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shadowsapex

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Spirit Elimination

Normal Spell Card

Activate this card; for the rest of turn, if you were to banish cards from your GY to activate a card effect, you can banish the required cards from your Deck instead.

 

Changes:

  • Banished any card type for flexibility, not just Monsters.
  • Restricted for card effects like DAD, so you cannot Summon BLS, using this remake.

Next:

Greedy Venom Fusion Dragon

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Greedy Venom Fusion Dragon

1 "Predaplant" monster + 1 DARK monster whose original Level is 8 or higher
Must first be Fusion Summoned or Special Summoned (from the Extra Deck) by sending the above cards you control to the GY (in which case you do not use "Polymerization"). Once per turn (Quick Effect): You can target 1 face-up monster on the field; until the end of this turn, change that target's ATK to 0, also that target has its effects negated. If this card is destroyed by battle or sent to the GY because of a card effect: Destroy as many monsters on the field as possible, then you can banish 1 Level 8 or higher DARK monster from your GY and Special Summon this card.
 
Changes:
  • Contact Fusion clause
  • Quick effect as a straight upgrade of starvin venom
  • Flexible floating

Archfiend Black Skull Dragon

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Archfiend Black Skull Dragon

Level 9 DARK Dragon Fusion/Effect

1 “Archfiend” Monster + 1 “Red-Eyes” Normal Monster

Must first be Fusion Summoned with the above Fusion Materials. If this card battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If damage calculation is performed involving this Fusion Summoned card, at the end of the Damage Step: You can take 1 "Red-Eyes" Normal Monster in your Graveyard; Special Summon it as an Effect Monster or inflict damage to your opponent equal to its ATK in the GY, then shuffle it into the Deck.

ATK/3200 DEF/2500

 

Changes:

  • Replaced Fusion Materials And Fusion Summoning Condition
  • Procs Effect at the end of Damage Step instead of Battle Phase
  • Allows you to make Effect Monsters out of Geminis in your GY.

Next:

Any of the Malefic Monsters

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Malefic Red-Eyes B. Dragon

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 "Red-Eyes B. Dragon" from your Deck. There can only be 1 face-up "Malefic" monster on the field. When this card is Special Summoned: You can add 1 "Malefic" card from your Deck to your hand. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card.

 

Next: Malefic Blue-Eyes White Dragon

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Malefic Blue-Eyes White Dragon
LIGHT/Dragon-Type Effect Monster/Level 8/3000 ATK/2500 DEF
 
Lore: Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 "Blue-Eyes White Dragon" from your Deck. There can only be 1 face-up "Malefic" monster on the field. You can target up to 2 banished Dragon monsters; shuffle them into the Deck, then draw cards equal to the number of returned cards and reveal them, and if you revealed a "Malefic" card, if this card did not attack this turn, inflict 1500 damage to your opponent. You can only use this effect of "Malefic Blue-Eyes White Dragon" once per turn. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card.
 
 
BD'Switchlog:
  • High damage input on a Blue-Eyes monster oh golly gee where'd that find its roots
  • Plus it recycles banished Malefic Material (oh and REDMD material if you feel up to running that too).
  • And Draws you cards as well, though your opponent sees them.

 

NEXT UP: 

 

Malefic Rainbow Dragon

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Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 1 "Rainbow Dragon" from your Deck. There can only be 1 face-up "Malefic" monster on the field. When this card is Special Summoned: You can send up to 3 “Malefic” cards from your Deck to the GY, and if you do, this card loses 500 ATK for each card sent. Other monsters you control cannot declare an attack. If there is no face-up Field Spell Card on the field, destroy this card.

 

Gave it the ability to dump Malefic Truth Dragon and Paradox Gear

 

Next: Malefic Truth Dragon

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Malefic Truth Dragon 

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by banishing 2 other "Malefic" monsters from your hand and/or field. There can only be 1 "Malefic" monster on the field. If there is no face-up Field Spell Card on the field, destroy this card. Once per turn, at the end of the Main Phase (Quick Effect): You can pay half your LP; destroy all monsters your opponent controls, and if you do, any battle damage inflicted to your opponent is halved this turn.

  • Better summoning condition
  • Better destruction effect

Next: Malefic Paradox Dragon

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Malefic Paradox Dragon

DARK/Dragon-Type Synchro Effect Monster/Level 10/4000 ATK/4000 DEF

 

Lore: "Malefic Parallel Gear" 1 non-Tuner "Malefic" monster

When this card is Synchro SummonedYou can target 1 monster in either player's GY that was Special Summoned from the Extra Deck; Special Summon it. There can only be 1 "Malefic Paradox Dragon" on the field. Your opponent cannot target other cards you control with card effects, except this one, also they cannot target "Malefic" monsters you control with attacks, except this one. If there is no Field Spell that is face-up on the field, destroy this card.

 

 

BD'Switchlog:

  • Brings out a Synchro on Special Summon now, but how often are you Summoning a Field-Spell reliant Level 10 Synchro, though?
  • Demands everything target it. Good luck hitting that Malefic Territory NOW, piezano! 
  • And it's now okay with any Field Spell being on the field, so its a bit like Cyberse Quantum Dragon on steroids. 

 

NEXT UP: 

 

Light of Destruction

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Light of Destruction

Continuous Trap

If a card is sent from your opponent's Deck to the Graveyard by your opponent's card effect, or your opponent sends a card(s) from their hand to the Graveyard to activate a card or effect: Send the top 3 cards of your opponent's Deck to the Graveyard. While your opponent has more cards in their Graveyard than you do, you take no damage from the attacks or effects of your opponent's Special Summoned monsters.

 

Changelog:

●Nothing should ever miss timing.

●Now triggers off of everything that discards as cost: Dangers, handtraps, Knightmares, Thunder Dragons, your opponent will be milling a lot more.

●If your opponent has too much sheet in their Graveyard, their Special Summoned monsters literally can't hurt you. Disable them FTKs, and become immortal to the attacks of an Extra Link.

 

Reverse Breaker

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Malefic Claw Stream 

Normal Trap Card

 

Lore: When you control a "Malefic" monster; Target 1 monster your opponent controls; destroy it, and if you do, all Level 7 or higher "Malefic" monsters you control will be unaffected by monster effects until the end of the next turn. If you control "Malefic Territory" and have no Traps in your GY or face-up field, you can activate this card from your hand.

 

 

BD'Switchlog:

  • Immunizes Malefics from destruction for two turns along with that destruction. Have fun with that. 
  • Also, the destruction can go off from the hand, too, if you have their best face-up Spell Card Malefic Territory up. To keep this from being abused, your GY has to be Trap free.
  • ...gee, wonder what could clear such a GY of Malefic Traps to make way for more cards, though? Mystery of our times, this I can tell you.

 

NEXT UP: 

 

SZW - Fenrir Sword

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SZW - Fenrir Sword

(Beast/LIGHT/Level 4/1800 ATK/1100 DEF)

 

 

When this card is Normal Summoned: You can target 1 "ZW -" monster you control that is an Equip Card; Special Summon that target in Defense Position. You can target 1 "Utopia" monster you control; equip this card from your hand to that target. When the equipped monster destroys an opponent's monster by battle and sends it to the Graveyard declares an attack: You can target 1 "ZW -" monster in your Graveyard GY; add that target to your hand OR equip that target to a monster you control that would be an appropriate target for that monster's effect.

 

 

 - gives some punch back to a deck that already has good effects

 

Next card:
Divine_Dragon_-_Excelion

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When this card is Normal Summoned, it gets 1 of the following effects for each Divine Dragon - Excelion in your Graveyard when this effect resolves (your choice). These effects cannot accumulate.

•Increase the ATK of this card by 1000 points.

•If this card destroys your opponent''s monster as a result of battle, banish it, and if you do, it can attack once again in a row.

•When this card destroys a monster as a result of battle and sends it to the Graveyard, inflict damage to your opponent''s Life Points equal to the ATK of the destroyed monster.

 

Grinning Grave Virus

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Grinning Grave Virus

Tribute 1 DARK monster with 3000 or less ATK; look at all monsters your opponent controls, and destroy any number of those monsters whose combined ATK is equal or lower to the Tributed monster. If you Tributed a monster with 2000 or more ATK to activate this card, you can also look at monsters in your opponent's hand. Cards destroyed by this card's effect cannot activate their effects that same turn.

 

Changes:

  • More value by gaining actual card advantage 
  • To clarify any doubts, if you tribute less than 2k, destroy on the field until the destroyed monsters reached that amount. tribute 2k or higher, still do the same but can also check the hand for potential targets
  • No longer the cards had to be sent to the GY to be stuned as long they are destroyed

 

Duke Shade, the Sinister Shadow Lord

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Duke Shade, the Sinister Shadow Lord
DARK
Fiend/Effect
Level 5 - 1000/2000
 
You can Tribute any number of DARK monsters to Tribute Summon this card. If Summoned this way, it gains 500 ATK for each Tributed monster. Once per turn, if this card is sent to GY: You can target 1 Level 5 or higher DARK monster in your GY; add it to your hand. You can only use each effect of "Duke Shade, the Sinister Shadow Lord" once per turn. You cannot Special Summon monsters the turn you activate either of this card's effects, except DARK monsters.
  • Level and ATK value increased.( was Level 4 - 500 ATK)
  • First condition is changed with Tribute Summon.
  • Special Summon removed. It now activates its last effect upon being sent to GY.

----------------------

El Shaddoll Construct

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El Shaddoll Construct

LIGHT/Fairy-Type Fusion Effect Monster/Level 8/2800 ATK/2500 DEF

 

Lore: 1 "Shaddoll" monster + 1 LIGHT monster

Must be Fusion Summoned.  If this card is Fusion Summoned: You can Special Summon 1 "Shaddoll" monster from your Deckalso for the rest of the turn, if exactly 1 "Shaddoll" Flip monster in your possession would apply its effect that activates when it is sent to the GY, you can apply its Flip effect instead. At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy 1 card on the field. If this card is sent to the GY: You can target 1 "Shaddoll" Spell/Trap Card in your GY; add it to your hand.
 
 
BD'Sceptyr:
  • Construct needed to be restricted to only the Fusion Summon as is, way too much advantage is already being granted by an (essentially) battle-immune beater that already floats into a Fusion Spell.
  • Brings you field advantage in another way (oh, mates, like you weren't putting a body on board with this anyways with Falco)
  • Also Sinister Shadow Games and Squamata already mill plenty without their best Fusion jumping in. So it now turns any Flip "Shaddoll" mill effect into their Flip Effect on demand.
  • And it has a better battle effect, though not necessarily a good one, as the destruction is indeed mandatory, and it is still reliant on battle, so good luck beating Astram with it.

 

NEXT UP: 

 

Column Switch

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Column Switch

Quick-Play Spell

Target 1 monster on the field: Move it to another unoccupied Monster Zone on its controller's field. During your opponent's Standby Phase, you can banish this card from your Graveyard: Monsters on the field cannot attack monsters that are not in the same column as themselves, also cards on the field are unaffected by, and cannot be targeted by, the effects of other cards on the field that are not in the same column as themselves, for the rest of the turn.

 

Changelog:

●You can now get monsters out of the EMZ with this, one of the only purposes a card like this has outside of gimmicks.

●You can now break up your opponent's attempts to Extra Link by moving their monsters around.

●Can now be used as a gimmicky stall measure, making your opponent unable to attack unless they Summon their monsters in the proper column, and making boardwipe attempts all but useless.

 

Blaze Fenix, the Burning Bombardment Bird

(FIRE - Level 8 - Pyro/Fusion/Effect - 2800/2300

1 Machine monster + 1 Pyro monster

Once per turn, during your Main Phase, you can inflict 300 damage to your opponent for each card on the field. This card cannot attack the turn you activate this effect. )

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Blaze Fenix, the Burning Bombardment Bird
1 Machine monster + 1 Pyro monster
Must be either Fusion Summoned, or Special Summoned during the turn a Pyro monster's effect that inflicts damage was activated, by Tributing 1 Pyro Effect non-Fusion Monster (in which case you do not use "Polymerization"). When this card is Special Summoned: You can inflict 300 damage to your opponent for each card on the field. This card cannot attack the turn you activate this effect. Once per turn, if your opponent takes effect damage from a Pyro monster's effect; Special Summon 1 Pyro monster from your Deck whose ATK is equal to or less than that amount of damage. You can only Special Summon "Blaze Fenix, the Burning Bombardment Bird(s)" once per turn.
 
  • "Thunder Dragon Colossus" treatment for those poor Pyros
  • Damage effect activates when Special Summoned instead
  • A new effect to give Pyros a play-extender.
  • A SS restriction to avoid FTKs.

Next: Royal Firestorm Guards

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When this card is Normal Summoned, select up to 4 Pyro-Type monsters in your Graveyard. Return those cards to your Deck, then draw 21card for every 2 cards returned to the Deck by this effect.

 

 

Sixth Sense

Declare 2 numbers from 1 to 6, then your opponent rolls a six-sided die, and if the result is one of the numbers you declared, you draw that many cards. Otherwise, send a number of cards from the top of your Deck to the Graveyard equal to the result.

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Sixth Sense

Normal Trap Card

 

Lore: Declare a number from 1 to 3, then your opponent rolls a six-sided die, and if the result is either equal to or twice the declared number, draw that many cards. Otherwise, banish cards from your Deck equal to the result. After this effect resolves, if a card(s) was not banished this turn, you cannot draw cards with card effects for the rest of the Duel.

 

 

BD'Switchlog

  • Nuclear restriction strikes again-but really, if your strategy revolves around a chance-centered Trap and you're not Altergeists or Paleozoics, I mean....mistakes were probably made.
  • Halves your drawn cards, but doubles your chances to draw, so...there's that.
  • Also, Thunder Dragons got a brand new pal. Every other Deck that turned that banishment clause into a second tech....just stick to Slash Draw, fellas.

 

NEXT UP: 

 

Unified Front

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Unified Front

Normal Trap

Destroy 1 monster in your hand or on your field, 1 monster you control gains ATK and DEF equal to the destroyed monster's ATK and DEF, until the end of the turn. If you activate this card during your turn, the monster that gained ATK by this effect can make up to 2 attacks on monsters this turn. You cannot attack directly during the turn this card is activated.

 

Changelog:

●Destroys that monster, and it can go away from your field. Buffs it for floating (bar Fabled or Danger!, because they're able to float off costs, but meh), makes it more flexible, helps with damage pushes, what's not to like?

●Boosts your chosen monster's ATK/DEF of the thing you got rid of instead of replacing it, for more power.

●Double-attacking if you use it on your turn, to help with clearing away threats.

 

I'd say that's a good leg up for a battle-based Trap.

 

Samurai of the Ice Barrier (one of the shittiest consistency effects in an archetype that's all variable consistency or mediocre stun outside the ED)

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Samurai of the Ice Barrier
WATER/Warrior/Effect/Level 4/1800 ATK/1500 DEF
If this card is Normal Summoned: You can Special Summon 1 "Ice Barrier" monster from your hand. When this card is changed from face-up Attack Position to face-up Defense Position: You can draw 1 card. You can only use each effect of "Samurai of the Ice Barrier" once per turn.

 

Notes: This immensely speeds up the Ice Barrier archetype, which was sluggish even back in 5D's, but is positively glacial (pun intended) nowadays. And it retains its effect, which is still very circumstantial.

Next: You know, I think it's about time we got around to the Ice Barriers. They need immense amounts of love, and, despite being a fan favorite archetype, have barely received any attention from Konami, as opposed to their spiritual successors, or more accurately, their Ritual successors.

So let's start with the worst of them all.

Royal Knight of the Ice Barrier.

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Royal Knight of the Ice Barrier

When this card is Tribute Summoned: Special Summon 1 "Ice Coffin Token" (Aqua/WATER/Level 1/ATK 1000/DEF 0). This Token cannot be Tributed for a Tribute Summon. If this card is sent from the field to the GY: You can Tribute 1 WATER monster; Special Summon 1 Level 6 or higher " Ice Barrier" monster from your hand or Deck. You can only use this effect of '"Royal Knight of the Ice Barrier" once per turn.

 

Next: Prior of the Ice Barrier

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Original: You can remove up to 2 Spell Cards in your Graveyard from play to increase the ATK of this monster by 300 points for each card removed from play until the end of your opponent's next turn. This effect can only be used once during your turn.

 

Remake: Gains 300 ATK for each Spell card in your GY. You can banish 2 Spell cards from your GY; Add 1 “Ice Barrier” monster from your Deck to Hand. You can only activate this effect of “Prior of the Ice Barrier” once per turn.

 

Ordeal of a Traveler

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That's not what Prior did at all, and I don't know how you got that. Here's the actual original effect:

Prior of the Ice Barrier

WATER - Level 2 - Aqua/Effect - 1000/400

If you control another "Ice Barrier" monster, you can Special Summon this card from your hand. You cannot Special Summon Level 5 or higher monsters during the turn you activate this effect. You can Tribute this card to target 1 "Ice Barrier" monster in your Graveyard, except "Prior of the Ice Barrier": Special Summon that target.

 

Ordeal of a Traveler

Continuous Trap

If your opponent's monster declares an attack: Your opponent selects 1 random card in your hand, and declares its type (Monster, Spell, or Trap), and if they declared wrong, return the attacking monster to its original owner's hand, and your opponent cannot Summon or activate the effects of monsters with the same name as that monster until the 2nd Standby Phase after this effect resolves. Once per turn, if a monster is returned to your opponent's hand this way, you can select 1 each of a Monster, Spell, and Trap card from your Deck, and your opponent randomly selects an order for those cards to be placed on top of your Deck. You then draw 1 card.

 

Changelog:

●NO MISS TIMING THANKS

●Can't just re-Summon the thing or anything that shares the thing's name that turn, or use its effect. Sorry, Blue-Eyes.

●Also, if it does the thing it's supposed to, you can basically slot machine out a draw so long as you have at least 1 each of a monster, spell, and trap card left in your Deck.

 

Domino Effect

(Continuous Spell

If a monster you control destroys your opponent's monster by battle, you can send 1 monster you control to the Graveyard: Destroy 1 monster your opponent controls.)

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