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Delibirb

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[spoiler=Three Distant Planes]

Celestial of the Distant Heaven, Angela

*4 Fairy/Effect EARTH 1900/1200

When this card is Normal Summoned: Send 1 “Distant” monster from your deck to the graveyard, then banish 1 “Distant” monster from your deck with a different attribute from the monster sent to grave. You can banish 1 card in your hand; set 1 “Distant” Spell Card from your deck or graveyard to your side of the field, but it cannot be activated this turn.  Only 1 effect of “Celestial of the Distant Heaven, Angela” can be activated per turn, and only once that turn.

 

Messenger of the Distant Heaven, Rachel

*4 Thunder/Tuner WIND 1500/1600

If you control an EARTH monster: you can Special Summon this card from your hand. If you control ea Synchro Monster, you can banish this card from your hand and discard 1 "Distant" card; draw 2 cards. Only 1 effect of “Messenger of the Distant Heaven, Rachel” can be activated per turn, and only once that turn.

 

Angela, Distant Herald of the Immaterial Heaven

*8 Fairy/Synchro/Effect WIND 2900/2200

1 WIND Tuner + 1 non-tuner EARTH monsters
When this card destroys a monster by battle: you can send 1 face-up Spell Card you control to the graveyard; draw 1 card, then this card can make a second attack in a row. You cannot activate a “Distant” Spell Card for the rest of the turn after this effect is activated. During either player's turn, if this card is Synchro Summoned using an "Angela" monster, you can return this card to the Extra Deck; Special Summon 1 "Celestial of Distant Heaven, Angela" from your deck, graveyard, or banished in Attack Position. It cannot be destroyed by battle or card effects until the end of your opponent's turn. You cannot Special Summon for the rest of the turn after this effect is activated.

 

Distant Rite [Pillars – Celestial Foundation]

Continuous Spell Card

If you control a face-up EARTH monster: you can destroy this face-up card; send 1 WIND monster from your deck to your graveyard. If you do, “Distant” Spell Cards cannot be destroyed until the End Phase of this turn. Once per turn during either player's turn: you can change the Battle Position of a monster on the field. You can only control 1 face-up “Distant” Continuous Spell Card.

 

Distant Rite [Polar Lights – Manifest Aurora]

Continuous Spell Card

If you control a face-up EARTH monster: you can destroy this face-up card; add 1 of your banished “Distant” monster to your hand. If you do, “Distant” Spell Cards cannot be destroyed until the End Phase of this turn. Once per turn: you can tribute 1 “Distant” monster; Special Summon 1 “Distant” monster from your deck with a different attribute. You can only control 1 face-up “Distant” Continuous Spell Card.


Maiden of the Distant World, Miare

*4 Spellcaster/Effect EARTH 1500/1500

If this card is targeted for an attack or card effect, you can shuffle 2 "Distant" cards with different names from your graveyard to your deck; negate the attack or effect. During your Main Phase: activate 1 "Distant" Spell Card from your graveyard. Only 1 effect of “Distant World Maiden, Miare” can be activated per turn, and only once that turn.

 

Magician of the Distant World, Marie

*4 Spellcaster/Tuner WIND 1200/1900

You can target 1 level 4 EARTH monster in your graveyard; discard 1 "Distant" card, then Special Summon it to your side of the field in Defense Position. If this card is in your graveyard, you can send 1 face-up Spell Card you control to the graveyard; Special Summon this card. If you do, you cannot Special Summon monsters for the rest of the turn, except Synchro Monsters. Only 1 effect of "Distant World Magus, Marie" can be activated per turn, and only once that turn.

 

Miare, Distant Priestess of the Desire Worlds

*8 Spellcaster/Synchro/Effect WIND 2500/2500

1 WIND Tuner + 1 non-tuner EARTH monsters
If this card is Synchro Summoned using a "Miare" monster: activate or set 1 "Distant" Spell Card from your deck or graveyard. When a monster effect is activated : you can send 1 Spell Card from your hand or field to the graveyard; negate the effect and shuffle it to the deck. During either player's turn, if you control a "Maiden of the Distant World, Miare", you can banish it and a level 4 WIND tuner in your graveyard; Synchro Summon this card from your graveyard.

 

Distant Rite [barrier - Dragon Purge]

Continuous Spell Card

If you control a face-up EARTH monster: you can destroy this face-up card and target 1 face-up monster on the field; destroy it. If you do, “Distant” Spell Cards cannot be destroyed until the End Phase of this turn. All "Distant" monsters you control gains 500 ATK and DEF. You can only control 1 face-up “Distant” Continuous Spell Card.

 

Distant Rite [Gathering Void – White]

Continuous Spell Card

If you control a face-up WIND monster: you can destroy this face-up card; draw 1 card. If you do, “Distant” Spell Cards cannot be destroyed until the End Phase of this turn. During your opponent's Battle Phase, you can pay 1000 life points and discard 1 "Distant" card; end the Battle Phase. You can only control 1 face-up “Distant” Continuous Spell Card.


Warden of the Distant Realm, Morii

*4 Beast-Warrior/Effect EARTH 1700/1400

When this card is Normal Summoned: you can reveal 1 WIND monster in your hand; add 1 “Distant” monster from your deck to your hand. You can shuffle this banished card to the deck and send 1 face-up “Distant” card you control to the graveyard; Special Summon 1 WIND monster from your deck. Only 1 effect of "Warden of the Distant Realm, Morii" can be activated per turn, and only once that turn.

 

Breeze of the Distant Realm, Aria

*4 Winged-beast/Tuner WIND 1400/1700

You can discard this card if you control a WIND monster; Special Summon 1 of your banished EARTH level 4 monsters. If all monsters you control are EARTH, you can discard 1 card and return 1 face-up “Distant” card you control to the hand; Special Summon this banished card. If you do, you cannot Special Summon monsters for the rest of the turn, except by Synchro Summon, and the card returned by this effect cannot be activated for the rest of the turn. Only 1 effect of “Breeze of the Distant Realm, Aria” can be activated per turn, and only once that turn.

 

Morii, Distant Guardian of the Material Realm

*8 Beast-Warrior/Synchro/Effect WIND 2700/2400

1 WIND Tuner + 1 non-tuner EARTH monsters
When this card is Synchro Summoned using a "Morii" monster: you can target up to 2 cards on the field; destroy them, then if you destroyed 2 cards with this effect, send 1 face-up card you control to the graveyard. You can send 1 face-up Spell Card you control to the graveyard; Special Summon this banished card by returning the proper banished Synchro Materials to the graveyard. You cannot Special Summon for the rest of the turn after this effect is activated.

 

Distant Rite [updraft – Lost Winds]

Continuous Spell Card

If you control a face-up WIND monster: you can destroy this face-up card and target 1 face-up card on the field; return it to its owner’s hand. If you do, “Distant” Spell Cards cannot be destroyed until the End Phase of this turn. When this card is activated: add 1 “Distant” card in your graveyard to your hand, but it cannot be activated this turn. You can only control 1 face-up “Distant” Continuous Spell Card.


Three Realms [Distant Shangri-la]

Field Spell Card

When this card is activated: you can reveal 2 "Distant" cards with the same card types in your hand; add 1 "Distant" card from your deck to your hand with a different card type from the revealed cards. Once per turn, you can target 1 "Distant" monster you control; increase or decrease its level by 1. During each of your End Phases, you can activate 1 of the following effects:

Banish 2 cards from your graveyard

Return 2 of your banished cards to the graveyard.

 

 

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[spoiler=Distant World]

Distant World Celestial, Angela

*4 Fairy/Effect EARTH 1900/1200

When this card is Normal or Special Summoned: Send 1 “Distant” monster from your deck to the graveyard, then banish 1 “Distant” monster from your deck with a different attribute from the monster sent to grave. You can banish 1 card in your hand; set 1 “Distant” Spell Card from your deck to your side of the field.  Only 1 effect of “Distant World Celestial, Angela” can be activated per turn, and only once that turn.

 

Distant World Maiden, Miare

*4 Spellcaster/Effect EARTH 1500/1500

During either player’s turn, you can send 1 face-up “Distant” Spell Card you control to the graveyard; activate 1 “Distant” Spell Card from your deck. During your Main Phase if you control no other monsters, you can banish 2 “Distant” cards from your graveyard; send 1 monster from your deck to the graveyard. Only 1 effect of “Distant World Maiden, Miare” can be activated per turn, and only once that turn.

 

Distant World Warden, Morii

*4 Beast-Warrior/Effect EARTH 1700/1400

When this card is Normal Summoned: you can reveal 1 WIND monster in your hand; add 1 “Distant” card from your deck to your hand. When this card attacks or is attacked, you can banish 1 WIND monster in your hand; this card gains the ATK of the opposing monster until the end of the Battle Phase. Only 1 effect of "Distant Wold Warden, Morii" can be activated per turn, and only once that turn.

 

Distant World Messenger, Rachel

*4 Thunder/Tuner WIND 1500/1600

If you control no monsters, you can discard this card; Special Summon 1 of your banished EARTH "Distant" monsters or from your graveyard. If this card is in your graveyard, you can banish 1 EARTH monster from your graveyard and discard 1 card; Special Summon this card, but banish it when it leaves the field. You can only summon WIND monsters for the rest of the turn if you summon this card this way. Only 1 effect of “Distant World Messenger, Rachel” can be activated per turn, and only once that turn.

 

Distant World Breeze, Aria

*4 Winged-beast/Tuner WIND 1400/1700

You can discard this card; add 1 "Distant" Spell Card from your deck to your hand. If all monsters you control are EARTH, you can discard 1 card and return 1 face-up “Distant” card you control to the hand; Special Summon this banished card.  If you do, you cannot Special Summon monsters for the rest of the turn, except by Synchro Summon. Only 1 effect of “Distant World Breeze, Aria” can be activated per turn, and only once that turn.

 

Distant World Magus, Marie

*4 Spellcaster/Tuner WIND 1200/1900

If you control exactly 1 face-up EARTH monster: you can Special Summon this card from your hand. During either player's turn, if a face-up EARTH monster you control is targeted by an attack, you can shuffle this banished card into the deck; negate the attack. Only 1 effect of "Distant World Magus, Marie" can be activated per turn, and only once that turn.

 

Angela, Distant Herald of Material Heaven

*8 Fairy/Synchro/Effect WIND 2900/2200

1 or more Tuners + 1 EARTH non-tuner monster

When this card is Synchro Summoned using an "Angela" monster: target 4 “Distant” cards with different names from your graveyard or banished; shuffle them into the deck, then draw 1 card. When this card destroys a monster by battle: you can send 1 face-up Spell Card you control to the graveyard; draw 1 card, then this card can make a second attack in a row. You cannot activate a “Distant” Spell Card for the rest of the turn after this effect is activated.

 

Miare, Distant Priestess of Higher Plane

*8 Spellcaster/Synchro/Effect WIND 2500/2500

1 or more Tuners + 1 EARTH non-tuner monster

When this card is Synchro Summoned using a "Miare" monster: you can activate or set 1 “Distant” Spell Card from your deck. During either player’s turn if this card is the only monster you control, you can banish 1 EARTH monster from your graveyard; banish this card until the End Phase of the turn. You can banish 1 WIND and 1 EARTH monster from your graveyard with the total level of 8; Synchro Summon this card from your graveyard, but you cannot Special Summon other monsters this turn.

 

Morii, Distant Guardian of Mountains

*8 Beast-Warrior/Synchro/Effect WIND 2700/2400

1 or more Tuners + 1 EARTH non-tuner monster

When this card is Synchro Summoned using a "Morii" monster: you can send 1 face-up Spell Card from your side of the field to the graveyard and target 2 cards on the field; destroy them. Card effects cannot be activated in response to this effect. Once per turn, you can tribute 1 WIND monster you control; Special Summon 1 level 4 or lower EARTH monster from your deck.

 

Distant Sanctuary [illusory Shangri-la]

Field Spell Card

When this card is activated: you can reveal 1 WIND and 1 EARTH monster in your hand; add 1 "Distant" Spell Card from your deck to your hand. Once per turn, you can target 1 "Distant" monster you control; increase or decrease its level by 1. During each of your End Phases if you control another face-up "Distant" Spell Card, you can activate 1 of the following effects:

Banish 2 cards from your graveyard

Return 2 of your banished cards to the graveyard.

 

Distant Rite [updraft – Lost Winds]

Continuous Spell Card

If you control a face-up WIND monster: you can destroy this face-up card and target 1 face-up card on the field; return it to its owner’s hand. If you do, “Distant” Spell Cards cannot be destroyed until the End Phase of this turn. When this card is activated: add 1 “Distant” card in your graveyard to your hand, but it cannot be activated this turn. You can only control 1 face-up “Distant” Continuous Spell Card.

 

Distant Rite [Pillars – Celestial Foundation]

Continuous Spell Card

If you control a face-up EARTH monster: you can destroy this face-up card; send 1 WIND monster from your deck to your graveyard. If you do, “Distant” Spell Cards cannot be destroyed until the End Phase of this turn. Once per turn during either player's turn: you can change the Battle Position of a monster on the field. You can only control 1 face-up “Distant” Continuous Spell Card.

 

Distant Rite [Polar Lights – Manifest Aurora]

Continuous Spell Card

If you control a face-up EARTH monster: you can destroy this face-up card; add 1 of your banished “Distant” monster to your hand. If you do, “Distant” Spell Cards cannot be destroyed until the End Phase of this turn. Once per turn: you can tribute 1 “Distant” monster; Special Summon 1 “Distant” monster from your deck with a different attribute. You can only control 1 face-up “Distant” Continuous Spell Card.

 

Distant Rite [barrier - Dragon Purge]

Continuous Spell Card

If you control a face-up EARTH monster: you can destroy this face-up card and target 1 face-up monster on the field; destroy it. If you do, “Distant” Spell Cards cannot be destroyed until the End Phase of this turn. During the turn this card is activated, when a “Distant” monster you control battles a Special Summoned monster: destroy the opposing monster before Damage Calculation. You can only control 1 face-up “Distant” Continuous Spell Card.

 

Distant Rite [Gathering Void – White]

Continuous Spell Card

If you control a face-up WIND monster: you can destroy this face-up card; draw 1 card. If you do, “Distant” Spell Cards cannot be destroyed until the End Phase of this turn. During either player’s Main Phase 1, you can discard 1 “Distant” card; the turn player cannot conduct their Battle Phase. You can only control 1 face-up “Distant” Continuous Spell Card.

 

 

 

Haven't got the time to upload them to DP just yet. It's fine, right?

Gathering Void - White seems quite obnoxious. Other than that I'm ok with these. Maybe have Gathering Void's cost be a little more of a, well, cost. Some LP perhaps?

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More Generics! Yay!

 

Neo, the Silver Knight

**** LIGHT/Warrior/Effect 1400/1600

All Warrior-type monsters gain 400 ATK. If this card is destroyed by battle; you can reveal 3 Warrior-type monsters from your Deck. Have your opponent add 1 of them to your Hand, also shuffle the rest back into your Deck.

 

Hollow Idol Magician

**** EARTH Spellcaster/Effect 1200/2000

When this card is Summoned, you can change its battle position. If this card is targeted by a card effect, you can change its battle position; add 1 level 2 or lower Spellcaster-type monster from your Deck to your Hand. You can only use this effect of "Hollow Idol Magician" once per turn.

 

Diamond-Toothed Lizard

**** EARTH Dinosaur/Tuner/Effect 1700/1000

You can discard 1 card; this card gains 200 ATK and piercing until the End Phase. Once per turn, if this card inflicts battle damage to your opponent, you can reduce this card's level by 1 (min. 1); Special Summon 1 level 5 or lower Dinosaur-type monster from your Hand or Graveyard (except "Diamond-toothed Lizard".

 

Gelatinous Mass

* WATER Aqua/Effect 0/0

You can tribute 1 WATER monster you control to Special Summon this card from your Hand. If you do, this card's original ATK, DEF, and Level become the same as the tributed monster's. This card cannot be targeted for an attack or card effect as long as you control another Aqua-type monster.

 

...Will probably submit more generic type-assisting cards later. Maybe some generic field spells or draw power.

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Okey apparently my other post was against a rule, as such would this should be acceptable?

 

[spoiler='Shapesnatch' 2.0]

The Origional Shapesnatch
5/Dark/Machine/Normal
1200/1700
This card can be normal summoned without tributes when you control no monsters (except for 'Snatch' monsters). During your standby phase you can add this card to your hand, if you do shuffle 1 card from your hand into your deck.

 

Fadesnatch
5/Dark/Machine/Effect
0/0
Once per turn you can special summon this card from your hand or graveyard when a 'Shapesnatch' card you control is destroyed.
once per turn you can increase the ATK and DEF of all monsters you control by 800.When this card destroys a monster by battle you can send this card to the graveyard to special summon a 'Shapesnatch' monster from your graveyard.

Shapesnatch's Inner Evil
5/Dark/Machine/Effect
1200/1700
This card cannot be normal summoned/set or special summoned except by his own effect.During either players turn in which a 'Snatch' card you control is destroyed while there are at least 3 'Snatch' cards in the graveyard you can special summon this card from your hand. Once per turn during the battle phase you can target a monster your opponent's control(if it's in face-down defense position flip it to face-up attack position),Take control of that monster it must attack this turn if able, at the end of the battle phase return the control of that monster to your opponent.Once per turn during either players turn when this monster is selected as a target for an effect you can change the target to a card your opponent's control.

Shapesnatch's Manager
4/Dark/Fiend/Effect
1000/1000
When this card is tributed, special summon or activate 1 'Snatch' card from your deck. Once per turn during either players turn you can tribute this card to give all monster on your side of the field 1000 ATK and DEF until the end phase of your next turn.

Shapesnatch's Twin
5/Dark/Machine/Effect
1200/1700
When a 'Snatch' card you control is targeted for an attack or effect special summon this card, this card's original ATK becomes 1200 + the ATK of the targeted monster(if the target was a spell or trap this card's origional ATK becomes 1200), then switch the target of the attack or effect to this card. This card cannot be removed from the field the turn it is summoned by this effect.

Shapesnatch's Horrible Power
Normal Spell
Once per turn when a 'Snatch' monster you control destroys a monster by battle special summon it to your side of the field.
Once per turn when a 'Snatch' monster you control declares an attack you can take control of 1 face-up Attack Position monster your opponent controls, and attack with it instead of this monster.

Shapesnatch's Top Hat
Quickplay Spell
Activate one of these effects:
* Add 1 'Snatch' card from your deck or graveyard to your hand.
* Equip this card to a 'Snatch' monster you control, when that monster is selected as a target for an attack or effect you can return that card to your hand instead.

Shapesnatch's Chaos
5/Dark/Machine/Xyz/Effect
1200/1700
2 Lv 5 'snatch' monsters
Once per turn during either players turn you can detach 1 card to negate target monster's effect, if you do this card gains that card's effect (in addition to it's own) until the end of your opponent's next turn.
Once per turn you can increase the ATK and DEF of all monsters you control with 800.

 

 

Anyways if this deck is approved I'll make sure I'll get my hand on the art, as it is quite a bit of work.

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Nanashi, Darkness would like the Synchro Morii to not be Spell Speed 4. Other than that it looks good.
 

Okey apparently my other post was against a rule, as such would this should be acceptable?
 
[spoiler=Shapesnatch 2.0]
The Origional Shapesnatch
5/Dark/Machine/Normal
1200/1700
This card can be normal summoned without tributes when you control no monsters (except for 'Snatch' monsters). During your standby phase you can add this card to your hand, if you do shuffle 1 card from your hand into your deck.
 
Fadesnatch
5/Dark/Machine/Effect
0/0
Once per turn you can special summon this card from your hand or graveyard when a 'Shapesnatch' card you control is destroyed.
once per turn you can increase the ATK and DEF of all monsters you control by 800.When this card destroys a monster by battle you can send this card to the graveyard to special summon a 'Shapesnatch' monster from your graveyard.

Shapesnatch's Inner Evil
5/Dark/Machine/Effect
1200/1700
This card cannot be normal summoned/set or special summoned except by his own effect.During either players turn in which a 'Snatch' card you control is destroyed while there are at least 3 'Snatch' cards in the graveyard you can special summon this card from your hand. Once per turn during the battle phase you can target a monster your opponent's control(if it's in face-down defense position flip it to face-up attack position),Take control of that monster it must attack this turn if able, at the end of the battle phase return the control of that monster to your opponent.Once per turn during either players turn when this monster is selected as a target for an effect you can change the target to a card your opponent's control.

Shapesnatch's Manager
4/Dark/Fiend/Effect
1000/1000
When this card is tributed, special summon or activate 1 'Snatch' card from your deck. Once per turn during either players turn you can tribute this card to give all monster on your side of the field 1000 ATK and DEF until the end phase of your next turn.

Shapesnatch's Twin
5/Dark/Machine/Effect
1200/1700
When a 'Snatch' card you control is targeted for an attack or effect special summon this card, this card's original ATK becomes 1200 + the ATK of the targeted monster(if the target was a spell or trap this card's origional ATK becomes 1200), then switch the target of the attack or effect to this card. This card cannot be removed from the field the turn it is summoned by this effect.

Shapesnatch's Horrible Power
Normal Spell
Once per turn when a 'Snatch' monster you control destroys a monster by battle special summon it to your side of the field.
Once per turn when a 'Snatch' monster you control declares an attack you can take control of 1 face-up Attack Position monster your opponent controls, and attack with it instead of this monster.

Shapesnatch's Top Hat
Quickplay Spell
Activate one of these effects:
* Add 1 'Snatch' card from your deck or graveyard to your hand.
* Equip this card to a 'Snatch' monster you control, when that monster is selected as a target for an attack or effect you can return that card to your hand instead.

Shapesnatch's Chaos
5/Dark/Machine/Xyz/Effect
1200/1700
2 Lv 5 'snatch' monsters
Once per turn during either players turn you can detach 1 card to negate target monster's effect, if you do this card gains that card's effect (in addition to it's own) until the end of your opponent's next turn.
Once per turn you can increase the ATK and DEF of all monsters you control with 800.


 
Anyways if this deck is approved I'll make sure I'll get my hand on the art, as it is quite a bit of work.

Firstly, Im not sure I like that this is basically the "Snatch" Archetype...

 

Secondly, Manager is kinda busted.

 

Thirdly, there are some serious PSCT errors I'd like you to take a go at fixing so that I can understand the cards' intentions better.

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Firstly, Im not sure I like that this is basically the "Snatch" Archetype...

 

Secondly, Manager is kinda busted.

 

Thirdly, there are some serious PSCT errors I'd like you to take a go at fixing so that I can understand the cards' intentions better.

I shortened the archetype name a bit, but I'll just change it back to Shapesnatch and Fadesnatch.

I've updated Manager a bit tell me if you think he is still to strong.

I'll try to improve the psct, if there is anything that still needs improving just let me know :)

 

[spoiler=Shapesnatch 3.0]The Origional Shapesnatch

5/Dark/Machine/Normal

1200/1700

This card can be normal summoned without tributes when the only monsters you control (if any) are 'Shapesnatch' or 'Fadesnatch' monsters.

During your standby phase you can add this card from your graveyard to your hand, if you do shuffle 1 card from your hand into your deck.

 

Fadesnatch

5/Dark/Machine/Effect

0/0

Once per turn You can special summon this card from your hand or graveyard when a 'Shapesnatch' card you control is destroyed.

Once per turn you can increase the ATK and DEF of all monsters you control by 800.

When this card destroys a monster by battle you can send this card to the graveyard to special summon a 'Shapesnatch' monster from your graveyard.

 

Shapesnatch's Inner Evil

5/Dark/Machine/Effect

1200/1700

This card cannot be normal summoned/set or special summoned except by his own effect.

During either players turn in which a 'Shapesnatch' or 'Fadesnatch' card you control is destroyed while there are at least 3 'Shapesnatch' or 'Fadesnatch' cards in the graveyard you can special summon this card from your hand.

Once per turn during the battle phase you can target a monster your opponent's control(if it's in face-down defense position flip it to face-up attack position),Take control of that monster ,but it must attack this turn if able, at the end of the battle phase return the control of that monster to your opponent.

Once per turn during either players turn when this monster is selected as a target for a card effect you can change the target to a card your opponent's control.

 

Shapesnatch's Manager

4/Dark/Fiend/Effect

1000/1000

When a 'Shapesnatch' or 'Fadesnatch monster is tribute summoned face-up by tributing this card or when this card is tributed by his own effect special summon 1 'Shapesnatch' or 'Fadesnatch' monster from your deck. Once per turn during either players turn you can tribute this card to give all 'Shapesnatch' and 'Fadesnatch' monsters on your side of the field 800 ATK and DEF until the end phase of your next turn.

 

Shapesnatch's Twin

5/Dark/Machine/Effect

1200/1700

When a 'Shapesnatch' or 'Fadesnatch' card you control is targeted for an attack or effect special summon this card, if the targeted card was a monster this card's original ATK becomes 1200 + the ATK of the targeted monster, then switch the target of that attack or effect to this card.

This card cannot be removed from the field the turn it is summoned by this effect.

 

Shapesnatch's Horrible Power

Continuous Spell

when a 'Shapesnatch' or 'Fadesnatch' monster you control destroys a monster by battle special summon it to your side of the field.

when a 'Shapesnatch' or 'Fadesnatch' monster you control declares an attack you can take control of 1 face-up Attack Position monster your opponent controls, and attack with it instead of this monster.

The effect of 'Shapesnatch's Horrible Power' can only be used once per turn

 

Shapesnatch's Top Hat

Quickplay Spell

Activate one of these effects:

* Add 1 'Shapesnatch' or 'Fadesnatch' card from your deck or graveyard to your hand.

* Equip this card to a 'Shapesnatch' or 'Fadesnatch' monster you control, when that monster is selected as a target for an attack or effect you can return the equipped monster to your hand instead.

 

Shapesnatch's Chaos

5/Dark/Machine/Xyz/Effect

1200/1700

2 Lv 5 'Shapesnatch' or 'Fadesnatch' monsters

Once per turn during either players turn you can detach 1 card to negate target monster's effect, if you do this card gains that card's effect (in addition to it's own effect) until the end of your opponent's next turn.

Once per turn you can increase the ATK and DEF of all monsters you control with 800.

 

 

 

I hope this cleared it up a bit, writing down the effects of cards isn't my strong point as such pointing out any mistakes would be appreciated.

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I'do like to submit my created archetype.

Can't guarantee their balance, but the concept may interest you.

Xyz focused deck that capitalizes on high DEF.

 

[spoiler=Core Golem(s):]

CoreGolem - Bold Iron
Level 3 - EARTH - Rock/Effect - 1400/1600
When this card is Normal Summoned: You can send 1 "Core Golem" monster from your Deck to your Graveyard. While this card is an Xyz material of a "CoreGolem" Xyz monster, that monster gains the following effect:
-This cards gains 100 DEF, also gains 100 DEF for each "Core Golem" in your graveyard.
imgur.com/bex70dW
 
CoreGolem - Conducive Copper
Level 3 - EARTH - Rock/Effect - 1400/1600
When this card is sent to the Graveyard: Add 1 "CoreGolem" monster from your Graveyard to your hand, except "CoreGolem - Conducive Copper". You can only use this effect of "CoreGolem - Conducive Copper" once per turn. While this card is an Xyz material of a "CoreGolem" Xyz monster, that monster gains the following effect:
- This card gains 100 DEF, also gains 200 DEF for each "CoreGolem" attached to it as Xyz Material.
imgur.com/vR6t2qF
 
CoreGolem - Lonesome Granite
Level 3 - EARTH - Rock/Effect - 1000/1800
You can banish this card from your graveyard; attach 1 "CoreGolem" from your Graveyard to a "CoreGolem" Xyz Monster you control, then you can send 1 "CoreGolem" monster from your deck to your graveyard, except "CoreGolem - Lonesome Granite". You can only use this effect of "CoreGolem - Lonesome Granite" once per turn. While this card is an Xyz material of a "CoreGolem" Xyz monster, that monster gains the following effect:
- This card gains 100 DEF, also gains 400 DEF as long as it is the only card you control.
imgur.com/kZqWV1z
 
CoreGolem - Loyal Silver
Level 3 - EARTH - Rock/Effect - 1000/1400
Once per turn, this card cannot be destroyed by battle. When a "CoreGolem" monster you control, except "CoreGolem - Loyal Silver", is destroyed and sent to the Graveyard: You can discard 1 card; Special Summon this card from your graveyard in face-up Attack Position. You can only use this effect of "CoreGolem - Loyal Silver" once per turn. While this card is an Xyz material of a "CoreGolem" Xyz monster, that monster gains the following effect:
- This card gains 100 DEF, also gains 200 DEF for each "CoreGolem" monster you control.
imgur.com/Zxahamn
 
CoreGolem - Prideful Gold
Level 3 - EARTH - Rock/Effect - 1400/1400
Target 1 “CoreGolem” monster you control; reduce it’s DEF by 1500 and Special Summon this card from your hand or Graveyard. You cannot target a monster with less than 1500 DEF for this effect. You cannot Special Summon monsters during the turn you activate this effect, except "CoreGolem" monsters. You can only use this effect of "CoreGolem - Prideful Gold" once per turn. While this card is an Xyz material of a "CoreGolem" Xyz monster, that monster gains the following effect:
- This card gains 100 DEF, also gains 100 DEF for each card your opponent controls.
imgur.com/V0eyuhC
 
CoreGolem - Resentful Cobalt
Level 3 - EARTH - Rock/Effect - 1600/1400
If your opponent controls a Special Summoned monster, you can Special Summon this card from your hand. You can target 1 face-up Special Summoned monster your opponent controls: Send 1 "CoreGolem" monster from your Deck to your Graveyard, and if you do, negate that target's effect and reduce it's ATK by half the DEF of the monster sent to the Graveyard by this effect until the End Phase. You can only use each effect of "CoreGolem - Resentful Cobalt" once per turn. While this card is an Xyz material of a "CoreGolem" Xyz monster, that monster gains the following effect:
- This card gains 100 DEF, also gains 300 DEF for each Special Summoned monster your opponent controls.
imgur.com/ImBQSz5
 
CoreGolem - Astouding Determined Lord
Rank 3 - LIGHT - Rock/Xyz/Effect - 1500/2000
2 Level 3 Rock-Type monsters.
Once per turn, you can reduce this card's current DEF to 0 until your next Stanby Phase: Target 1 monster your opponent controls whose current ATK is lower than the amount reduced; destroy it. When you activate this effect, you can detach 2 Xyz Materials from this card; destroy all monsters your opponent controls whose current ATK is lower than the amount reduced instead. When this face-up Attack Position card is selected as an attack target, change the battle position of this card and of the attacking monster. While this card is an Xyz material of a "CoreGolem" Xyz monster, that monster gains the following effects:
- This card gains 500 DEF. Once per turn, at the start of the damage step, if this card attacks an opponent's monster with ATK less than or equal to this card's current DEF: You can destroy your opponent's monster.
imgur.com/gRgkDEV
 
CoreGolem - Brutal Unwavering Warrior
Rank 3 - EARTH - Rock/Xyz/Effect - 1000/2000
2 Level 3 Rock-Type monsters.
If this card battles: Halve its current DEF, then it gains ATK equal to the amount lost. These changes lasts until the end of the Damage Step. Once per turn, if this card destroys an opponent's monster by battle: You can detach 1 Xyz Material from this card; it can make a second attack in a row, and if it inflicts battle damage this turn, you can target 1 Spell/Trap card your opponent controls; destroy it. While this card is an Xyz material of a "CoreGolem" Xyz monster, that monster gains the following effects:
- This card gains 500 DEF, and can make a second attack during each battle phase.
imgur.com/H8ncnU9
 
CoreGolem - Forsaken Vengeful Soul
Rank 3 - DARK - Rock/XyzEffect - 1500/1500
2 Level 3 monsters
If a monster you control battles an opponent's monster: You can reduce the ATK of the opponent's battling monster by 1000, then reduce the DEF of this card by 1000. You cannot activate this effect if this card has less than 1000 DEF. Once per turn, if this card would be destroyed by battle or card effect, you can detach 1 Xyz Material from this card instead. While this card is an Xyz material of a "CoreGolem" Xyz monster, that monster gains the following effects:
- This card gains 500 DEF. Once per turn, this card cannot be destroyed by battle or card effects.
imgur.com/FMPU3i7
 
CoreGolem - Unshakable Almighty Guardian
Rank 3 - EARTH - Rock/Xyz/Effect - 1000/2500
3 Level 3 monsters.
Your opponent cannot target "CoreGolem" monsters you control with card effects, except this one. During either player's turn, when a card or effect is activated that targets this card, you can negate that activation, and if you do, destroy it, then this card loses 1500 DEF. You cannot activate this effect if this card has less than 1500 DEF. All monsters your opponent controls must attack this card, if able. At the end of the Damage Step, if this Defense Position card was attacked by an opponent's monster whose ATK is lower than this card’s current DEF: You can detach 1 Xyz material from this card; Destroy the attacking monster, and if you do, inflict damage to your opponent equal to that monster’s original ATK. While this card is an Xyz material of a "CoreGolem" Xyz monster, that monster gains the following effects:
- This card gains 500 DEF. Monsters your opponent controls must attack this Defense Position card, if able. If this Defense Position card is attacked by an opponent's monster whose ATK is lower than this card's current DEF: Destroy the attacking monster after the damage step.
imgur.com/FtNT8ua
 
Golems Natural Link
Spell/Continuous
Once per turn, you can activate 1 of these effects:
- Target 1 "CoreGolem" in your Graveyard and 1 "CoreGolem" Xyz Monster you control; attach the first target to the second target as Xyz Material.
- Send this card to the Graveyard, then target 1 "CoreGolem" monster in your Graveyard; add it to your hand.
imgur.com/mvB1Hxa
 
Golems Resilient March
Trap/Normal
Send 1 "CoreGolem" from your Deck to your Graveyard, then all monsters you control are changed to Defense Position. "CoreGolem" monsters you control gain 1000 DEF and cannot be destroyed by battle or card effects until the End Phase. This turn, if a monster your opponent controls attacks a Defense Position monster you control, destroy that monster if its ATK is lower than your monster's DEF after damage calculation.
imgur.com/lo3kBMC
 
Perfect Reconstruction
Trap/Normal
Tribute 1 "CoreGolem" Xyz Monster you control, then target 2 non-Xyz "CoreGolem" monsters in your Graveyard; Special Summon those targets, then immediately after this effect resolves, Xyz Summon 1 "CoreGolem" monster, using monsters you control as Xyz Materials, and attach to that Xyz Monster 1 "CoreGolem" Xyz Monster from your Graveyard to it as Xyz Material. You can only activate 1 "Golems Resilient March" per turn.
imgur.com/QKTdo9a
 

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[spoiler=Archetype: MAELSTROM]

[spoiler=Maindeck Monsters]

Maelstrom Marine Captain, David

***/WATER/Aqua/Effect

1100/1200

If you control a face-up "Maelstrom" card: You can Special Summon this card from your hand, and if you do, negate the first attack of this turn's battle phase. You can only summon "Maelstrom Marine Captain, David" this way once per turn. If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone. MVP: If this card is in your Spell/Trap zone, during your turn: You can send the top card of your deck to the graveyard; Switch this card's position with another "Maelstrom" card in your monster zone. (MVP: You can only activate 1 effect with MVP per turn)

 

Maelstrom Marine Rear Admiral, Eleanor

***/WATER/Aqua/Tuner

1200/1100

When this card is Normal Summoned: You can add 1 "Maelstrom" monster from your deck to your hand. If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone. MVP: If this card is in your Spell/Trap zone, during your turn: You can send the top card of your deck to the graveyard; Switch this card's position with another "Maelstrom" card in your monster zone. (MVP: You can only activate 1 effect with MVP per turn)

 

Maelstrom Marine Liutentant, Miller

**/WATER/Aqua/Tuner

500/500

When this card is placed on your Spell/Trap zone by the effect of a "Maelstrom" card: You can Special Summon 1 "Maelstrom" monster from your deck. If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone. MVP: If this card is in your Spell/Trap zone, you can activate this effect; Normal Summon 1 "Maelstrom" monster from your hand as an additional Normal Summon.  (MVP: You can only activate 1 effect with MVP per turn)

 

Maelstrom Marine Officer, Methys

****/WATER/Aqua/Effect

1400/1500

MVP: Once per turn, while this card is in your Spell/Trap zone: You can destroy 1 monster you control; Special Summon 1 "Maelstrom" monster from your graveyard, but its effects are negated and it cannot attack directly this turn. If you have 1 or more "Maelstrom" card face-up in your Spell/Trap zone, you can Special Summon this card. (From your hand) If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone you control.

 

Maelstrom Sweep Officer, Claris

****/WATER/Aqua/Effect

1700/1600

If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone you control. Once per turn, while this card is face-up on the field when a Maelstrom card is placed on your monster or spell/trap zone: Look at the top 5 cards of your deck, choose up to 1 "Maelstrom" monster from among them and add it to your hand. Shuffle the rest of the revealed cards to your deck.

 

Maelstrom Marine General, Claude

****/WATER/Aqua/Tuner

1900/1800

MVP: During either player's turn, when a player's monster declares an attack involving this face-up card: You can negate that attack, and if you do, target and destroy 1 card on the field. If this card in your monster zone is destroyed: You can place it on an open Spell/Trap zone. If this card is in your Spell/Trap zone, during your Main Phase 1: you can discard 1 card; Special Summon this card to your monster zone, but banish it when it leaves the field. "Maelstrom" card in your monster zone. (MVP: You can only activate 1 effect with MVP per turn)

 

 

 

[spoiler=Spell/Traps]

Blue Storm Torpedo

Quick-Play Spell

Destroy face-up 1 Aqua-type monster you control, then target 1 card on the field; destroy it, and if you do, draw 1 card.

 

Call of the Blue Storm Dragon

Continuous Spell

When this card is activated: Add 1 "Maelstrom" monster from your deck to your hand. During either player's Battle Phase: You can send this face-up card to the graveyard; Synchro Summon, 1 WATER Synchro monster from your Extra Deck using "Maelstrom" monsters you control. That monster's effects becomes: *"When this card is Synchro Summoned: You can banish 1 monster in your hand and target 1 card on the field; Destroy that target, and if you do, draw 1 card." You can only use 1 effect of "Call of the Blue Storm Dragon" per turn and only once that turn.

 

Wrath of the Blue Storm Waves

Quick-Play Spell

When this card is activated: Add 1 "Maelstrom" monster from your deck to your hand. During either player's Battle Phase: You can send this face-up card to the graveyard; Synchro Summon, 1 WATER Synchro monster from your Extra Deck using "Maelstrom" monsters you control. That monster's effects becomes: "When this card is Synchro Summoned: You can banish 1 monster in your hand and target 1 card on the field; Destroy that target, and if you do, draw 1 card." You can only use 1 effect of "Call of the Blue Storm Dragon" per turn and only once that turn.

 

 

 

[spoiler=Extra Deck]

Maelstrom Marine Marshal, Rayleigh

*****/WATER/Aqua/Synchro

2000/1900

1 Tuner + 1 non-Tuner WATER Monster
MVP: During the Battle Phase, if this card attacked a monster this turn: It can make a second attack in a row. This card gains 300 ATK for every attack declared during the Battle Phase, until your next Main Phase 1. If this card is sent to the graveyard by an opponent's card, if all this card's Synchro Materials are in the Graveyard: You can target 1 of them; place it in an open Spell/Trap zone you control.

 

Maelstrom Blue Storm Dragon, Tetrawave

******/WATER/Aqua/Synchro

2000/1200

1 WATER Tuner + 1 or more non-Tuner "Maelstrom" Monsters
When this card is Synchro Summoned: You can target 1 level 4 or lower "Maelstrom" monster from your graveyard; This card gains ATK equal to half the ATK of that target, and if you do, add that target to your hand during the end phase of this turn. If this card destroys a monster by battle: You can target 1 card on the field; Destroy it, and if you do, draw 1 card.

 

Maelstrom Marine Admiral, Newgate

********/WATER/Aqua/Synchro

3000/2900

1 Tuner + 1 non-Tuner WATER monsters
When this card is Synchro Summoned: You can target 1 monster your opponent controls; Destroy that target, and if you do, place it on an open Spell/Trap zone your opponent controls instead of sending it to the graveyard. Once per turn, during either player's turn when a level 5 or higher monster activates its effects, or when a "Maelstrom" monster you control is targeted by a monster effect: You can negate that effect, and if you do, destroy that monster. If this card is sent to the graveyard by an opponent's card, if all this card's Synchro Materials are in the Graveyard: You can target 1 of them; place it in an open Spell/Trap zone you control.

 

Maelstrom Blue Storm Dragon, Glorymaker Rainfall

***********/WATER/Aqua/Synchro

3500/3500

1 Tuner + 1 or more non-Tuner WATER monsters
At the end of a battle this card attacks: You can target 1 card on the field; Destroy it, and if you do, draw 1 card. Once per Battle Phase: You can send 1 "Maelstrom" card you control to the graveyard; This card can make a second attack during this Battle Phase. During either player's turn: You can banish 1 "Maelstrom" Synchro Monster from your graveyard; This turn, this card cannot be targeted by card effects or destroyed.

 

 

 

 

 

updated my generics, too

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[spoiler=Ayakashi'']

[spoiler=Main Deck Monsters'']

Ayakashi Ohinahime

EARTH/Level 3

2<>2

Spellcaster/Pendulum/Effect

Pendulum Effects: Once per turn: Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your side of the field or in your hand as Fusion Materials. When you do this, 1 of the Fusion Material Monster(s) must be "Ayakashi" monsters.

Monster Effects: A Fusion Monster that was Summoned using this card as a Fusion Material gains this effect.
● Cannot be targeted by your opponent's card effects until your next Standby Phase.

1000/1400

 

Ayakashi Sakuyahime

EARTH/Level 3

6<>6

Spellcaster/Pendulum/Effect

Pendulum Effects: Once per turn: Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your side of the field or in your hand as Fusion Materials. When you do this, 1 of the Fusion Material Monster(s) must be "Ayakashi" monsters.

Monster Effects: A Fusion Monster that was Summoned using this card as a Fusion Material gains this effect.
● Cannot be destroyed by your opponent's card effects until your next Standby Phase.

900/1500

 

Ayakashi Kaguyahime

EARTH/Level 3

2<>2

Spellcaster/Pendulum/Effect

Pendulum Effects: Once per turn: Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your side of the field or in your hand as Fusion Materials. When you do this, 1 of the Fusion Material Monster(s) must be "Ayakashi" monsters.

Monster Effects: A Fusion Monster that was Summoned using this card as a Fusion Material gains this effect.
● If it attacks, negate all other card or effects until the end of the Damage Step. This effect applies until the end of your next turn.

1100/1300

 

Ayakashi Sukuna Hikona

EARTH/Level 4

6<>6

Beast-Warrior/Pendulum/Effect

Pendulum Effects: If you would Fusion Summon a Fusion Monster, you can also shuffle "Ayakashi" monsters face-up in your Extra Deck to the Deck as Fusion Materials.

Monster Effects: A Fusion Monster that was Summoned using this card as a Fusion Material gains this effect.
● When it is Fusion Summoned: Target 1 card on the field; banish it.

1400/1600

 

Ayakashi Konoha Tengu

EARTH/Level 4

2<>2

Winged Beast/Pendulum/Effect

Pendulum Effects: If you would Fusion Summon a Fusion Monster, you can also shuffle "Ayakashi" monsters face-up in your Extra Deck to the Deck as Fusion Materials.

Monster Effects: A Fusion Monster that was Summoned using this card as a Fusion Material gains this effect.
● When it is Fusion Summoned: Target 1 card on the field; return it to its owner's hand.

1800/1200

 

Ayakashi Witching Hour

EARTH/Level 4

6<>6

Zombie/Pendulum/Effect

Pendulum Effects: If you would Fusion Summon a Fusion Monster, you can also shuffle "Ayakashi" monsters face-up in your Extra Deck to the Deck as Fusion Materials.

Monster Effects: A Fusion Monster that was Summoned using this card as a Fusion Material gains this effect.
● When it is Fusion Summoned: Target 1 card on the field; shuffle it to the Deck.

1000/1900

 

Ayakashi Oyamatsumi

EARTH/Level 5

2<>2

Warrior/Pendulum/Effect

Pendulum Effects: If you would Fusion Summon a Fusion Monster, you can also shuffle "Ayakashi" monsters from your Graveyard to the Deck as Fusion Materials.

Monster Effects: ● If it destroy a monster by battle: Draw 1 card.

1700/1900

 

Ayakashi Futsunushi

EARTH/Level 5

6<>6

Warrior/Pendulum/Effect

Pendulum Effects: If you would Fusion Summon a Fusion Monster, you can also shuffle "Ayakashi" monsters from your Graveyard to the Deck as Fusion Materials.

Monster Effects: ● If it destroy a monster by battle: Your opponent discard 1 random card from their hand.

2000/1600

 

Ayakashi Take Mikazuchi

EARTH/Level 5

2<>2

Warrior/Pendulum/Effect

Pendulum Effects: If you would Fusion Summon a Fusion Monster, you can also shuffle "Ayakashi" monsters from your Graveyard to Main Deck as Fusion Materials.

Monster Effects: ● If it destroy a monster by battle: Banish 1 card from your opponent's Graveyard or face-up in their Extra Deck.

2300/1300

 

 

 

[spoiler=Main Deck Spell/Trap'']

Yokai Shrine

Spell/Field

If this card is activated: You can add 1 "Ayakashi" card from your Deck to your hand. Once per turn, during either player's turn: You can destroy 1 "Ayakashi" card in your Monster Zone or Spell/Trap Zone; draw 1 card.

 

Ayakashi Night

Spell/Continuous

Once per turn: You can target 1 "Ayakashi" card face-up in your Extra Deck or in your Graveyard; place it into your Pendulum Zone. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Ayakashi" monster you control; it can attack twice during this turn Battle Phase.

 

Blessings from Tsukuyomi

Trap/Counter

(This card is always treated as "Ayakashi" card")
When a Spell/Trap Card, or monster effect, is activated while you control "Ayakashi" Fusion Monster: Negate the activation, and if you do, banish that card. During either player's turn, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard, then target 1 "Ayakashi" monster you control; it cannot be destroyed by battle or card effects this turn.

 

 

 

[spoiler=Extra Deck Monsters'']

Ayakashi Miyatsuko

EARTH/Level 6

2<>2

Warrior/Fusion/Pendulum/Effect

Pendulum Effects: Once per turn: You can target 1 face-up "Ayakashi" monster from your Extra Deck; this card gains that Pendulum effects until the end of this turn.

Monster Effects: 2 "Ayakashi" monsters
If this card is Fusion Summoned: Target 1 face-up "Ayakashi" monster from your Extra Deck; add it to your hand. If this card attacks an opponent monster: It gains ATK equal to the original DEF of a monster it is battling. If this card is destroyed: You can destroy as many cards in your Pendulum Zone as possible (min.1); then place this card in your Pendulum Zone.

2500/1900

 

Ayakashi Yoshitsune

EARTH/Level 7

2<>2

Warrior/Fusion/Pendulum/Effect

Pendulum Effects: Once per turn: You can target 1 face-up "Ayakashi" monster from your Extra Deck; this card gains that Pendulum effects until the end of this turn.

Monster Effects: 3 "Ayakashi" monsters
If this card is Fusion Summoned: You can return all Spell/Trap Cards on the field to the hand. Once per turn: You can target 1 card you control and 1 card your opponent's control; return them to its owner's hand. If this card is destroyed: You can destroy as many cards in your Pendulum Zone as possible (min.1); then place this card in your Pendulum Zone.

2700/2300

 

Ayakashi Amakusa Shiro

EARTH/Level 8

9<>9

Warrior/Fusion/Pendulum/Effect

Pendulum Effects: Once per turn: You can target 1 face-up "Ayakashi" monster from your Extra Deck; this card gains that Pendulum effects until the end of this turn.

Monster Effects: 1 "Ayakashi" monster + 1 Fusion Monster
If this card is Fusion Summoned: Target 1 "Ayakashi" monster face-up in your Extra Deck; Special Summon it. Once per turn: The first time your opponent activates a monster effect: Negate the effect. If this card is destroyed: You can destroy as many cards in your Pendulum Zone and/or Spell/Trap Zone as possible (min.1); then place this card in your Pendulum Zone.

2900/2700

 

 

 

 

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Might as well submit some generics for the month.

Yeah, they're all Extra Deck stuff because all of my non-ED things lack suitable pictures.

 

First three were some things Darkness wanted me to add to DP at the time (first one was in there until Nai scrapped the old version). So in a way, he has seen some of these cards already. Rest are other stuff.

 

[spoiler=Stuff]

Emissary of Disaster - Absol
Rank 4 | DARK | Beast | Xyz | Effect
2400/1200
2 Level 4 DARK monsters
You can only activate the (1) effect of "Emissary of Disaster - Disaster" once per turn.

(1) If this card battles a monster: You can detach 1 Xyz Material from this card: Destroy that monster.

(2) An opponent's monster that destroys a monster you control by battle cannot declare an attack during the next turn.

 

http://img.gawkerassets.com/img/17p7daiy6paz2jpg/original.jpg

 

(Because the card already exists on DP [i think it's still there, since I haven't been on in quite a while], the name change is to bypass that issue.)

 

Darkrai the Incarnate of Night

Level 8 | DARK | Fiend | Synchro | Effect

2700/1800

1 DARK Tuner + 1 or more non-Tuner DARK monsters
You can only activate either the (1) or (2) effects of "Darkrai the Incarnate of Night" effect per turn, and only once that turn.

(1) During either player's turn: You can discard 1 card; negate the effects of 1 monster on the field whose effects activate when flipped face-up on the field.

(2) You can discard 1 card: Target 1 face-up monster your opponent controls; change it to face-down Defense Position.

(3) During your opponent's Standby Phase: Inflict 300 damage to your opponent for every face-down monster they control.

 

http://fc00.deviantart.net/fs70/f/2012/248/d/b/profile_picture_by_ask__darkrai-d5dnzcr.jpg

 

Restriction effect is supposed to allow either the 1 or 2 effects to trigger per turn. 3 doesn't.

(It otherwise works the exact same as the version Darkness saw in the past)

 

Hydreigon the Brutal Destroyer

Level 7 | DARK | Dragon | Synchro | Effect

2600/2100

1 Tuner + 1 or more non-Tuner DARK monsters
You can only use the (2) effect of "Hydreigon the Brutal Destroyer" once while it is face-up on the field. (1) If this card destroys a monster by battle, it can make a second attack in a row. (2) During either player's turn, if a monster effect is activated: You can negate the effect of that card.

 

http://orig12.deviantart.net/368e/f/2012/015/a/5/pokemon__hydreigon_by_itsover900o-d4mflrg.png

 

Fêngxînglán the Gale Dragon

Level 7 | WIND | Dragon | Synchro | Effect

2500/2100

1 Tuner + 1 or more non-Tuner monsters
You can only activate 1 "Fengxinglan the Gale Dragon" effect per turn, and only once that turn. (1) If this card attacks: You can discard 1 card, and if you do, this card is unaffected by your opponent's card effects until the end of the Battle Phase. (2) During the End Phase, if this card is in your Graveyard: You can pay 1000 LP; Special Summon this card.

 

http://images.yugiohcardmaker.net/103963/088839629.png

(Note that the effect doesn't have the accents in the name, because card maker sucks at reading them in that box.)

 

[P.S. I think this was the card I made for my 23,000th post, but I'll let you guys play with it]

 

Wingwolf

Level 6 | EARTH | Beast-Warrior | Synchro | Effect

2400/2000

1 Tuner + 1 or more non-Tuner monsters
You can only activate each effect of "Wingwolf" once per turn.

(1) You can target 1 card you control and 1 card your opponent controls; destroy both targets.

(2) If this card is targeted for an attack by an opponent's monster: You can halve that monster's ATK and DEF until the end of the Battle Phase.

 

https://s-media-cache-ak0.pinimg.com/236x/f0/aa/49/f0aa49137f3e3b1a83219d7609e83efd.jpg

 

 

 

Some things were toned down from their original posting though, if I had made them elsewhere in Advanced.

Think that's everything bar for the last one.

 

As usual, Darkness/Kano, let me know if they still need to be toned down.

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Okay, this is my first archetype: "Spirit Outbreak" (S. Outbreak).

Thematically speaking "Spirit Outbreak" consists of different types of folk-mythical spirits based not only on eastern mythology but also from the west.

In terms of gameplay these Spirit Monsters are mainly based on Normal Monsters to activate their effects, so you need to balance the deck between different types of monsters (Normal and Effect) to have success.

If these cards receive a positive evaluation I will present the rest of the archetype and other Normal Monster created especially for this (and believe me I have great images for this).

---Spirit Outbreak---

S. Outbreak: Profane Arirat
***/DARK/Spellcaster/Spirit/Effect
500/2000
This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summone or flipped face-up: You can Tribute 1 Normal Monster you control; inflict 750 of Damage to your opponent's LP.

S. Outbreak: Avatar of Darkness
***/DARK/Fiend/Spirit/Effect
750/750
This card cannot be Special Summoned. During the End Phase of the turn this card is Normal Summoned or flipped face-up: You can equip this card to an Normal Monster you control (this card becomes an Equip Spell Card). The equipped monster gain 1000 ATK. If you cannot do, returns it to your hand at the End Phase of this turn.

S. Outbreak: Ogun Warrior
****/EARTH/Warrior/Spirit/Effect
1600/1600
This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. While this card is face-up on the field all "Spirit Outbreak" monsters gain 400 ATK.

S. Outbreak: Legendary Taowu
****/WIND/Fairy/Spirit/Effect
1900/1400
This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summone or flipped face-up: You can discard 1 Normal Monster from your hand. If you do, this card remain on the field after the End Phase of this turn.

S. Outbreak: Seigyuukai
*****/WIND/Wyrm/Spirit/Effect
0/2200
This card cannot be Special Summoned. When this card is Normal Summone or flipped face-up: "Spirit Outbreak" monsters may remain on the field intested of returning to the owner's hand at the End Phase.

S. Outbreak: Smoke Python
*****/DARK/Fiend/Spirit/Effect
2200/1800
This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summone or flipped face-up: You can target 1 card on the field; destroy those target.

S. Outbreak: Azuriel, The Keeper of the End
******/LIGHT/Fairy/Spirit/Effect
2500/1900
This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn it is Normal Summoned or flipped face-up. When this card is Normal Summone or flipped face-up: All "Spirit Outbreak" monsters on the field cannot be destroyed by card's effects. When this card leaves the field, you can Special Summon (from your hand) 1 Level 6 or lower Normal Monster, in face-up Attack Position.

---Generics---

Spirit Nourisher
Normal Spell
All Spirit Monsters you control remain on the field at the End Phase of this turn.

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Changed Rachel's on-grave summon effect into something else, changed Miare to summon from grave instead, changed Marie to shuffle itself from grave, changed Morii's honest effect into something else, and changed the Synchro effects so they can summon themselves from grave, though will probably still change since it's not fully in-line with flavor yet.

 

Also changed names just because.

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The rockerboy xyz looks way too strong, especially for generic. It really should be specific to the archetype instead of any lvl 4 warriors.

3k on a 2-mat body that has a Raigeki-esque effect, so yeah it's broken.

Probably don't have to say how bad this card would be in the actual card game.

 

Even with an Archetype restriction, the stats should really be toned down. (And no, using 86 with 2-mats as an example isn't going to cut it)

 

Other ones are more/less fine, though I feel the power on the male Rockers needs to be toned down, even if they are (semi-?) Nomi.

 

---

In any case, I can help with OCG and stuff as well if needed.

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