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Make your own Yu-Gi-Oh card!

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RegiRuler Since: Oct, 2010
#1: Dec 1st 2010 at 6:44:08 PM

Like the title says, make your own yu-gi-oh card. State whether it is monster, spell, or trap. State what kind of spell/trap it is if it is a spell/trap, or what the type(s), level, ATK/DEF, and attribute are if it is a monster card. Of course, you must state it's effect if it has one.

I'll start.

Ultimate Ancient Gear King Earth level 12 4500/4000 Machine/fusion/effect 5 "Ancient Gear" monsters This monster cannot be special summoned except by fusion summon. This card cannot be targeted by the effects of your opponent's spells, traps, or effect monsters. When this card attacks, your opponent can't activate spell or trap cards until the end of the damage step. When this card battles with a monster you can activate one of the two effects

  • Reduce the ATK and DEF of the card this monster battles with to 0 until the end of the damage step
  • If this card destroys the battled monster, add the ATK and DEF of the destroyed monster, half it, and inflict the amount as battle damage to the opponent.

Magus Since: Jan, 2001
#2: Dec 1st 2010 at 8:19:42 PM

Honorable Swordsman monster/warrior/fire/4 stars
ATK 2000 DEF 1000
Honorable Swordsman can't attack your opponent directly.

darnpenguin Yakka Foob Mog from one friend to another Since: Jan, 2001
Yakka Foob Mog
#3: Jan 3rd 2011 at 11:19:46 AM

  • Thread Necro
  • Normal Spell
    • Special Summon 1 "Make your own Yu-Gi-Oh card!" from either player's graveyard in face-up attack position. D Uring your End Phase, destroy the special summoned monster.
  • Post In Thread
    • Trap Card
    • Select one face-up thread-type monster. That monster cannot be removed from the field until your next end phase. During your opponent's draw phase, you may add this card to from your graveyard to your opponent's hand in addition to his or her normal draw.

Add me on Skype: Al Cook (darnpenguin)
Vorpy Unstoppable Sex Goddess from from from from from from from from from Since: Dec, 2010 Relationship Status: Two-timing
Unstoppable Sex Goddess
darnpenguin Yakka Foob Mog from one friend to another Since: Jan, 2001
Yakka Foob Mog
#5: Jan 12th 2011 at 8:40:14 AM

\

edited 12th Jan '11 8:45:55 AM by darnpenguin

Add me on Skype: Al Cook (darnpenguin)
Dynamod -Nudge- from Eagle Land Since: Jan, 2011
-Nudge-
#6: Jan 13th 2011 at 5:18:04 AM

I was gonna add a pic for this card, but... the card maker is wonky with me for some reason. ill just type it out i guess

I built a fantasy deck based around this card, mind you. The effect wasnt complete without the rest of the deck supporting it.

  • True-Void Abyss
    • Field Spell
      • Each player must remove from play face down 1 card from their hand during their respective standby phase. Every time a card(s) is removed from play face down, place 1 "abyss" counter on this card.

edited 13th Jan '11 5:18:42 AM by Dynamod

Add me on skype! Dynamod1990
Vorpy Unstoppable Sex Goddess from from from from from from from from from Since: Dec, 2010 Relationship Status: Two-timing
Scrounge Faceless stranger from nowhere, man Since: Jan, 2001
Faceless stranger
#8: Feb 13th 2011 at 4:36:10 PM

  • Noise Seeker
    • Level 4 DARK
    • Machine/Effect
    • When this monster is Normal Summoned or turned face-up after being Set, you may search your deck for a Tuner monster and add it to your hand.
    • ATK 1300/ DEF 1100

  • Disarmament
    • Spell Card (Continuous)
    • Negate the effects of Effect Monsters. (Spell or Trap cards whose effects cause them to be treated as Effect Monsters lose all other effects and are treated as normal monsters instead. They are still treated as spell and trap cards). During each of your standby phases, you may destroy this card. If you do not, your opponent gains 1500 life points.

I'm nobody, who are you? Are you nobody too?
darnpenguin Yakka Foob Mog from one friend to another Since: Jan, 2001
Yakka Foob Mog
#9: Feb 15th 2011 at 12:37:22 PM

  • Tish vodkai sreally god
    • Lv. 8 DIVINE
    • Warrior/Fusion/Spirit/Toon/Tuner
      • "Elemental Hero Divine Neos" +"Red Nova Dragon" + "Super Vehicroid Jumbo Drill"
      • lokks liek someon eforgto to logoff hsi comp$#ter agan. I Make a crad now to.
    • ATK 56ty DEF sick now

Add me on Skype: Al Cook (darnpenguin)
Scrounge Faceless stranger from nowhere, man Since: Jan, 2001
Faceless stranger
#10: Feb 16th 2011 at 6:24:00 PM

  • Vorey, Butcher Of Dark World.
    • Level 6 DARK
    • Fiend/Effect
    • If this card is discarded from the hand to the Graveyard by a card effect, Special Summon it. If this card is discarded from the hand to the Graveyard by your opponent's card effect, it is treated as a Normal Monster while on the field. When this monster attacks, your opponent may draw up to three cards.
    • ATK 2700 / DEF 1800

(If this seems like this was inspired by of "The Bistro Butcher, that's only because it was).

  • Malefic Corruption
    • Spell Card
    • Choose one of the following Effects
      • Reveal one monster card in your hand. Shuffle it into your deck, then search your deck for a "Malefic" monster whose name includes the name of the revealed monster, and add it to your hand.
      • Remove from the game a monster you control to search your deck for a Malefic monster whose name includes the name of that monster and Special Summon it, ignoring the summoning requirements. If there is no Field Spell card in play, you may first search your deck for "Malefic World" and put it in play.

I'm nobody, who are you? Are you nobody too?
EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#11: Dec 11th 2012 at 4:28:23 PM

CLEAR!! *zapples*

  • Worm Unity
  • Spell Card
  • Banish all Reptile-Type "Worm" monsters in your Graveyard; Special Summon 1 "Worm Zero" from your Extra Deck. This counts as a Fusion Summon and all monsters banished count as Fusion Material for Worm Zero's effect.

  • Sacred Revival
  • Spell Card
  • Pay half your Life Points and target 1 "Hamon, Lord of Striking Thunder", "Uria, Lord of Searing Flames", or "Raviel, Lord of Phantasms" in your Graveyard; Special Summon that card, ignoring its summoning restrictions. During your End Phase: Destroy the target.

  • Galactic Restriction
  • Continuous Trap Card
  • Neither player can Xyz Summon while this card remains face-up on the field. During your second Standby Phase after you activated this card: Destroy this card.

edited 11th Dec '12 4:28:42 PM by EviIPaladin

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
NickTheSwing Since: Aug, 2009
#12: Dec 14th 2012 at 7:22:40 PM

  • Darklight Knight Terrowrack
  • Level 5
  • Dark/Warrior
  • If your opponent would activate an effect that would inflict damage to you, you may special summon this card from your hand or graveyard, and deal the damage to your opponent instead. This card cannot be tributed. While this card is in play, damage cannot be prevented and the battlephase cannot be skipped.
  • 2050/800


  • Darklight Knight Wrythe
  • Level 3
  • Dark/Warrior
  • If your opponent would activate an effect that would inflict damage to you, you may special summon this card from your hand or graveyard and negate the effect, and gain twice the amount of damage that would have been dealt instead. This card cannot be tributed. While this card is in play, damage cannot be prevented and the battlephase cannot be skipped.
  • 1500/300


  • Darklight Knight Marrowail
  • Level 4
  • Dark/Warrior
  • If your opponent would activate an effect that would inflict damage to you, you may special summon this card from your hand or graveyard and negate the effect and destroy 2 cards your opponent controls. This card cannot be tributed. While this card is in play, damage cannot be prevented and the battlephase cannot be skipped.
  • 1900/0


  • Darklight Knight Eviscutter
  • Level 4
  • Dark/Warrior
  • If your opponent would activate an effect that would inflict damage to you, you may special summon this card from your hand and negate that effect, and discard the top 5 cards from your opponent's deck. This card cannot be tributed. While this card is in play, damage cannot be prevented and the battlephase cannot be skipped.
  • 1600/1100


  • Darklight Knight Horror-King
  • Level 8
  • Dark/Warrior
  • If your opponent activates an effect that would inflict damage to you, you may special summon this card from your hand and negate the effect, and discard 2 cards from your opponents hand. This card cannot be tributed. While this card is in play, damage cannot be prevented and the battlephase cannot be skipped.
  • 2800/0


  • Darklight Blight
  • Continuous spell
  • Once per turn, you may change the effect of a spell, trap or monster card to "inflict 1000 damage to your opponent". When this card is activated, add 1 Darklight Knight to your hand from your deck. You may only activate the effect of Darklight Blight once per turn.


  • Darklight Circle of Negation
  • Counter Trap
  • Activate this card only if you control a Darklight Knight. When your opponent would activate a activate a spell, trap or the effect of a monster, you may change the effect activated to "deal 1000 damage to your opponent", and then destroy the card.


  • Warped Gallantry
  • Continuous Trap
  • All Darklight Knights on the field gain 600 atk.

edited 21st Nov '13 3:09:14 PM by NickTheSwing

Sign on for this After The End Fantasy RP.
Krika Since: Dec, 2010
#13: Dec 15th 2012 at 9:17:42 PM

  • Djinn Creator of Rituals
  • Level 3
  • Dark, Fiend/Effect
  • When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon. When you use this card as part of a Ritual Summon, you can add 1 Ritual Spell card or Ritual Monster card to your hand from your deck.
  • 1200/500
  • A fat, short purple humanoid, holding a giant rod with which he is scratching a design in the ground

  • Djinn Recruiter of Rituals
  • Level 1
  • Dark, Fiend/Effect
  • When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon. When you use this card as part of a Ritual Summon, you can add 1 Djinn monster to your hand from your deck.
  • 0/0
  • A short, fat, purple humanoid, surrounded by figurines of the other Ritual Djinns

  • Djinn Scribe of Rituals
  • Level 4
  • Dark, Fiend/Effect
  • When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon. While the Ritual Monster this card was used in the Ritual Summon for is face-up on the field, if it declares an attack against an Xyz Monster, you can detach one Xyz Material from the monster before the Damage Step.
  • 1000/1000
  • A short, fat, purple humanoid, holding a scroll of parchment and a quill

  • Djinn Berserker of Rituals
  • Level 4
  • Dark, Fiend/Ritual/Effect
  • You can Ritual Summon this card with any "Djinn" Ritual Spell Card. When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon. The monster Ritual Summoned using this card gains 1000 Attack Points.
  • 2100/0
  • A purple humanoid, carrying a large axe

  • Djinn Protector of Rituals
  • Level 5
  • Dark, Fiend/Ritual/Effect
  • You can Ritual Summon this card with any "Djinn" Ritual Spell Card. When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon. The monster Ritual Summoned using this card cannot be destroyed in battle.
  • 1000/3000
  • A purple humanoid carrying a pair of shields, hiding behind them

  • Djinn Templar of Rituals
  • Level 6
  • Dark, Fiend/Ritual/Effect
  • You can Ritual Summon this card with any "Djinn" Ritual Spell Card. When you Ritual Summon a Ritual Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Ritual Summon. While the monster Ritual Summoned using this card is face-up on the field, once per turn you can negate and destroy a card whose effect targeted a Djinn monster on your field.
  • 2500/2000
  • A purple humanoid in full plate armor, carrying a sword and shield

  • Djinn Lord of Rituals
  • Level 12
  • Dark, Fiend/Ritual/Effect
  • This monster cannot be Special Summoned except by Ritual Summoning it using a "Djinn" Ritual Spell with at least 3 monster Tributes for the Ritual Summon. Once per turn you can add 1 Ritual Spell or Ritual monster card from your Banished Zone, Graveyard, or Deck to your hand. If this monster was Ritual Summoned, it gains the following effect (if it was summoned to the field by any other method, it does not gain this effect): If this card is removed from the field for a Ritual Summon, the Monster Ritual Summoned using this card cannot be targeted by your opponent's card effects, and cannot be destroyed by card effects.
  • 3500/3000
  • A large, muscular purple humanoid, sitting on a large throne made of books. Around the throne is a glowing purple circle of runes

  • Djinn Ritual Circle
  • Spell, Ritual
  • This card is used to Ritual Summon a "Djinn" Ritual Monster. You must also Tribute "Djinn" monsters from your hand or field whose total Levels are equal or greater than the Level of the Ritual Monster you Ritual Summon. You can add this card from your Graveyard to your hand to target one "Djinn" monster in your Graveyard or Banished zone. If the targeted monster is in the Graveyard, shuffle it back into your Deck. If the targeted monster is in the Banished zone, then send it to your Graveyard.
  • A glowing circle of purple runes, inscribed onto a stone floor. An indistinct figure is emerging from it's center

  • Djinn Circle of Spirit Summoning
  • Spell, Ritual
  • Target one "Djinn" Ritual Monster in your Graveyard, and shuffle "Djinn" monster from your Banished Zone into your deck whose total Levels are greater than or equal to the target's Level. Special Summon the Target. This Special Summon is treated as a Ritual Summon.
  • Similar to Djinn's Ritual Circle, except that it's inscribed onto the ceiling, and is glowing yellow

  • Djinn's Morphic Ritual
  • Trap
  • Target one Ritual Monster on your field, and one Ritual Monster in your hand which has a lower level than the Ritual Monster on the field. Ritual Summon the Ritual Monster in your hand using the Ritual Monster on the field as a Tribute.
  • A Djinn Templar of Rituals half-way along the process of being turned into a Djinn Berserker of Rituals

  • Djinn Summoning Sphere
  • Spell, Continuous
  • When this card is activated, shuffle up to 3 Ritual Spell cards in your Graveyard into your deck. Whenever a Monster is Ritual Summoned successfully, place 1 Ritual Counter on this card. You can send this card to the Graveyard, and reveal 1 Ritual Monster in your hand. If you Ritual Summon that card this turn, treat its level as being reduced by an amount equal to the number of counters this card had on it (this effect cannot reduces the Monster's level below 1) during the Ritual Summon.
  • Three circles of runes, each at a 90-degree angle to each other (thus forming a sphere). Each one glows a different color (Purple, Green, and Orange)

  • Djinn Altar
  • Spell, Field
  • All "Djinn" monsters used in a Ritual Summon can count as 1 level less (minimum Level 1). If you Ritual Summon a Ritual Monster, it gains 100 Attack and Defense per "Djinn" monster used to summon it.
  • An altar made of stacked books, with a larger book prominently displaced ontop. Djinn Disserere of Rituals and Djinn Cursenchanter of Rituals are kneeling to the best of their ability before it

edited 9th Nov '14 11:33:12 AM by Krika

tachikaze from Australia Since: Apr, 2009
#14: Dec 16th 2012 at 12:46:24 AM

  • Ojama Dog (yes, I know it breaks the naming theme, but it's actually a thing, look at Ojama Country)
  • Level 2
  • Light, Beast/Effect
  • If you control a face-up "Ojama" monster, you can Special Summon this card (from your hand). When this card is Special Summoned this way, you can add 1 "Ojama" card from your Graveyard to your hand except "Ojama Dog" (this can include "Ojamuscle"). The effects of Ojama Dog can only be activated once per turn.
  • 0/1000

  • Ojama Purple
  • Level 2
  • Light, Beast/Effect
  • If this card is sent to the graveyard, you can discard 1 "Ojama" card (this can include "Ojamuscle") to special summon it in face-up defence position. The effect of "Ojama Purple" can only be activated once per turn.
  • 0/1000

  • Ojama Elder
  • Rank 2
  • 2 or more Level 2 "Ojama" monsters (max. 5)
  • Light, Beast/Xyz/Effect
  • When this card is xyz summoned, you can add 1 "Ojama" card (this can include "Ojamuscle") from your graveyard to your hand. Once per turn, during either player's turn: You can detach one xyz material from this card: Once this turn, when a face-up "Ojama" monster you control would be destroyed by battle, it is not destroyed and any battle damage you would recieve from that battle becomes 0. If this card has 3 or more xyz materials, face-up "Ojama" monsters you control gain 200 attack and defence for each xyz material attached to it.
  • 0/1500

edited 27th Jul '13 4:59:05 AM by tachikaze

Burn up, hurricane of justice!
Nitramy Evil-Smiting Umbrella from Antipolo City, PH Since: Jan, 2001 Relationship Status: YOU'RE TEARING ME APART LISA
Evil-Smiting Umbrella
#15: Dec 16th 2012 at 2:53:32 AM

Read. A lot of them are Cyberdark based.

NEW VERSION: https://docs.google.com/document/d/1nBUMEX9zMfpWehyw2EjzbQRIE5yT_pUWc7V3frPN6F0/edit

edited 19th Dec '12 3:13:32 AM by Nitramy

Neither goony beard-men nor rainbow-haired she-twinks will stand in the way of my dreams!
Krika Since: Dec, 2010
#16: Dec 16th 2012 at 8:00:08 AM

@Nitramy: I feel like several of those fusion monsters are too good, but I'm not up for an in-depth analysis right now, I'm afraid. I'll try and do it later.

NickTheSwing Since: Aug, 2009
#17: Dec 16th 2012 at 12:24:24 PM

  • Scout of the Darklight Knights
  • level 2
  • Dark/Warrior
  • 900/500
  • When this card is destroyed in battle, you may add 1 Darklight Knight from your deck to your hand.


  • Darklight Knight Scathor
  • Level 4
  • Dark/Warrior
  • 1700/800
  • If your opponent activates an effect that would inflict damage to you, you may special summon this card from your hand or graveyard and negate the effect, and draw 1 card and reveal it. If it is a Darklight Knight monster, deal damage to your opponent equal to its atk. This card cannot be tributed. While this card is in play, damage cannot be negated and the battle phase cannot be skipped.


  • Darklight Knight Ghastmorn
  • Level 3
  • Dark/Warrior
  • 1500/1500
  • If a Darklight Knight negates a card effect, you may special summon this card from your hand or graveyard and activate one of the following effects based on what type of card effect was negated:
    • Monster: Banish 1 card from your opponent's hand until the 3rd endphase after this turn.
    • Spell: Flip one monster on the field into facedown defense mode.
    • Trap: Look at your opponent's hand and select one nonmonster card and discard it.


  • Darklight Circle of Spells
  • Spell
  • Discard one card from your hand. Look at your opponent's hand. You may select one spell card, and have your opponent activate it, but its effect becomes "inflict 2000 damage to your opponent."


  • Darklight Counter
  • Trap
  • Activate only when a Darklight Knight is attacked. Destroy the attacking monster. If you control Darklight Blight, deal damage equal to the destroyed monster's atk to your opponent.


  • Darklight Nightmare
  • Quickplay Spell
  • Remove from play 1 trap card named Darklight from your graveyard. Banish 1 special summoned monster, and then, during the fifth turn after the activation, special summon it to your side of the field with 1000 less atk points.


  • Darklight Daemon-Pact
  • Continuous Trap
  • Remove from play 1 trap card named Darklight from your graveyard. Special summon 1 Daemon token to your side of the field (Dark/Fiend/lvl 10/?/?). When this token is special summoned, remove from play all monsters in your opponent's graveyard that had been special summoned to the field. The token then gains atk equal to the sum total of half the atk of each of the monsters banished by this effect. This token cannot be tributed, and as long as it is in play, damage cannot be negated and the battle phase cannot be skipped.


  • Darklight Knights Dark Rites
  • Trap
  • Banish 1 monster in your opponent's graveyard that had been special summoned. Select 1 Darklight Knight in play. It gains 1000 atk.

edited 16th Dec '12 12:26:08 PM by NickTheSwing

Sign on for this After The End Fantasy RP.
EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#18: Dec 17th 2012 at 3:01:29 PM

Working on an old archetype I made up for an RP a while back. Any and all comments/criticisms would be welcomed and appreciated.

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
TroperRoxas ... from Scotland Since: May, 2010
...
#19: Dec 22nd 2012 at 2:35:39 PM

Some random cards I made to suit my Plant deck needs. Are they balanced? Uh... I... don't know? Prob'ly not.

  • Petal Magician
  • Level 7/EARTH
  • 2500/2100
  • Plant/Effect
  • Place a 'Petal Counter' on this card for every Plant monster that is Normal Summoned, Special Summoned or Flip Summoned. During your main phase, you can tribute this face-up monster to Special Summon from your deck, a Plant-type monster whose level is less than or equal to the number of 'Petal Counters' on this card.
  • Essentially a green Dark Magician expy. Probably with more leaf motifs.


  • Petal Magician Girl
  • Level 6/EARTH
  • 2000/1800
  • Plant/Effect
  • If this card is Special Summoned by the effect of 'Petal Magician', this card gains 1000 Attack.
  • The green Dark Magician Girl. Now with 60% more flower-themed clothing.


  • Petal Magician Girl - Overgrow
  • Level 9/EARTH
  • 3200/1800
  • Plant/Fusion/Effect
  • Petal Magician Girl + Any two Level 6 or higher Plant-type monsters. This card cannot be Special Summoned, except by Fusion Summon. Once per turn, during your Main Phase, you can activate one of the following effects:
    Special Summon 2 Plant-type monsters from your graveyard in face-up attack position. Their effects are negated until the End Phase of your Opponent's turn. This card cannot attack the turn you activate this effect.
    Select one 'Petal Magician' on your side of the field. Halve this card's attack and increase the target's attack by that amount.
  • A slightly older PMG amidst a sea of various flowers, I guess.


  • Life-Granting Petals
  • Quick-play Magic Card
  • Remove all Petal Counters on your side of the field. Gain 100 life points for each counter removed.
  • Glowing petals rain down on a beaten monster.

edited 4th Apr '13 5:37:34 AM by TroperRoxas

NickTheSwing Since: Aug, 2009
#20: Dec 22nd 2012 at 5:45:09 PM

  • Chaos-Eater
  • Level 6
  • Dark/Fiend/Tuner
  • 2400/1200
  • This card cannot be normal summoned or set. If your opponent special summons a Light or Dark Monster,
you may special summon this card from your hand or graveyard. While this card is in play, halve the atk and def of all Light and Dark Special Summoned monsters.


  • Parallax Punishment
  • Trap
  • Activate only if your opponent summons a Lightsworn monster or Judgment Dragon. Equip this card to it as an equip
card, and reduce its atk to 0, and negate its effects. At the end of every turn, discard the top ten cards of your opponent's deck.


  • Parallax Agent
  • Level 2
  • Light/Insect
  • 0/1000
  • You may special summon this card to your side of the field in defense mode if you control a continuous trap.
Your opponent cannot banish Light or Dark monsters.


  • Parallax Hatred
  • Quickplay Spell
  • Activate only if your opponent adds a Light or Dark monster to their hand outside of the draw phase. Look at your
opponent's hand, and return that card and one other card to the bottom of your opponent's deck.


  • Lapse in the Time Stream
  • Continuous Trap
  • Activate only during your standby phase. During your main phase 2,
Special summon one Light or Dark monster from your opponent's graveyard to your side of the field if it was sent to the graveyard two turns ago.


  • Parallaxus' Scion
  • Level 10
  • Dark/Warrior
  • 3500/1800
  • You may normal summon this card with one tribute by tributing a Parallax card
if your opponent has one or more of both Light and Dark monsters in their graveyard. Negate all the effects of Light and Dark monsters in your opponent's graveyard and hand.


  • Time Stream Disaster
  • Trap
  • Activate only if your opponent discards cards from the top of their deck
by their own effect. Discard the top 10 cards of your opponent's deck.


  • Parallax Time Crash Agent
  • Level 4
  • Light/Fiend
  • 1700/1600
  • When your opponent discards cards from their deck, deal damage to your opponent equal
to the number of cards discarded times 300.


  • Parallax Caller
  • Level 3
  • Dark/Spellcaster
  • 1000/1000
  • You may discard 1 card once per turn to special summon 1 level 4 or lower Parallax monster
from your deck.


  • Parallaxus' Ancient Devil
  • Level 5
  • Dark/Fiend
  • 1500/1800
  • You may special summon this card from your hand if your opponent special summons
a Light or Dark monster. This card cannot be destroyed in battle with Light or Dark monsters and cannot be targeted by their effects. During each of your standby phases, this card gains 1000 atk.

Sign on for this After The End Fantasy RP.
Cruherrx I say things. from my own little world Since: Apr, 2010 Relationship Status: YOU'RE TEARING ME APART LISA
I say things.
#21: Dec 22nd 2012 at 6:04:57 PM

D-Hoz

Level 1/Fiend/DARK

0/0

If you control a Set monster, you can Special Summon this card (from your hand). During the turn this card is summoned, you can Flip Summon monsters the turn they are Set.


D-TF

Normal Trap

Activate only when a "D-" monster is flipped face-up or Special Summoned. Special Summon 1 "D-Hoz" from your hand, Deck, or Graveyard. If this Set card is destroyed: You can target 1 Set card your opponent controls; return it to the hand.

"If you weren't so crazy I'd think you were insane."
Krika Since: Dec, 2010
#22: Jan 6th 2013 at 5:42:43 PM

And, since I do enjoy Meklords, but know that they have terrible support, here's these cards.

  • Meklord Army Support Unit
  • Level 1
  • Light, Machine/Effect
  • When this card is Normal Summoned, you can add one "Meklord" card from your deck to your hand. Once per turn, if you have Normal Summoned a "Meklord" monster this turn, you can Normal Summon or Set one more time this turn. You cannot activate either effect of "Meklord Army Support Unit" more than once per turn.
  • 1000/1000
  • An infinity symbol, with an arm hanging out of either side, with a single-eyed body attached to the center.

  • Meklord Army of Astro Meklanikle
  • Level 6
  • Light, Machine/Effect
  • This card can be Special Summoned from your hand if you control a "Meklord" monster. This card gains 100 ATK for each face-up "Meklord" monster you control, except this card. All other "Meklord" monster you control gain 200 ATK.
  • 2000/1500
  • A humanoid robot, colored silver, blue, and bronze. An infinity symbol in emblazoned on it's chest. It's head has three eyes.

  • Meklord Army of Astro Asterisk
  • Level 6
  • Dark, Machine/Effect
  • This card cannot be Normal Summoned or Set. This card can only be Special Summoned by banishing one "Meklord" monster in your graveyard. This card gains 100 ATK and DEF for each face-up "Meklord" monster you control, except this card. The monster gains an effect based on what the banished monster has in it's name.
    • "Wisel": Whenever this card battles with a monster, inflict damage to your opponent equal to 100 times the level of the other monster.
    • "Skiel": Whenever a "Meklord" monster is summoned, deal damage to your opponent equal to 100 time the level of the summoned monster.
    • "Granel": Reduce the ATK and DEF of your opponents monsters by 100 times the number of "Meklord" monsters you control.
    • "Mekanikle": This monster counts as 2 monsters for the purposes of card effects. Increase it's ATK by 200.
    • "Asterisk": This card deals piercing damage.
    • "Unit": When this card leaves the field, draw one card.
  • 1900/1900
  • A sleek worm, the segments alternately colored silver, blue, and bronze.

  • Meklord Imperial Guard Unit
  • Level 2
  • Fire, Machine/Effect
  • Once per turn, this card can destroy itself. When this card is summoned, select one of the following effects:
    • "Meklord Emperor" monsters cannot be destroyed in battle.
    • "Meklord Emperor" monsters cannot be destroyed by card effects.
  • 600/600
  • A white sphere, with a single eye in the center, and two arms, each holding an infinity-shaped shield.

  • Wings of Skiel
  • Spell, Quick-Play
  • Target one monster with "Skiel" in it's name. During this turn, that monster gains 500 ATK and cannot be prevented from battling.
  • Several Meklord Army of Skiel's diving at a Daigusto Falcos, with their wings glowing white.

  • Astro Force
  • Spell, Continuous
  • While a "Meklord Astro" monster is face-up on the field, negate any effect that would prevent the destruction of a Synchro monster. In addition, during your Standby Phase, if you don't control a "Meklord Astro" monster, you can return one Meklord card from your hand to your deck to add one "Meklord Astro" monster to your hand. Shuffle your deck afterwards.
  • A Meklord Astro Meklanikle radiating energy standing before a cowering Hyper Psychic Blaster and a Fabled Leviathan.

So, Meklord monsters need support. Here's some support. Criticisms, balance fixes?

edited 12th Jun '13 9:38:16 AM by Krika

tachikaze from Australia Since: Apr, 2009
#23: Jan 7th 2013 at 8:12:10 PM

Support Unit looks a little insane. Just thinking in terms of One for One, discard a Meklord monster, special summon that, add Army of Asterisk, banish whatever you discarded for Support Unit, have a...actually, you seem to have forgotten to put Army of Astro Asterisk's attack and defence in, but a big monster either way, and you've still got two normal summons. Granted, that's working with a limited card, but there are a lot of other ways to special summon it. Reborn, Call of the Haunted, Limit Reverse. Maybe make it just when it's normal summoned?

Army of Mekanikle's interesting, although I'd be a little worried about its power. Since it's a 2400 beater with really easy summoning conditions that gets stronger as you summon more monsters. Summon two copies and they're at 2900 a piece. @_@

Can't say much about Army of Asterisk, but assuming its attack is anything like Mekanikle's it could be interesting, none of the effects seem particularly overwhelming either.

Imperial Guard's kind of fascinating. The to protect Meklord Emperors from card effects would be really scary with something like a 4000 attack Granel on board. And the effect to destroy itself seems interesting for the archetype.

Wings of Skiel seems interesting, don't think there are any other cards out there that prevent attacks from being negated. Or if there are, I can't think of them.

I like Astro Force, if only because it means Shi En can't hide behind his minions. >.> <.<


And now to render any criticisms I just made about that worthless by virtue of me clearly having no clue what balance is...BEHOLD!

  • Ojamavian
  • Rank 2
  • 3 Level 2 monsters
  • Light, Beast/Xyz/Effect
  • Up to twice per turn, you can detach one Xyz material from this card to activate one of the following effects:
    • Target 1 "Ojama" card in your Graveyard(this can include "Ojamuscle"), add that card to your hand.
    • Target 1 "Ojama" monster in your Graveyard, special summon that target in face-up attack position.
    • Add 1 "Ojama" card from your deck to your hand (this can include "Ojamuscle").
  • 0/1900
  • Appearancewise, the yellow Ojama with the star-shaped head, beak and wings from Ojama Country

edited 27th Jul '13 5:00:34 AM by tachikaze

Burn up, hurricane of justice!
EviIPaladin Some Guy Or Something from Middle-Of-Nowhere, NS Since: May, 2010 Relationship Status: Noddin' my head like yeah
Some Guy Or Something
#24: Jan 7th 2013 at 8:36:53 PM

For the sake of making this card possible, I'm going to personally ret on Venom Cobra and Venom Snake to Level 4.

  • Vennonimarith, Master of Venomous Snakes
  • Rank 4/Reptile/DARK
  • 2 Level 4 "Venom" monsters
  • 0/0
  • This card cannot be destroyed by card effects. Neither player takes Battle Damage from battles involving this face-up Attack Position card. When this card is Xyz Summoned: Add a "Venom" card from your deck to your hand. Once per turn: Detach an Xyz Material from this card to put a Venom Counter on all face-up non-"Venom" monsters. If this card would be destroyed by battle: Remove two Venom Counters from it instead. If this card has no Xyz Materials, you can Tribute it; Place two Venom Counters on all face-up non-"Venom" monsters on the field.

"Evii is right though" -Saturn "I didn't know you were a bitch Evii." -Lior Val
NickTheSwing Since: Aug, 2009
#25: Jan 7th 2013 at 8:52:35 PM

So, Tachi, can I get a similar critique of the Darklight Cards? Speaking of which...

  • Darklight Marauder
  • Level 4
  • Dark/Warrior/Effect
  • When this card is normal summoned or flipped face up, you may add one Darklight trap card to your hand.
When this card declares an attack, your opponent cannot activate card effects that activate in the hand or graveyard.
  • 1600/1800


  • Darklight Inferno-Priest
  • Level 3
  • Dark/Spellcaster/effect
  • During the endphase of the turn, if a Darklight trap card was activated, you may tribute this card.
Add one trap card named Darklight and one Darklight monster from your deck to your hand.
  • 0/1900


  • Darklight Spell of Horrors
  • Counter Trap
  • Activate only if your opponent activates a monster's effect in the hand or graveyard. Change the effect to
"inflict 1000 damage to your opponent."


  • Wicked Book of Spells
  • Spell
  • Activate only if you took damage this turn from the effect of a spell, trap, or monster and you control no Darklight monsters on your field or in your graveyard. Gain lifepoints equal to twice the damage you took, and destroy 2 cards your opponent controls.


edited 7th Jan '13 8:57:59 PM by NickTheSwing

Sign on for this After The End Fantasy RP.

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