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shadowsapex

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I Just saw this, and is an awesome game so

 

The Nordic Lights

 

Field Spell Card

"Nordic" and "Aesir" monsters you control cannot be targeted by your opponent's card effects, also they cannot be destroyed by battle. You can send 1 "Nordic" monster from your Deck to the GY; Special Summon 2 "Nordic Tokens" (Beast/LIGHT/Level 3/ATK 1000/DEF 1000), but you cannot use those Tokens as Synchro Materials, except for the Synchro Summon of an Aesir" Synchro Monster. You can only use this effect of "The Nordic Lights" once per turn. If this card on the field is destroyed by an opponent's card effect: You can add 1 "Nordic" monster from your GY to your hand.

 

Next: Diabolos, King of the Abyss

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The Nordic Lights

Field Spell

If this card is activated: You can add 1 "Nordic" monster from your Deck to your hand. During your Main Phase, you can Normal Summon 1 "Nordic" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.). "Nordic" monsters on the field cannot be destroyed by battle or card effects. If this card on the field is destroyed: Destroy all "Nordic" monsters on the field, then Special Summon "Nordic" Tuners from your Deck or GY, up to the number of cards destroyed by this effect.

 

 

Next:

Saber Vault

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I, in the interest of showing respect to not one but TWO great retakes on Nordic Lights, will oblige both the requests of Darj and Dragulas. 

 

First up, Darj. 

 

Saber Vault

Field Spell 

Each face-up "X-Saber" monster on the field gains 100 ATK x its Level, and loses 100 DEF x its Level. Each face-up monster your opponent controls loses 100 ATK x the number of "Saber" Spell/Trap Cards and/or "Gottoms" cards in your GY, except "X-Saber" monsters.  Once per turn, if you Synchro, Xyz, or Link Summon an "X-Saber" monster: You can Special Summon 1 "X-Saber" monster from your Deck with a different Type from the monsters used as material for that Summon. 

 

Brings the pain to your opponent's other monsters, and allows you to slightly recoup from the losses made in your Summons. 

 

Now for Dragulas.

 

Diabolos, King of the Abyss

DARK/Dragon-Type Effect Monster/Level 7/2800 ATK/1000 DEF

Cannot be Special Summoned by a monster or Spell effect. If you Tribute Summon this card, the Tributes must be DARK. When Tribute Summoning this card, you can also Tribute 1 DARK monster your opponent controls. Cannot be Tributed while face-up on the field. Once per turn, during your opponent's Draw Phase before their normal draw, or if your opponent activates a card or effect that would make a player draw a card(s) during Main Phase 1 (Quick Effect): You can look at the top card of your opponent's Deck, and if you do, place that card on the top or bottom of either player's Deck.

 

Oh look, now you can fix your plays with your opponent's stuff, on field and in hand. Joy to the world and its newborn king Kaiju. 

 

Now for my next choice....

 

...Lets go easy with this one. 

 

Dark Blade the Captain of the Evil World

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Dark Blade the Captain of the Evil World

DARK - Level 4 - Warrior/Effect - 1800/1500

This card on the field is treated as "Dark Blade". Once per turn, you can banish 1 DARK monster from your Graveyard to target 1 non-DARK monster your opponent controls: Equip that target to this card. This card gains 300 ATK for each card equipped to it that was originally a monster. If this card on the field would be destroyed, you can destroy 1 card equipped to this card instead, and if you do, you can activate 1 of the following effects:

●Destroy 1 card your opponent controls.

●Special Summon 1 of your banished Dragon-Type Union monsters.

 

Changelog:

●It now counts as Dark Blade, to work with Kiryu and Pitch-Dark Dragon.

●Level restriction removed, Attribute restriction watered down.

●Equips now do a thing.

●You're allowed to have more than 1 equip at a time.

●It can now pop anything equipped, not just monsters it ate.

●You can now punish your opponent for attempting to kill this thing.

 

On that note:

 

Kiryu

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Oh wow, I didn't notice the ninja'd by Dragulas. And by about 20min, I have no excuse.

 

Kiryu

DARK/Dragon/Union/Effect

Level: 5

2000/1500

Once per turn, you can either: Target 1 "Dark Blade" monster you control; equip this card from your hand or field to that target, OR: Unequip this card and Special Summon it. While this card is equipped to a monster by this effect: You can Tribute this card; the equipped monster can attack directly this turn. A monster equipped with this card gains 900 ATK, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent from the field to the GY: You can take 1 "Dark Blade" from your Deck, and either Special Summon it, or add it to your hand.

 

 

Next:

Metallizing Parasite - Lunatite

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Metallizing Parasite - Lunatite

Level 7

WATER
Aqua/Union

1000/500

Once per turn, you can either: Target 1 face-up monster you control; equip this card from your hand or field to that target, OR: Unequip this card and Special Summon it. While this card is equipped to a monster by this effect: The equipped monster is unaffected by the effects of your opponent's Spell Cards, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card in the Spell/Trap Card Zone is sent to the GY, you can either: Special Summon this card from your GY, OR: Add 1 Union monster except "Metallizing Parasite - Lunatite" from your Deck to your Hand.

 

It now can equip from hand so you don't have to summon a level 7 just to use it as a union monster. It also either rezzes itself or searches for any other union when it goes to the GY.

 

Next: Metallizing Parasite- Soltite

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Metallizing Parasite - Soltite

WATER/Aqua/Union/Effect

Level: 7

1000/500

Once per turn, you can either (Quick Effect): Target 1 face-up monster you control; equip this card from your hand or field to that target, OR: Unequip this card and Special Summon it in face-up Attack Position. While equipped by this effect, the equipped monster cannot be targeted or destroyed by your opponent's monster effects, also this card is treated as "Metalmorph", and if the equipped monster would be destroyed by battle or card effect, destroy this card instead. (Quick Effect): You can banish this card from your GY, then target 1 "Metallizing Parasite" monster in your GY; equip that target to a monster you control that would be an appropriate target for that monster's effect, and treat it as if it was equipped by its own effect. You can only use this effect of "Metallizing Parasite - Soltite" once per turn.

 

 

Next:

Naturia White Oak

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Naturia White Oak

EARTH- ✪✪✪✪  - Plant/Effect - 1800/1400

If your opponent activates a card or effect (Quick Effect): You can send this card to the GY; Special Summon 2 Level 4 or lower "Naturia" monsters from your Deck, but they cannot attack, also destroy them during your next End Phase. If an EARTH Synchro monster you control would be destroyed by an opponent's card (by battle or by card effect), you can banish this card from your GY instead.

 

Basically almost completely rewrote the whole thing for modern OCG, but the main change was changing the targeting requirement to your standard chain beat effect. Yes, you can't dictate it, but Summoning the Horneedle/Mantis combo has got to dissuade your opponent somewhat. Trying to keep it simple, but I felt the last effect would be nice for Naturias anyway.

 

Cocoon Rebirth

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Cocoon Rebirth

Continuous Spell

Once per turn, you can Special Summon 1 "Chrysalis" monster from your Graveyard. Once per turn, if you control a "Chrysalis" or "Neo-Spacian" monster, you can Special Summon 1 "Elemental HERO Neos" from your hand or Graveyard. Quick Effect: You can Tribute face-up "Chrysalis" monsters you control to Special Summon "Neo-Spacian" monsters listed in their card text from either player's Graveyard.

 

Changelog:

●Actually does what its name implies, rebirthing cocoons.

●If you get it going, you can bring out Neos to make plays with, in case you play the Deck.

●The Tribute-and-revive is now a Quick Effect, making it a method of dodging effects that would kill the Chrysalis monsters, or avoiding battle with Chrysalis Mole.

 

AND IT'S STILL PROBABLY sheet.

 

Neo Space

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Neo Space

Field Spell

"Elemental HERO Neos" and all Fusion Monsters that list "Elemental HERO Neos" as a Fusion Material Monster gain 500 ATK. If you control no Fusion Monsters that list "Elemental HERO Neos" as a Fusion Material Monster, you can Special Summon 1 "Elemental HERO Neos" from your Deck. You can only activate this effect of "Neo Space" once per turn. Fusion Monsters that list "Elemental HERO Neos" as a Fusion Material Monster do not have to activate their effects during the End Phase that shuffle them into the Extra Deck. You can shuffle a Fusion Monster that lists "Elemental HERO Neos" as a Fusion Material Monster into the deck; draw a card.

 

Now lets you start plays, and also lets you tag out during your main phase (and draw a card) to use the new SS effect and swap fusions.

 

Next: Elemental HERO Glow Neos. If we've already done this one, then Elemental HERO Air Neos

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Elemental HERO Glow Neos

"Elemental HERO Neos" + "Neo-Spacian Glow Moss"
Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) (Quick Effect): You can shuffle this card into the Extra Deck; Special Summon 1 "Elemental HERO Neos" and 1 "Neo-Spacian" monster from your Deck, except "Neo-Spacian Glow Moss". Once per turn: You can target 1 card on the field; destroy it, then apply the effect based on its type. ● Monster: If this card battles, your opponent cannot activate cards or effects until the end of the Damage Step. ● Spell: Draw 1 card. ● Trap: All monsters your opponent controls have their effects negated this turn.
 
Changes:
  • Mandatory spin, now becomes a tag out effect, imitating ABC, but into different materials to promote "diversity" in Neos plays
  • The target no longer needs to be a face up card nor be controlled by the opponent, adding flexibility
  • 3 type based effects were rewroted to more udpdated effects.

 

Elemental HERO Air Neos

"Elemental HERO Neos" + "Neo-Spacian Air Hummingbird"
Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) Gains ATK equal to the difference in LP between you and your opponent. (Quick Effect): You can shuffle this card into the Extra Deck; Special Summon 1 "Elemental HERO Neos" and 1 "Neo-Spacian" monster from your Deck, except "Neo-Spacian Air Hummingbird". If this card battles an opponent's monster: You can make that monster's ATK become its original ATK, also it has is effects negated,
 
Changes:
  • ABC Tag out effects same as Glow (This is how they should ve been in the first place)
  • Boost works almost every time not only when you are behind in LP
  • Negating other boost or effects to ensure OTKs.

For the next card, Let Dark Horus get the retrain it deserves.

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Dark Horus

Level 8

DARK
Dragon/Effect

3000/1800

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing two DARK monsters from your GY. Once per turn, if your opponent activates a Spell card or effect: You can target 1 Level 4 DARK monster in your GY; Special Summon that target OR: Banish 1 DARK monster in your GY; Negate negate the activation, and if you do, destroy that card.

 

It's now a special summon monster, similar to DAD. It also works outside of main phases, and can optionally negate instead of SSing.

Also this isn't technically retrains because keeping the same name.

 

Next up, lets see if we can get instant win cards to be fair and actually playable: Destiny Board

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Destiny Board

When this card and all other "Spirit Message" cards with different Names are placed on your field, you win the game. Once per turn, while this card is face up, you can place 1 "Spirit Message" card in your Spell/Trap Zone from your hand or Deck. You can activate Normal and Quick-Play Spell cards in monster zones above "Spirit Message" cards. Once per turn when this card would be destroyed, you can destroy a face up "Spirit Message" card instead. When this card leaves the field, destroy all "Spirit Message" cards.

 

 

Altergiest Primebanshee

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y tho she's the lonefire for the group, floats on death and turns Hextia into hell on earth to handle

 

Altergeist Primebanshee

DARK/Spellcaster-Type Link Effect Monster/Link-3/2100 ATK

Link Arrows: Down, Bottom Right, Right

Lore: During the Main Phase (Quick Effect): You can Tribute 1 other "Altergeist" monster; Special Summon 1 "Altergeist" monster from your Deck to your zone this card points to, then you can destroy cards on the field up to the number of Spellcaster monsters your "Altergeist" Link Monsters point to. If an "Altergeist" Trap is activated: You can target 1 monster on the field; it is unaffected by other activated card effects, until the End Phase. If this card is sent from the field to the GY: You can target 1 "Altergeist" card in your GY; add it to your hand. You can only use each effect of "Altergeist Primebanshee" once per turn.

 

Done and done. 

 

Let's see if we can't spread the love for another spirit, then!

 

Theban Nightmare

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Theban Nightmare

LIGHT/Fiend/Effect

Level: 4

1500/500

While you have no cards in your hand nor in your Spell & Trap Zones, this card gains 1500 ATK, also it is unaffected by other card effects. If you have no cards in your hand nor field: You can Special Summon this card from your GY. You can only use this effect of "Theban Nightmare" once per turn.

 

 

Next:

Mad Reloader

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Mad Reloader

DARK

Lvl: 1

Fiend / Tuner / Effect

If this card is sent to the GY: You can send up to  2 cards form your hand to the GY, and if you do, draw  that same number of cards. You can only use this effect of "Mad Reloader" once per turn.

 

Next:

Vampire Genesis

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Mad Reloader becoming the handfixer incarnate give me such a phantom pain, realizing how short the reign of the original handfixer Baobaboon was before Sayuja ran over it. 

 

Anyways, to Camula's boss.

 

Vampire Genesis

DARK/Zombie-Type Effect Monster/Level 8/3000 ATK/2100 DEF

Lore: Must first be Special Summoned (from your hand) by banishing 1 Level 5 or higher "Vampire" monster you control, except "Vampire Genesis". All monsters your opponent controls becomes Zombie-Type during your turn only, also they cannot activate their effects during your Main Phase 1. Once per turn: You can discard 1 Zombie monster, then target 1 Zombie monster in your GY with less ATK than the discarded monster; Special Summon that target, and if you do, monsters with that Summoned monster's name do not have to pay LP to activate their effects, until the end of the next turn.

 

Alright, so: 

  • This is far broader in its Summoning method (not the only way it can be Summoned, nor directly requiring the Vampire Lord.
  • It turns your opponent field to Zombies, to more easily work in hand with Vampire Sucker. 
  • Also neutralizes effects during the Main Phase 1, so good luck with that Ghost Ogre, fella.
  • Switches the conditions of its effect to be less ATK than lower Level-get with the times o lovely Camula! (dodges thrown lamp)
  • And of course, any of the NUUUUUUUUUUU Vamps Summoned with its effect can put out its effect FOR FREE. Sweetness,

NEXT, let's handle another "great art, mediocre effect" classic, one that was closer to the chest for me than I expected:

 

Victoria

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Victoria

If a Dragon monster is on the field, you can Special Summon this card (from your hand). You can target 1 Dragon monster in either player's GY; Special Summon it. You can only use this effect of "Victoria" once per turn. Your opponent cannot target monsters you control for attacks or card effects, excep this one.

 

Next: Radiant Mirror Force, this deserve to be on par with the new members.

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Radiant Mirror Force

Normal Trap

If your opponent's monster declares an attack while they control 3 or more Attack Position monsters: Destroy all monsters your opponent controls, then banish cards from your opponent's Graveyard up to the number of cards destroyed by this effect.

 

Changelog:

●Changed to a straight Raigeki if they meet the conditions.

●Lets you kill your opponent's Graveyard or prevent floating if it goes off.

 

I didn't remove the "3 or more" condition because I felt it was what set Radiant apart, and it's not a hard condition to meet- it's just that the result was underwhelming before. So, I upgraded the result, rather than the condition.

 

Mirror Force Launcher

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Mirror Force Launcher

Continuous Trap
(1) Once per turn, during your Main Phase: You can add 1 "Mirror Force" from your Deck or GY to your hand. (2) If this Set card is destroyed by your opponent's card effect and sent to the GY: You can Set this card from your GY and 1 "Mirror Force" from your hand, Deck, or GY to your field, also they can be activated this turn.

 

All I really did was remove the discard part, but yeah. Part of me would've liked to have given support to the others, but in Japan, they don't have the same naming pattern, so...

 

(I mean, it's still gonna suck, but blame the naming for stuff.)

 


 

Now what other cards does YCM (or those Yugitubers) think are trash?

 

Ah yes, this one. 

 

Advent Skull Archfiend

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Advent Skull Archfiend

DARK/Fiend/Effect

Level: 6

2500/1600

You can Ritual Summon this card with "Contract with the Abyss". This card's name becomes "Summoned Skull" while on the field, but it is still treated as an "Archfiend" card. This face-up card cannot be destroyed by battle, except with a Ritual Monster, also it is unaffected by other monsters' effects, except Ritual Monsters'. If this Ritual Summoned card is sent to your GY: You can Special Summon 1 "Summoned Skull" from your hand, Deck, or GY.

 

Now it's as tough to kill as First of the Dragons, and you can fodder it yourself and get the Summoned Skull for beating, more laddering, etc.

 

 

Next:

Jurrac Herra

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Jurrac Herra

Level 6 FIRE Dinosaur

If a "Jurrac" monster is destroyed and sent to the GY, you can Special summon this card from your hand and if you do, Special Summon 1 Dinosaur Monster from your GY. You can only activate this effect of "Jurrac Herra" once per turn.

ATK/2300 DEF/1500

 

Next:

Blue-Eyes Shinig Dragon

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Blue-Eyes Shining Dragon

LIGHT - Level 8 - Dragon/Effect - 3000/2500

Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by Tributing 1 "Blue-Eyes" Fusion or Synchro monster you control. This card gains 500 ATK for each Dragon-Type monster in the Graveyard. If a card or effect would affect this card, you can make this card unaffected by that card/effect. During the Battle Phase, you can Tribute this card: Send all face-up cards on the field to the Graveyard. During your Standby Phase after this card was sent to the Graveyard, you can banish 1 Level 1 LIGHT Tuner from your Graveyard: Special Summon this card from your Graveyard.

 

Changelog:

●Can now be rezzed.

●Can Tribute off any "Blue-Eyes" ED monster, not just Ultimate.

●ATK boost increased and made more flexible.

●Regains its anime protection effect.

●Regains its anime nuke effect.

●Gets an in-theme self-revival effect.

 

Dark Eradicator Warlock

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Dark Eradicator Warlock

Level 7 DARK Spellcaster

This monster's name becomes "Dark Magician" while in your hand, on the field, or in your GY.

Cannot be Normal Summoned or Set. Must first be Special Summoned by a card effect or by Sending 1 "Dark Magician" or "Magician Girl" monster from your hand to the GY. Once per turn, during your Main Phase, you can add 1 card that lists "Dark Magician" in its card text. If a card in Spell/Trap Zone would leave the field because of an opponent's card effect, you can send this face-up card you control to the GY instead.

ATK/2500 DEF/2100

 

...I tried my best, but I'm not satisfied with it.

Still, it allows you to search Eye of Timaeus, and protects Eternal Soul by sending itself to the GY. The burn effect got omitted, though.

 

Vendread Nightmare, that really shitty continuous Spell they got from FLOD.

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Vendread Nightmare

Continuous Spell Card

Once per turn: You can Tribute 1 or more monsters from your hand and/or field, then target 1 face-up monster you control, increase its Level by the number of monsters Tributed, until the end of this turn, then if it is the only Zombie monster you control in the Main Monster Zone, you can Special Summon "Vendread" monsters from your GY or among your banished cards, equal the number of Tributed monsters. When a "Vendread" monster(s) is Special Summoned, except by this card's effect: You can have your monster gain 1000 ATK, then you can activate 1 "Vendread" Spell/Trap from your Deck, except "Vendread Nightmare". You can only use this effect of "Vendread Nightmare" once per turn. 

 

there you have your Vendread Spell/Trap searcheroo happy now

 

next up

 

Chosen One

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