I've decided to try out a couple of cards that could be very strong, but might not.
Abyssal Marker
Normal Spell Card
Pay 2000 LP and declare 1 Attribute and 1 Type; your opponent must send 1 monster with the declared Type and Attribute from their hand to the graveyard, if possible, and if they do, they may send 1 monster with the declared Type and Attribute from their deck to the graveyard. You may only activate the effects of Abyssal Marker once per turn.
This card is a retrain of Abyssal Designator, which is a terrible card for basically giving your opponent a Foolish Burial, though in very niche circumstances it could force your opponent to discard a card. This does both. This seems very powerful, but if you declared the main attribute of most decks, it would give them the ability to pitch one of their monsters to the graveyard in return for a Foolish Burial, which would be a net positive in a lot of decks. The main purpose of this card is for handtrap sniping; most decks don't run more than one Fire/Zombie or Light/Rock monster, and most handtraps aren't useful in the Graveyard. My biggest concern for this card is that it might be used in handloops.
"C"-Infested Room
Field Spell Card
If either player Special Summons a monster: their opponent may draw 1 card. You cannot Special Summon monsters the turn you activate this card.
Maxx "C" returns, allows it to be permanent, and can be searched Field Spell searchers! However, it does have a couple of mitigating factors that makes it weaker than its base counterpart. Giving up Special Summoning is a severe drawback for almost every deck, it works both ways, and even if you can bring this card out, it could be destroyed by a single Cosmic Cyclone. True Draco players would probably cream themselves if this card ever hit the real game, but I don't think this'd be worth running in most other decks.
... May as well.
Chemical Apocalypse Ritual Dragon
DARK / Level 7
[Dragon / Ritual / Effect]
This card cannot be Ritual Summoned, except with the Ritual Spell Card, "Chemical Apocalypse Ritual". If this card is Ritual Summoned: This card cannot be targeted by the effects of Flip Monsters. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
ATK 2500 / DEF 2400
Now known as Cibryll.I think the Orichalcos could work as a deck revolves around Extra Linking, where your opponent has to get rid of the Extra Zone monsters, before they can get at monsters in your Main Monster Zones. Valon's Armor cards especially could work that way.
The sad, REAL American dichotomyI think I need to reassess the Gilti-Gear cards I'd designed on the last page, to simplify them, and keep them more on par with current card design. I might as well adapt the Gilford monsters into Giltia monsters or equip spells, since there's only 2.
I also think I might want to make an actual archetype of Plus and Minus Magnet archetype cards. They'd be EARTH attribute, Rock and Thunder type (I'm gonna make more thunder cards one way or another). They'd have affects around moving themselves between monster zones and owner and opponent's sides of the field, and would be anti-support for Cyberse, and Machine decks, and other Rock and Thunder decks, but would support themselves. Maybe something like
- "If this monster would be placed in a zone next to another [plus/minus, same type] monster, move it to a different monster zone on either side of the field. If you control a [plus/minus, opposite type] monster, you can special summon this card from your hand. When this card is summoned, you can move one [plus/minus, opposite type] monster to a monster zone next to this card. You cannot summon or activate the effects of Machine or Cyberse monsters."
- And then some sort of individualized effect.
Edited by wanderlustwarrior on Mar 6th 2021 at 12:17:48 PM
The sad, REAL American dichotomyI'm back to working on my idea for an archetype based on generic character and story tropes (now that I word it like that, it's weird that I came up with this idea LONG before I even heard of the website TV Tropes).
The current idea is that it revolves around two different groups of "The Story" monsters: LIGHT "The Story" monsters that represent good guys, and DARK "The Story" monsters that represent bad guys. You want to pit them against each other, and the deck has two counterpart Field Spell Cards that allow you to do just that:
The Story's Home Base
Field Spell
Boost the ATK and DEF of all LIGHT "The Story" monsters by 300 each. Lower the ATK and DEF of all DARK monsters by 300 each.
You can play this card in the opponent's Field Spell Card Zone to have this effect instead:
- The original owner of this card can summon LIGHT "The Story" monsters to this side of the field using this side of the field for resources. A Normal Summon done with this effect can only be done once per turn, and does not use up the Normal Summon for the original owner of this card.
The Story's Evil Lair
Field Spell
Boost the ATK and DEF of all DARK "The Story" monsters by 300 each. Lower the ATK and DEF of all LIGHT monsters by 300 each.
You can play this card in the opponent's Field Spell Card Zone to have this effect instead:
- The original owner of this card can summon DARK "The Story" monsters to this side of the field using this side of the field for resources. A Normal Summon done with this effect can only be done once per turn, and does not use up the Normal Summon for the original owner of this card.
I think I'm just about done with my "The Story" archetype. Here is a link to a Google Doc with all 20 Monsters, 8 Spells, and 6 Traps in it.
I want to make a Field Spell that's the opposite of Clear World to support the Nemeses archetype and its focus on biodiversity, where you'd get positive effects based on what attributes you control. But I'm also wondering like Clear World, should the opponent benefit? How strong should it be, given I don't like the power level of the game now? How much should it drive the archetype itself?
Questions for me to think about.
The sad, REAL American dichotomyWere I in charge of such a card, I'd Lock into the archetype and focus more on the number of attributes rather than specific ones or save that for a different card. With a powerful effect for getting all 6 onboard and worse but still good effect for 4.
That would be how I do it. Though I am also considering two cards for Fortune Ladies/Fairies that do cover half the attribute wheel each. make of that what your will
Edited by MorningStar1337 on May 19th 2021 at 4:54:36 AM
Do cards invented for this thread have to be completely original? I have an idea for a set based on Captain Planet; is that OK?
Ukrainian Red CrossI’ve been doing cards based upon series I am into for years. I never got feedback outside of balance/psct or name stuff.
...It's weird having so many websites and no way to properly display now, lol.I mean, what kind of feedback are you actually expecting? Does anyone get feedback beyond balanc or PSCT?
The sad, REAL American dichotomy- Chemical Apocalypse Dragon
- DARK / Level 7
- [ Dragon / Effect ]
- You can Tribute this card; Special Summon 1 "Chemical Apocalypse Ritual Dragon" from your hand, Deck, or Graveyard, ignoring its Summoning conditions (this is treated as a Ritual Summon).
- ATK 2400 / DEF 2100
- Poison Meteor Breath
- Trap Card
- Activate only if you control a Ritual Summoned "Chemical Apocalypse Ritual Dragon". Inflict 2000 damage to your opponent; also, target 1 of your opponent's empty Monster Card Zones; that Zone cannot be used. "Chemical Apocalypse Ritual Dragon(s)" cannot declare an attack the turn you activate this card.
I'm hoping these ones (and "CARD") aren't broken in some way or another.
Now known as Cibryll....Any kind of reply can be considered feedback. "These kind of cards we don't want to see", etc.
So yes, that's what I meant. Replies pertaining to the cards posted.
Either way, there isn't really any rules outlaid in the Opening Post. It's obviously just going to be typical cite rules(you know, keep the jokes clean, etc.)
...It's weird having so many websites and no way to properly display now, lol.All right, here's my Captain Planet set.
Kwame the Earth Planeteer
Attribute: EARTH
Type: Spellcaster / Effect
LV: 4
ATK: 1300
DEF: 1700
EARTH monsters you control gain 100 ATK and 300 DEF. This monster cannot be attacked if you control a Rock-type monster. If you would draw a card, you can instead add 1 Rock- or Plant-type monster from your deck to you hand, then shuffle your deck.
Wheeler the Fire Planeteer
Attribue: FIRE
Type: Spellcaster / Effect
LV: 4
ATK: 1700
DEF: 1200
FIRE monsters you control inflict Piercing damage. If you would draw a card, you can instead add 1 Dragon- or Pyro-type monster from your deck to your hand, then shuffle your deck.
Linka the Wind Planeteer
Attribute: WIND
Type: Spellcaster / Effect
LV: 4
ATK: 1400
DEF: 1200
If a WIND monster you control destroys an opponent monster as a result of battle, you can negate battle damage to return a number of Spell and Trap cards up to the level or rank of the destroyed monster to their opponent's hand. If you would draw a card, you can instead add 1 Dragon-, Insect-, or Winged Beast-type monster from your deck to your hand, then shuffle your deck.
Gi the Water Planeteer
Attribute: WIND
Type: Spellcaster / Effect
LV: 4
ATK: 1500
DEF: 1100
WATER monsters you control can attack your opponent directly if their ATK is lower than the ATK of all your opponent's ATK-position monsters and the DEF of all your opponent's DEF-position monsters. If you would draw a card, you can instead add 1 Aqua-, Fish-, Plant-, or Sea Serpent-type monster from your deck to your hand, then shuffle your deck.
Ma-Ti the Heart Planeteer
Attribute: LIGHT
Type: Spellcaster / Effect
LV: 4
ATK: 500
DEF: 500
Beast-, Dinosaur-, Dragon-, Fish-, Insect-, Reptile-, Sea Serpent-, and Winged Beast-type monsters you control gain 500 ATK. This monster cannot be attacked as long as you control a Beast-, Dinosaur-, Dragon-, Fish-, Insect-, Reptile-, Sea Serpent-, or Winged Beast-type monster. Once per turn, you can take control of 1 monster your opponent controls until your End Phase. If you would draw a card, you can instead add 1 Beast-, Dinosaur-, Dragon-, Fish-, Insect-, Reptile-, Sea Serpent-, or Winged Beast-type monster from your deck to your hand, then shuffle your deck.
Gaia, the Spirit of Planet Earth
Attribute: LIGHT
Type: Fairy / Spirit
LV: 8
ATK: 2700
DEF: 3000
This monster cannot be Special Summoned. This monster returns to its owner's hand at the end of the turn it is Normal Summoned or flipped face-up unless "Hope Island" is active. While this card is on the field, EARTH, FIRE, WIND, and WATER monsters you control gain 400 ATK and DEF. If you draw a "Planeteer" card while this monsters is on the field, you can Special Summon it. When one of your monsters destroys your opponent's monster as a result of battle, you gain LP equal to the Battle Damage inflicted.
Elemental HERO Captain Planet
Attribute: LIGHT
Type: Warrior / Xyz / Effect
Rank: 4
Five "Planeteer" monsters of different Attributes
ATK: 5000
DEF: 5000
This monster's Attribute is also treated as EARTH, FIRE, WIND, and WATER. If this card leaves the field, return as many attached monsters as possible to the field. This monsters gains 300 ATK and DEF for each other EARTH, FIRE, WIND, and WATER monster you control. Beast-, Dinosaur-, Dragon-, Plant-, Fish-, Insect-, Reptile-, Sea Serpent-, and Winged Beast-type monsters you control each gain 200 ATK and DEF.
Hope Island
Field Spell Card
Increase the ATK and DEF of all Beast-, Dinosaur-, Dragon-, Plant-, Fish-, Insect-, Reptile-, Sea Serpent-, and Winged Beast-type monsters and "Planet" monsters by 300.
Edited by VampireBuddha on May 22nd 2021 at 10:07:00 AM
Ukrainian Red CrossMy only thought is that the "Draw" bit should be reduced to either a hard once per turn or a specific timing.
Also, is the implication by a "card" without having the (s) added means it only counts for a single card, or just cards in general? It's a small thing, but the wording these days for any time you draw is "draw(s)" to prevent the confusion. Admittedly, it shouldn't be confusing, but even Solemn Wishes had to be updated.
I like it otherwise.
...It's weird having so many websites and no way to properly display now, lol.Three more...
Chemical Apocalypse Emergency Ritual [Normal Trap Card]
- Excavate 1 "Chemical Apocalypse" Ritual Monster, then, banish from your Deck, monsters whose total Levels are double the Level of the excavated Ritual Monster, and Ritual Summon that monster.
Emerging Toxic Fury [Normal Trap Card]
- Activate only while you control exactly 1 "Chemical Apocalypse Ritual Dragon". Banish 1 Ritual Monster from your Deck; until the End Phase of your turn, "Chemical Apocalypse Ritual Dragon" can attack all monsters your opponent controls once each.
Chemical Apocalypse Galeforce Dragon [Dragon / Synchro / Effect]
- 1 Tuner + 1+ non-Tuner. Can treat "Chemical Apocalypse" Ritual Monsters as Tuners for the Synchro Summon of this card. This card's original ATK and DEF is equal to the sum of the Synchro Material Monsters' original ATK and DEF. This card is also treated as a WIND-Attribute monster. If this card inflicts Battle Damage: You can destroy 1 Spell/Trap on the field.
- DARK / ATK ? / DEF ? / Level 10
Traps meant to boost you during your Battle Phase suck. So much. They're slow as molasses.
Also I don't think you can excavate that way with the first card. You might as well just straight-up Summon from the deck.
If a tree falls in the forest and nobody remembers it, who else will you have ice cream with?I want to make an archetype of cards with effects revolving around the bottom of the Deck. Here goes.
Prototype Cyborg
Attribute: LIGHT
Type: Machine / Tuner LV: 4
ATK: 1900
DEF: 1600
The original cyborg, which set the template on which the others were based.
Cyborg Frog
Attribute: WATER
Type: Aqua / Flip
LV: 1
ATK: 100
DEF: 100
FLIP: Draw 1 card from the bottom of your Deck. This monster is also treated as a Machine-type.
Cyborg Tiger
Attribute: EARTH
Type: Beast / Effect
LV: 4
ATK: 1800
DEF: 1400
If this monster is destroyed as a result of battle, return 1 card from your GY to the bottom of your Deck.
Cyborg Warwolf
Attribute: EARTH
Type: Beast-Warrior / Effect / Tuner
LV: 4
ATK: 2100
DEF: 200
This monster is also treated as a Machine-type. When this monster declares an attack, send 1 card from the bottom of your Deck to the GY.
Cyborg Tyranno
Attribute: EARTH
Type: Dinosaur / Effect
LV: 8
ATK: 3000
DEF: 2600
This monster is also treated as a Machine-type. This monster cannot be Special Summoned. If this monster attacks your opponent directly, draw 1 card from the bottom of your Deck.
Cyborg Dragon
Attribute: FIRE
Type: Dragon / Effect
LV: 8
ATK: 2900
DEF: 2800
This monster is also treated as a Machine-type. When this monster inflicts Battle Damage, you can negate that Battle Damage to draw 1 card from the bottom of your Deck.
Jabril, Lightsworn Cybrog
Attribute: LIGHT
Type: Fairy / Effect
LV: 4
ATK: 1700
DEF: 1300
This monster is also treated as a Machine-type. This monster can attack each of your opponent's monsters once each. Whenever this monster declares an attack, send the bottom card in your Deck to the GY.
Gri, Cyborg of Dark World
Attribute: DARK
Type: Fiend / Effect
LV: 3
ATK: 1200
DEF: 1000
This monster is also treated as a Machine-type. If you discard this card, draw 1 card from the bottom of your Deck. If you discard this card due to the effect of your opponent's card, draw 2 cards instead of 1.
Cyborg Shark
Attribute: WATER
Type: Fish / Effect / Tuner
LV: 3
ATK: 1000
DEF: 1000
This monster is also treated as a Machine-type. Once per turn, you can Tribute 1 monster you control to return a number of cards equal to the Tributes monster's level or rank from your GY to the bottom of your Deck.
Cyborg Ant
Attribute: WIND
Type: Insect / Tuner / Effect
LV: 1
ATK: 0
DEF: 0
This monster is also treated as a Machine-type. If this monster is destroyed as a result of battle, draw 1 card from the bottom of your Deck.
Cyborg Kudzu
Attribute: WATER
Type: Plant / Effect
LV: 4
ATK: 700
DEF: 2000
This monster is also treated as a Machine-type. This monster cannot be targeted for battle or by your opponent's card effects as long as you have a "Kudzu Token" on the field. You can Tribute 1 "Kudzu Token" to Special Summon this monster from your hand, Deck, or GY. Once per turn, you can send 1 monster from the bottom of your Deck to the GY to Special Summon 1 "Kudzu Token" (WATER/Plant-Type/LV 2/ATK 300/DEF 1000)
Telepathic Cyborg
Attribute: DARK
Type: Psychic / Effect / Tuner
LV: 5
ATK: 2200
DEF: 1000
This monster is also treated as a Machine-type. Once per turn, you can excavate the bottom card on your Deck. If it is a Spell or Trap card, send it to your GY. If it is a "Cyborg" monster, you can Special Summon it. Otherwise, add it to your hand.
Volcanic Cyborg
Attribute: FIRE
Type: Pyro / Effect
LV: 6
ATK: 2400
DEF: 1900
This monster is also treated as a Machine-type. One per turn, you can send 1 card from the bottom of your Deck to the GY to inflict 1000 damage to your opponent. If you activate this effect, this monster cannot attack this turn.
Reptilianne Cyborg
Attribute: DARK
Type: Reptile / Effect
LV: 7
ATK: 2500
DEF: 2100
This monster is also treated as a Machine-type. Once per turn, you can target 1 face-up monster your opponent controls: Send a number of cards equal to that monster's Level or Rank from the bottom of your Deck to the GY, and that monster's ATK becomes 0.
Cyborg Sphinx
Attribute: EARTH
Type: Rock / Effect
LV: 6
ATK: 700
DEF: 2400
This monster is also treated as a Machine-type. Once per turn, you can flip this monster into face-down DEF position. When this monster is Flip Summoned, return 1 card from your GY to the bottom of your Deck.
Cyborg Plesiosaur
Attribute: WATER
Type: Sea Serpent / Effect
LV: 7
ATK: 2600
DEF: 1700
This monster is also treated as a Machine-type. This monster cannot be Special Summoned. When this monster destroys your opponent's monster as a result of battle, return 1 card from your GY to the bottom of your Deck.
Cyborg Magician
Attribute: DARK
Type: Spellcaster / Effect
LV: 4
AT: 1200
DEF: 1200
This monster is also treated as a Machine-type. During your Standby Phase, place 1 Spell Counter on this monster. You can remove 1 Spell Counter from this monster to return 1 card from your GY to the bottom of your Deck. You can remove 3 Spell Counters from this card to add 1 card from the bottom of your Deck to your hand.
Super-Electromagnetic Voltech Cyborg
Attribute: LIGHT
Type: Thunder / Tuner / Effect
LV: 5
ATK: 2400
DEF: 1000
This monster is also treated as a Machine-type. Once per turn, you can equip a "Batteryman" monster from your side of the field to this monster, OR unequip a monster equipped to this monster and Special Summon it. This monster gains 300 ATK and DEF for each monster equipped to it. If this monster destroyes your opponent's DEF-position monster, return 1 card from your GY to the bottom of your Deck.
Cyborg Ninja
Attribute: FIRE
Type: Warrior / Effect
LV: 4
ATK: 1000
DEF: 1000
This monster is also treated as a Machine-type. Once per turn, you can send 1 card from the bottom of your Deck to the GY to destroy 1 of your opponent's Spell or Trap cards. If this monster leaves the field, you can either:
- Draw 1 card from the bottom of your Deck.
- Return 2 cards from your GY to the bottom of your Deck.
Cyborg Harpie
Attribute: WIND
Type: Winged Beast / Effect
LV: 4
ATK: 1300
DEF: 1400
This monster is also treated as a Machine-type. This monster's name is treated as "Harpie Lady" while it is on the field on in the GY. Once per turn, you can send any number of cards from the bottom of your Deck to the GY, and return the same number of Spell and Trap cards from the field to the owner's hand.
Cyborg Vampire
Attribute: DARK
Type: Zombie / Effect
LV: 8
ATK: 2900
DEF: 2900
This monster is also treated as a Machine-type. This monster cannot be Special Summoned except by its own effect. When this monster is destroyed as a result of battle, you can send 2 cards from the bottom of your Deck to the GY to Special Summon this monster during the End Phase of this turn.
Cyber Co-ordinator
Attribute: LIGHT
Type: Machine / Tuner / Effect
LV: 2
ATK: 600
DEF: 600
This monster cannot be attacked if there is a "Cyborg" monster on your side of the field. As long as this card is on the field, all "Cyborg" monster gain 200 ATK and DEF, and you can draw from the bottom of your Deck instead of the top.
Cyborg Production Plant
Field Spell Card
All Machine-type monsters gain 200 ATK and DEF. Whenever a card would go to the GY, it is instead sent to the bottom of its owner's Deck.
Daedalus Reborn!
Ritual Spell Card
This card is used to Ritual Summon "Cyborg Daedalus". You must also Tribute monsters from the field and your hand, or banish "Cyborg" monsters from your GY, such that the total level of the Tributed and banished monsters is 9 or greater.
Cyborg Daedalus
Attribute: WATER
Type: Sea Serpent / Ritual / Tuner / Effect
LV: 9
ATK: 3400
DEF: 3000
This monster is also treated as a Machine-type. When this monster destoys your oppnent's monster by battle, return 1 card from your GY to the bottom of your Deck. If this monster inflicts Battle Damage, you can negate that Battle Damage to return 1 of your Banished cards to the bottom of your Deck.
Gestalt Cyborg
Attribute: EARTH
Type: Rock / Fusion / Tuner / Effect
3 or more "Cyborg" monsters
LV: 8
AKT: ?
DEF: ?
This monster is also treated as a Machine-type. This monster's original ATK and DEF are the total ATK and DEF scores of the monsters used to Fusion Summon it. Once per turn, you can activate this effect: Both players discard their entire hand, and draw an equal number of cards from the bottom of their Deck.
Cyborg Herald
Attribute: WIND
Type: Spellcaster / Xyz / Tuner / Effect
2 "Cyborg" monsters of equal level
Rank: 1
ATK: ?
DEF: ?
This monster is also treated as a Machine-type. When this monster is Xyz Summoned, its rank becomes equal to the level of the monsters used to Xyz Summon it, and its original ATK and DEF become 400 times its rank. Once per turn, you can detach 1 monster and draw cards from the bottom of your Deck equal to the detached monsters level. If this monster is used as Synchro material, it is treated as having a level equal to its rank.
Machina ex Deus
Attribute: LIGHT
Type: Fairy / Synchro / Effect
1 "Cyborg" Tuner monster + 1 or more non-Tuner Machine-type monsters
LV: 12
ATK: 6000
DEF: 6000
This monster is also treated as a Machine-type. This monster can only be Synchro Summoned. This monster gains 400 ATK and DEF for every "Cyborg" and 300 ATK and DEF for every other Machine-type monster on the field. While this monster is on the field, both players draw from the bottom of their Decks instead of the top. This monster gains an additional effect if the Tuner monster used in its Synchro Summon was one of the following:
- "Cyborg Daedalus": When this monster inflicts Battle Damage, draw 1 card from the bottom of your Deck.
- "Gestalt Cyborg": Instead of drawing during your Draw Phase, you can add 1 "Cyborg" mosnter from your GY to your hand.
- "Cyborg Herald": If you draw a "Cyborg" monster from the bottom of your Deck, you can Special Summon it immediately, ignoring the Summoning conditions.
Edited by VampireBuddha on Jun 3rd 2021 at 11:41:01 AM
Ukrainian Red CrossQuestion. Say I wanted to make a monster with a multiple choice effect like say Zexal Constrction or Frozen rose. Where would the HOPT clause go?
I'm sure someone has done this before, but I wanted to take a crack at it.
The True Gate Guardian
Warrior/Xyz/Effect, DARK, Rank 7, ATK: 3750, DEF: 3400
"Sanga of the Thunder" + "Kazejin" + "Suijin"
Once per turn, if this monster is attacked, you can reduce the attacking monster's ATK to 0, during the damage step only. This card can attack a number of times per Battle Phase equal to the number of Xyz Materials it currently has. If this card would be removed from the field, you can remove one of its Xyz Materials to apply that removal to the Material instead.
That works! Now for a way to search and summon the pieces easier.
The sad, REAL American dichotomyWasn't it a thing in the anime that Sanga, Kazejin, and Suijin could be Set in the Spell and Trap card zone? Just make three Spell/Trap cards that Special Summon their respective monster from the hand or deck, to replicate that effect.
Edited by PushoverMediaCritic on Jul 6th 2021 at 11:38:39 AM
FYI Xyz monsters do not use specifically named materials. Might as well be a Contact Fusion at that point. At best they just say "if this monster has [x card] as Xyz material" for turning on certain effects.
Edited by Karxrida on Jul 6th 2021 at 12:13:08 PM
If a tree falls in the forest and nobody remembers it, who else will you have ice cream with?Yeah, I figured that was the case, but the way its anime effects work makes a lot more sense as an Xyz monster than as a Fusion.
The rest seems alright. I'm not too familiar with Earthbound Immortals to know how busted it could possibly be. Seems like it's a full combo plan, so you might just want to make sure there's hard once per turn effects. Because going up against a combo, negating part of it, and that still not mattering, is annoying (glares at Orcust).
As for further thoughts on my cards:
Edited by wanderlustwarrior on Nov 12th 2020 at 1:42:51 PM
The sad, REAL American dichotomy