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Krika Since: Dec, 2010
#951: Dec 1st 2013 at 9:30:17 PM

Eh. Should I make it so that it's only treated as it on the field and Grave?

Krika Since: Dec, 2010
#952: Dec 4th 2013 at 5:38:12 PM

  • Evolzar Sefflo
  • Rank 5
  • FIRE, Dragon/Xyz/Effect, 2 level 5 "Evolsaur" Monsters
  • Once per turn, during either player's turn, you can detach one Xyz Material from this card to send 1 card your opponent controls to the Graveyard. The card, and the effects of the card sent to the graveyard cannot be activated in response to this effect's activation and resolution.
  • 1500/2800
  • A squat quadrupedal creature with almost armor like skin and a massive firey sphere on it's tail.

So, what were Evols missing? Targeted removal! This is totally not a terrible idea

Also, made the change mentioned in my above post.

edited 4th Dec '13 5:39:03 PM by Krika

Krika Since: Dec, 2010
#953: Dec 14th 2013 at 4:11:06 PM

  • Duston Bunny
  • Rank 1
  • DARK, Fiend/Xyz/Effect, 3 level 1 Fiend-type monsters
  • This monster can attack your opponent directly. This monster gains 100 ATK for each face-up "Duston" monster on the field aside from "Duston Bunny". Once per turn you can Special Summon a "Duston" monster from your Hand, Deck, or Graveyard to either side of the field. During your End Phase, you must detach an Xyz Material from this card, or send this card to the Graveyard.
  • 1000/1000
  • A conglomeration of Duston monsters in a vaguely bunny-shaped mass.

tachikaze from Australia Since: Apr, 2009
#954: Dec 14th 2013 at 4:15:40 PM

Duston boss monster that Dustons can't summon?

The Dustons' restriction on tributing, fusing, xyzing or synchroing is kind of the main reason the Duston Bunny I made had a weird summoning method.

edited 14th Dec '13 4:15:50 PM by tachikaze

Burn up, hurricane of justice!
TropayXion The i. one. from HEART Since: Jul, 2011 Relationship Status: Complex: I'm real, they are imaginary
The i. one.
#955: Dec 14th 2013 at 4:54:48 PM

  • Dark Hole To The Different Dimension
  • Spell Card
  • Banish all monsters on the field. You must control at least three monsters to activate and resolve this card.
  • The fissure has become a Black Hole sucking up everything not located within the confines of an Iron Wall.

It's balanced because Rulers are dead right gais.

Krika Since: Dec, 2010
#956: Dec 14th 2013 at 5:09:32 PM

@Tachi: He's the whitest! And this is in addition to Stygian Security and Goblin King, both of which are cards that Dustons should run.

EDIT: Also, I did steal the name, but it's a brilliant name. Credit where credit is due.

EDIT 2: You can also Xyz with House Duston.

edited 14th Dec '13 5:14:08 PM by Krika

TropayXion The i. one. from HEART Since: Jul, 2011 Relationship Status: Complex: I'm real, they are imaginary
The i. one.
#957: Dec 18th 2013 at 5:42:37 AM

  • Ace's Knight
  • Warrior/LIGHT
  • Level 6/Effect
  • 100/1000
  • When this card is Tribute Summoned; you can Special Summon 1 "Knight" LIGHT Warrior monster from your Deck. Once per turn, you can Tribute this card; Normal Summon 1 level 4 or lower "Knight" LIGHT Warrior monster from your Hand. Monsters Summoned from your Extra Deck this turn have their Effects negated until the End Phase, during the turn this Effect is activated.

Plumbum The Plum and Only from Chichester, United Kingdom Since: Jan, 2001 Relationship Status: And here's to you, Mrs. Robinson
The Plum and Only
#958: Dec 18th 2013 at 9:12:55 AM

Malefic Red Dragon Archfiend

  • 3000/2500
  • DARK/Dragon/Effect
  • Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 "Red Dragon Archfiend" from your Extra Deck. There can only be 1 "Malefic" monster on the field. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card.

Malefic Black Rose Dragon

  • 2400/1800
  • DARK/Dragon/Effect
  • Cannot be Normal Summoned/Set. Can only be Special Summoned (from your hand) by banishing 1 "Black Rose Dragon" from your Extra Deck and cannot be Special Summoned by other ways. When this card is Special Summoned, if you control "Malefic World"; you can destroy all cards on the field. There can only be 1 "Malefic" monster on the field. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card.

Malefic Galaxy-Eyes Photon Dragon

  • 3000/2500
  • DARK/Dragon/Effect
  • Cannot be Normal Summoned/Set. Can only be Special Summoned (from your hand) by banishing 1 "Galaxy-Eyes Photon Dragon" from your Deck and cannot be Special Summoned by other ways. If this card battles an opponent's monster; Negate that target's effects until the end of the Damage Step. There can only be 1 "Malefic" monster on the field. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card.

Paradox Resolution

  • Spell
  • If you control "Malefic Truth Dragon" or "Malefic Paradox Dragon": Destroy all set Spell and Trap cards your opponent controls.

Malefic Reborn

  • Spell
  • Pay 1000 Life Points; Special Summon one "Malefic" monster from your Graveyard, ignoring the Summoning conditions.

Black Contrails

  • Trap
  • Target one "Malefic" monster you control; It gains 1000 ATK until the End Phase and if it battles a Defense Position monster it deals piercing battle damage.

Yes, I did just watch Bonds Beyond Time.

edited 18th Dec '13 9:13:45 AM by Plumbum

Curse the ill fortune that led you to me.
Krika Since: Dec, 2010
#959: Dec 18th 2013 at 9:48:27 AM

  • Malefic Resonance
  • Spell, Continuous
  • Once per turn, you can reveal a monster in your hand and add a "Malefic" monster from your Deck to your hand that has the revealed monster's name in it's effect text, then shuffle the revealed monster into your deck. You cannot summon monsters with the same name as the revealed monster or the monster you added to your hand until the end of your next turn.
  • Malefic Blue-Eyes White Dragon being transformed into a Malefic.

desdendelle Hooded Crow from Land of Milk and Honey (Sergeant) Relationship Status: Hiding
Hooded Crow
#960: Dec 18th 2013 at 11:15:08 AM

Malefic RDA is kinda pointless, though, since both Malefic Cyber End Dragon and Malefic Rainbow Dragon do its job better.

On empty crossroads, seek the eclipse -- for when Sol and Lua align, the lost shall find their way home.
Plumbum The Plum and Only from Chichester, United Kingdom Since: Jan, 2001 Relationship Status: And here's to you, Mrs. Robinson
The Plum and Only
#961: Dec 18th 2013 at 11:35:22 AM

Malefic RDA is a 3000 that crucially one has banish material for in the extra deck. Malefics in general are short of viable members and that's simply one.

Curse the ill fortune that led you to me.
Krika Since: Dec, 2010
#962: Dec 18th 2013 at 11:50:46 AM

And Malefic Cyber End doesn't do that better how?

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#963: Dec 18th 2013 at 11:59:44 AM

Just because something does it better doesn't mean he can't suggest it. Otherwise, we wouldn't have Malefic BEWD or REBD.

The sad, REAL American dichotomy
Plumbum The Plum and Only from Chichester, United Kingdom Since: Jan, 2001 Relationship Status: And here's to you, Mrs. Robinson
The Plum and Only
#964: Dec 18th 2013 at 12:23:13 PM

[up][up]It does, in every way, but like I said, the archetype is horribly short of members (and unlike running the other 3000-ish Level 8 member, you don't have to run a dead maindeck card). It's more or less designed to be filler. Malefic Blue-Eyes has a serious problem in being dependendent on a maindeck monster that you aren't allowed to draw or it's totally dead, which Malefic Red Dragon Archfiend is designed to skirt around whilst being good filler/death fodder.

Curse the ill fortune that led you to me.
plumbum The Plum and Only from Chichester, United Kingdom Since: Jan, 2001 Relationship Status: And here's to you, Mrs. Robinson
The Plum and Only
#965: Dec 20th 2013 at 3:10:48 AM

Hi there[sic]

  • Spell [Quickplay]
  • Destroy all cards your opponent controls. You can banish this card from your graveyard; Destroy all cards your opponent controls. You can send this banished card to your Graveyard; Destroy all cards your opponent controls. If this Set card is destroyed; Destroy all cards your opponent controls. If this card is sent from the Deck to the Graveyard by the effect of a "Lightsworn" monster: Destroy all cards you control. If this card is banished or in the Graveyard; You can Set any number of "Hi there" from your Deck to your Spell & Trap Zones. You can only use one effect of "Hi there" once per turn and only once that turn.

Has conditions so its balanced.

Bye there

  • Trap [Counter]
  • If your opponent activates "Hi there" or any of it's effects: You are unaffected by the effects of "Hi there" for the remainder of the duel, also banish all cards in your opponent's Deck, Hand, Field, Graveyard and Extra Deck.

edited 20th Dec '13 3:41:40 AM by plumbum

Curse the ill fortune that led you to me.
desdendelle Hooded Crow from Land of Milk and Honey (Sergeant) Relationship Status: Hiding
Hooded Crow
#966: Dec 20th 2013 at 3:39:10 AM

You forgot to add 'Have this card in your deck; destroy all cards your opponent controls and send their entire hand to the Graveyard.'

On empty crossroads, seek the eclipse -- for when Sol and Lua align, the lost shall find their way home.
NickTheSwing Since: Aug, 2009
#967: Dec 22nd 2013 at 7:52:12 PM

  • Darkness Illusion Illsay
  • Level 4
  • Dark / Psychic
  • When this card is normal summoned or flipped face up; discard one Darkness Illusion monster from your deck to the graveyard. This card gains 300 atk for each Darkness Illusion card in your graveyard. When this card is in your graveyard and you have 3 or more Darkness Illusion monsters in your graveyard; you may banish this card and special summon 1 Darkness Illusion monster from your graveyard or your hand.
  • 1400/1600

  • Darkness Illusion Helgain
  • Level 4
  • Dark / Psychic
  • When this card is special summoned; special summon 1 Level 4 Darkness Illusion monster from your deck. When you do, only Dark Psychic monsters can attack this turn. This card gains 400 atk for each Darkness Illusion card in your graveyard. When this card is in your graveyard and you have 4 or more Darkness Illusion monsters in your graveyard; you can banish this card to destroy 1 card on the field. If you use this effect, you cannot attack during the turn you activated this effect.
  • 200/1600

  • Darkness Illusion Malfactor
  • level 4
  • Dark / Psychic
  • When this card is summoned, you may discard one card from your hand to discard one Darkness Illusion monster from your deck to the graveyard. If this card is added from your deck to your hand, you may special summon this card. You may only activate 1 Darkness Illusion Malfactor effect per turn. This card gains 300 atk for each Darkness Illusion card in your graveyard.
  • 0/1000

  • Darkness Illusion Antihope
  • Level 4
  • Dark / Psychic
  • When this card is discarded from your deck or hand, you may add one Darkness Illusion monster from your deck to your hand.
  • 1800/0

  • Darkness Illusion Lou alk-In
  • Rank 4
  • 2 or more Level 4 Dark Psychic monsters
  • Dark / Psychic
  • You may detach 1 XYZ material from this card; either add 1 Darkness Illusion monster from your deck to your hand or discard 1 Darkness Illusion monster from your deck. When a Darkness Illusion card is sent to the gy, you may banish 1 face up card on the field. When this card attacks, your opponent cannot activate effects until the end of the battlephase. When this card has no XYZ material, reduce its atk to 0.
  • 2600/2500

  • Darkness Illusion Dismay
  • Spell
  • Discard 1 Darkness Illusion monster from your hand to the graveyard; return 2 face up monsters your opponent controls to their hand. If you control a Darkness Illusion monster and have 2 or more Darkness Illusion monsters in your graveyard, banish those face up monsters instead.

  • Darkness Illusion Subversion
  • Trap
  • Activate only if your opponent is attacking a face up Darkness Illusion monster you control; banish both monsters. At the end of the second end phase after this card is activated, if you have 3 or more Darkness Illusion cards in your graveyard, return the banished monsters to the field, and use them as XYZ material for an XYZ summon of any XYZ monster, regardless of Rank.

Plumbum The Plum and Only from Chichester, United Kingdom Since: Jan, 2001 Relationship Status: And here's to you, Mrs. Robinson
The Plum and Only
#968: Dec 23rd 2013 at 12:49:15 AM

Wattgoldfish

  • Level 2/LIGHT/Thunder/Tuner
  • 400/100
  • If this card is destroyed by your opponent's card (either by battle or card effect): Target one face-up monster on the field; It's effects are negated and it cannot attack.

Wattmonkey

  • Level 2/LIGHT/Thunder
  • 600/100
  • If this card is destroyed by your opponent's card (either by battle or card effect): Target one "Watt" monster on your Field or in your Graveyard; Deal damage to your opponent equal to that target's ATK, then apply that card's effect, as if it had inflicted Battle Damage to your opponent by a direct attack.

Wattelephant

  • Level 4/LIGHT/Thunder
  • 1000/0
  • This card can attack your opponent directly. When this card deals Battle Damage to your opponent by a direct attack: Special Summon one "Watt" monster from your Deck. The monster Special Summoned by this effect cannot activate it's effects this turn. You cannot Special Summon other monsters during the turn you activate this effect.

Wattfortress

  • Spell [Field]
  • If you control a "Watt" monster: negate the effects of all monsters on the field during Main Phase 1, except those of "Watt" monsters.

Wattswap

  • Trap
  • When your opponent selects a "Watt" monster as an attack target: That attack target cannot be destroyed by battle and your opponent takes all Battle Damage you would have taken from that battle instead, until the end of the Damage Step.

edited 23rd Dec '13 5:02:37 PM by Plumbum

Curse the ill fortune that led you to me.
TropayXion The i. one. from HEART Since: Jul, 2011 Relationship Status: Complex: I'm real, they are imaginary
The i. one.
#969: Dec 23rd 2013 at 2:49:00 PM

  • Royal Flush
  • Spell Card
  • Activate only while at least three of the following monsters are on the Field; "Jack's Knight", "Queen's Knight", "King's Knight" or "Ace's Knight". Each Monster's Original ATK becomes 2000, their level becomes 10, and they are unaffected by the Opponent's card Effects until their next End Phase. If these monsters are used for the Xyz Summon of a "Knight" monster; reveal the top card of your Deck and, if it is a monster, Your Opponent draws cards equal to that Monster's level.

  • Suit's Knight, Defender of Royalty.
  • Rank 10/LIGHT
  • Warrior/Xyz/Effect
  • 3100/2700
  • 3 or more Level 10 Warrior-type monsters
  • Once per turn, you can Detach an Xyz Material; Your Opponent shuffles cards from their Hand into the Deck, equal to the level of the Xyz Material. If the Opponent has less cards in their Hand than the level of the Xyz Material Detached by this Effect; They draw one card before this Effect applies. While another "Knight" monster is face-up on your side of the field, this card cannot be targeted by Card Effects.

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#970: Dec 23rd 2013 at 4:15:52 PM

Suit's Knight is... absurd, man. Also, Royal Flush is worded like a Quick-Play, but plays like a normal spell. It would be great if it wore off during the end phase of the turn it was played.

The sad, REAL American dichotomy
TropayXion The i. one. from HEART Since: Jul, 2011 Relationship Status: Complex: I'm real, they are imaginary
The i. one.
#971: Dec 23rd 2013 at 4:32:34 PM

Well, it's meant to be used in conjunction with Royal Flush, which gives the Opponent more cards in the hand (well, maybe, but still) and has extremely specific summoning conditions anyway.

And I'm not sure what you mean about the Quick-play part. If it's the lingering effect, there's Normal spells that do that too.

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#972: Dec 23rd 2013 at 4:35:44 PM

It's because their next end phase would always be the end phase of the turn it was played, since the player controlling the monsters would be the one to use it, presumably, and they could only use it during their turn.

The sad, REAL American dichotomy
Irene (4 Score & 7 Years Ago) Relationship Status: Crazy Cat Lady
#973: Dec 23rd 2013 at 4:37:43 PM

It is worded a little odd. But they are separate effects regardless.

I don't see the problem, and I'd say keeping it a Normal Spell is a good thing, since it can't be abused on your opponent's turn to get around, say, a Dark Hole.

Shadow?
TropayXion The i. one. from HEART Since: Jul, 2011 Relationship Status: Complex: I'm real, they are imaginary
The i. one.
#974: Dec 23rd 2013 at 4:52:39 PM

It's meant to be the Opponent's End Phase that the Effect wears off. My wording would be terrible, but it just means that you activate it on your turn, and lasts through the opponent's turn immediately after.

Irene (4 Score & 7 Years Ago) Relationship Status: Crazy Cat Lady
#975: Dec 23rd 2013 at 4:53:54 PM

That's exactly how I thought of it as.

Shadow?

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