Follow TV Tropes

Following

Make your own Yu-Gi-Oh card!

Go To

Ikedatakeshi Baby dango from singapore Since: Nov, 2015 Relationship Status: Singularity
Baby dango
#2126: Nov 13th 2022 at 4:06:20 AM

Cards with alternative win conditions are rarely broken because either it's hard to do or the opponent has to be a complete idiot to not do something to prevent it. The good ones are FTK enablers like Last Turn or made for a stall deck like Final Countdown. Monsters, which have to stay on the field, are really easy to get rid of, unlike say, Exodia, which stays in the hand.

ShiningStardust Since: Jun, 2017
#2127: Nov 16th 2022 at 10:01:48 AM

Paleozoic Research
Spell

You can activate only 1 "Paleozoic Research" per turn.
(1) Reveal 1 "Paleozoic" Trap card in your hand to add 1 "Paleozoic" Trap card from your Deck, or that is banished, to your hand. Then, Set 1 Trap card from your Deck.

The Pressure of Meklords
Quick-Play Spell

Your opponent cannot activate the effect of Synchro monsters in response to this card's activation and effect. Activate only if you control a face-up "Meklord" monster.
(1) Reveal up to 2 "Meklord" monsters in your hand, and if you do, negate the effects of 2 face-up monsters your opponent control for each revealed monster, then Special Summon 1 "Meklord" monster from your Deck, ignoring any Summoning Condition.

Cynet Princess
****/Light/Cyberse/Effect
ATK 1900/DEF 1100

The (1) effect of "Cynet Princess" can only be activated once per turn.
(1) When this card is Normal or Special Summoned, you can add 1 "Cynet" Spell or Trap card and 1 Level 3 or lower Cyberse-Type monster from your Deck to your hand.
(2) Gains 400 ATK & DEF each time a Link monster is Link Summoned.
(3) Cannot be Tributed, destroyed in battle, or targeted by your opponent's card effects, while this card is pointed by a Link monster.

Rank-Up-Magic Arctic Sign
Quick-Play Spell

(1) Target a face-up Winged Beast-Type Xyz monster you control, Xyz Summon a WATER Xyz monster from your Extra Deck, whose Rank is 1 or 2 Rank higher than the target, by using the target as Xyz Material (also transfer the materials on the target, if any, to the summoned Xyz monster).
(2) While this card is in your Graveyard, face-up WATER Winged Beast-Type monsters you control cannot be Tributed or destroyed in battle, and you take halved Battle Damage from battles involving them.

Antartica Frozen Tempest
Counter Trap

Activate only if you control at least one face-up WATER Winged Beast-Type monster.
(1) Negate the activation or effect activation of a Spell or Trap card, or the activation of a monster's effect, and banish that Spell/Trap/monster, then if your opponent still controls a monster, until the third End Phase after this card's activation, all face-up Spell and Trap cards your opponent control (including the ones that becomes face-up after this card's activation) have their effects negated.

Blizzard Feather
Trap

(1) Target a face-up WATER Winged Beast-Type monster or a WATER Warrior/Fairy-Type Xyz monster you control, inflict Effect Damage to your opponent's LP with an amount equal to the target's ATK, then the target gains ATK equal to half the Effect Damage.
(2) During either player's turn, you can banish this card from your Graveyard, then target 1 face-up Spell/Trap card your opponent controls, negate its effects until the end of your next turn.

Chilling Seagull
****/Water/Winged Beast/Effect
ATK 1400/DEF 1000

(1) If you control a face-up WATER Winged Beast-Type monster, you can Special Summon this card from your hand.
(2) Once per turn, you can target any number of face-up Winged Beast-Type monster(s) you control, the Level of the target(s) becomes this card's Level + 1.

Winter Owl
****/Water/Winged Beast/Effect
ATK 1100/DEF 2100

(1) If a face-up WATER Winged Beast-Type monster you control is targeted for an attack, you can Special Summon this card from your hand, then change the attack target to this card.
(2) Cannot be destroyed in battle.
(3) A Winged Beast/Warrior/Fairy-Type Xyz monster that is Xyz Summoned using this card on the field as material gains this effect:
* If this card is Xyz Summoned, this card gains 900 ATK, also, if this card's Attribute is WATER, this card gains the same effects as all monsters attached to this card as materials.

Icy Wind Hawk
****/Water/Winged Beast/Effect
ATK 1900/DEF 1100

(1) When this card is Normal Summoned, you can Special Summon 1 WATER Winged Beast-Type monster from your hand or Graveyard.
(2) This card can attack all face-up monster your opponent control once each.
(3) This card inflicts Piercing Battle Damage.
(4) If this card battles an opponent's monster, the ATK & DEF of that opponent's monster is halved until the end of Damage Step.

Galaxy Jet
*********/Light/Machine/Effect
ATK 2500/DEF 2500

(1) If you control a face-up Level 4 or lower LIGHT monster, you can target it, Special Summon this card from your hand and 1 "Photon" monster from your Deck, then the target's Level becomes 8.
(2) Cannot be targeted for attacks and cannot be destroyed by card effects while you control a face-up LIGHT Xyz monster.


Yes, it's a Level 9 that changes another monster into Level 8, because you're meant to summon Photon Satellite from your Deck with this card. Basically, they're space machines that facilitate summoning the big space machine Dyson Sphere in a Galaxy/Photon deck.

Galaxy Cross
Spell

(1) Target a face-up LIGHT monster on the field, its Level becomes 8.

Dimension Magiconnection
Counter Trap

(1) Negate the activation of your opponent's card or card effect that would Special Summon a monster to the field, and banish that opponent's card, then you can add 1 of your own banished card to your hand.

Melodious Curtain Reveal
Quick-Play Spell

If you control no face-up monster, your opponent cannot activate cards and effects in response to this card's activation & effect.
(1) Special Summon 2 "Melodious" monsters from your hand, Deck, or Graveyard to your side of the field. During this turn, they cannot be Tributed, destroyed, or be used as material to Special Summon a non-"Melodious" monster from the Extra Deck.

Mid-Track Mass Coupling
Spell

You can activate only 1 "Mid-Track Mass Coupling" per turn. Activate only if you control a face-up Level 10 or higher EARTH Machine-Type monster with more than 3000 ATK.
(1) Draw 5 cards.


Note that it's Level only, not including Rank. Rank would have been too easy.

Massive Rapid Transfer
Quick-Play Spell

You can activate only 1 "Massive Rapid Transfer" per turn.
(1) Special Summon 1 Level/Rank 10 Machine-Type monster from your Graveyard to your side of the field, ignoring any Summoning Condition. If you Special Summon a Level 10 monster with this effect, it is Special Summoned with its effects negated, and if you Special Summon a Rank 10 monster with this effect, attach this card to it as Xyz Material instead of sending this card to the Graveyard.

Cosmic Starburst
Quick-Play Spell

(1) Decrease the Level/Rank of all face-up monsters on the field by 2.
(2) While this card is in your Graveyard, decrease the Level/Rank of all face-up monsters on the field by 1.

Silver-Eyes Golden Road Magician
*******/Light/Spellcaster/Effect
ATK 2500/DEF 2100

Must first be Tribute Summoned.
(1) Cannot be destroyed in battle by a Dragon-Type or Fiend-Type monster.
(2) Cannot be affected by the effects of Dragon-Type or Fiend-Type monsters your opponent control.
(3) You take no Battle Damage from battles involving this card and a Dragon-Type or Fiend-Type monster.
(4) If at least 1 monster used as Tribute to Tribute Summon this card is a Level 6 or higher Spellcaster-Type monster, this card gains the following effect:
* Twice per turn, during either player's turn, each time a Dragon-Type or Fiend-Type monster is Summoned, you can add 1 Spell card whose text mentions "Spellcaster-Type" from your Deck to your hand, or activate 1 Trap card whose text mentions "Spellcaster-Type" from your Graveyard.

Edited by ShiningStardust on Nov 17th 2022 at 1:10:38 AM

MorningStar1337 Like reflections in the glass! from 🤔 Since: Nov, 2012
Like reflections in the glass!
#2128: Nov 16th 2022 at 1:07:16 PM

Is that last one meant for Rush Duels?

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#2129: Mar 31st 2023 at 8:24:58 PM

Here's my latest attempt to rewrite the Plant Princesses and their boss to be more in line with power creep and cohesion:

  • Tytannial - Unchanged.
  • Talaya - Increase per plant power boost to 200 ATK, protects itself from destruction as well.
  • Marina - Add to its "revenge" effect to also trigger if a Plant monster is Tributed, or "sent to the GY" by your opponent's card in any way.
  • Chirubime - Add to its "replacement" effect to also trigger if it is Tributed, or "sent to the GY" by your opponent's card in any way.
  • Additional effect on all four plant princesses: If used as material for a Rank 8 Plant monster, that monster inherits their effects.
  • Queen of the Night:
    • Additional effect, hard once per turn, it can add a level 8 Plant monster from the deck or graveyard to it as material, or special summon one of its material.
    • Regarding the quick effects, change it so that each of them can be activated once per turn, not only one.
      • Change the effect that targets set back row to also be able to target set monsters.
      • Change the effect about setting a Plant monster to allow you to set any one monster on the field.
      • Increase the attack boost of the third effect to 800 ATK.

I'd still want to come up with an easier way to summon the Princesses. My intended strategy would be to have the princesses be able to work together, protecting each other from destruction, attack, or targeting, and if the opponent does send one to the graveyard, or targets another card, Tytannial's tribute effect can still trigger Marina and Chirubime's effects. The allotment for tributing also allows for a bit of overlap with Rikka cards and their effects.

Edited by wanderlustwarrior on Apr 1st 2023 at 12:56:55 PM

The sad, REAL American dichotomy
SkyHavenPath13 Half Hope and Half Des-bear from Original Eden Since: Mar, 2015 Relationship Status: Chocolate!
Half Hope and Half Des-bear
#2130: Apr 10th 2023 at 8:54:44 AM

Monster Neutralizing Wave

Normal Trap

You cannot activate this card if you own and possess monsters with the following card effects in your hand, field or GY. Apply one of the following effects for the rest of the Duel:

  • The effects of monsters that prevent the Summon of a Monster(s) or the activation of card types (Monster, Spell, or Trap) are negated.
  • Monsters that cannot be targeted by card effects can now be targeted by card effects
  • Monsters effects that negate the activation, summon, or effect of other monsters cannot be activated
  • Monsters that are unaffected by card effects are now affected by card effects.

If your opponent controls 3 or more Special Summoned Monsters, you can activate this card from your hand, or, if they control 2 more monsters Special Summoned from the Extra Deck, you can activate this card from your Deck, also Monster effects cannot be activated in response to this card’s activation.

You can only activate 1 “Monster Neutralization Wave” per Duel.

~~~ Based off a dream I had last night

Edited by SkyHavenPath13 on Apr 10th 2023 at 10:57:23 AM

Cibryll Aile from Frost Heraldry (she/her) Since: Feb, 2022 Relationship Status: Squeeeeeeeeeeeee!
#2131: Apr 10th 2023 at 11:53:35 AM

Wilderness Dragon R
Level 7 / EARTH
[Dragon / Ritual / Effect]
Must first be Ritual Summoned with "Ceremony of the Wilderness". Gains 200 ATK for each "Wilderness Dragon" monster on the field. Once per turn: you can target 1 face-up "Wilderness Dragon" monster, except this one; it gains 500 ATK until the End Phase of this turn.
ATK: 2200 / DEF 2100
The "R" is for "Ritual", of course. :p
Wilderness Dragon NEGA
Level 8 / EARTH
[Dragon / Fusion / Effect]
3 "Wilderness Dragon" monsters
Must first be Fusion Summoned with the above materials during a Tag Duel. As long as this card remains face-up on the field, the effects of all other Fusion Monsters are negated.
ATK: 2100 / DEF 2900

Wilderness Dragon SR
Level 8 / EARTH
[Dragon / Fusion / Effect]
1 Ritual Monster + 1 Synchro Monster
Must first be Fusion Summoned with the above materials during a Tag Duel. This card gains the effects of both the Ritual Monster and the Synchro Monster that was used to Fusion Summon this card.
ATK: 2500 / DEF 2300

Wilderness Dragon XR
Level 8 / EARTH
[Dragon / Fusion / Effect]
1 Ritual Monster + 1 Xyz Monster
Must first be Fusion Summoned with the above materials during a Tag Duel. If this card is Fusion Summoned: attach any materials on the Xyz Monster used as Fusion Material to this card. This card gains the effects of both the Ritual Monster and the Xyz Monster that was used to Fusion Summon this card.
ATK: 2800 / DEF 2400
Yes, its Fusions are pretty much useless if it's not a tag duel. Yes, they're probably broken.
I was feeling kinda silly when I made these up in late March—

"What ails you, my friend? Stay a while, and listen~"
NickTheSwing Since: Aug, 2009
#2132: Apr 19th 2023 at 11:47:35 PM

  • Chakra - Anahat
  • Level 7
  • Dark / Fiend / Ritual
  • You can Ritual Summon this card with Invocation of Chakra. Cannot be targeted by card effects or tributed by your opponent's card effects. Once, during your opponent's turn, you may Ritual Summon one Chakra monster from your hand by tributing monsters from your hand, field or, if your opponent has 5 or more cards in their extra deck than you, one Level 7 Dark / Fiend monster from your deck. Up to twice per turn (quick effect), you can banish 1 monster your opponent controls until their second end phase after this effect resolves.
  • 2450 / 2450

  • Chakra - Sahasra
  • Level 7
  • Dark / Fiend / Ritual
  • You can Ritual Summon this card with Invocation of Chakra. Cannot be destroyed by battle and your opponent cannot target other monsters you control with card effects. If this card is tributed for the Ritual Summon of a Chakra monster, that monster gains the following effect; "This monster can attack each monster your opponent controls once each, and whenever this monster attacks, it gains 500 atk."
  • 2450 / 2200

  • Chakra - Muladha
  • Level 7
  • Dark / Fiend / Ritual
  • You can Ritual Summon this card with Invocation of Chakra. Cannot be destroyed by card effects. Banish each monster destroyed by battle with this card. Your opponent cannot activate cards or effects with the same name as a card currently in their banished zone. If this card is tributed for the Ritual Summon of a Chakra monster, that monster gains the following effect; "When this card destroys an opponent's monster by battle, declare 1 monster card type (XYZ, Fusion, Link, or Synchro); your opponent cannot special summon monsters of the chosen type until the end of the next turn."
  • 2450 / 2300

  • Chakra - Adha
  • Level 7
  • Dark / Fiend / Ritual
  • You can Ritual Summon this card with Invocation of Chakra. When this card attacks an opponent's monster, you can choose 1 card in their hand and name Spell, Trap or Monster. If it is the chosen type, draw 2 cards. When this card in play is destroyed, you may banish one monster on the field. If this card is tributed for the Ritual Summon of a Chakra monster, that monster gains the following effect; "You may look at all cards your opponent draws, and once per turn (quick effect), you may name a card. Your opponent cannot play cards with the chosen name until the end of the next turn.
  • 2450 / 2050

  • Chakra - Vishud
  • Level 7
  • Dark / Fiend / Ritual
  • You can Ritual Summon this card with Invocation of Chakra. Once per turn, during either player's turn, you may banish all face up spell and trap cards your opponent controls. When this monster battles a non-Level 7 monster, you may halve that monster's atk and have this monster gain 1000 atk until the end of the turn. If this card is tributed for the Ritual Summon of a Chakra monster, that monster gains the following effect; "your opponent cannot special summon monsters from the deck or graveyard."
  • 2450 / 2250

  • Chakra - Manipur
  • Level 7
  • Dark / Fiend / Ritual
  • You can Ritual Summon this card with Invocation of Chakra. You can discard this card from your hand: add 1 Chakra card or a Spell or Trap that mentions Chakra from your deck to your hand. You can only activate this effect once per turn. Once per turn, during either player's turn, you may target 1 monster in a graveyard with Level lower than 7: banish it. If this card is tributed for the Ritual Summon of a Chakra monster, that monster gains the following effect: "during your standby phase, you may add 1 Chakra card from your graveyard to your hand."
  • 2450 / 1950

  • Chakra - Svadhis
  • Level 7
  • Dark / Fiend / Ritual
  • You can Ritual Summon this card with Invocation of Chakra. Once per turn, during either player's turn, you may destroy target spell or trap card. You may banish this card from your graveyard and target 1 Chakra monster you control: it gains 1000 atk until the end of the turn. If this card is tributed for the Ritual Summon of a Chakra monster, that monster gains the following effect: "Negate the activation and effects of all Quickplay spell cards your opponent plays."
  • 2450 / 1850

  • Invocation of Chakra
  • Ritual Spell
  • This card can be used to Ritual Summon any Chakra monster in your hand or graveyard. You must also tribute monsters from your hand or field whose levels equal or exceed the Level of the Ritual Summoned monster. If the offered monsters' Levels are twice that of the Ritual Summoned monster, you can return this card to your hand at end of turn.

  • Chakra's Bitter Tribute
  • Trap
  • You may Ritual Summon 1 Chakra monster from your hand or graveyard by offering monsters your opponent controls as Tribute whose Levels equal or exceed the Level of the Ritual Summoned monster. If you do, banish those monsters instead of sending them to the graveyard.

  • Chakra - Dark Sacred Energy
  • Continuous Trap
  • All Chakra monsters you control gain 500 atk for each Chakra monster you control. Your opponent cannot target Chakra monsters in your graveyard with card effects. If you control 3 or more Chakra monsters, negate the effects of all monsters your opponent controls, except for Ritual Monsters.

  • Sacra Maiden of Chakra
  • Level 7
  • Dark / Fiend
  • You may special summon this card from your hand by sending 1 Chakra monster from your deck to the graveyard. You cannot special summon during the turn you activate this effect, except by Ritual Summon. When you Ritual Summon a Chakra monster, you may banish this card from your hand or field. If you do, special summon 3 Illusion of Chakra tokens to your side of the field. These tokens cannot attack during the turn they are summoned. (Dark / Fiend / Level 7 / 2450 / 2000)
  • 400 / 2450

Edited by NickTheSwing on May 6th 2023 at 9:42:23 AM

NickTheSwing Since: Aug, 2009
#2133: May 9th 2023 at 5:31:11 PM

Panik Monster Retrains

  • Evil King of Darkness Level 6
  • Dark / Fiend / Flip
  • FLIP: When this card is flipped face up, target 1 card on the field and destroy it. Your opponent cannot activate cards or effects in response to this effect. While you control Yami, you may special summon this card from your hand. While you control this card, each opponent can only special summon 1 non-Dark monster per turn.
  • 2600 / 1989

  • Barox, Gargoyle of Darkness Level 5
  • Dark / Fiend / Flip
  • FLIP: When this card is flipped face up, add 1 Fiend Monster whose ATK or DEF does not end in 00 from your deck to your hand. If you control Yami, then you can special summon 1 Fiend from your hand. While you control this card, cards your opponent controls cannot be targeted by their card effects.
  • 1794 / 1989

  • Shadow Chimera of Darkness Level 5
  • Dark / Fiend / Flip
  • FLIP: When this card is flipped face up, target one card your opponent controls. Negate that card's effects until the end of the turn, then if you control Yami, your opponent banishes 1 card with the same name from their hand, deck or extra deck. While you control this face up card, damage your opponent takes during their turn is doubled.
  • 2093 / 1898

  • Castle of Insidious Darkness Level 4
  • Dark / Fiend
  • When you normal summon or special summon this card: you can change this card on the field to defense mode, and when you do, you can normal summon 1 Fiend monster from your hand without tribute in addition to your normal summon or set. When your opponent declares an attack or activates a card effect: you can Flip any number of monsters you control face up.
  • 1196 / 2509

  • Fearsome Night of Dark Illusions
  • Field Spell
  • The name of this card becomes Yami. Once per turn, you may special summon 1 Fiend monster from your hand or graveyard with ATK or DEF that does not end in 00 in Face-Down Attack Mode. Once per turn, during either player's turn (Quick Effect), you can either flip any number of monsters you control into Face Down Attack Mode, or Flip any number of monsters you control face up. When your opponent declares an attack, you choose the attack target.

  • Darkness Reaper of Cards Level 5
  • Dark / Fiend / Flip
  • FLIP: Until the end of your next turn, any card that would be sent to your opponent's graveyard from their hand, deck or extra deck is banished facedown instead. While you control this card, your opponent cannot tribute monsters or discard cards to activate cards or effects.
  • 1794 / 2509

  • Metal Guardian of Darkness Level 5
  • Dark / Fiend / Flip
  • FLIP: Until the end of the turn, any monster in your opponent's hand and graveyard with lower ATK than this card's DEF has its effects negated. While you control Yami, you can special summon this card from your hand. While you control this card, your opponent cannot target any other cards you control with card effects.
  • 1495 / 2795

Edited by NickTheSwing on May 9th 2023 at 5:32:57 AM

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
NickTheSwing Since: Aug, 2009
#2135: May 9th 2023 at 6:36:22 PM

They're the stats Panik's monsters had in the Dark Terrain in Duelist Kingdom, due to the percentage based power up interacting oddly with their already non-standard attack values.

MorningStar1337 Like reflections in the glass! from 🤔 Since: Nov, 2012
Like reflections in the glass!
#2136: May 9th 2023 at 7:47:18 PM

that's one way to make the playerbase hate you. Completely unrounded values in the 1s and 10s.tongue

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.
#2137: May 9th 2023 at 7:52:50 PM

Good. Let them hate.tongue

Edited by PushoverMediaCritic on May 9th 2023 at 7:53:16 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
#2139: May 9th 2023 at 9:01:56 PM

What do you guys think of the effects?

I was inspired by the old way Darkness Approaches worked to make this archetype all about Face-Down Attack Mode as a way of referencing Panik's whole "shroud of darkness over his monsters" gimmick. Should I include shuffling the facedown monsters around so the opponent really doesn't get what might be under there?

I've got some Spell and Trap support planned, including a retrain of Dark Energy, and references to the monsters' attack names and even the song from those episodes.

NickTheSwing Since: Aug, 2009
#2140: May 10th 2023 at 1:25:34 PM

Admittedly, I went the route of trying to make the archetype something like as Rata put it a "meta assassin", with effects that are more powerful and stun harder based on what's powerful at the time.

RussellStar5641 Gently wrap up this world like the night sky. from a view of a starry night sky. Since: Dec, 2012 Relationship Status: In love with love
Gently wrap up this world like the night sky.
#2141: May 15th 2023 at 6:20:50 PM

I think they're interesting.

An idea I've had of a Dragoon but instead of Dark Magician and Red-Eyes combines Yugi's Silent Magican and Gandora.

Silent Dragoon

Level 8

LIGHT

Spellcaster / Fusion / Effect

ATK 0 / Def 3500

1 "Silent Magician" monster + 1 "Gandora" Monster

Must first be Fusion Summoned using the above Fusion Materials. This card is Unaffected by your opponent's card effects. Gains 500 ATK for each banished card. During your Main Phase: Once per turn, You can pay half your LP; Banish all other cards on the field and in the G Ys. Once per turn, when a card or effect is activated (Quick Effect): You can negate the activation and if you do banish that card. If this card is sent to the GY: You can Special Summon 1 "Silent Magician" monster and 1 "Gandora" Monster from your Deck and/or GY, ignoring its Summoning conditions.

Blog - Tumblr
MorningStar1337 Like reflections in the glass! from 🤔 Since: Nov, 2012
Like reflections in the glass!
#2142: May 15th 2023 at 7:01:39 PM

Red Solitaire

FIRE/Fiend/Level 4/1600/1300

(This card is treated as a "Fortune Lady" card)

While you control a "Resonator" monster, OR a Spellcaster monster with an original ATK and DEF of either 0 or ?: You can Special Summon this card (from your hand). If you control a "Fortune Lady" monster, you can treat this card as a Level 5 DARK monster. If this card is sent to the GY for the Synchro Summon of a LIGHT Spellcaster monster, you can increase the Levels of all Spellcaster monsters you control by 2. If this card is sent to the GY for the Synchro Summon of a DARK Dragon monster, you can Special Summon this card from your GY as a Level 1 or 2 DARK Tuner, but banish it when it leaves the field.


Voila, a companion to Vision Resonator. This here is Fortune Lady Every is the proportions of the Fortune Fairies (and the aesthetics of the Arc-V "Red" Monsters) and a focus on supporting both RDA and Fortune Lady decks, albeit more overly than Vision Resonator (Name and stats are a call back to Solitaire Magician)

Edited by MorningStar1337 on May 15th 2023 at 7:05:43 AM

NickTheSwing Since: Aug, 2009
#2143: Jun 4th 2023 at 12:29:04 PM

Inspired by a one-off Rusty the Superforge joke on his Elden Ring randomizer:

  • Ancestral Archer
  • Level 4
  • Light / Beast-Warrior
  • When this card is summoned, you can add 1 Ancestral monster or one Hallowed spell or trap from your deck to your hand. You can only activate this effect once per turn. When this monster destroys an opponent's monster by battle, banish that monster instead of sending it to the graveyard. Your opponent cannot activate the effects of cards with the same name as banished cards they own.
  • 1900 / 1600

  • Ancestral Spiritcaller
  • Level 4
  • Light / Beast-Warrior
  • When you summon this card, you may change this card's battle position. While you control this face-up card, once per each card, each Ancestral monster and each Hallowed spell or trap you control cannot be destroyed by battle or by card effect. Once per turn, during your opponent's main phase, you can banish 1 card from your opponent's graveyard. Your opponent cannot activate cards or effects in response to this card's effect.
  • 1200 / 2000

  • Ancestral Singer
  • Level 4
  • Light / Beast-Warrior
  • Once per turn, during your main-phase, you can special summon 1 Ancestral monster from your hand or graveyard. While you control this face-up card, monsters in your opponent's graveyard cannot activate their effects or be special summoned. While you control a Hallowed spell or trap, this card cannot be selected as an attack target.
  • 1700 / 1500

  • Ancestral Axe-Wielder
  • Level 5
  • Light / Beast-Warrior
  • While your opponent controls a monster and you either control no monsters or control only Ancestral monsters, you can special summon this card from your hand. When an Ancestral monster you control destroys an opponent's monster by battle, you can banish that opponent's monster instead of sending it to the graveyard, then if it was an effect monster, you can search your opponent's hand deck and graveyard for any additional copies of that monster and banish them.
  • 2200 / 1800

  • Ancestral Horn-Blesser
  • Level 4
  • Light / Beast-Warrior / Tuner
  • When you would Synchro Summon an Ancestral monster, you can treat a Hallowed spell or trap you control as a Level 2 or 4 monster for that Synchro Summon. During your main-phase, once per turn, you can special summon this card from your graveyard. If you do, shuffle it into the deck when it leaves the field. If an Ancestral monster synchro summoned using this card and a Hallowed spell or trap battles an opponent's monster, banish that opponent's monster at the end of the damage step.
  • 1300 / 1300

  • Hallowed Spirit Chant
  • Continuous Spell
  • Special summoned monsters your opponent controls lose 800 atk for each special summoned monster your opponent controls. Once per turn, if this card is sent to the graveyard from the field, you can halve the atk of up to two monsters your opponent controls, and if you do, negate any of those monsters effects.

  • Hallowed Ground of Siofra
  • Field Spell
  • All Ancestral monsters you control gain 500 ATK and DEF. All Ancestral Synchro monsters' effects become Quick Effects while you control this card. While you control this card, you choose the attack targets for your opponent's attacks. If this card is sent to the graveyard from the field, you can add 1 Ancestral monster from your deck to your hand with a different name from monsters you control. Activate this effect only once per turn.

  • Hallowed Horn Ground
  • Continuous Spell
  • Ancestral monsters you control cannot be targeted by card effects. If an Ancestral monster you control is selected as an attack target, negate the effects of the opponent's monster until the end of the turn. Once per turn, if this card is sent from the field to the graveyard, you can special summon 1 Ancestral monster from your hand.

  • Hallowed Torchlights
  • Continuous Spell
  • When you activate this card, you can add 1 Ancestral monster from your deck to your hand. Activate only if you control another Hallowed spell or trap. When an opponent's monster is special summoned, you can have all Ancestral monsters you control gain 200 atk. Once per turn, if this card is sent from field to the graveyard, you can have all monsters your opponent controls lose 1500 atk.

  • Hallowed Hunting Ambush
  • Continuous Trap
  • Whenever an opponent's monster battles an Ancestral monster you control, you can have your opponent's monster lose 800 atk if it's atk is different from its original atk. If a monster your opponent controls has 0 atk, negate its effects. Once per turn, if this card is sent from the field to the graveyard, you can inflict 800 damage to your opponent for each Ancestral monster and each Hallowed spell or trap you control.

  • Hallowed Prayers
  • Continuous Trap
  • Once per turn, if you control 2 or more Ancestral monsters and 1 or more other Hallowed spell or traps, you can add 1 Ancestral monster or Hallowed spell or trap from your deck or graveyard to your hand. During the battle phase, each Ancestral monster you control gains 600 atk. Once per turn, if this card is sent from the field to the graveyard, you can banish up to 5 cards from your opponent's graveyard.

  • Great Ancestor Spirit
  • Level 6 Synchro
  • 1 Tuner + 1 or more non-tuner Ancestral or Hallowed cards.
  • Light / Beast
  • (This card always counts as an Ancestral monster). During your main-phase, you can normal summon up to 2 additional Ancestral monsters in addition to your normal summon or set. Once per turn, you can have up to one monster you control gain 500 atk and one monster your opponent controls lose 500 atk. Then, if that opponent's monster has less atk than the combined atk of all Ancestral monsters you control, negate that monster's effects and it cannot be used as Fusion, Synchro, XYZ or Link Material this turn.
  • 2300 / 2000

  • Regal Ancestor Spirit
  • Level 8 Synchro
  • 1 Tuner + 1 or more non-tuner Ancestral or Hallowed cards
  • Light / Beast
  • (This card always counts as an Ancestral monster). You can target 1 monster your opponent controls: that monster cannot be tributed this turn, and it cannot be used as Fusion, Link, Synchro or XYZ material this turn. You can banish 1 monster in your opponent's graveyard, then banish up to 1 monster they control with the same Type. Activate each of these effects only once per turn.
  • 2800 / 2500

Edited by NickTheSwing on Jun 4th 2023 at 7:05:50 AM

NickTheSwing Since: Aug, 2009
#2144: Jun 13th 2023 at 3:30:12 PM

Rata's Worst-Case Scenario

  • Ojama Lime
  • Level 2
  • Light / Beast
  • You can send one Ojama card or Ojamuscle from your hand or deck to the graveyard: special summon this card from your hand. You can only special summon Ojama Lime this way once per turn. Once per turn, if this card is used as material for a Fusion or Link Summon and sent to the graveyard, you can banish this card: special summon up to 2 Ojama monsters from your graveyard.
  • 0 / 1000

Edited by NickTheSwing on Jun 13th 2023 at 3:30:31 AM

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#2145: Jul 27th 2023 at 8:56:53 PM

I decided to retrain Harpie Lady Sisters, and some of the cards Mai used.

Harpie Sisterhood

  • LEVEL 6
  • WIND / Winged Beast
  • 1950 ATK / 0 DEF
  • (This card's name is always treated as "Harpie Lady Sisters".) If this monster is special summoned while you control a "Harpie" or "Hysteric" card, you can special summon one "Harpie Sister Token" (Winged Beast-Type / WIND / Level 6 / ATK 0 / DEF 2100) in Defense Position. While you control a "Harpie Sister Token", the effects of your "Harpie" and "Hysteric" cards cannot be negated by your opponents's card effects, and this monster can declare one additional attack per turn.

Hysteric Dominion

  • Continuous Spell
  • If a "Harpie" monster you control attacks a Defense Position monster, inflict piercing battle damage. If you control "Harpie's Hunting Ground", when a "Harpie" monster is Normal or Special summoned, you can activate this effect, the effect of "Harpie's Hunting Ground" becomes: Return one monster your opponent controls to the hand.

Harpie's Rose Whip

  • Equip Spell
  • Equip only to "Harpie Lady" or "Harpie Lady Sisters". It gains 300 ATK and DEF. You can destroy this card on the field to change the battle position of one monster on the field. If this card you control is destroyed by a "Harpie" card's effect or your opponent's card effect, you can return one monster your opponent controls to the hand.

Harpie's Aero Nail

  • Equip Spell
  • Equip only to "Harpie Lady" or "Harpie Lady Sisters". It gains 300 ATK for each "Harpie" monster you control. When this card is sent from the field to the Graveyard, you can equip this card to one "Harpie Lady" or "Harpie Lady Sisters" you control.

Harpie's Vanity Mirror

For the last card, I decided to tie in a monster that doesn't actually get supported by some of the archetype.

Edited by wanderlustwarrior on Aug 2nd 2023 at 12:22:50 PM

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
#2146: Aug 19th 2023 at 7:46:30 PM

In designing that last card, I was going off of the TCG design and text for Harpie Girl, and thought it was quite a bit younger than the other Harpies. Going by the OCG card art, that might not be the case. It's a lot bustier over there.

Time to make a card to make some of the Charmer related cards a bit less bricky, and tie in to the fact that the Link Charmers have some additional being that is not their familiar, by making a card that could be that monster, and can also make some of the cards a bit easier to summon. Plus it can hopefully work not only in Charmer decks, but in making them more splashable.

  • Spiritual Awakening Sprite
    • LIGHT / Fairy
    • Level 1, 0 ATK / 1500 DEF
    • You can only Special Summon "Spiritual Awakening Sprite" once per turn. You can reveal one Level 4 or 5 "Possessed" or "Channeler" monster in your hand, then, Special Summon this card from your hand or graveyard, and if you do, you can change the attribute of this card to that of the revealed monster OR change the Type of this card to Spellcaster. If you control a Level 3 "Charmer" monster, you can target that monster, this card's attribute becomes the same as that monster, then Special Summon this card from your hand, deck or graveyard.

I also just watched The Duel Logs' video on worst multi attackers, and now I have an idea for a card that can work with Chain Burn:

  • A low level monster with a quick effect, you can activate it once per turn as chain link 2 or higher, after the chain resolves, the monster can attack other monsters and/or be protected from destruction equal to its chain number.

Edited by wanderlustwarrior on Aug 26th 2023 at 4:49:01 AM

The sad, REAL American dichotomy
MEKristian Since: Nov, 2009
#2147: Sep 9th 2023 at 9:29:16 PM

Alright, if the thread will indulge me a little, I have a small something I've been slowly shaping in my head for a good while now. However, I don't really have any sort of concrete Custom Cards for exactly what I want out of these ideas... but I do have a few things, specifically lore.

I've written out a little piece of prose to try and describe the ideas I have that aren't gameplay related, that I'll put into a neat little out-of-the-way folder for convenience sake. And my apologies if this sort of thing should be considered outside the scope of this thread; I do have some general gameplay concepts with most of what I have here, but since I don't have exact effects for individual cards, I decided to go with this instead.

    Frozen Flame and Fire Sea 
What lies at the end of a world? Beyond the tale of the boy and the girl, riding off into the sunset? Beyond the war waged over the life of a young girl cut short by the machinations of one who sought ultimate power? Beyond the battle of slayer and overlord and the decent of the great calamities? Beyond the decent of Gods upon the lands of generations? And beyond the possibilities there in that failed to come to pass? As the stories burn out, and those worlds fall a part, the fractured elements that fall coalesce as if by fate or gravity, scattering across a strange new existence. The World at the end of all Worlds.

It is a barren wasteland of ice, beneath a moonless night sky, illuminated only by faded starlight. The mighty glaciers that make up it’s land are fractured apart by a strange water-like lava, forming rivers and basins that burn with impossible heat. And these depths are not empty, housing the strange creatures of the Fire Sea, tearing apart any soul foolish enough to enter their territory, yet not burned in the intense heat.

But, even amid these impossible circumstances, in this world meant to be only a graveyard, a small spark of life has emerged. A people born of a flickering blue fire that chills all it touches, those of the Frozen Flame survive by scavenging off the decaying remnants of the worlds that once were that scatter the land and sea.

And among those people of the Frozen Flame is a young girl who will one day be known as a Champion. Repairing and rebuilding the lost items they salvage from the previous worlds, she creates many machines with which to dive beneath the Fire Sea, facing off against it’s various creatures to find and retrieve what remains down bellow.

However, one day, the girl of the Frozen Flame’s destiny reveals itself; she finds a massive structure deep underneath the scalding waves. Finding her way inside, she eventually comes face to face with a strange winged girl, asleep inside some pod of unknown origin. Returning to the surface with her, the the girl of the Frozen Flame opens the pod, releasing the girl inside, who reveals herself to have no memory from before her awakening.

The two decide to set out to the edges of this lonely world, hoping to solve both it’s mysteries, and the seemingly inevitable end to it’s inhabitants...

LLSmoothJ Since: Jan, 2001
#2148: Sep 9th 2023 at 10:38:41 PM

Just came up with this on the fly and thought it would be interesting (Though I feel like It's Been Done):

Elemental HERO Phoenix Wingman
Warrior/Fire/8
2800/1800
[Elemental HERO Phoenix Enforcer + 1 "Wingman" Fusion Monster]
Must be fusion Summoned. This card cannot be destroyed by battle. When this card destroys a monster by battle and sends it to the GY: Inflict damage to your opponent equal to the ATK of the destroyed monster in the GY.

Elemental HERO Shining Phoenix Wingman
Warrior/Light/10
3200/1800
[Elemental HERO Phoenix Wingman + 1 Light HERO Monster]
Must be fusion Summoned. This card cannot be destroyed by battle. Gains 300 ATK for each "Elemental HERO" card in your GY. When this card destroys a monster by battle and sends it to the GY: Inflict damage to your opponent equal to the ATK of the destroyed monster in the GY.

Edited by LLSmoothJ on Sep 11th 2023 at 12:14:44 PM

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#2149: Sep 20th 2023 at 11:59:50 PM

Elemental Grace Doriado is too underpowered for what its summoning restriction is. If I could retrain it, and help it work with Dark Doriado:
Elemental Radiance Doriado:

  • Spellcaster/Light
  • Level 9 1200 ATK / 1400 DEF
  • Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. When there are 6 or more monsters with different Attributes in the GYs, you can Special Summon this card (from your hand). Gains ATK/DEF equal to the number of different Attributes in the GYs x 500. When your opponent would Special Summon a monster(s) (Quick Effect): You can banish a monster from your GY; negate the Summon, and if you do, destroy that monster(s). You cannot banish a monster for this effect with an Attribute you have already banished for this effect this turn. If "Dark Doriado" is summoned, immediately after its effect resolves, you can send the top 4 cards of your deck to the GY.

Level Code 573

  • Field Spell
  • The effect of LIGHT Machine monsters that state "If this card destroys an opponent's monster by battle:" becomes "Quick Effect: Once per turn:". During your Main Phase, if this card is in your GY, except the turn it was sent to the GY: You can add one card whose name or effect includes "Gradius" from your deck to your hand, then add this card to your hand.

A Pot of Acquisitiveness retrain, "Pot of Acquisition":

  • "Return 5 spell/trap cards that are banished or in your GY to the deck to draw 2 cards." Even if it had restrictions like a hard OPT, or not being able to activate spell/traps for the rest of the turn, or something.

Edited by wanderlustwarrior on Dec 2nd 2023 at 11:39:13 AM

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
#2150: Jan 7th 2024 at 9:43:14 PM

Familiar retrains of Happy Lover and Meda Bat:

  • Same/appropriate stats compared to the other level 4 familiar retrains (1500/200, etc).
  • Effect: You can Special Summon this card (from your hand or Deck) by destroying one "Nefarious Archfiend Eater of Nefariousness", "Inari Fire", "Jigabyte", "Ranryu" OR one "Awakening of the Possessed - " monster you control, or by revealing one "Awakening of the Possessed" card in your hand and returning it to the deck. You can only special summon [this card's name] once per turn by its own effect. When [this card's name] is summoned by its own effect, you can-
    • LIGHT: Special summon one banished monster that can be normal summoned or set, but negate its effects.
    • DARK: Draw 1 card.

The goal is to:

  • Trigger the search effects of the cards, or enable an efficient mulligan on the level 5 monsters
    • This sets up for link 2s if used with the first 4, too
    • The mulligan ability being a reference to the field Spiritual Art
  • Apply a spiritual art retrain effect, like the Awakening familiars
    • While also not being Awakening cards, since those seem to be exclusive to the elemental four

If the LIGHT and DARK ones were to get Awakening versions, then their effects would be lingering effects where you can negate one spell or trap effect, either that is on the field or the next one your opponent activates. Whether it's spell or trap would depend on the LIGHT or DARK Spiritual Art being referenced.

The sad, REAL American dichotomy

Total posts: 2,151
Top