that random guy Posted March 4, 2014 Report Share Posted March 4, 2014 These are the cards I have aldready made with more probably coming in from new games when they come out (only the single player ones though). These are mostly from a crack in time and some characters from tools of destruction for now. I don't mind if you think my cards are bad if you think so please be civilized about it thats all I ask. if you think a card is overpowered state why and what i could do to change it, I will happily make changes as I have edited these cards alot already (due to them being far to OP at first) i still have my doubts about some of them being to strong. In short speak your mind about them but do so in a polite manner. I thank you for your time. Just to be clear. monsters are sorted: level -> ATK -> (if thats the same) alphabet. spells are sorted: normal -> quickplay -> continuous -> field -> equip. Traps are sorted: normal -> counter -> continuous. Monsters: if you normal summoned a"R&C" monster this turn you can special summon this monster by removing from play 1 "R&C" monster from your graveyard you can tribute a face-up "R&C" monster to special summon 1 zyphoid monster from your hand, deck or graveyard if this card is used as a synchro material for a "R&C" synchro monster, that monster can attack twice during each battle phase the turn it was summoned If you control a face-up R&C synchro or Xyz monster you can special summon this card (from your hand). during the turn this card is special summoned this way you cannot conduct your battle phase. If you control a face-up "R&C" monster exept R&C Clank, you can special summon this card from your hand. When this card is sent from the field to the graveyard you can add 1 "R&C" monster from your deck to your hand. the effects of R&C clank can only be activated once per turn When this card is summoned you can activate the apprpriate effect based on the type of summon: *Normal summon: Add 1 R&C trap card from your deck to your hand *Special summon: Add 1 R&C trap card from your graveyard to your hand then discard 1 card when this card is normal or special summoned, You can add 1 "R&C" spell card from your deck to your hand. the effect of ratchet can only be activated once per turn If you control 2 or more face-up "R&C" monsters, you can normal summon this card without tributing. there can be only one "R&C aphelion" face-up on your side of the field. once per turn when a face-up "R&C" card you control would be destroyed by a card effect you can negate the activation and destroy that card. Spells: If the only monster(s) you control are 2 or less face-up "R&C" monsters you can special summon 1 R&C monster from your hand. During the turn you activate this effect you cannot normal or special summon a monster(s) exept a R&C monster. The effect of "R&C a little backup" can only be activated once per turn. You can only activate this card in main phase 1. Select 3 "R&C" monsters in your graveyard shuffle them into the deck then draw 2 cards. During the turn you activate this card you cannot conduct your battle phase. each player can only use the effect of "R&C how relevant is what can be changed once per duel" banish 1 "R&C" tuner monster and 1 "R&C" non tuner monster from your grave, special summon 1 "R&C" synchro monster from your extra deck whose level is equal to the banished monsters combined levels. add 1 "R&C" monster from your deck to your hand When this card is activated activate one of the appropriate effects: -If you control 2 or more face-up "R&C" monster select 2 face-down spell or trap cards your opponent controls an destroy them -If you control 4 or more face_up "R&C" monsters destroy all spell and trap cards you opponent controls each time you special summon a "R&C" monster put one breeding counter on this card. you can remove all counters from this card and destroy it special summon 1 "R&C" synchro monster from your extra deck with a level equal to the amount of counters that were on this card (this summon is treated as a synchro summon). all "R&C" monsters you control gain 200 ATK for each face-up "R&C" monster you control with a different name Traps: when your opponent summons a monster while you control a face-up "R&C" monster you can activate one of the aprropriate effects - if it has 1000 or more atk: send the summoned monster to the graveyard - if it has 1500 or more atk: remove from play that monster you can only activate this card during your opponents standby phase when you control 1 or more "R&C" monsters, switch all monsters your opponent controls to face up attack position (flip effects do not activate at this time) their position cannot be changed until the end phase and all monsters your opponent controls must attack if possible you can only activate this card when you opponent selects a face-up R&C monster as a attack target. when a R&C monster you control is targeted for an attack you can return that monster to the hand and special summon a "R&C" monster with a different name from your hand (all cards that were equipped to the monster returned to the hand are equipped to the special summoned monster instead), battle continues with the special summoned monter as the attack target during you turn if you control 3 or more "R&C" monsters you can activate this card from your hand. when your opponent activates a card or effect that that destroys one or more "R&C" monsters you control you can negate the effect and return that card to the top of the deck Extra Deck cards: Xyz': 2 level 3 "R&C" monsters While this card has Xyz materials it is also treated as machine type. during either players turn when this card is in attack position you can detatch 1 Xyz material from this card select 1 R&C monster you controll and 1 other monster on the field the first target gains gains 1000 ATK the second target loses 500 ATK until the end phase. during Either players turn when this card is in defense position you can detatch 1 Xyz material to select one monster you controll it cannot be destroyed by cards effects when this card is special summoned you can detatch 1 xyz material from this card to special summon 1 of your removed from play R&C monsters. you can remove 2 xyz materials from this card destroy it and if you do special summon 1 R&C monster from your graveyard Synchro's once per turn this card cannot be destroyed by battle. when you take battle damage from a battle involving this card this card gains attack equal to the battle damage you took. the effect of R&C snowball can only be activated once per turn. 1 "R&C" Tuner + 1 or more non-Tuner "R&C" monsters up to twice per turn you can activate one of the following effects, each of these effects can only be activated once per turn -when this card destroys a monster by battle return that monster to the top of the owner's deck. -destroy 1 monster you control then destroy 1 monster your opponent controls if you use this effect this card cannot attack during this turn -when you special summon a R&C monster except "R&C dr nefarious" you can draw a card from your deck 1 "R&C" Tuner + 1 or more non-Tuner "R&C" monsters when this card is synchro summoned select 1 card on the field banish it, if the banished card was a synchro monster, xyz monster or fusion monster you can special summon one of the monsters used for this card's synchro summon. once per turn during either player's turn at the start of main phase 1, select 1 monster on the field exept this card and negate it's effects until the end phase 1 "R&C" Tuner + 1 or more non-Tuner "R&C" monsters when this card is special summoned send all non-R&C monsters you control to the graveyard. neither player can activate spell or trap cards during the battle phase, this card's effects cannot be negated 1 "R&C" tuner + 1 or more "R&C" non tuner monsters if you have no earth type monsters in your graveyard destroy this card. up to twice per turn during either players turn when your opponent special summons a monster you can special summon a earth monster from your graveyard with a level lower than or equal to half the level of the special summoned monster. during each of your opponents stanby phases you can remove from play 1 earth monster if you do not the folliwing effect is negated until your opponents next standby phase. negate the effects of all other monsters face-up on the field. 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Gregory the Gregory Posted March 4, 2014 Report Share Posted March 4, 2014 These names. I'm like. Whaaaat. Link to comment Share on other sites More sharing options...
that random guy Posted March 4, 2014 Author Report Share Posted March 4, 2014 They are from the cutscenes the thing they say at that moment are the names. the monsters are ofcourse the actuel names (exept qwark who would have to be "R&C copernicus qwark" but i liked captain better) I thought they were funny at least some of them. Link to comment Share on other sites More sharing options...
Gregory the Gregory Posted March 6, 2014 Report Share Posted March 6, 2014 You don't need to put R&C at the beginning of everything. Link to comment Share on other sites More sharing options...
that random guy Posted March 19, 2014 Author Report Share Posted March 19, 2014 You don't need to put R&C at the beginning of everything. its an archtype so i think it needs R&C at the beginning right how else would you call them Link to comment Share on other sites More sharing options...
Gregory the Gregory Posted March 19, 2014 Report Share Posted March 19, 2014 A card doesn't need to have the name of an archtype in it's name to support it. And unless you make a car that searches for 'R&C' spell and trap cards, you don't need it. Link to comment Share on other sites More sharing options...
that random guy Posted May 25, 2014 Author Report Share Posted May 25, 2014 A card doesn't need to have the name of an archtype in it's name to support it. And unless you make a car that searches for 'R&C' spell and trap cards, you don't need it. there are cards that search monsters spells and traps thats why i did it. otherwise you would be right though Link to comment Share on other sites More sharing options...
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