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shadowsapex

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Tualatin

If a monster you control is destroyed by battle or card effect: You can Special Summon this card from your hand, and if you do, choose 1 Attribute, and if you do that, destroy all other face-up monsters with that Attribute. You can only use this effect of "Tualatin" once per turn. Your opponent cannot Normal or Special Summon monsters with that Attribute.

 

Changes:

  • Triggers upon destruction of any monster you have, giving it more flexibility
  • Summoning effect and attribute-pop effect are now 1 whole effect (like true kings) to dodge veiler, transcience and similar stuff. Hard OPT added to prevent multi locks. 

Vampire Kingdon

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Vampire Kingdom
Spell/Field
DARK Zombie "Vampire" monsters gain 500 ATK and DEF. If this face-up card would be destroyed by an opponent's card effect, you can banish 1 DARK Zombie "Vampire" monster from your GY instead. As long as you have a DARK Zombie "Vampire" monster in your GY, whenever a DARK Zombie "Vampire" monster inflicts Battle Damage to your opponent's LP: Gain LP equal to the battle damage inflicted. When an opponent's card(s) is sent to the GY (Quick Effect): Target 1 card on the field; send 1 DARK Zombie "Vampire" monster from your hand or Deck to the GY, and if you do, destroy that target. You can only activate this effect of "Vampire Kingdom" once per turn.

 

Changelog: A lot of Vampires in MtG have an effect called Lifelink, which lets you increase your Life total by the amount of damage they inflict. Well, this gives all YGO Vampires that ability, plus, the card-popping effect now works a lot better. Also, I never understood why the boost had to be for damage calculation, but here you go. A flat boost to all Vamps. And throw in some protection for good measure.

 

Next Card: Let's continue our run of Ice Counter cards. Snowdust Dragon.

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Snowdust Dragon

If this card is in your hand or GY: You can remove 3 Ice Counters from anywhere on the field; Special Summon this card. You can only use this effect of "Snowdust Dragon" once per turn. Once per turn (Quick Effect): You can target 1 face-up monster on the field; place 1 Ice Counter on it. Other monsters with Ice Counters cannot attack or activate their effects.

 

Changes:

  • Summoning Condition changed for a trigger effect but it can summon itself from GY, also lowered the counter requirement
  • Places Ice counters itself to not rely on other cards
  • Soft lock like dragostapelia (I think that was its name)

Mystical Refpanel

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Mystic Refpanel
Trap - Normal

Activate only when your opponent activates a Spell Card that you could have activated. Negate that activation, and if you do destroy it. Then, apply that Spell Card's effect as this Card's effect. 

 

Changelog: 
Now reverses any spell you want!

However, now checks activation conditions (so you can't negate Poly if you don't have a Poly target, for example).

 

Next: Snowman Creator

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Snowman Creator
WATER/Machine/Effect/Level 4/1600 ATK/1000 DEF
When this card is Summoned, if your opponent controls a monster with an Ice Counter(s): You can Special Summon 1 "Snowman Eater" from your hand or GY in face-down Defense Position. During your Main Phase: You can distribute a number of Ice Counters equal to the number of WATER monsters you control on a face-up monster(s) your opponent controls, then, if you placed 3 or more Ice Counters by this effect, you can send 1 card your opponent controls to the GY. When this card is destroyed and sent to the GY: You can Special Summon 1 "Snowman Eater" from your Deck in face-down Defense Position. You can only use each effect of "Snowman Creator" once per turn.

 

Changelog: This card now actually supports the card that it features in its artwork.

Next Card: Ice Queen

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Ice Queen

WATER/Spellcaster/Effect

Level: 8

2900/2100

You can Special Summon this card (from your hand or GY) by Tributing 1 monster on either player's field with 2 or more Ice Counters on it. You can only Special Summon "Ice Queen" this way once per turn. If this card is destroyed: You can target 1 Spell Card in your GY; add it to your hand. You can only use this effect of "Ice Queen" once per turn.

 

 

Removed the restrictions, kept the original, and only, effect, and turned into a nasty remover+recurring beater.

And I just noticed Blizzard Princess was already posted, and was not made into a Level 9. Shame on you >.>

 

 

Next:

Frost and Flame Dragon

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Frost and Flame Dragon

Level 6 WATER Dragon/Effect

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 FIRE and 1 WATER monsters from your Graveyard. Once per turn: You can discard 1 card to target 1 card on the field; send that target to the GY. If the card discarded was a FIRE or WATER Monster; Special Summon it. 

ATK/2300 DEF/2000

 

Changes:

Becomes Semi-Nomi

Monster becomes any card on the field

Send to The GY instead of Destroyed

Special Summons a monster if Discarded card is a certain attribute.

 

Next Card:

Vampire's Curse (Suggestions: Make it more coherent to Vampire Playstyle in Dark Saviors).

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[spoiler= Ninjas]

Frost and Flame Dragon

WATER - Level 6 - Dragon/Effect - 2300/2000

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 FIRE and 1 WATER monster from your Graveyard. Once per turn: You can discard 1 card to target 1 monster on the field; return that target to its original owner's hand. Once per turn, you can destroy 1 monster on the field, and if you do, inflict 500 damage to your opponent. At the end of the Damage Step, if this card attacked: You can draw 1 card for each of this card's other effects it has not activated this turn.

 

Changelog:

●Made it into a straight-up WATER/FIRE Chaos monster.

●Semi-nomi, instead of full.

●Discard to bounce, not destroy.

●Free destruction, coupled with a Hinotama.

●If you save this card's removal effects for after battle, free plussing.

 

 

 

Vampire's Curse

DARK - Level 6 - Zombie/Effect - 2000/800

If this card is Special Summoned: You can declare the name of 1 "Vampire" monster, except "Vampire's Curse": An effect of that monster's name that can only activate once per turn can activate up to thrice this turn (you can only activate this effect of "Vampire's Curse" once per turn). If a "Vampire" monster is destroyed by your opponent's card, and this card is now in gor Graveyard: You can pay 500 LP; Special Summon this card from the Graveyard during your next Standby Phase. If you do, this card gains 500 ATK, then you can draw 1 card.

 

Changelog:

●Screw you, HOPT clauses on your other archetype members!

●Revives after any Vampire monster dies, by battle or your opponent's effects.

●The boost can't miss timing, also you get a draw when it goes through.

 

Desert Twister

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Vampire's Curse

DARK - Level 6 - Zombie/Effect - 2000/800

If this card is in you GY: You can pay 1000 LP; Special Summon this card. You can only use this effect of "Vampire's Curse" once per turn. All face-up monsters on the field become Zombie-Type. Once per turn, if a monster your opponent controls is sent to the GY by a "Vampire" monster (by battle or effect): You can Special Summon 1 of those monsters during your next Standby Phase (even if you no longer control this face-up card), but banish it if leaves the field.

 

Changes:

  • Self-reviving is now at will at the cost of more LP
  • Zombie world effect for sucker plays
  • SP reviving now applies for an opponent's monster, keep in mind it activates at the moment the monster dies, but it wont summon till the next turn, so it revives even if he dies too

This one is actually decent but it can be better Vampire Vamp

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funk it. I'll do both of them.

Desert Twister
WIND/Fiend/Effect/Level 6/2300 ATK/2000 DEF
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 EARTH and 1 WIND monsters from your Graveyard. Once per turn: You can discard 1 card to target 1 Set card on the field; shuffle it into its owner's Deck. If the card discarded was an EARTH or WIND monster; Special Summon it.
 
Changelog: Pretty much did the same thing as was done to Frost and Flame Dragon.

Vampire Vamp
DARK/Zombie/Effect/Level 7/2000 ATK/2000 DEF
When this card or a "Vampire" monster is Normal Summoned to your side of the field: You can target 1 face-up monster your opponent controls; equip it to this card. This card gains ATK equal to the combined original ATK of the monsters equipped to it by this effect. If this card is sent to the GY, while equipped with a card by this effect: Special Summon this card from the GY.

Changelog: Not much. Just made her much less restrictive.

Next Card: Snowdust Giant

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Snowdust Giant

WATER/Beast-Warrior-Type Xyz Effect Monster/Rank 4/2200 ATK/800 DEF

 

Lore: 2 Level 4 WATER monsters

Once per turn: You can detach 1 material from this card; reveal any number of WATER monsters from your hand, and place that many Ice Counters on face-up monsters on the field. During your opponent's turn (Quick Effect): You can destroy 1 monster on the field with an Ice Counter, and if you do, Special Summon 1 WATER Dragon, Spellcaster or Machine monster from your hand or Deck. Monsters with Ice Counters on them cannot activate their effects, also all WATER monsters you control are unaffected by their effects. Non-WATER monsters on the field lose 200 ATK for each Ice Counter on the field. 
 
BD'Switchups:
  • Snowdust Giant, now with destruction into most of the Ice-Counter-carrying-monsters-floating transformer sequence!
  • And also with the atomic kung-fu grip, able to keep even the heaviest cardboard in check with just a bit of ice to draw power from! 
  • But best yet, this card is freeze-proof! Now no amount of ice can impede this figure's every action!

 

NEXT UP: 

 

Hyper-Ancient Shark Megalodon (feels a bit underwhelming compared to another "Ancient" Fish monster of lore that spams out Fish monsters don't it? It's up to you to save the shark)

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Hyper-Ancient Shark Megalodon

WATER - Level 8 - Fish/Effect - 2900/1300

If your opponent's monster declares an attack, you can send 1 WATER Fish-Type "Shark" monster from your Deck to the Graveyard: Special Summon this card from your hand, halve the ATK of the attacking monster, and change the attack target to this card. If this card is Normal or Special Summoned: You can add 1 WATER Fish-Type "Shark" monster from your Deck to your hand. When this card inflicts battle damage to your opponent: You can destroy 1 card your opponent controls.

 

Changelog:

●Welcome to Tragoedia, powercrept. The cost literally only exists to lock it into Sharks, and can actually help set up for Salvage/Surface plays.

●Stratos for Sharks!

●Destruction effect is now non-targeting, because protection can suck a very tiny lemon.

 

Snake Deity's Command

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Snake Deity's Command
Trap/Counter
When a Spell/Trap Card or effect is activated while you control a "Venom" card: Negate the activation, and if you do, destroy that card. You can banish this card from your GY; add 1 "Venom" card from your Deck to your hand.

Changelog: Real simple.

Next Card: Ultimate Obedient Fiend

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Ultimate Obedient Fiend

FIRE - Level 10 - Fiend/Effect - 3500/3000

If you control no cards and your opponent controls 4 or more cards, you can Special Summon this card (from your hand). This card can only attack if it is the only monster you control. Your opponent's monster effects are negated during the Battle Phase. Negate the effects of any card destroyed by battle with this card, and all cards your opponent owns with the same name as a card destroyed this way.

 

Changelog:

●Can now function as a comeback or board-breaking tool, especially given that its self-Summon effect doesn't start a Chain.

●You can now attack with it while you have backrow and cards in hand.

●Skill Drain during the Battle Phase, and anything that's been killed by UOF in battle, and your opponent's sheet with the same name as those monsters, can't get its effects off at all until this guy leaves.

 

Berserk Dragon

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Berserk Dragon
DARK/Zombie/Effect/Level 8/3500 ATK/0 DEF
Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. This card can attack all monsters your opponent controls once each. During your End Phase, if this card and "A Deal With Dark Ruler" are both in your GY: You can banish 1 DARK monster from your GY; Special Summon this card from your GY. You can only Special Summon "Berserk Dragon" once per turn this way. This card loses 500 ATK for each DARK monster banished by this effect.

 

Changelog: It's no not so reliant on its Quick-Play, and can easily recur itself, but at the cost of decaying more and more each time it returns.

Next Card: How about a boss monster no one remembers: Infernal Flame Emperor.

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Infernal Flame Emperor

FIRE - Level 9 - Pyro/Effect - 2700/1600

When this card is Summoned, you can banish up to 5 FIRE monsters from your Graveyard: Destroy 1 card on the field for each card banished this way. Once per turn, during either player's turn, you can banish 1 FIRE monster from your Graveyard: Draw 1 card, and if the drawn card was a FIRE Pyro-Type monster; you can destroy the monster your opponent controls with the highest ATK. During each Standby Phase: Inflict damage to your opponent equal to the number of your banished FIRE monsters x200. If a Pyro-Type monster inflicts damage to your opponent (by battle or its own effect): All Pyro-Type monsters you control gain ATK equal to the amount of damage inflicted.

 

Changelog:

●Boy can now be Special Summoned.

●On-Summon effect triggers off of any kind of Summon, not just Tribute.

●Zielgigas-style "consistency that kills things" style effect.

●Burn damage to stay relevant to the old Pyro theming.

●ATK gain to parallel Vixen.

 

Since we're doing silly Structure Deck bosses:

 

Exxod, Master of the Guard

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Exxod, Master of the Guard 

Cannot be Normal Summoned/Set. Must first be Special Summoned by Tributing 1 Level 5 or Higher Rock monster. Once per turn, if a monster(s) is Special Summoned: You change that monster(s) to face-down Defense position. All Flip Summoned monsters your opponent controls have their effects negated. You can banish this card from your GY: Add 1 "Sphinx" monster from your Deck to your hand. 

 

Changes

  • Nomi-Semi nomi
  • Flexible summoning condition, 
  • Subterror Like effect effect for disruption, the burn was useless
  •  Flodgate effect for ice in the cake
  • GY effect to support the old style

Since most of the Bosses from the later GX structure decks have been actually remade by Konami.

Gilford the Legend

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Exxod, Master of the Guard
EARTH/Rock/Effect
Level: 8
0/4000
You can Special Summon this card (from your hand or GY) by Tributing, or banishing from your GY, 1 "Sphinx" monster or 2 EARTH Rock Flip monsters. You can only Special Summon "Exxod, Master of the Guard" this way once per turn. Unaffected by your opponent's card effects. Each time an EARTH monster is Flip Summoned, inflict 1000 damage to your opponent. This card can attack while in face-up Defense Position. If it does, apply its ATK for damage calculation.

 

 

Fake edit:

Ninja'd. Follow the above prompt.

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Taking the prompt myself:

 

Gilford the Legend
EARTH/Warrior/Effect
Level: 8
2600/2000
You can Special Summon this card (from your hand) by banishing 2 Equip Spells from your GY. If this card is Summoned: You can equip as many Equip Spell Cards from your GY as possible, and up to 2 from your Deck, to a Warrior monster(s) you control. Once per turn (Quick Effect): You can send 1 Equip Spell you control to the GY, then target 1 card your opponent controls; destroy it.

 

 

Next:

Space-Time Police

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Space-Time Police

Wind/Psychic/Effect/Level 5
If this card is Normal or Special Summoned: You can target 1 card your opponent controls; banish it. If this card leaves the field: You can Special Summon the card banished by this effect to your field if it was a monster or set it to your field if it was a Spell/Trap.
 
Changes:
  • Triggers on Normal Summon as well
  • Targets any card not just face-up
  • Gets it back to you not your opponent

Realm of Light

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Realm of Light

Field Spell

Each time a card(s) is sent from your Deck to the GY place 1 Shine Counter on this card. All "Lightsworn" monsters gain 100 ATK for each Shine Counter on this card. Once per turn, you can remove any number of Shine Counters; shuffle that many of cards in your GY into the Deck. If this card would be destroyed by a card effect, remove 2 Shine Counters from this card instead.

 

Change:

Can now recycle cards equal to the amount of Shine Counters removed, allowing you to continue your plays.

 

 

Kozmo Scaredy Lion

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Kozmo Scaredy Lion

LIGHT/Psychic/Effect

Level 2

1200/500

(Quick Effect): You can banish this card; Special Summon 1 Level 3 or higher "Kozmo" monster from your hand. You can only use this effect of "Kozmo Scaredy Lion" once per turn. Once per turn: You can pay 500 LP, then target up to 3 of your banished "Kozmo" cards; return them to the Graveyard, and if you do, inflict 300 damage to your opponent for each.

 

Made the effect more flexible. This way it's more of an 1-of tech akin to BA Barbar for the chip damage or finishing games.

 

 

Next:

Satellarknight Sirius

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Satellarknight Sirius

LIGHT - Level 4 - Warrior/Effect - 1600/900

If this card is Summoned: You can target 5 "tellarknight" monsters in your Graveyard; shuffle those targets into the Deck, then draw 2 cards. If 1 or more of the drawn cards was a "tellar" card, you can reveal it, and if you do, you can Normal Summon 1 "Satellarknight" monster in addition to your Normal Summon/Set this turn. You can only activate this effect of "Satellarknight Sirius" once per turn.

 

Changelog:

●Pot of Avarice, instead of Jar.

●Now helps you go off harder if you pull an archetypal card for the draw.

 

That wasn't actually too desperately needing a fix, actually.

 

Scrounging Goblin

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Satellarknight Sirius

LIGHT - Level 4 - Warrior/Effect - 1600/900

If this card is Summoned: You can target 5 "tellarknight" monsters in your Graveyard; shuffle those targets into the Deck, then draw 2 cards. If 1 or more of the drawn cards was a "tellar" card, you can reveal it, and if you do, you can Normal Summon 1 "Satellarknight" monster in addition to your Normal Summon/Set this turn. You can only activate this effect of "Satellarknight Sirius" once per turn.

Changelog:

●Pot of Avarice, instead of Jar.

●Now helps you go off harder if you pull an archetypal card for the draw.

That wasn't actually too desperately needing a fix, actually.

Scrounging Goblin

That's what you think but if you look at Tellarknight decklists you will see they rarely played it, not even as a 1-of. Meanwhile, Yang Zings, another DT archetype of the same generation, have Yang Zing Path. I was expecting for its effect to be made more flexible, something like "up to 5 monsters".

 

Scrounging Goblin

EARTH/Fiend/Effect

Level 4

1000/2000

If this card battles; your opponent can hand you 1 card from their hand to negate this effect; otherwise you take 1 "Goblin" card, except "Goblin Fan", and either add it to your hand, activate it if is a Spell/Trap, or Special Summon it in Defense Position if it is a monster.

 

 

Next:

Prime Material Falcon

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It was an archetypal Jar of Avarice on-Summon. The HOPT was a bit much for such a simple effect, so I buffed it to Pot of Avarice, and made it a Seraphinite. For a Level 4 monster, it's immense, if admittedly requiring setup.

 

Prime Material Falcon

WIND - Level 5 - Winged Beast/Effect - 2200/800

If a monster(s) you control is destroyed by a card effect, you can Special Summon this card from your hand, then draw 1 card. If a monster effect that would destroy a card(s) on the field is activated: You can send 1 card from your hand to the Graveyard to negate the activation, and if you do, destroy it.

 

Changelog:

●The Meklord self-Summon effect, that also replenishes hand resources to ensure at least 1 negation.

●Negates all Quasar clones that would pop monsters, on top of the backrow protection.

 

Ido the Supreme Magical Force

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