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shadowsapex

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Number 88: Gimmick Puppet  of Leo

DARK/Machine-Type Xyz Effect Monster/Rank 8/3200 ATK/2300 DEF

3 Level 8 monsters

Once per turn, you can also Xyz Summon "Number 88: Gimmick Puppet  of Leo" by using a Rank 8 Machine Xyz Monster as material. (Transfer its materials to this card.) Once per turn, if you have no cards in your Spell & Trap Card Zone: You can detach 1 material from this card, and if you do, place 1 Destiny Counter on this card, and if you do that, banish all Spells/Traps your opponent controls. You cannot conduct your Battle Phase the turn you activate this effect. This card cannot be destroyed by battle or card effects a number of times per turn, equal to the number of Xyz Materials on it. When 3 Destiny Counters are on this card, you win the Duel.

 

A powerful but decreasing protection effect, the ability to leave your opponent's backline as threadbare as your own, AND ALTERNATE SUMMONING CONDITIONS THAT AREN'T INDESCRIBABLY HORSEHOCKEY? 

 

pinch_me.gif

 

Anyways, let's go for yet another DARK Machine in our retrofitting game, in this case....

 


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Dios mio . . . that's a lot to fix.

 

Orichalcos Shunoros

DARK - Level 10 - Machine/Effect - ?/0

Cannot be Normal Summoned/Set. If a Normal monster is destroyed, you can Special Summon this card from your hand. This card's original ATK becomes 1000 for each monster your opponent controls, plus 500 for each Normal monster on the field and in the Graveyard. Level 4 or lower Normal monsters on the field cannot be destroyed. While either player controls a non-Effect monster, this card is unaffected by your opponent's card effects.

 

Changelog:

●No longer picky on how the monster got destroyed.

●No longer picky whose Normal it was.

●The "boost" is now its "original" ATK, allowing you to sidestep things that deal with boosts, as irrelevant as those are now.

●+500 for every Normal on board and in the Graveyard, so that it can do some direct attacking on occasion.

●Turns Level 4 or lower Normals into Beelze, instead of just offering battle protection.

●Becomes Towers while either player controls a Normal.

 

AND IT'S STILL PROBABLY sheet.

 

Now that we're on cards from the DM anime:

 

Mirage Knight

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Summoned by Dark Flare Knight? oof

 

Can I also adjust Dark Flare Knight to be Dark Magician + 1 FIRE monster, and summon Mirage Knight from hand/deck/GY when it is destroyed in general instead of only by battle?

Mirage Knight

Level 8

LIGHT
Warrior/Effect

2800/2000

Cannot be Normal Summoned/Set. Must be Special Summoned by Dark Flare Knight and cannot be Special Summoned by other Ways. Unaffected by other monster effects. During Damage Calculation only, this card gains ATK equal to the current ATK of the opponent's monster it is battling. During the End Phase of a turn this card attacked or was attacked: Banish this card until the end phase of the next turn.

 

Now it's protected from monster effects, always wins battle even against buffs (but not against SHS), and comes back at the end of next turn. It's still bad, but it's at least playable, especially if Dark Flare Knight gets changed.

 

More gimmicks! Next: Gimmick Puppet Twilight Joker

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Gimmick Puppet Twilight Joker

DARK/Machine-Type Effect Monster/Level 8/800 ATK/1600 DEF

When a "Gimmick Puppet" monster you control is destroyed by battle or card effect and sent to your GY: You can banish that monster from your GY; Special Summon this card from your hand, then you can Special Summon 1 banished Level 8 Machine monster, and if you do, immediately after this effect resolves, Xyz Summon 1 Xyz monster using those 2 monsters only.  You can only use the effect of "Gimmick Puppet Twilight Joker" once per turn. An Xyz Monster whose original Type is Machine and has this card as Xyz Material gains this effect.

• Once per turn (Quick Effect): You can detach 1 material from this card; place 1 String Counter on 1 monster on the field, and if you do, each player must discard all Spells in their hand, then if neither player discarded any cards this way, monsters your opponent controls lose 500 ATK for each String Counter on the field, until the End Phase.

 

For you see, I'm actually going to try giving Gimmick Puppets a...well, gimmick. Since their trump card works on empty backrow, so every Gimmick Puppet card I remake on this thread will take out the opponent's backrow in kind. Mostly. I might not continue on that front.

 

ANYWAYS. 

 

Time for another odd card out of an otherwise well-used semi-Archetype to get the boosting-in this case, the Zombie World-adjacent...

 

Beast-Warrior Puma

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You can Tribute this card; add ​Special Summon 1 "D.D. Esper Star Sparrow" from your Deck or Graveyard to your hand.

 

Regulation of Tribe

 

Declare 1 Type of monster. Monsters of the declared Type cannot attack. Tribute 1 monster from your side of the field during each of your Standby Phases. If you do not, this card is destroyed.

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The Regulation of Tribe

Continuous Trap

Declare 1 Type of monster. Monsters of the declared Type cannot attack or activate their effects. Tribute 1 monster during each of your Standby Phases. If you do not, destroy this card.

 

Now it comes with effect negation, to shut down certain matchups (like Frogs and BA) entirely. You could also lock someone out of using Ash Blossom entirely just by declaring Zombie, so there's that.

 

Malefic World

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Malefic World
Field Spell

Once per turn: Reveal 3 "Malefic" monsters from your Deck, your opponent chooses 1 for you to add to your hand, and you shuffle the rest back into your Deck. Unaffected by your opponent's cards or effects while you control a "Malefic" monster.

 

Updated the wording of the last effect, but really the only change regarding that was making it OPT instead of relying on your Draw. Also, gave it a lot of protection to keep your Malefics on the field, as really, they're nothing more than beatsticks themselves most of the time.

 

Synthesis Spell (we had Lycanthrope earlier, why not buff its Ritual Spell?)

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Synthesis Spell

Ritual Spell

This card is used to Ritual Summon "Lycanthrope". You must also Tribute monsters from your hand or field whose combined Levels equal or exceed 6. If your opponent controls a monster that was Summoned from the Extra Deck when this card is activated, you can instead Tribute 1 Level 6 or higher Normal or Gemini monster from your Deck. While this card is in your Graveyard, "Lycanthrope" cannot be destroyed or targeted by cards or effects, also it is unaffected by the effects of your opponent's monsters with less ATK than itself.

 

It's El-Shaddoll Fusion, but for Lycanthrope, it gives the werewolf protection, and it adds value to Lycanthrope's ATK boosting effect beyond just big numbers.

 

Red-Eyes Baby Dragon

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Hmm. I always thought the Baby Dragon was okay as is-but I shall endeavor to impress.

 

Red-Eyes Baby Dragon

DARK/Dragon-Type Effect Monster/Level 3/1200 ATK/700 DEF

 

Lore: If you control no monsters (Quick Effect): You can reveal 1 Dragon monster with 2400 ATK and this card in your hand; Special Summon the other revealed monster in your hand, ignoring its Summoning conditions, and if you do, equip this card to that Summoned monster. When this card is destroyed by battle and sent to the GY: You can Special Summon 1 Level 7 or lower "Red-Eyes" monster from your Deck, and if you do, equip this card from the GY to it. It gains 300 ATK. If this card is sent to the GY while equipped to a monster: You can add 1 Level 1 Dragon monster from your Deck or GY to your hand.

 

Oh look, another way of equipping that can also unbrick the Red-Eyes player's hand if you've run dry on Cards of the Red Stone and/or Cosmo Brain! And thanks to its own equipping effect, even that monster's destruction can flip the switch for another Dragon search!

 

Also, for those wondering why this ignores Summoning conditions....

 

542.jpg?1385098578

 

I WILL MAKE THIS RELEVANT AGAIN, SOMEHOW

 

Anyways, cardiac notwithstanding...

 

....well, the above card of course! Red-Eyes Darkness Dragon!

Edited by Black D'Sceptyr
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Red-Eyes Baby also lost 300 DEF for some reason.

 

Red-Eyes Darkness Dragon

DARK - Level 9 - Dragon/Effect - 2400/2000

Cannot be Normal Summoned/Set. Must first be Summoned from your hand by sending 1 "Red-Eyes" monster with 2400 or more ATK from your hand or field to the Graveyard. This card gains 300 ATK for each Dragon-Type monster in your Graveyard. If this card is removed from the field by your opponent's card effect: You can Special Summon 1 "Red-Eyes" monster from your Graveyard, except "Red-Eyes Darkness Dragon".

 

Changelog:

●Can now be rezzed.

●Lets you use a monster from hand, and it can be any sufficiently big Red-Eyes- including another copy of itself!

●Floats into literally any other Red-Eyes monster on effect removal, including Slash Dragon for negation, Flare Metal for burn damage, Darkness Metal to potentially revive this thing next turn . . .

 

Red-Eyes Fusion

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Red-Eyes Fusion

Spell

Normal

Fusion Summon 1 Fusion Monster that lists a "Red-Eyes" monster as material from your Extra Deck, using monsters from your Hand, Deck, or Field as Fusion Materials, and if you do, its name becomes "Red-Eyes B. Dragon". You cannot Normal or Special Summon other monsters the turn you activate this card except "Red-Eyes" monsters. If this card is in your GY, you can target 1 Fusion Monster in your GY that lists a "Red-Eyes" monster as material: Shuffle both this card and the targeted card into the Deck, then draw a card.

 

It now doesn't restrict other Red-Eyes summons, and can give you some recovery once your fusion monster dies.

Next: Red-Eyes Wyvern

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Red-Eyes Wyvern

DARK - Level 4 - Dragon/Effect - 1800/1600

When this card is Normal or Special Summoned, you can add 1 Level 1 DARK Dragon-Type monster from your Deck or Graveyard to your hand, and if you control another "Red-Eyes" monster, you can immediately Special Summon the added monster. During either player's End Phase, if the turn player did not Normal Summon/Set a monster this turn, you can banish this card from your Graveyard: Special Summon 1 "Red-Eyes" monster from your Graveyard, or 1 "Red-Eyes B. Dragon" from your hand or Deck.

 

Changelog:

●Fixed the WIND idiocy.

●Searches Black Metal, Black Stone, or Chick on-Summon to actually make plays.

●Lets you use its effect during your opponent's turn if they skipped their Normal for whatever reason.

●Gives you the option to give you the OG Red-Eyes from the hand or Deck, just in case you don't have Graveyard setup.

 

Boon of the Meklord Emperors

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Boon of the Meklord Emperor

Normal Spell

If you control 2 or more "Meklord" monsters with different names: Draw 2 cards. You can only activate 1 "Boon of the Meklord Emperor" per turn.

 

Change log:

  • You just need to control 2 different "Meklord" monsters; running support techs is okay and doesn't kill you if the opponent isn't playing Meklord (99.99% of the time, they aren't)
  • Doesn't cut off your Battle Phase.
  • Hard OPT on activation (but you can still conduct your Battle Phase)

 

Let's face it, Meklords currently suck, so just give them something decent to work with. 

 

(Oh right, and I should add this to my AGM support thread since we apparently got them now)

 

======

Elemental HERO Mudballman

 

Come on, make him better than some crappy Vanilla Nomi, because why the hell can he not be Special Summoned from GY later, but does nothing but act like a 3000 DEF wall. 

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Elemental HERO Mudballman

EARTH/Warrior-Type Fusion Effect Monster/Level 6/1900 ATK/3000 DEF

 

Lore: "Elemental HERO Bubbleman" + "Elemental HERO Clayman"

Must be Fusion Summoned. Once per turn: You can banish 1 Level 4 or lower "HERO" monster from your GY: inflict damage to your opponent equal to that banished monster's original ATK. This card cannot attack directly during the turn you used this effect. During the Main Phase or Battle Phase (Quick Effect): You can banish this card from your GY, then target 1 "HERO" monster you control with 1900 or more ATK; until the end of this turn, it gains 1900 ATK, also it is unaffected by other card effects. You can only use this effect of "Elemental HERO Mudballman" once per turn.
 
Took two of Jaden's unreleased cards that he utilized on Mudballman during its only offensive spree (against Trueman in Season 4) to get my inspiration of this overhaul of Mudball-Fusion Shot and Soul Union. Really, now that this card's a damage-shooting quasi-Honest Neos grave-spinner, I do think that this can actually help facilitate OTKs. Ah well. 
 
And speaking of underrated vanillas in Decks that can ill-afford vanillas considering their now lackluster speed...
 
Gladiator Beast Andal
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[spoiler= Really?]

Elemental HERO Mudballman

EARTH - Level 6 - Warrior/Fusion/Effect - 1900/3000

"Elemental HERO Bubbleman" + "Elemental HERO Clayman"

Must first be Fusion Summoned. Cannot be destroyed or targeted by card effects, except the effects of monsters with equal or greater DEF than this card's. During each of your Standby Phases: Draw 1 card.

 

Changelog:

●Can now be rezzed.

●Solid protection against the effects of all monsters whose DEF is lower than 3000, or nonexistent (meaning Links).

●Nets you an extra draw during your Standby Phase, like Bubbleman but slow.

 

 

 

Gladiator Beast Andal

EARTH - Level 4 - Beast-Warrior/Effect - 1900/1500

If this card is Special Summoned by the effect of a "Gladiator Beast" monster: You can banish 1 card from your opponent's Graveyard, and if the banished card was a monster; increase this card's ATK by half the higher of its ATK or DEF. At the end of the Damage Step, if this card battled: You can shuffle this card into your Deck: Special Summon 1 "Gladiator Beast" monster from your Deck, except "Gladiator Beast Andal".

 

It tags out at the end of the Damage Step to extend your Battle Phase or make some of your other monsters trigger faster, and the ATK boost is to let it live through battle without using things like Waboku or the GB equivalent being necessary. If it banishes Ash Blossom, it's even a 2800 beater!

 

 

Neo-Spacian Glow Moss (letting your opponent plus to use useless effects is just embarassing)

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Neo-Spacian Glow Moss

LIGHT

Level 3

Plant/Effect

300/900

When this card is used as material for the Fusion Summon of a "Neos" Fusion Monster: draw 1 card and reveal it, and apply the following effects based on its type.

  • Monster: Target 1 monster you control: that monster can attack directly this turn, also it cannot be destroyed by card effects.
  • Spell: Draw 1 more card, then discard 1 card.
  • Trap: Destroy 1 card on the field, and if it was a monster, inflict damage to your opponent equal to its ATK on the field.

 

Gave it some actually decent effects, and made it trigger when used as material, rather than relying on it attacking. Fusion fodder it may now be, but it's still leagues better than it was.

 

To keep with the theme:

 

Elemental HERO Glow Neos

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Elemental HERO Glow Neos

LIGHT - Level 7 - Warrior/Fusion/Effect - 2500/2000

"Elemental HERO Neos" + "Neo-Spacian Glow Moss"

Must first be Special Summoned from your Extra Deck by shuffling the above Materials you control into the Deck (You do not use "Polymerization"). During the End Phase, or of this card is targeted by a card effect, you can shuffle this card into the Extra Deck, and if you do: You can draw 1 card. Once per turn: You can destroy 1 card your opponent controls, and apply the appropriate effect depending on its type.

●Monster: Inflict damage to your opponent equal to the destroyed monster's ATK, but this card cannot attack this turn.

●Spell: This card can attack your opponent directly this turn, and if it does, your opponent cannot activate Spell/Trap Cards during the Battle Phase.

●Trap: You can Special Summon 1 "Neo-Spacian" monster from your hand or Graveyard.

 

Changelog:

●Extra Deck shuffle is now optional, and can trigger if GN gets targeted.

●You draw 1 card when it shuffles itself.

●The pop effect can be used in MP2.

●Monster pop is a full Volcasaurus effect, although it still cuts off your attack.

●Spell pop grants you an Ancient Gear Cannon clause, entirely stopping Evenly Matched.

●Trap effect now extends your plays instead of switching to Defense.

 

Since we're in GX anyway . . .

 

Uria, Lord of Searing Flames (if you check the ANIME tag in TCG, you can see the anime version of the card for inspiration)

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Uria, Lord of Searing Flames 

FIRE/Pyro-Type Effect Monster/Level 10/0 ATK/0 DEF

Cannot be Normal Summoned, except without Tributing during the same turn a "Dark Summoning Beast" was sent to your GY (cannot be Tribute Set.) Must be Special Summoned (from your hand) by sending 3 Traps that are face-up on the field and/or in your hand to the GY. Gains 1000 ATK for each Continuous Trap in your GY. Once per turn: You can target 1 Set Spell/Trap your opponent controls; destroy that target. Neither player can activate Spell/Trap Cards in response to this effect's activation. Once per turn, if this card would be destroyed by battle, or if this card in its owner's control would be sent to the GY by a card effect, you can banish 1 Trap from your GY, instead.

 

GX anime revival effect back, but now as protection, only now done through, an ability to Normal Summon itself by easier requirements, so now that "Dark Summoning Beast" summon can help unbrick the hand, and its Special Summon effect now allows you use of Trap Cards in the hand too. Yeah, I think this is a job well done. 

 

Now let's see how well the favor's returned for another Slifer wannabe....

 

The Wicked Eraser

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The Wicked Eraser

DARK

Level 10

Fiend/Effect

This card cannot be Special Summoned except by its own effect. Once per turn during your Main Phase if you control 3 or more Monsters you may Special Summon this card from your Hand or Graveyard by destroying all Monsters you control. The ATK and DEF of this card are each equal to the number of cards your opponent controls x 1000. When this card is removed from the field, destroy all cards your opponent controls. During your Main Phase, you can destroy this card.

ATK ? / DEF ?

 

Basically it now can be used repeatedly as an SS rather than a tribute and allows summoning from the graveyard so your ship isn't completely sunk if you lose it off the bat. Now acts as a Raigeki rather than a Black Hole when removed and is effective against all removal rather than just being sent to the graveyard.

 

Frog The Jam

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Relinquished

DARK/Spellcaster/Ritual/Effect

Level: 1

0/0

You can Ritual Summon this card with "Black Illusion Ritual". Once per turn (Quick Effect): You can target 1 monster your opponent controls; equip that target to this card. (max. 1). This card's ATK/DEF become equal to that equipped monster's. If this card would be destroyed by battle or card effect, you can destroy that equipped monster instead. While equipped with that monster, any battle damage you take from battles involving this card inflicts equal effect damage to your opponent.

 

 

Next:

Jurrac Tyrannus

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Jurrac Tyrannus

FIRE - Level 7 - Dinosaur/Effect - 2500/1400

If you Synchro Summon using only Dinosaur-Type monsters as Material: You can Special Summon this card from your hand, and if you do; you can Special Summon 1 "Jurrac" Tuner monster from your Graveyard. You can Tribute 1 Dinosaur-Type monster to have this card gain 500 ATK, and if you do, this card gains 1 additional attack during this Battle Phase. If this card destroys your opponent's monster by battle and sends it to the Graveyard: You can Special Summon 1 "Jurrac" monster from your hand or Graveyard whose ATK is less than or equal to the destroyed monster's, and if you do, this card gains ATK equal to the Summoned monster's Level x100.

 

Changelog:

●Gave it a unique, play-extending Summoning condition.

●Let it multi-attack during the turn you use its Tribute effect, to turn it into a more solid OTK machine.

●Rather than a fixed 500 boost, it now brings out a dino and gains ATK equal to its Level, so that if you miss the OTK you can Synchro spam in MP2.

 

Jurrac Velo

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Jurrac Velo

FIRE | Level 4 | Dinosaur | Effect

When this card is Summoned: Special Summon 1 "Jurrac" monster with 1700 or less ATK in Defense Position from your Deck. If this card was sent to the GY as material for a Synchro Summon of a Dinosaur monster, that monster gains 1000 ATK and cannot be Targeted by card effects. 

1700/1000

 

Tinangle Acute Cerberus

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Tindangle Acute Cerberus

DARK

Fiend/Link/Effect

0 ATK

Link-3

3 "Tindangle" monsters

Gains 3000 ATK if you have 3 or more "Tindangle" monsters with different names in your Graveyard. Gains 500 ATK for each "Tindangle" monster it points to. Monsters this card points to lose 500 ATK, except for "Tindangle" monsters. when this card declares an attack, you can Special Summon 1 "Tindangle" monster from your Deck, in face-up attack position. If you do, you can activate the Summoned monster's Flip effect as though it had been flipped face-up. You can only control 1 "Tindangle Acute Cerberus".

 

Other than the bolded stuff, I removed the reliance on Base Gardna for the attack gain. A little thing, but one that always annoyed me. Speaking of...

 

Tindangle Base Gardna

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Tindangle Base Gardna

DARK/Fiend-Type  Effect Monster/Level 5/0 ATK/2300

If you control a face-down Defense Position monster, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Tindangle Base Gardna" once per turn this way. When you do: You can target 1 monster on the field; banish it while this card remains on the field if it is a Link Monster, otherwise change it to face-down Defense Position. If a monster(s) is pointed to by an opponent's Link Monster or a Fiend Link monster, except during the Damage Step (Quick Effect): You can Tribute this card; Special Summon 1 "Tindangle" monster from your hand or Deck in Attack Position or face-down Defense Position.

 

This is fine, I mean Book of Moon/Kuntieri-level banishment is in no way gonna get broke, right? 

 

Next up. 

 

The Nordic Lights

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