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Pokemon Inspired Yu-gi-oh Cards


Aman Indra

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So , this will be a long support if this is appreciated , i will be going with gen 1 , then 2nd and so on with mechanisms going complex with generation to generation. This is just a promo of what i have in mind , this is the charizard line with a field spell specific ability ( sunny day) and a powerful move in form of a trap ( flamethrower).

Hope you like it , i also made a burn token (status) which sucks atk and destroys if atk hits zero) , comments and criticism is appreciated. Hope you like this , i will be adding Bulbasaur line with solar beam , poison status next ,

 

Charmander

FIRE/Dragon/Effect

1300 ATK / 1100 DEF

When this card is normal summoned ; send 1 FIRE-type monster from your deck to the graveyard.

When this card is tributed for the summon of a FIRE-type monster ; Add 1 "Charizard" from your deck to your hand.

 

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Charmeleon

FIRE/Dragon/Effect

2300 ATK / 1700 DEF

You can also special summon this card (from your hand or graveyard) by tributing a level 4 or lower fire type monster you control.
Once per turn ; Place 1 burn token on a face-up monster on the field. (Monster(s) with burn token loose 300 ATK during each player's standby phase ; if their ATK becomes zero due to this effect , they are destroyed).
When this card is tributed for the summon of a FIRE type monster ; Destroy a spell/trap card on the field.
 
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Charizard
FIRE/Dragon/Effect
Level 8
2700 ATK / 2100 DEF
You can also special summon this card (from your hand or graveyard) by tributing a level 5 or higher fire type monster you control.
Once per turn , during either player's turn ; you can pay 1500 life points : Destroy all monster(s) on the field with "Burn Token" on them.
Once per turn , during your main phase : Target 1 face-up monster your opponent controls ; place 1 "Burn Token" on it.
(Monster(s) with burn token loose 300 ATK during each player's standby phase ; if their ATK becomes zero due to this effect , they are destroyed).
 
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Sunny day
Field Spell Card
All FIRE-type monster(s) gain 300 ATK and DEF.
All EARTH-type monster(s) loose 300 ATK and DEF.
If a FIRE-type monster would be destroyed ; You can destroy this card instead.
If you control a level 8 or higher FIRE type monster : Once per turn , place 1 "Burn Token" on a face-up monster on the field. (Monster(s) with burn token loose 300 ATK during each player's standby phase ; if their ATK becomes zero due to this effect , they are destroyed).
 
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Flamethrower
Counter Trap Card
Activate only if you control the monster with the highest ATK on the field.
Negate the effects of all face-up monster(s) your opponent controls until end of their next turn.
 
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Bulbasaur
EARTH/Plant/Effect
1200 ATK /1100 DEF
When this card is normal summoned ; Add 1 "Ivysaur" or "Venusaur" from your deck to your hand.
Once per turn , this card cannot be destroyed by battle.
 
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Ivysaur
EARTH/Plant/Effect
2200 ATK / 1300 DEF
You can special summon this card by discarding a EARTH monster from your hand.
Cannot be targeted by the effect(s) of water and fire monsters.
Once per turn ; Place 1 "Poison Token" on a effect monster on the field.
(Monster(s) with "Poison Tokens" loose 400 ATK and the controller of those monster(s) takes 300 dmg during each standby phase for each poison token on their side of the field).
 
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Venusaur
EARTH/Plant/Effect
2600 ATK / 2100 DEF
You can special summon this card by discarding a EARTH monster from your hand.
Cannot be targeted by FIRE and WATER monster(s) effects.
Once per turn ; pay 600 LP : Place 1 "Poison Token" on each monster your opponent controls. (Monster(s) with "Poison Token" loose 400 ATK and the controller of those monster(s) takes 300 dmg during each standby phase for each "Poison Token" on their side of the field).
If this card would be destroyed : Add 1 EARTH monster from your graveyard to your hand.
 
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Frenzy Plant
Normal Spell Card
Activate only if you control a level 8 or higher Plant-type monster.
Target 1 monster your opponent controls : Destroy it and if you do ; deal damage to your opponent equal to it's ATK.
"Venusaur" cannot attack during the turn you activate this card.
 
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Solar Beam
Continuous Trap Card
Activate this card by targeting an effect monster on the field.
During your next standby phase ; If the targeted monster and this card is still face-up on the field : Destroy that monster and deal damage to your opponent equal to it's ATK. (This damage cannot be reduced or negated by card effects).
 
SUVZq5T.jpg
 
 
Squirtle
WATER/Aqua/Effect
Level 4
1400 ATK / 900 DEF
When this card is normal summoned : Add 1 "Wartortle" or "Blastoise" from your deck to your hand.
Once per turn : This card cannot be destroyed by card effects.
 
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Wartortle
WATER/Aqua/Effect
Level 6
2200 ATK / 1600 DEF
You can special summon this card by banishing 1 WATER monster from your graveyard. You can only special summon "Wartortle" once per turn this way.
Once per turn :This card cannot be destroyed by card effects.
When this card is special summoned :Place 1 "Frozen Token" on a face-up monster on the field. (Monster(s) with "Frozen Token" cannot declare an attack or change their battle position).
 
WFTTZS6.jpg
 
Blastoise
WATER/Aqua/Effect
You can special summon this card by banishing 2 WATER monsters from your graveyard.
Cannot be destroyed by card effects.
Once per turn, You can pay 500 LP :Place 1 "Frozen Token"  on all face-up monster(s) your opponent controls.  (Monster(s) with "Frozen Token" cannot declare an attack or change their battle position).
When this card is destroyed :Target 1 of your banished WATER monster(s) ; Special summon it.
 
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Hydro Cannon
Counter Trap Card
Activate only when a level 8 or higher WATER monster on the field is targeted for an attack or by a card effect : Negate that effect, if you do ; Deal 1000 damage to your opponent.
 
djNZpWk.jpg
 
Rain Dance
Field Spell Card
All WATER monster(s) gain 300 ATK and DEF
All FIRE monster(S) loose 300 ATK and DEF
Once per turn, when you special summon a WATER monster ; Send 1 WATER monster from your deck to the graveyard.
During each of your end phases, if you control a level 8 or higher WATER monster : Target 1 monster on the field with a "Frozen Token" on it ; destroy that target.
 
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OCG First: It's not "FIRE Type" it's just "FIRE", i.e. "Add one FIRE monster from your deck to your hand." Those monster are only Dragon-Type.

 

And I don't understand how the last card is a Counter Trap card. Counter Trap cards are always used in RESPONSE to something.

 

Looking forward to seeing more of these, though.

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Probably so it can't be negated by some other card effects; there are a few others like it, but cbb to name specifics at this hour.

 

But yeah, Flamethrower is essentially an uncounterable Breakthrough Skill against the opponent if you have the advantage power-wise. (I say this because it's SS3 and can't be chained unless opponent has Dark Bribe or something).

 

Charizard and Sunny Day essentially have the same effect, bar certain activation things

Yes, Charizard gets Drought in its Mega form, but personally, I think you can be more creative with designing unique effects for both of them.

 

Being a protector of sorts is good for Charizard, but as mentioned, you should either change Sunny Day or Charizard's effects to be separate.

 

Though, you can essentially go the full evolution route here.

  • Summon Charmander
  • Mill Charmeleon and SS it with its own effect
  • Trigger Charmander in Graveyard and search Charizard
  • SS Charizard using the just summoned Charmeleon

I'm not really keen on you getting a 3K monster this quickly, even if it does lack effect protection and such.

Though Charmeleon/Charizard both can weaken the opponent slowly (much like the burn status in-game), however latter can just blow them up for a high LP cost.

 

You can probably afford to lower the cost a bit; 1500 LP is a bit to wipe out specific monsters (ones with counters on them).

As much as I'd say that Raigeki gets the job done without costing a chunk of LP and being unhindered by counters (I think you know this well by now), this is Casual, so not elaborating on it further.

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Probably so it can't be negated by some other card effects; there are a few others like it, but cbb to name specifics at this hour.

 

But yeah, Flamethrower is essentially an uncounterable Breakthrough Skill against the opponent if you have the advantage power-wise. (I say this because it's SS3 and can't be chained unless opponent has Dark Bribe or something).

 

Charizard and Sunny Day essentially have the same effect, bar certain activation things

Yes, Charizard gets Drought in its Mega form, but personally, I think you can be more creative with designing unique effects for both of them.

 

Being a protector of sorts is good for Charizard, but as mentioned, you should either change Sunny Day or Charizard's effects to be separate.

 

Though, you can essentially go the full evolution route here.

  • Summon Charmander
  • Mill Charmeleon and SS it with its own effect
  • Trigger Charmander in Graveyard and search Charizard
  • SS Charizard using the just summoned Charmeleon

I'm not really keen on you getting a 3K monster this quickly, even if it does lack effect protection and such.

Though Charmeleon/Charizard both can weaken the opponent slowly (much like the burn status in-game), however latter can just blow them up for a high LP cost.

 

You can probably afford to lower the cost a bit; 1500 LP is a bit to wipe out specific monsters (ones with counters on them).

As much as I'd say that Raigeki gets the job done without costing a chunk of LP and being unhindered by counters (I think you know this well by now), this is Casual, so not elaborating on it further.

what is your whole thought on this support , should i continue this ? 

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I like this idea, although I would suggest you change Sunny day from reducing Earth to reducing Water attribute monsters (like in the pokemon games)

 

Also can the burn counters be stacked? i.e. can you place more than one on any one monster to reduce its attack by 600 per turn (2 counters) etc. If not then perhaps look at changing sunny day's burn counter effect to something like:

-All Fire attribute monsters cannot be targeted by trap effects

-When all non Fire or Light attribute monsters declare an attack they must flip a coin, Heads they can attack, tails they can't, or something like that.

(I have included light attribute as they are light and supposed to be used to bright lights etc, feel free to leave out the light attribute though if you want)

-All Burn counters reduce that monsters attack by 500 instead of 300 per turn. (although this may become quite OP particularly if they can be stacked)

 

Finally on Charizard perhaps change it to; This card cannot be special summoned the same turn that "Charmeleon" was. in which case you can reduce the cost of destroying a monster to 1000 or 800 LP instead of 1500, or give it some basic protection, such as this card cannot be targeted by monster effects.

 

 

what is your whole thought on this support , should i continue this ? 

 

Definitely continue this, I cant wait to see what you can make for the other pokemon

Squirtle ---> Blastoise + Rain dance and Surf/Hydro Pump (Water attribute)

Larvitar ---> Tyranitar + Sandstorm and Earthquake/Rock slide (Earth attribute)

etc, etc.

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I agree with Bubbletrouble entirely on his points that he brought up. Also, a second effect of Sunny Day could be when you activate it, you can add a FIRE Attribute Monster from your Deck to your hand, or a "Flamethrower" Trap Card from your deck to your hand, vs. doing exactly what Charizard does.

 

So I suppose its effect would go a little like this...

 

Sunny Day - Field Spell Card

 

When this card is activated, you can add one FIRE Attribute monster from your Deck to your hand. All FIRE Attribute monster(s) gain 300 ATK and DEF, and all EARTH Attribute monster(s) loose 300 ATK and DEF. If a FIRE-type monster would be destroyed; you can destroy this card instead. Once per turn,you can remove one "Burn Counter" from either side of the field: add one "Flamethrower" Trap Card or one "Charizard" monster card from your Deck to your hand, if you do, then send one FIRE Attribute monster from your deck to the Graveyard.
 
Also, I'd recommend you make Charizard, Charmeleon, and Charmander all Pyro Type instead of Dragon Type because 1. They aren't Dragons in the games and 2. You could run Royal Fire Guards and get some crazy draw power. Plus, you could recycle your fallen Charmanders so you can bring out Charizard again.
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My only gripe? Venasaur's destruction ability. Or, rather, what keeps it from being destroyed. It's... it's completely a plus. There's no downside besides battle damage from Venasaur activating its effect. Instead of sending cards to the grave (which is what most cards like Venasaur do), it... adds them back to the hand? That doesn't make any sense. I recommend going with the generic saving option of discarding a monster card in order to protect Venasaur. Simply because the ability to add your Bulbas and Ivys from your grave to your hand can get very overpowered very quick. It's a +1 for doing practically nothing.

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My only gripe? Venasaur's destruction ability. Or, rather, what keeps it from being destroyed. It's... it's completely a plus. There's no downside besides battle damage from Venasaur activating its effect. Instead of sending cards to the grave (which is what most cards like Venasaur do), it... adds them back to the hand? That doesn't make any sense. I recommend going with the generic saving option of discarding a monster card in order to protect Venasaur. Simply because the ability to add your Bulbas and Ivys from your grave to your hand can get very overpowered very quick. It's a +1 for doing practically nothing.

As if free plusses were never a thing in yugioh , there is nothing wrong with them , and its called recycle and not every monster will have protection effects , atleast not the starters , the spell and trap and poison kill slowly and venusaur only speeds it , and getting bulbasaur and ivy back to hand isnt overpowered at all .

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So... what you're saying is that having a monster with 2600 Attack that can't be destroyed, period, can weaken every monster on the field whilst racking up burn damage, and can constantly plus whenever someone tries to destroy it isn't even slightly overpowered?

 

That... that's absurd. Really, it is. If it were a once per turn thing, I'd be fine with you getting pluses from it. But constantly? Attack after attack, Dark Hole after Dark Hole? The only way to get rid of this thing, realistically, is with Compulsory Evacuation Device, but even then, its summon conditions are so easy that you'd just bring it back in a turn or two, especially if they tried to destroy it.

 

Honestly, that card, while not completely broken, certainly is leaning towards overpowered. I'd make its destruction effect be only once per turn, for balance reasons.

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So... what you're saying is that having a monster with 2600 Attack that can't be destroyed, period, can weaken every monster on the field whilst racking up burn damage, and can constantly plus whenever someone tries to destroy it isn't even slightly overpowered?

 

That... that's absurd. Really, it is. If it were a once per turn thing, I'd be fine with you getting pluses from it. But constantly? Attack after attack, Dark Hole after Dark Hole? The only way to get rid of this thing, realistically, is with Compulsory Evacuation Device, but even then, its summon conditions are so easy that you'd just bring it back in a turn or two, especially if they tried to destroy it.

 

Honestly, that card, while not completely broken, certainly is leaning towards overpowered. I'd make its destruction effect be only once per turn, for balance reasons.

what destruction effect dude ? venusaur doesnt even have a destruction effect . It just cannot be targeted by water and fire monster effects . 

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The effect that prevents it from being destroyed. That's what I've meant. Misusing Yu-Gi-Oh! terminology is something I need to fix, apparently, kind of like how you need to fix its protection effect. I get these are casual cards, but this thing is a major pain to kill, plus, it gives you free pluses whenever people try to get rid of it. That's not how most protection effects work. At least, not in tandem. Once per turn? Sure. Forever times a turn? That's getting into the OP category, when its combined with cards that could prevent it from being banished/being sent back to the hand.

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Umm  . . . correction

 

You can't place token on a face-up monster (Ik what you mean, you might want to say "Burn Counter" not "Burn Token")

 

As a whole, the idea of those cards is interesting and i think fun to play with too (placing counter, different counter has different effects)

But umm . . . i thought it would be the same like how LV monster works, but still nice anyway.

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Umm  . . . correction

 

You can't place token on a face-up monster (Ik what you mean, you might want to say "Burn Counter" not "Burn Token")

 

As a whole, the idea of those cards is interesting and i think fun to play with too (placing counter, different counter has different effects)

But umm . . . i thought it would be the same like how LV monster works, but still nice anyway.

yeah , correction terminology i guess :) , this is only gen 1 though , i will be going over more complex route for legendaries and furthur gen etc.

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Charmander is literally "normal summon me to get a 2700 beater, destroy a spell or trap card, and then, for 1500 life points, you can destroy a monster."

 

This is a problem, don't you think?

Comparing that to today's context , not at all.

And i was supposed to keep this a weird powerful way , otherwise i would have posted this in advanced instead of casual.

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Interesting effect choice for Blastoise, though, given how Venasaur and Blastoise battle in-game, I would've given the protection effect to Blastoise and the debilitating effects to Venasaur, cause of Blastoise's great defense and Venasaur's ability to learn all the original powder status moves. Just a suggestion.

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Interesting effect choice for Blastoise, though, given how Venasaur and Blastoise battle in-game, I would've given the protection effect to Blastoise and the debilitating effects to Venasaur, cause of Blastoise's great defense and Venasaur's ability to learn all the original powder status moves. Just a suggestion.

Blastoise needs some love xd

Venusaur and the poison counters are a bit lethal than frozen in long run so i decided to protect blastoise instead.

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