 2017 at 4:36:39 PM

Double post, but before I start creating Nano monsters, I had an idea. It's blatantly overpowered, but it's also very difficult to pull off, and has a very steep cost.

Center Maiden

  • Spellcaster/Effect/LIGHT/Level 4/2000 ATK/2000 DEF
  • This card is treated as a Warrior-type monster. If this monster attacks an Attack Position monster whose ATK is greater than its own (difference cannot exceed 1000), you can destroy that monster with this card's effect (damage calculation is applied normally). If a monster on your side of the field is destroyed, attach one Tear Counter to this card. If this card is destroyed and sent to the Graveyard, Special Summon it to your side of the field during the next Standby Phase, regaining all Tear Counters attached to it before it was destroyed. When this card is Special Summoned to the field from the graveyard, attach two Tear Counters to it. For every Tear Counter attached to this card, reduce this card's ATK/DEF by 200.

Empty Heart

  • ???/Effect/LIGHT/Level 12/0 ATK/0 DEF
  • This card cannot be Normal Summoned or Set. This card cannot be Special Summoned unless "Center Maiden" is on the field with 10 or more Tear Counters attached to it. Special Summon this card from your hand by removing all of your cards on your side of the field, in your hand, in your Main Deck, in your Extra Deck, and in your Graveyard from play. When this card is Special Summoned, destroy all cards on your opponent's side of the field; this card then gains 2000 ATK for every card destroyed with this effect. During the End Phase, this card's ATK becomes 0.

Yeah, better hope you have a Kuriboh in your hand.

edited 16th Nov '17 4:39:31 PM by KarkatTheDalek

Oh God! Natural light!
KOman 'Sup? Since: Jul, 2013
'Sup?
#1991: Nov 21st 2017 at 4:07:10 PM

Pitching an idea for a archetype called "Metal Masters". They would be EARTH Pendulum Machines based on the naturally occuring transition metals who look like robots made of their particular element. The monsters are named directly off of their metals, but use whichever word is actually abbreviated (ex. Aurum for Gold, or Ferrum for Iron). The archetype has a "currency" theme in which the Main Deck monsters' effects often require paying Life Points while the Extra Deck give a "profit", like increasing your monsters' ATK by the total Life Points you paid during that turn.

  • The period 4 metals are Level 2 (9 in total). The ferromagnetic Fe, Co and Ni are Tuners.
  • The period 5 non-precious metals are Level 4 (5 in total).
  • The period 6 non-precious metals are Level 6 (4 in total).
  • 18 Main Deck monsters in total
  • The alloys (Level 6 Bronze, Level 8 Brass, Level 10 Stainless Steel, and Level 12 Electrum) are Fusion monsters. Their materials are generic, increasing by 1 from 2 "Metal Masters" for Bronze to 5 "Metal Masters" for Electrum, but they gain added effects with the proper materials (ex. Fe and Cr for Stainless Steel)
  • The naturally occurring d-block post-transition metals (Level 6 Zi, Level 8 Cd, and Level 10 Hg) are Synchro monsters. Each one requires 1 "Metal Masters" Tuner + 1 or more non-Tuner monsters.
  • The precious metals are Xyz monsters. Their ranks increase horizontally:
    • Rank 2 Ru, Rank 4 Rh, Rank 6 Pd and Rank 8 Ag
    • Rank 2 Os, Rank 4 Ir, Rank 6 Pt and Rank 8 Au.
  • 4 Fusion + 3 Synchro + 8 Xyz = 15 Extra Deck Monsters

edited 16th Feb '18 3:23:08 AM by KOman

¿?¡!
NickTheSwing Since: Aug, 2009
#1992: Dec 8th 2017 at 1:17:35 AM

  • Majestic Vanity Dragon
  • Level 12
  • Dark / Dragon
  • This card cannot be normal summoned or set. This card cannot be special summoned except by banishing from your graveyard 1 Majesty's Fiend and 1 Vanity's Fiend that have been normal summoned properly and successfully during this duel. Your opponent cannot special summon monsters and cannot activate monster effects. Once per turn, this card cannot be destroyed by battle or by card effects.
  • 3600 / 2200

edited 8th Dec '17 1:18:00 AM by NickTheSwing

NickTheSwing Since: Aug, 2009
#1993: Jan 31st 2018 at 10:24:23 PM

  • Ruinous History of the World Legacy
  • Field Spell
  • All World Legacy monsters you control gain 600 atk and def. Once per turn, you can normal summon 1 World Legacy monster from your hand without tributing. If your opponent Link Summons, you can special summon 1 World Legacy monster from your hand or graveyard to your side of the field. You can banish this card from the graveyard and 5 World Legacy monsters from your hand or graveyard; special summon Aeonneia, World Legacy of Horror from your extra deck.

  • Aeonneia, World Legacy of Horror
  • Link 5 (5 World Legacy monsters with different names) (down, down-right, down-left, up, right)
  • Dark / Machine
  • This card cannot be targeted or destroyed by card effects, except the effects of another Link 5 monster. When this card battles a monster your opponent controls, special summon a World Legacy Shadow token at the end of the damage step (level 10 Dark / Machine / ? / ?). This token's atk and def is equal to the destroyed monster's atk and def. Once per turn, you can move 1 World Legacy monster this card points to to a different monster card zone - during this turn, this card cannot be destroyed in battle. Negate the effects of all monsters your opponent controls that this card points to.
  • 5000

PushoverMediaCritic I'm sorry Tien, but I must go all out. from the Italy of America (4 Score & 7 Years Ago) Relationship Status: watch?v=dQw4w9WgXcQ
I'm sorry Tien, but I must go all out.
#1994: Feb 19th 2018 at 4:51:52 PM

Time Wizard

  • Monster, Light, Spellcaster/Effect, Level 2, ATK: 500, DEF: 400

  • This card can also be played as a Continuous Spell Card. Once per turn: you can toss a coin. Heads: all monsters your opponent controls lose half their ATK and DEF. Tails: all monsters you control lose half their ATK and DEF and you take 2,000 damage.

Thousand Dragon

  • Monster, Wind, Dragon/Effect, Level 7, ATK: 2400, DEF: 2000

  • This card must first be Special Summoned (from your hand or Deck) by Tributing 1 "Baby Dragon" immediately after the Heads effect of a Time Wizard on the field has been resolved.

Dark Sage

  • Monster, Dark, Spellcaster/Effect, Level 9, ATK: 100, DEF: 3200

  • This card must first be Special Summoned (from your hand or Deck) by Tributing 1 "Dark Magician" immediately after the Heads effect of a Time Wizard on the field has been resolved. Once per turn, during the opponent player's turn, you can activate 1 Spell Card from your hand. Once per turn, during your Draw Phase, you can add 1 Spell Card to your hand from your Deck instead of conducting your normal draw.

I always liked how Time Wizard worked in the anime, and it was always disappointing to me that its effect was a lot less interesting in the TCG. Especially its relationship with Baby and Thousand Dragon.

edited 19th Feb '18 4:57:08 PM by PushoverMediaCritic

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1995: Mar 15th 2018 at 10:13:20 PM

I'd honestly suggest a field spell reworking Time Wizard's effect, to make a consistent Joey deck using a lot of his disparate cards.

If certain monsters are on the field, the coin flip would see one effect would move them "forward" in time, while the other would move them "backwards", replacing them with different monsters from the related series, treating it as summoned the right way.This could work on the following, with new cards in bold.

Base monster:

  • Baby Dragon
  • Red Eyes Black Dragon
  • Jinzo
  • Blue Flame Swordsman

Backward monster:

  • Dragon's Egg (effect monster, 0/0 Level 1 WIND Dragon, tuner. When summoned, you can add one level 4 or lower dragon from your grave to your hand except Dragon's Egg. when sent to the grave, you can special summon one Baby Dragon or Red Eyes B. Chick from your deck)
  • Red Eyes Darkness Metal Dragon
  • Jinzo - Returner OR Jinzo - Jector
  • White Flame Swordsman (Must first be special summoned by tributing a "Flame Swordsman" archetype monster you control. Level 1 FIRE Warrior 0/0. Can't be destroyed by battle. Neither player takes battle damage involving it. Once per turn either turn quick effect - burn your opponent for 1000 then increase its ATK by 1000)

Forward monster:

  • Thousand Dragon
  • B. Skull Dragon
  • Jinzo - Infector (fusion summon using any 2 Jinzo monsters. 1000/1700 Level 5 DARK Machine. Destroy it upon fusion summon. While it's in the grave the opponent can't set spell/traps or use effects of traps from anywhere)
  • Flame Swordsman

I know those effects are very roughly worded, I just wanted to make sure I got the idea down before I forgot. The point was to have a variable deck, where the Dragon's Egg and smaller Jinzo cards allow for maintaining field/hand presence.

edited 15th Mar '18 10:16:49 PM by wanderlustwarrior

The sad, REAL American dichotomy
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#1996: Mar 15th 2018 at 10:27:05 PM

Separately, I've got some quick ideas to get down for Little Yugi. Since he's got his Silent Archetype and retrains, and the Buster Blader archetype, I want to flesh out two more retrains to give him a little more of a deck. They'd have the same stats as a monster he used, while adding on the effects of a back row card he used, and also the effects relevant to that monster in the show.

Again, I'll flesh these out and fix the text when I'm not super tired/busy.

This Yugi deck might also run Apprentice Magician and Old Vindictive Magician.

edited 16th Mar '18 1:53:43 PM by wanderlustwarrior

The sad, REAL American dichotomy
NickTheSwing Since: Aug, 2009
#1997: Mar 15th 2018 at 11:47:27 PM

  • Altergeist Keresya
  • Level 6
  • Earth / Spellcaster
  • (Quick Effect) you can send 1 Altergeist Trap from the field to the graveyard; special summon this card and up to 1 Level 3 or lower Altergeist monster from your graveyard. When this card is special summoned; you can banish 1 monster from your opponent's graveyard; while you control this card, cards with that card's name cannot activate their effects or attack.
  • 2000 / 1700

  • Altergeist Sphinsis
  • Link 3 (down, down-right, down-left) (2 or more Altergeist monsters)
  • Dark / Spellcaster
  • Once per turn, you can target 1 Altergeist monster this card points to, switch its battle position, and this card gains atk equal to the atk or def of that monster, respectively to its battle position after it is switched. Once per turn, if your opponent activates a monster effect, you can send 1 card this card points to to the graveyard, and if you do, negate the effect and banish the monster. If this card is sent to the graveyard; add 1 Altergeist card from your deck to your hand.
  • 2200

NickTheSwing Since: Aug, 2009
#1998: Mar 20th 2018 at 12:06:02 AM

Based on a certain fearsome Marvel character;

  • Supreme Deity Weapon - Destroyer ZOM
  • Level 13
  • Dark / Machine
  • This card cannot be special summoned. This card must be normal summoned by tributing 5 monsters, and cannot be facedown on the field. This card is unaffected by the effects of spells, traps, and all monsters lower than Level 12 or Link 5, and this card cannot be tributed. Once per turn, you can place 1 ZOM Attribute counter on 1 face up monster on the field; that monster cannot activate its effect, declare an attack, or be used as material for the summon of a monster from the extra deck. While you control this card, you cannot special summon monsters from the extra deck. If this card leaves the field; special summon 5 ZOM Descendant tokens to your side of the field. (Level 10 / Dark / Machine / 3000 / 3000 / this card cannot be targeted or destroyed by your opponent's card effects, and must attack if able).
  • 6000 / 5000

Ikedatakeshi Baby dango from singapore Since: Nov, 2015 Relationship Status: Singularity
Baby dango
#1999: Mar 20th 2018 at 2:16:27 AM

I always thought that Stargazer Magician should have an Xyz version to mirror Enlightenment Paladin.

  • Salvation Paladin
  • Xyz monster/Rank 5
  • Dark/Spellcaster
  • 3 level 5 Monsters
  • You can also Xyz summon this card by using 2 Pendulum Summoned "Magician" monster you control as material. If summoned this way, you can add one spell card from your deck to your hand. You can only use this effect of "Salvation Paladin" once per turn. During the Damage Step, if this card battles, you can discard 1 material from this card, this monster gains ATK equal to the ATK of the monster it is battling, until the end of this turn.
  • 2500/2000

  • Heaven High Paladin
  • Xyz/Pendulum monster/Rank 6/ Scale 1
  • Dark/Spellcaster
  • Pendulum effect: If a Pendulum Monster you control attacks, your opponent cannot activate cards or effects until the end of the damage step. At the end of Damage Step, if a Pendulum Monster you control destroys an opponent's monster by battle: All monsters you currently control gain ATK equal to the destroyed monster's ATK, until the end of this turn.
  • 2 level 6 Dark Monsters
  • Monster effect: For this card's Xyz summon, you can also treat 1 Xyz monster that has a "magician" monster as its material and one Pendulum Summoned Pendulum Monster as material. If this card is Xyz summoned this way, you can add one card from your deck to your hand. Once per turn, when this card attacks, before damage calculation, you can detach 1 material from this card; this monster gain ATK equal to the total ATK of all face-up Pendulum Monster in your Extra Deck, until the end of this turn. If this card in the monster zone is destroyed by battle or card effect: You can place this card in your Pendulum Zone.
  • 3000/2500

edited 21st Apr '18 10:57:09 PM by Ikedatakeshi

Yumil Mad Archivist Since: Mar, 2016
Mad Archivist
#2000: Apr 8th 2018 at 6:24:18 PM

[up]x Discussion about using your opponent's monster field :

Cyber dragons have a backup play where they can do just that : DNA surgery, declare every monster on the filed is machine type, summon a cyber dragon, create chimeratech fortress dragon with your opponent's monsters for a huge beatstick. Maybe an archetype that change the type of your opponent monster to use them ? with some kind of infection lore.

Just a concept I'm throwng here because why not : See supreme king dragon ZARC ? Supreme king performapal Yuya. Made from the ranked up versions of all four dragons, (so greedy venom, crystal wing, dark requiem, odd eyes lancer). Can't be bothered to think of an interesting effect, but I just thought it would have been a cool way to end Arc-v, with Yuya going beyond what zarc ever did in a "You were doing it wrong mate" way.

Edit : you know what, I just read the last 20 pages of the arc v topic and remembered how OP zarc was in anime, and I also remembered something funny about beelze and beelzeus and how while beelzeus's generally just a worse beelze, his effect is tailor-made to counter beelze by constantly reducing him to 0 attack, attacking for only half its attack value to prevent beelze from rising to his powerlevel, and then depower him again.Like it doesn't just beat beelze, it actively humiliates him.

So, here goes yuya's effect :

Level 12 fusion/synchro/xyz/pendulum /spellcaster/ light 5000/5000 atk def

Must be special summoned with chronograph sorcerer (matching with zarc being summoned by astrograph). If this card is special summoned : return every card from the graveyard and banished zone to their respective deck.

While there are no monsters in any graveyard or banished zone, this card cannot be destroyed and is unnaffected by effects that would make it leave the field.

While this card is on the field, any card that would leave the field is shuffled back in the deck instead. When your opponent activates an effect that would send cards to the graveyard or banished zone; negate that effect.

If this cards attacks and destroy a monster, after damage calculation ; negate the monster's destruction, but reduce it's ATK by 1000 (if it has less than 1000 atk, shuffle it in the deck), also this card can make another attack.

Enjoy methodically grinding both Zarc's atk and LP down to 0.

Probably should come up with something more in line with actual entertainement, but it's 6 a.m. where I am and I'm just gonnacall it a day.

edited 8th Apr '18 9:01:15 PM by Yumil

"when you stare too long into the abyss, Xehanort takes advantage of the distraction to break into your house and steal all your shit."

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