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[Sakura] Pokémon Card Set #2 (29/29)


Flash Flyer - Sakura

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Just so I don't end up making multiple topics every time I post a new update (and I should've been doing this earlier, but meh), going to consolidate all the cards in this set within one thread. In other words, this is the second version of my Pokémon set. For the first one, see here.

 

Current Status: WIP

 

[spoiler=Tower Duo (001 - 002)]

 

虹の天空守護者ホウオウ

(Niji no Tenkū Gādian Houou)

 

olOjtwR.jpg

 

1 Tuner + 2 or more non-Tuner FIRE monsters
When this card is Synchro Summoned: Halve the ATK of all face-up monsters your opponent controls. Once per turn: You can target 1 card on the field; destroy that target, and if you do, inflict 800 damage to your opponent. This card cannot attack your opponent directly during the turn you activate this effect. During your next Standby Phase after this card is sent to the Graveyard: Special Summon this card from the Graveyard.

 

(Thanks to Voltex for the suggested fix)

 
潜水の海洋守護者 ルギア
(Sensui no Kaiyō Gādian Rugia)
 
wi9EQbo.jpg
 

 

1 Tuner + 2 or more non-Tuner WATER monsters
This card's Attribute is also treated as WIND. When this card is targeted for an attack: All damage you take this turn is halved. When this card attacks a monster with 2500 or less ATK: Banish that monster at the start of the Damage Step without applying damage calculation. At the end of the Battle Phase, if this card attacked: Change it to Defense Position.
 
Analogues to their effects.

 

Ho-oh's effects are designed off of a standard set for it (Brave Bird/Earthquake, Sacred Fire), coupled with its Regenerator ability. First effect is Earthquake, since in-game, it's a spread move. Second effect is Sacred Fire to an extent. Last effect is its HA ability which restores HP/LP when it switches; though in this case, it's adapted for the End Phase. 

 

Lugia's one is designed on Aeroblast and Multiscale. You might remember that Number card I made of Lugia a couple months ago. It's a WATER monster because it's more or less associated with the ocean rather than the sky, though it is treated as a WIND monster due to its Flying type (hopefully you know why its Type is Psychic). First effect is Multiscale, which is adapted to cut any damage you take that turn if Lugia is attacked [whether it's battle damage or burn]. Second effect is Aeroblast (though it is somewhat limited to dealing with smaller monsters; not with the usual bosses running around). Final effect switches it to Defense Position after it strikes; while 2700 is respectable enough to dent stuff on its own, as mentioned, usual bosses have 2800-3000 and would love nothing more than to pick on it. Also reflects how Lugia is used as a tank Pokemon most of the time (especially considering its 106/130/154 defenses).

 

Ho-oh and Lugia both share a common 154 special defense; however Ho-oh is designed more aggressively considering its base 130 atk/110 sp atk. Lugia is more of a wall type [much like the usual sets in Smogon Ubers][/spoiler]

 

[spoiler=Eeveelutions (003 - 007)]

Umbreon the Moonlit Evolutionary

進化の月夜 ブラッキー (Shinka no Tsukiyo Burakkī)

 

1SDejsU.jpg

 

Once per turn, this card is unaffected by card effects your opponent controls. Once per turn, during either player's turn: You can discard 1 card and target 1 monster on the field; switch its ATK/DEF until the End Phase.

 

First effect reflects Inner Focus (in this case, gives it OPT immunity to your opponent's effects). I tried to do Synchronize but no appropriate effects could be done for it, without doing something crazy. Second effect was designed on Guard Swap (essentially a Shield & Sword of sorts for a monster of your choosing), though it's more of Power Swap [which is what Espeon learns, not Umbreon].

 

Clarification note: Umbreon is immune to the first instance of an opponent's effect that affects it, either directly (such as 101, any targeting effect) or an indirect one such as Exciton, Mirror Force, mass sweeping, etc. The second instance that an effect occurs, Umbreon will be affected by it as normal.

 

Glaceon the Fresh Snow Evolutionary

進化の新雪 グレイシア (Shinka no Shinsetsu Gureishia)

 

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If you control another WATER monster, this card cannot be targeted for attacks. You can target 1 monster your opponent controls; it cannot declare an attack or activate its effects until the End Phase of your opponent's next turn. You can only activate this effect of "Glaceon the Fresh Snow Evolutionary" once per turn.

 

First effects reflects Snow Cloak (in this case, preventing it from being attacked while another WATER monster is on the field).  Second effect is a variant on Blizzard Dragon's effect, but can also reference Ice Beam, since it does prevent the opposing Pokemon/monster from moving if the secondary effect goes off. I made this one a hard OPT since it essentially turns it into a wasted slot for your opponent [though they can simply use it to Xyz/Synchro/Fusion or whatever].

 

Leafeon the Verdant Evolutionary

進化の緑豊かな リフィア (Shinka no Midori Yutakana Rifia)

 

LJjwZPP.jpg

 

If you control a FIRE monster, this card cannot be targeted by your opponent's card effects.  When this card attacks an opponent's monster with 1900 or less ATK: You can discard 1 card; destroy that monster without applying damage calculation. During your End Phase, gain 600 Life Points.

 

First effect is Leaf Guard, which gives it targeting immunity while a FIRE monster is around. Would go well with Flareon (once I make it) or any FIRE Plant monsters [and/or Black Rose Dragon]. Second effect is themed after Leaf Blade's critical hit chance, but with a restriction on the power of the monster it can kill. Last effect is a simple LP recovery effect (Synthesis).

 

Flareon the Flame Evolutionary

進化の火炎 ブースター (Shinka no Kaen Būsutā)

 

1ZG9AyK.jpg

 

Once per turn, if this card inflicts battle damage to your opponent: You can inflict an additional 800 damage, and if you do, take damage equal to half the new damage inflicted to your opponent. During your End Phase, place 1 Burn counter on a face-up monster your opponent controls. Monsters with a Burn counter have their ATK halved.

 

Flareon's first effect is based on Flare Blitz and Flash Fire (latter gives the power to "boost" any damage, but you'll take added recoil; much like what Flare Blitz does to its user). Second effect is either Will-O-Wisp or Lava Plume; probably the former.

 

Vaporeon the Bubble Jet Evolutionary

進化の気泡流れ シャワーズ (Shinka no Kihōnagare Shawāzu)

 

JXFR4fJ.jpg

 

During either player's turn, if you control  another WATER monster: You can discard 2 cards; negate the effect of an opponent's card effect that targets this card. You can target 1 card your opponent controls: Return it to the hand, then change the battle position of a monster your opponent controls. You cannot conduct your Battle Phase the turn you activate this effect. You can only activate each effect of "Vaporeon the Bubble Jet Evolutionary" once per turn, and only once that turn.

 

Vaporeon's first effect reflects its HA, Hydration. In this case, if you control another WATER monster (representing the rain weather), you can discard to negate a targeting effect (a status). Second effect is based on a defensive wall set that uses Roar; essentially you get a free bounce of a card your opponent controls and can neuter another monster your opponent controls. However, both effects are hard OPT and cost Vaporeon its attack should you bounce things.

[/spoiler]

 

[spoiler=Absol & Mega Evo (008 - 009)]

 

Absol the Emissary of Disaster

災害の使者アブソル (Saigai no Shisha Abusoru)

 

vqbFxFd.jpg

 

2 Level 4 DARK monsters
If this card battles a monster, you can detach 1 Xyz Material from this card: Destroy that monster with this card's effect without applying damage calculation. You can only activate this effect of "Absol the Emissary of Disaster" once per turn. An opponent's monster that destroys a monster you control by battle cannot declare an attack during the next turn.

 

First effect reflects Night Slash (which gives a better shot at critical hits). To show this, it detaches 1 of its materials to just pop the monster it battles (though in the event someone decides to Xyz a second Absol, that OPT clause is there). Second effect reflects Pressure, in the sense that if an opponent's monster destroys one of yours, they can't strike. (In the case of boss monsters, it'll stop them for a while; whereas smaller monsters will just get used for Xyz, Synchros or whatever).

 

MXyz Absol the Reflecting Emissary of Divination

MX占いの反射使者アブソル (Mega Ekushīzu Uranai no Hansha Shisha Abusoru)

 

grDtc8a.jpg

 

3 Level 5 DARK monsters
If this card battles a monster with 2500 or less ATK: You can destroy that monster with this card's effect without applying damage calculation. If this card has "Absol the Emissary of Disaster", it gains this effect.
● Once per turn, during either player's turn, if card(s) you control would be destroyed or targeted by your opponent's card effect: You can detach 1 Xyz Material from this card and target card(s) your opponent controls that would be an appropriate target(s); that effect now targets the new target(s).

 

As you figured by now, this is Absol's Mega Evo. In a similar vein to the usual Chaos Xyz (and/or Ranked-Up Numbers), it retains a bit of its base form's effect (in this case, the Night Slash one); it can't kill any monster it wants like its base form can (though it can simply nuke anything equal to its normal power level), but more or less can take out the other threats anyway with its own power. Its new effect reflects its Magic Bounce ability, which in this case, makes your opponent reconsider before they try to use their effects on you.

 

(Remember that Espeon card from the first set? Pretty much the same concept.)

[/spoiler]

 

[spoiler=Gardevoir (010 - 011)]

Gardevoir the Embrace Guardian

抱擁の後見者サーナイト (Hōyō no Kōkensha Sānaito)

 

qdcrR3D.jpg

 

2 Level 5 LIGHT monsters
If another monster you control would be destroyed by an opponent's card effect: You can detach 1 Xyz Material from this card; that monster is not destroyed. You can target 1 monster on the field; it loses 800 ATK/DEF until the End Phase. You can only activate each effect of "Gardevoir the Embrace Guardian" once per turn.

 

First effect reflects its Pokedex entry of defending its Trainer with its own life; hence it can block destruction for other monsters.

 

MXyz Gardevoir the Psychic Embrace Guardian

MX抱擁の心霊後見者サーナイト (Mega Ekushīzu Hōyō no Shinrei Kōkensha Sānaito)

 

29xx9px.jpg

 

3 Level 6 LIGHT monsters
Once per turn, monsters you control cannot be destroyed by card effects. If this card has "Gardevoir the Embrace Guardian" as an Xyz Material, it gains these effects.
● If this card battles an opponent's monster: You can detach 1 Xyz Material from this card; destroy that monster without applying damage calculation.
● Once per turn: You can detach 1 Xyz Material from this card; target 1 monster on the field and flip it into face-down Defense Position.
You can only activate 1 "MXyz Gardevoir the Psychic Embrace Guardian" effect per turn, and only once that turn.

 

As standard, its general effect (the one that doesn't require original Gardevoir) is the protection one. (For clarification, it blocks the first instance of it happening; refer to Umbreon if you need to, since the idea is pretty much same).

 

First effect is designed after Hyper Voice (which many of its OU sets on Smogon run); reflecting its power to bypass Protect/Detect and just straight out kill them (with a detach). Essentially useful for taking down monsters that can't die by battle.

 

Second effect is designed to flip monsters face-down, which can mess up with certain Decks but also a bane against stuff like Shaddolls and Ghostricks because of their nature, but who cares about them right now?[/spoiler]

 

[spoiler=Korrina (012)]

Korrina the Mega Evolution Successor

メガシンカの継承者コルニ (Megashinka no Keishō-sha Koruni)

 

5SeEgNz.jpg

 

When this card is Normal Summoned: You can add 1 "Rank-Up-Magic - Mega" Spell Card from your Deck to your hand. You can pay 1000 Life Points and banish this card from your Graveyard: Target 1 Xyz Monster you control; Special Summon from your Extra Deck, 1 "MXyz" monster with the same Type and Attribute that is 1 Rank higher than that monster you control, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) You can only activate 1 effect of "Korrina the Mega Evolution Successor" per turn, and only once that turn.

 

As Korrina's Trainer class (and title) imply, she supports Mega Evolutions, thus searching a (Mega) RUM when she gets Normal Summoned, or can be used to simply Rank-Up a Pokemon into its Mega Form [or whatever normal Xyz fit the requirements].

 

Fixed a small typo in her limitation effect; originally had Fighter but changed to Successor[/spoiler]

 

[spoiler=Legendary beasts of Johto (013 - 015)]

Raikou the Thunderclap Saber

雷鳴の剣歯虎ライコウ (Raimei no Kenshitora Raikou)

 

R2UkDqJ.jpg

 

1 Tuner + 1 or more non-Tuner LIGHT monsters
When this card is Synchro Summoned, your opponent cannot activate cards or effects. When this card is Synchro Summoned: You can target 1 Set Spell/Trap Card your opponent controls; destroy that target. Your opponent cannot activate the targeted card in response to this card's activation. Once per turn: You can target 1 monster your opponent controls; until the End Phase of their next turn, that monster cannot attack or activate its effects.

 

First effect is essentially Thunderbolt/Thunder Wave for making monsters unable to strike for a while. Your opponent can circumvent it by using it as a material monster for Extra Deck (or Tribute it), but it does wonders on bosses. Second effect locks off a S/T for a turn if it kills something

 

Entei the Volcano Lion

火山獅子エンテイ (Kazanjishi Entei)

 

WRMNBGW.jpg

 

1 Tuner + 1 or more non-Tuner FIRE monsters
When this card is Synchro Summoned: Target 1 monster your opponent controls; halve its ATK/DEF. Your opponent cannot activate cards or effects in response to this card's activation. If this card battles an opponent's monster: You can inflict 800 damage to your opponent at the end of the Damage Step. 

 

First effect is Sacred Fire to cut down opponents; second effect is more or less guaranteed 1300 burn when it fights something.

 

I assume most of you know how Flare Blitz, Volt Tackle and Double-Edge work; you deal damage and then you take recoil equal to 1/3 of whatever you inflicted. The recoil damage is probably closer to that of Head Smash or High Jump Kick, but then again the standard is usually half or full in Yugioh; don't remember seeing any effects that deal with thirds outside of anime/manga.

 

Suicune the Aurora Kirin

極光麒麟スイクン (Kyokkō Kirin Suikun)

 

seyp2p.jpg

 

1 Tuner + 1 or more non-Tuner WATER monsters
During each of your Standby Phases, this card gains 300 ATK/DEF. If this card destroys an opponent's monster, you can discard 1 card: Target 1 monster your opponent controls; halve its ATK/DEF. Once per turn, you can gain 300 Life Points for each monster you control. This card cannot attack the turn you activate this effect.

 

Designed on its classic CroCune set from GSE, first effect is Calm Mind so it can deal reasonable damage + block (2000 ATK on a Level 7 doesn't really do much damage in this type of gamestate). Second effect is Scald (unlike Entei, you need to discard to trigger). Third effect is Rest, which helps you recover Life Points.

 

Yeah, Suicune has a third effect as opposed to Raikou/Entei with only two, but that's mainly to put it up to the same play standard as them; since Raikou and Entei both have strong enough effects + stats to remain as they are. Adding a third effect would be overkill.[/spoiler]

 

[spoiler=Houndoom (016 - 017)]

Houndoom the Hellhound

地獄犬ヘルガー (Jigokuinu Herugā)

 

R8Ge456.jpg

 

2 Level 4 FIRE monsters
This card's Attribute is also treated as DARK. Once per turn, if your opponent Special Summons a monster: You can detach 1 Xyz Material from this card; your opponent takes damage equal to that monster's Level/Rank x 200 points.

 

Basic idea behind Houndoom's base form is essentially Pursuit/Sucker Punch to some extent. I don't really use it in battles, so unsure of an appropriate effect for its skill set.

 

MXyz Houndoom the Purgatory Hound of Darkness

MX暗闇の煉獄犬ヘルガー (Mega Ekushīzu Kurayami no Rengokuinu Herugā)

 

RZuAJGD.jpg

 

 

3 Level 5 FIRE monsters
This card's Attribute is also treated as DARK. If this card has "Houndoom the Hellhound as an Xyz Material, it gains these effects.
● If a FIRE monster you control battles an opponent's monster: You can have it gain ATK equal to half of its current ATK until the end of the Damage Step, but you take 1000 damage at the end of the Battle Phase.   
● If your opponent Special Summons a monster: You can detach 1 Xyz Material from this card; its ATK/DEF are halved, also your opponent takes 1000 damage.
You can only activate each effect of "MXyz Houndoom the Purgatory Hound of Darkness" once per turn.

 

Reflects its Solar Power effect by multiplying a FIRE monster's ATK by 150%, at the cost of 1000 LP (which is analogous to Solar Power stripping 1/8th of your HP at the end of each turn). Second effect is essentially a pumped version of its original form's effect; except the SSed monster gets its stats slashed and it's a straight 1000 damage.

[/spoiler]

 

[spoiler=Arcanine (018)]

Arcanine the Legend Komainu

伝説の狛犬ウィンディ (Densetsu no Komainu Windi)

 

mNYFDTu.jpg

 

Monsters your opponent controls lose ATK/DEF equal to their Level/Rank x 100 points. When this card destroys an opponent's monster by battle: Your opponent takes 800 damage. This card can attack your opponent directly, but when it uses this effect, any battle damage it inflicts to your opponent is halved.

 

On-field Intimidate (or Burden of the Mighty also applied against Xyz). Direct attacking effect is designed after Extreme Speed, though damage is cut in half (because direct attacks from a 2600 attacker isn't fun to face). And some burn when it kills something, which will probably happen.

 

(Mega Arcanine...do it now, Gamefreak)

[/spoiler]

 

[spoiler=Mega Shinrei no Kyōdairyū (019 - 020)]

Psychic Dragon Shooting Star Latias

心霊龍流れ星ラティアス (Shinreiryū Nagareboshi Ratiasu)

 

3NGirfz.jpg

 

1 Tuner Synchro Monster + "Psychic Dragon Princess Latias"
This card is also treated as a Psychic-Type monster. You can excavate the top 2 cards of your Deck, shuffle them back in, also this card can attack a number of times per Battle Phase this turn equal to the number of Dragon-Type monsters excavated +1. If this card destroys an opponent's monster by battle: You can target 1 monster your opponent controls; halve its ATK/DEF. During either player's turn: You can negate the activation and effect of a card your opponent controls, and if you do, banish that card. You can only activate each effect of "Psychic Dragon Shooting Star Princess Latias" once per turn.

 

Psychic Dragon Shooting Star Latios

心霊龍流れ星ラティオス (Shinreiryū Nagareboshi Ratiosu)

 

fdHG84t.jpg

 

1 Tuner Synchro Monster + "Psychic Dragon Prince Latios"
This card is also treated as a Psychic-Type monster. You can excavate the top 2 cards of your Deck, shuffle them back in, also this card can attack a number of times per Battle Phase this turn equal to the number of Dragon-Type monsters excavated +1. If this card destroys an opponent's monster by battle: You can target 1 monster your opponent controls; destroy it, then your opponent takes 800 damage. During either player's turn: You can target 1 card on the field; destroy it. Your opponent cannot activate cards or effects in response to this effect's activation. You can only activate each effect of "Psychic Dragon Shooting Star Latios" once per turn.

 

-------

Like I had planned to do, here are the Mega versions of Latias/Latios. As you already read from my comments below, since their Mega forms look almost EXACTLY the same; I had to design a new pic for Latias as to differentiate her from her bro. Basically nothing new, except for some clothing changes and arm stuff. (Latios is using his confirmed Mega artwork; and some adjustments).

 

Unlike the other Megas, the Eons are Accel Synchros (remember that legendaries are Synchro Monsters here).

 

Anyway, both of them possess a toned-down variant of Shooting Star Dragon [which is where part of their names come from]. Rest of the stuff are evolved versions of their original forms (you will need to access Set 1, which is helpfully linked at the top of the page).

[/spoiler]

 

[spoiler=Satoshi/Ash (021)]

Satoshi the Eon Trainer

無限使いサトシ (Mugentsukai Satoshi)

 

BfAq6pO.jpg

 

1 Tuner + 1 or more non-Tuner monsters
When this card is used to Synchro Summon a "Psychic Dragon" Synchro Monster, you can treat this card as a Level 2 monster. If you control a Level 7 or higher "Psychic Dragon" monster, you can Special Summon this card (from your Graveyard), and if you do, banish this card when it leaves the field. You can only activate 1 "Satoshi the Eon Trainer" effect per turn, and only once that turn.

 

More or less the Synchro Tuner you'll be using to Accel Synchro the Mega Eons. It's based on Ash because of his role during the 5th movie.

And yes, the BG is RUM - Argent Chaos Force with an overlaid Speed World 2; grade on the effect not picture, k?

[/spoiler]

 

[spoiler=Creation Dragons (022 - 024)]

Palkia the Spatial Creation Dragon

空間の創造神龍 パルキア (Kūkan no Sōzōshinryū Parukia)

 

R5TJNIM.jpg

 

1 Tuner + 2 or more non-Tuner WATER monsters
Banish any monster that battles with this card. Once per turn, during either player's turn: You can negate the effect of an opponent's card, and if you do, banish it. Once per turn, you can gain 1000 Life Points, but this card cannot declare an attack the turn you activate this effect.

 

Palkia's first effect is derived from its position as the creator of space, which I've decided to represent as a banishing effect. Also somewhat related to Spatial Rend.

Second effect is basically OPT negation; considering Palkia really only has that first effect as a "power" one, this is more or less so it doesn't get outclassed by the other two.

 

Third effect is based on Rest (more or less for LP restoration, with a Chaos Sorcerer-esque clause; can't attack if you decide to restore LP).

 

Dialga the Temporal Creation Dragon

時間の創造神龍 ディアルガ (Jikan no Sōzōshinryū Diaruga)

 

VayluBr.jpg

 

1 Tuner + 2 or more non-Tuner Machine-Type monsters
This card is unaffected by your opponent's monster effects. Once per turn: You can target 1 monster your opponent controls; that monster cannot activate its effects or be used as a Fusion, Synchro or Xyz Material monster until the end of their next turn. When this card destroys an opponent's monster by battle: Your opponent takes damage equal to that monster's Level/Rank x 200 points.
 

First effect reflects its Steel typing, which is resistant to some things. Here, I've given it some immunity to your opponent's monster effects, so either you kill him in battle or you resort to S/T-style removal.

 

Second effect reflects its abilities as a creator of time (idea is to "freeze" an opponent's monster in their current state). Essentially, your opponent is stuck with a vanilla monster that can't be used for Extra Deck spamming for a turn [they can still attack or be used for Tribute Summons, etc]

 

(Dialga's requirement is Machine-Type monsters instead of generic LIGHT, because they have a ton of support and not going to be giving them a 3.3k monster that essentially renders monsters as vanillas for a whole turn. Flavor-wise, it works to reflect the Steel aspect.)

 

Giratina the Void Creation Dragon

空隙の創造神龍 ギラティナ (Kūgeki no Sōzōshinryū Giratina)

 

M46yfVA.jpg

 

1 Tuner + 2 or more non-Tuner DARK monsters
This card can attack your opponent directly, but when it uses this effect, any battle damage inflicted by this card is halved. Once per turn: You can target 1 monster your opponent controls; return it to the Deck and if you do, your opponent takes 800 damage. If this Attack Position monster you control is targeted for an attack: You can change it to Defense Position.

 

Based on Giratina's altered form, as you can tell from the higher defense of this card. (Giratina really doesn't have a lot of attacking power compared to Dialga/Palkia)

 

First effect is based on Shadow Sneak, which Gira can learn in either forme (but more suited towards its Origin forme).

Second is Roar/Dragon Tail, and ties into one of its roles as a shuffler in Ubers (think from Gen 5 stuff).

Third effect essentially lets it switch to Defense Position when under attack; 2600 isn't really a lot on a Level 10 [factoring in common bosses] and Giratina is a wall Poke.

[/spoiler]

 

[spoiler=Flygon (025 - 026)]

Flygon the Desert Dragon

砂漠フライゴン (Sabakuryū Furaigon)

 

hySWXXQ.jpg

 

2 Level 5 EARTH monsters
Once per turn: You can detach 1 Xyz Material from this card; it can make a second attack during each Battle Phase this turn. During each player's End Phase, both players take 400 damage for every non-EARTH monster they control.

 

Effects are Earthquake (for its twin attacks; although EQ is spread move) and Sandstorm burn.

 

MXyz Flygon the Roaring Desert Dragon

MX 咆哮砂漠龍フライゴン (Mega Ekushīzu Hōkō Sabakuryū Furaigon)

 

qpF6rDQ.jpg

 

3 Level 6 EARTH monsters
During each player's End Phase, both players take 600 damage for every non-EARTH monster they control. If this card has "Flygon the Desert Dragon" as an Xyz Material, it gains these effects.
● You can detach 1 Xyz Material from this card; this card can attack every monster your opponent controls (one attack on each monster per Battle Phase) this turn.
● Once per turn: You can target 1 Spell/Trap Card on the field; return it to the hand.

 

Non-RUM effect is increased Sandstorm burn.

First RUM effect is literal Earthquake (since it can hit all of your opponents once)

Second RUM is Defog (which spins away hazards; in this case, S/T cards)

 

(Insert #Flygon2014 hashtag here, though Gamefreak didn't want to make one this time. So yeah, card exists because a lot of people outside CC wanted Mega Flygon [and frankly, so do I])

 

[/spoiler]

 

[spoiler=Rank-Up-Magic <Mega Evolutions> (027 - 028)]

Rank-Up-Magic Mega Ring

RUM-メガ・リング (Ranku Appu Majikku Mega Ringu)

 

UZxuZOp.jpg

 

Target 1 face-up Xyz Monster you control; Special Summon from your Extra Deck, 1 "MXyz" monster with the same Type as that monster you control but 1 Rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.)  If an "MXyz" monster you control would be destroyed while this card is in your Graveyard, you can banish this card instead.

 

Another basic RUM for Mega Evolutions; also comes with a one-time protection if any MXyz would get destroyed.

 

Rank-Up-Magic Mega Glove

RUM-メガ・グローブ (Ranku Appu Majikku Mega Gurōbu)

 

LIcHQgB.jpg

 

Target 1 face-up Xyz Monster you control; Special Summon from your Extra Deck, 1 "MXyz" monster with the same Type as that monster you control but 1 Rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Then, attach this card to that monster as an Xyz Material. You can only activate 1 "Rank-Up-Magic - Mega Glove" per turn.

 

Essentially a RUM that attaches itself as another material to a Mega Evolution.

 

And yes, Korrina's hand was rendered out and put in here, along with 101/106 floating around in background. You notice the BG for this is just a recolored RUM - 7th one, right?

[/spoiler]

 

[spoiler=Mega Force Gateway (029)]

メガフォースゲートウェイ (Mega Fōsu Gētowei)

 

5zHAYXL.jpg

 

Add 1 "Rank-Up-Magic Mega" Spell Card from your Deck to your hand. You can only activate 1 "Mega Force Gateway" per turn.

 

Essentially RoTA for the Mega Evolution RUMS.

BG is themed off of Barian Gateway [hence name], but judge on the effect/design.

[/spoiler]

 

--------------------------------

IMG Credit:

 

http://images6.fanpop.com/image/photos/32500000/Glaceon-Wallpaper-pokemon-32593238-1280-800.png (Glaceon)

http://www.mrwallpaper.com/wallpapers/pokemon-umbreon.jpg (Umbreon)

http://images2.wikia.nocookie.net/__cb20110103191318/pokeespectaculos/es/images/0/03/Leafeon_posando.jpg (Leafeon)

http://static.zerochan.net/Flareon.full.1508036.jpg (Flareon)
http://static.minitokyo.net/downloads/38/06/595338.jpg?2050978400 (Vaporeon)

http://img.gawkerassets.com/img/17p7daiy6paz2jpg/original.jpg (Absol)

http://www.hdwallpapers-3d.com/wp-content/uploads/2014/06/gardevoir-pokemon-hd-wallpaper-3.jpg (Gardevoir)

http://images4.fanpop.com/image/photos/22900000/Suicune-The-Legendary-North-Wind-destinygirl-22922019-800-663.png (Suicune)

http://th06.deviantart.net/fs70/PRE/i/2013/308/b/7/houndoom_by_artdean1992-d6t3bwl.png (Houndoom Normal)

http://p1.pichost.me/i/24/1475190.jpg (Arcanine)

http://img2.wikia.nocookie.net/__cb20100804101746/nonciclopedia/images/3/32/Palkia.jpg (Palkia)

http://fc01.deviantart.net/fs71/f/2010/340/5/5/dialga_roar_of_time_by_drayfrjg-d34c962.png (Dialga)

http://i252.photobucket.com/albums/hh3/orphanlugia/Pokemon/Giratina_Poster.jpg (Giratina)

http://fc09.deviantart.net/fs71/i/2010/064/a/3/flygon_wallpaper_by_blooddragonx.jpg (Flygon)

 

If you guys want the pictures of Mega Absol/Gardevoir/Houndoom, Korrina, Raikou/Entei or the RUMs, feel free to PM me (as I had to GFX them); may post them in Showcase at a later date.

 

Anyway, CnC/fix OCG, etc.

Reps will be provided to properly-written reviews.

 
(You do not have to CnC all cards in here at once; you may choose to review 1-2 cards at first, then cover the rest later)
 
 
P.S. I'd like to have all of this stuff centered, but YCM's acting up and not doing what it's supposed to be doing. Hopefully it fixes itself later.
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BUMP.

Added Gardevoir and its Mega Evo, alongside a new RUM (the Mega Ring).

 

Mega Ring essentially provides one-time protection for an MXyz monster [which essentially serves as double protection in conjunction with Mega Gardevoir].

 

As for Gardevoir, you could hypothetically Astral Force Chronomaly Crystal Chrononaut (normal) or Number 8/18/69 (Mega); or whatever R3/4 LIGHT Psychics fit the bill; but why would you do that? On more serious notes, Artifacts/Constellars and whatever spams R5 LIGHT monsters can make Gardevoir without too many issues.

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Ho-Oh:

It doesn't look good. The card can be summed up as a heavy damage dealer and OTK promoter, which is not cool because, really, OTKs are not fun and are arguably unfair for stealing games. Also, requiring 3 materials where 2 of them must be FIRE doesn't help; spending 3 monsters on a Synchro without any sort of protection or effect that generates immediate advantage is a risky investment.

 

Isn't Ho-oh based on a phoenix? I'm susprised you didn't give it a revival effect (similar to the Nordic Synchros), which not only would make it more reliable, but also would be a reference of both Ho-oh being a phoenix and its Regenerator ability,

 

As for suggestions, you can go for different things: Turn it into a 2-material Synchro, add an aforementioned self-revival effect, an on-Summon ATK drop effect as a reference to Sacred Fire, and/or replace the triple attack with a "destroy & burn" effect.

 

Personally, I would go for something like:

1 Tuner + 2 or more non-Tuner FIRE monsters
When this card is Synchro Summoned: Halve the ATK of all face-up monsters your opponent controls. Once per turn: You can target 1 card on the field; destroy that target, and if you do, inflict 800 damage to your opponent. This card cannot attack your opponent directly during the turn you activate this effect. During your next Standby Phase after this card is sent to the Graveyard: Special Summon this card from the Graveyard.
 
Yeah, it would still be a 3-material Synchro, but the last effect working on any form of removal as long as it hits the grave would make Ho-oh a real pain to deal with.
 
Mega Absol:
Considering it is a Mega Evo and that its first effect won't work on 2400+ ATK monsters, I think it would be fine without the discard cost. The other effect looks fine, although a bit unoriginal as it is almost the same as Caingorgorn's.
 
Korrina:
It is searchable by ROTA, and it can search any Rank-Up Spell? That feels like slippery slope. I think it would be more fair if it could search for Mega Evolution RUMs only.
 
 
No comments on Lugia or regular Absol because I think they are fine, and I have not read the rest of the cards yet.
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Ho-oh's fix works fine with me; can make the changes.

Ideally, I'd like to keep the version legendaries at 3-mat Level 10 stuff since the Tao trio already got that treatment.

 

For Mega Absol, I can strip the discard cost off of it [or increase the ATK limit]. Would be nice if it had some way to get around monsters with 2800+ ATK (i.e. Tachyon, 62, C102/104 or some other bosses that can beat this in battle); probably should adapt the base form's effect to an extent with it.

 

Korrina's one can be fixed; I originally had it search the Mega Evo RUMs during design; I have no idea why I chose to make it fuel RUM spam decks even more. Boxers would probably appreciate it (if they ever needed 105 to be Ranked-Up quickly); given it can probably slip in with their support.

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Another bump.

 

Added Houndoom and its Mega Evo [honestly didn't know what to do with it, so I basically gave it Sucker Punch/Pursuit for an effect, though they deal some burn as to reflect Houndoom's Fire typing]. I probably could've went with DARK and Pyro; probably wouldn't do much (I don't recall any regular Xyz with that combination).

 

Also added a new RUM, which is essentially Korrina's Mega Glove. You can figure out why 101 and 106 are in the picture as well.

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Anything in particular that you liked about them?

Remember, the AC is in effect within this section; it would be appreciated if you elaborated on what you thought about them.

 

As for potential updates, I had planned to do Mega Lati@s, assuming the artwork/design was better.

But no, Gamefreak had to be stupid and design them to be almost exact copies of each other. (Would've been Accel Synchro anyway, because base forms are already Synchro)

 

In essence, non-legendary Mega Evos go the Xyz -> Barian Force route; whereas legendaries take the Synchro -> Accel or Double Tuning path.

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Since you asked, I appreciated the pics, especially since they all came from one source. That's why I said "look" great. The lore was good, but Raikou and Entei's effects are way too powerful for a 7-star synchro monster with one attribute requirement. Suicune is the most balanced of the three. Bottom line, these are the choices I'd give you: You can either upgrade their levels to 8 or even 9 to round out the effects, or you can tone down the effects of the first two to balance with Suicune. Personally, I'd do the first. They are legendary Pokemon, there's no harm in making them look strong. I get that you are trying to replicate the movesets of each beast, but you should make sure they are balanced. If Entei is using Sacred Fire, if I remember correctly, it's a one-turn recharge move (e.g. Hyper Beam, Giga Impact, Frenzy Plant, Blast Burn, Hydro Cannon, etc.) This may seem like a lot, but I actually really like what you did. It's realistic, and refreshing compared to most of the pokemon cards posted on here. Great work!

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Sacred Fire isn't a recharge move; just has a 50% to burn something if it hits.

But yeah, Entei/Raikou do need to be toned down a bit (thought they are technically more aggressive than Suicune stat-wise).

 

I'd like to keep them at Level 7, so they remain standardized. For clarification, this is the scale I've been using for legendaries.

 

BST 580 - Level 7

BST 600 - Level 8 (though Latias broke this trend in set 1 as a Level 7)

BST 660 - Level 9 (Kyurem)

BST 670-680 - Level 10 [version mascots / Mewtwo]

BST 700 - Level 11 (Black/White Kyurem)

BST 720+ - Level 12 (Mega Mew2, Arceus, probably Primal Kyogre/Groudon and other things)

 

The idea of this is to combine their qualities, while also retaining some degree of RC design in here [hence why I make reference to metagame things in some cards].

 

Primal Kyogre/Groudon are going to be a pain designing; considering their abilities essentially become anti-Attribute wars.

Kyogre shuts down stuff like Fire Fists / Boxers ; Groudon cuts off Necloths, Ice Barriers, Atlanteans, etc. I don't know yet; still need to design.

 

As for Raikou, I'll add a discard effect to its first effect and restrict its S/T lock until the next End Phase.

Entei gets a discard cost for its burn effect; second one is changed to increasing damage against stronger opponents instead of pounding weaker ones into the floor.

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Decided to read the Johto Beasts and really, I think they need some work. To start with, in my opinion you should get rid of the discard costs, as I believe their effects are not worth the -1. Keep in mind that as Synchro 7s with specific materials they are competing with cards such as Michael, Gungnir, Arcanite, and even generic Synchros such as Moonlight Rose Dragon. Granted, Michael is not exactly a fair card with its "banish any card on the field" effect and I'm not saying that Raikou should be as powerful, but my point here is that your cards should be generating or maintaining advantage, not the other way around, in order to be competitive.

 

In addition, their battle-condition effects are too slow nowadays, as I have pointed out before. Certainly they would be better as OPT effects, or backed up by protection effects.

 

For instance, I think Raikou would be perfectly fine if its S/T lock was an on-Summon effect and had a Night Beam + Star Eater/Delteros clause so the opponent won't be able to chain it response to the Summon, and the attack paralysis could very well be an OPT without any additional cost. It would give it a niche over Michael, etc. if, let's say, your opponent has a single backrow and you don't want to risk your opponent chaining it to your Synchro Summon in case it is a Fiendish Chain, Breakthrough, BTH, etc.

 

When Synchro Summoned, your opponent cannot activate cards or effects. When this card is Synchro Summoned: You can target 1 Set Spell/Trap Card your opponent controls; destroy that target. Your opponent cannot activate the targeted card in response to this card's activation. Once per turn: You can target 1 monster your opponent controls; until the End Phase of their next turn, that monster cannot attack [or activate its effects].

 

The last part in [] is just a suggestion to further strengthen the effect, and instead of going for the overused "effect is negated" I suggest to disable it from activating effects (which is a different mechanic) just to make it slightly more original and to not disrupt the monster entirely since Continuous effects will remain active. Perhaps you could add a dice effect to reflect the chance of becoming "fully paralyzed" in the Pokemon games: something like throwing a dice and if the result is X or Y, the effect is negated, for technically a 33% chance of paralysis; not exactly the 25% from the Pokemon games, but is close enough. If you want a more precise mechanic, you could research a bit with coin flips and probability.

 

However, Entei needs a bit more of thought, because just increasing the damage inflicted is underwhelming. The first effect should be easy to fix, though: Just go for a similar effect to Ho-oh's on-Summon ATK-reduction effect, but targeting 1 monster instead of affecting all of your opponent's, and remove the discard cost.

 

 

As for Suicune, I got no ideas to suggest at the moment.

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Yeah, Breakthrough is still a common thing among the other cards; need to make sure these have some way to get around them AND not be outclassed by other Level 7 Synchros, whether they're generic or Attribute requirement.

 

In some capacity, I could've left the old effect on Raikou (have it lock down opponent's S/T cards while it still exists on the field); except add the "cannot activate effects" stuff onto it.

 

 

Took suggestions for Raikou/Entei; latter just deals a guaranteed 1300 burn when it battles something; so either your opponent gets rid of it quickly or they risk taking heavy burn damage (probably should reduce it to 800 or something; since 1.3k each time it battles will add up quickly).

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The change has been made; still decent amount of burn, but not enough to cause multiple GGs. 

 

I can probably do Mega Latios or something; Latias will probably go a different route picture-wise.

Either that, or I use someone's interpretation of her from dA (and I like their designs a lot better; because at least she's still red and distinct from her bro.) Or I draw her on my own. (Giving her Clear Mind regalia will be a pain, but I'll manage)

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Another bump, this time added Arcanine.

 

Essentially an improved monster version of Burden of the Mighty that can hit on Xyz Monsters when needed (pun not intended) with direct attacking capabilities and some burn options on a 2.6k body. Its BST is 555, which is great for a non-legendary (or pseudo one for that matter); hence why it's Level 7.

 

As a sidenote, I am designing Primal Kyogre/Groudon right now; just trying to determine appropriate stats/effects for them. Their Primal forms will most likely go the Burning Soul/Double Tuning route. (Aesthetically, it makes sense since they're using ancient power as opposed to Mewtwo/Latias who are drawing on new power)

 

I won't be doing the new Mega Evos from ORAS until maybe next set (when stat spreads are opened).

 

If I have to do it written, Mega Latias/Latios will be designed as Accel Synchro variants as previously noted. Might just alter the pictures used for the normal forms or draw if need be (remember that I really don't like how Gamefreak made them, but there's still hope that they changed the stat spread a bit to actually work and/or design)

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I generally end up GFXing them in a lot of Mega cases.

More or less will have to improve on the original design that I used in their normal forms.

 

But yeah, that's one of the reasons why I'm pissed at Gamefreak; how can you tell the difference besides eye color?

 

(Both of them will end up being Level 10 anyway; except for the fact a Level 3 Tuner Synchro doesn't exist yet. Either that, or I just make Latias a Level 9 monster and allow Formula Synchron on it)

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Update bump.

 

Added the Mega Lati@s like I had planned; yes I found (or more accurately, made) some suitable pictures. As you notice, they go a different route from the non-legendary Mega Evos. Latios uses his confirmed Mega form; Latias had her original form modified slightly so you can tell the difference. (I should probably fix the pic, so she takes up more room in image).

 

Both are Accel Synchros, because of their legendary status. Funny enough, I already associate the Eons with Clear Mind [remember all of the pics of Latias/her bro during YCM Grand Pokémon Tournament?]

 

Mewtwo/Rayquaza will go this route; Kyogre/Groudon will be Double Tuning/Burning Soul. Flavor-wise, it makes sense when they're correlated to their 5Ds counterparts.

 

---

Also made a Satoshi/Ash card, who's pretty much the Tuner you're going to be using to Accel Synchro the Eons anyway [mainly Latias, since no Level 3 Synchro Tuners exist, unless you use Phonon Dragon or something]. Latios has Formula Synchron to play with, but this is another option...

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Mind if I just CnC the Eon-related cards and Ash?

 

Anyway, I am liking that they retain their base form's powers to some extent [except stronger]; though unlike the regular Mega Evolutions here, getting a Synchro Tuner will be harder in most cases.

But we have Formula Synchron for that kind of stuff, don't we? 

 

Latias getting a free negation once per turn is pushing it a bit, but considering the effort needed, I guess it balances out. (The right arm is kinda awkward here, but I know better pictures don't exist; especially ones that don't show a distinct difference). In Latios's case, he gets a Night Beam-esque effect for popping things. I suppose their effects tie into their playstyles. 3.8k on Latios will hurt a lot though [especially combined with it popping stuff]. 

 

I can see why you did Ash as a Synchro Tuner for the Eons; considering movie 5 and all. Latias definitely needs a way to be Accel Synchro'd, so it helps. Formula works for Latios, but even Ash can help facilitate his Synchro Summon. 

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If it makes any sense, I suppose you can say I applied the /Assault Mode formula on them (but they're Accel Synchro). 

 

Granted, legendary Mega Evos will be harder than simply doing Rank-Ups; probably could've went the Burning Soul route or something (or the LSD treatment). 

In other words, I should probably do Primal Kyogre/Groudon on the Life Stream Dragon track; require their base form + 1 Tuner [will be Level 12 though]. 

 

Still deciding if Kyogre/Groudon should be Level 9 or 10; since technically they're under the 680 benchmark [and thus would fall under the same vein as Kyurem]. Might be easier to pull off a Burning Soul variant that way [if 9]. Rayquaza stays as a Level 10 though. 

 

Whatever goes into the Primals, some Attribute decks are getting shot down because of abilities. 

 

As for the Latias picture, it does look a bit awkward; might've helped if I found a better pic with the back of her claw; but this isn't Showcase so whatever.

(Would've also helped if Gamefreak had actually bothered to make DISTINCT designs for the both of them, but nooo....)

 

 

Thanks for commenting, Sapphy. 

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  • 2 weeks later...

Update bump.

Added the Creation Trio to set.

 

In a nutshell with their main goals: Palkia focuses on banishing stuff (given it deals with space + banishing sorta factors into it), Dialga "freezes" a monster and boasts an immunity to monster effects, Giratina focuses on messing up the opponent's field and walling things when it's needed.

 

Dialga had its non-Tuner requirement altered a bit due to abuse reasons with LIGHT monsters.

Ideally, the non-Tuner component could've been (Attribute) Dragon-Types, but not many WATER Dragon-Types exist (well, lower Level ones).

 

You could use 2 Blizzard Dragons + some Level 2 Tuner like Reese/Dewdark/Cryomancer in Ice Barriers, but that's iffy. For Giratina, same things [a lot of DARK Dragons are high-Level, though there are some smaller ones]. LIGHT Dragons are somewhat more common though (in the lower Level areas); there are some LIGHT-oriented Decks that'd like nothing more than a 3.3k monster that essentially locks Extra Deck usage (material-wise on field), so needed to avoid that [though Machines have their fair share of things too; Scraps are probably one of them, given Atomic].

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  • 2 weeks later...

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