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shadowsapex

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Alien Mother

Level 6

DARK
Reptile/Effect

2300/1500

You can tribute summon this card by tributing a monster your opponent controls with an A-Counter. If this card destroys a monster with an A-Counter by battle, you may Special Summon the destroyed monster to your side of the field. During your Main Phase, you may tribute a monster you control that was Special Summoned by this card's effect: Place A-Counters on monsters on the field equal to the level of the tributed monster.

 

Gave it a summon condition, removed hitting the grave requirement, made it optional, made it instant (yay goyo), and gave it an A-Counter effect

 

Next: Flying Saucer Muusik'i

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Flying Saucer Muusik'i

LIGHT - Level 4 - Machine/Effect - 1000/2000

(This is always treated as an "Alien" card).

If your opponent controls a monster(s) with 1 or more A-Counters on it, you can Special Summon this monster from your hand in face-up Defense Position (You can only Summon 1 "Flying Saucer Muusik'i" this way per turn). While this card is face-up on the field, you can add 1 "Alien" card from your Deck to your hand during each player's Draw Phase, but if you activate this effect during your own turn you must skip your Normal Draw.

 

Amazoness Willpower

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Amazoness Willpower

Trap Card

Type: Normal

Target 1 "Amazoness" monster in your GY; Special Summon it in Attack Position. It is unaffected by your opponent's card effects, it cannot change its battle position and must attack if able.

 

 

Next:

Fiendish Engine Ω

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Fiendish Engine Ω

Level 8

DARK

Machine/Effect

2800/2000

Once per turn, you can Special Summon 1 "Engine Token" (Machine/EARTH/Level 1/1000/1000). Once per turn, (Quick Effect), you can have this card gain 1000 ATK. If you activate this effect, destroy this card during the End Phase. You can tribute 2 Tokens you control, including at least 1 "Engine Token": Special Summon this card from the Graveyard. You can only control 1 face-up "Fiendish Engine Omega".

 

Slot Machine

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Slot Machine

DARK - Level 7 - Machine/Effect - 2000/2300

You can Special Summon this monster from your hand by sending 1 "7 Completed" from your hand or Deck to the Graveyard. Once per turn, you can toss a coin and roll a six-sided die: If Heads, this monster gains 300 ATK times the result, if Tails, this monster gains 400 DEF times the result. If you roll the same result on a die three consecutive times, apply the following effect:

●Machine-Type monsters you control cannot be destroyed or targeted by your opponent's card effects, until your 2nd Standby Phase after this effect was applied.

 

Okay, that was an interesting gimmick card. Anyway-

 

Neo Flamvell Origin

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Neo Flamvell Origin

Attribute: FIRE
Type: Pyro/Tuner/Effect
Level: 1
ATK: 500
DEF: 200

If you control a FIRE monster with 200 DEF, except "Neo Flamvell Origin" while there are 3 or more FIRE monsters in your GY: You can Special Summon this card from your hand or GY. You can only Special Summon "Neo Flamvell Origin" from the GY with this effect once per turn.

 

 

Next:

Steelswarm Scout

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  • 2 weeks later...

Steelswarm Scout

DARK - Level 1 - Fiend/Effect - 200/0

If you control no Spell/Trap Cards, you can Special Summon this monster from your hand or Graveyard (You can only activate this effect of this card's name once per turn). While this card is face-up on the field, it cannot be Tributed for a Tribute Summon, except the Summon of a "Steelswarm" monster.

 

Changelog:

●Removed the MP1 restriction

●Instead of cutting off your ability to Special Summon for the turn, you are just restricted to only 1 per turn

●Can Summon itself from the hand to alleviate bricks

●Can be used as Synchro Material

 

Flamvell Dragnov

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Flamvell Dragnov

Attribute: FIRE
Type: Dragon/Tuner/Effect
Level: 2
ATK: 1000
DEF: 200

If this card is sent to the GY: Inflict 500 damage to your opponent. You can banish this card from your GY and 1 FIRE monster from your hand, field or GY; add 1 "Flamvell Dragnov" from your Deck to your hand.

 

Both effects are more flexible, and it's a Tuner for Card of Consonance plays and whatnot.

 

 

Next:

Genex Solar

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Genex Solar

LIGHT - Level 7 - Machine/Effect - 2500/1500

If you control a face-up "Genex" monster, you can Normal Summon this card without Tributing. Inflict 500 damage to your opponent for each face-up "Genex" monster that is sent to the Graveyard. You can discard 1 card to target 1 Level 6 or lower "Genex" monster in your hand, Deck, or Graveyard: Reduce this monster's Level by the target's Level, then Special Summon that target. You can only activate this effect once while this card is face-up on the field.

 

Changelog:

●Doesn't require Tribute at all for its easier Normal Summon

●Burns for each Genex, not each time a Genex is sent, to get higher burn

●Has a neat new Special Summon effect

 

Genex Furnace

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Genex Furnace

5 FIRE/Pyro

2000/1300

If you control a face-up "Genex Controller", you can Special Summon this card (from your hand). A "Genex" Synchro Monster that used this card as a Synchro Material is unaffected by other monster effects.

 

Basically just made it a Kizan for Controller. Makes it a 1 card Sync 8, and if you go into either of the Genex Synchro options with it, you get a nice little immunity.

 

How about I challenge somebody to the task of Diabolos, King of the Abyss?

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well this is a piece of work

 

Diabolos, King of the Abyss

DARK | Dragon | Level 7 | Effect

Cannot be Special Summoned. If you control a DARK monster, this card can be Tribute Summoned with 1 Tribute. This card cannot be Tributed. During each player's Draw Phase, look at the top card of your opponent's Deck, then put that card on the top or bottom of their deck. 

2800/1000

 

Made it easier to summon, gave it Kaiju immunity and made it piss your opponent off more

 

Next: Ally of Justice Thousand Arms

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Ally of Justice Thousand Arms

DARK - Level 4 - Machine/Effect - 1700/0

This monster can attack all LIGHT monsters your opponent controls, once each. At the start of the Damage Step, if this monster battles your opponent's LIGHT monster, increase this monster's ATK by 200 times the Level/Rank of the opposing monster. If this monster inflicts Battle Damage to your opponent, you can Special Summon 1 "Ally of Justice" monster from your Graveyard whose ATK is less than or equal to the amount of damage inflicted.

 

Changelog:

●Doesn't commit suicide

●Gets a solid ATK boost that lets it run over Blue-Eyes

●Revives your Allies

 

Frequency Magician

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Frequency Magician

Level 2

LIGHT
Spellcaster/Tuner/Effect

800/400

When this card is summoned, place 1 Spell Counter on it. You can remove 1 Spell Counter from your side of the field (Quick Effect): 1 monster you control gains ATK equal to this card's ATK, until the end phase. When you Synchro summon a Spellcaster type monster using this card as a Synchro material, place 1 Spell Counter on it.

 

No longer needs a normal summon, is now a quick effect, can now pull spell counters from anything on your field, increased the ATK boost (and it now can boost itself to further boost your monsters), and it benefits spellcaster synchro plays.

 

Next: Supreme Arcanite magician

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Supreme Arcanite Magician

LIGHT - Level 10 - Spellcaster/Fusion/Effect 1400/2800

1 Spellcaster-Type Synchro monster + 1 Spellcaster-Type monster

Must first be Fusion Summoned (from the Extra Deck). When this card is Fusion Summoned, place 2 Spell Counters on it. This monster gains 1000 ATK for each Spell Counter on it, also, while this card has Spell Counters on it, its effects cannot be negated. Once per turn, you can remove 1 Spell Counter from this card to select and activate 1 of the following effects:

●Target and destroy 1 card your opponent controls, and that target's effects cannot be activated in the same Chain as this effect's activation, or in the Graveyard.

●Draw 1 card.

 

Changelog:

●Scraped the "GX Fusion" clause off.

●Protected it from effect negation while it has Spell Counters (screw you, Crystal Wing!)

●Prevented a target for its effect from responding at all in the same Chain, or in the Graveyard (screw you, floaters!)

 

Here's an easier fix-

Sword Hunter.

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This card can attack all monsters your opponent controls once each.the end of the Battle Phase, If this card destroys a monster(s) by battle and sent it to the Graveyard this Battle Phase and sents it to the GY: Equip all those monsters from the Graveyard to this card as an Equip Spell Card(s) with this effect.
● The equipped monster gains 200 ATK.

 

Made it equip on destruction instead of at the end of the battle phase and made it a multi-attacker.

 

Next-Barrel Dragon

How about some love for Bandit Keith?

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Barrel Dragon

DARK - Level 7 - Machine/Effect - 2600/2200

Once per turn, you can toss 3 coins, then target 1 card on the field for each Heads: Destroy that target(s). If this card destroys a monster by this effect, inflict damage to your opponent equal to half its original ATK.

 

Now a much better destruction option, if admittedly still risky to use due to the number being mandatory (so if your opponent doesn't have enough cards, you might have to blow up some of your own). Also, burn effect because it feels like something Keith would do.

 

Mazera DeVille

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Mazera DeVille

Level 8 | DARK | Fiend | Effect

2800/2300

Cannot be Normal Summoned/Set. Must be Special Summoned from your hand by Tributing 2 "Archfiend" monsters. When this card is Special Summoned: Banish 2 cards in your opponent's hand, face-down. If you control a face-up Field Spell, you can banish an additional card from their hand or field, face-down.

 

(Well, it technically does require an implicit use of Pandemonium, BUT...the summon restrictions are less gimmicky and deal with the meta a lot better. At least Archfiends have a new implicit boss now.)

 

=====

Spellbook of Judgment

(Let's say that Konami wanted to errata this to clean up the banlist, or what should've happened to make it powerful but not banworthy on both ends)

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Spellbook of Judgment

Normal Spell Card

During the End Phase of the turn this card was activated, add "Spellbook" Spell Cards from your Deck to your hand, except "Spellbook of Judgment", up to the number of "Spellbook" Spell Cards activated after this card's resolution. You can only activate 1 "Spellbook of Judgment" per turn. You cannot Set cards during the turn you activate this card.

 

It no longer Summons a Spellcaster, and it adds a Spellbook for each Spellbook Spell activated, instead of any Spell Card. It's still a power card, but not as advantageous as before.

 

 

Next:

Gem-Knight Emerald

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  • 3 weeks later...

Gem-Knight Emerald

(same stats)

You can banish this card in your Graveyard and 1 Normal Monster you control or 1 Normal Monster in either player's Graveyard to target 1 "Gem-KnightFusion Monster in your GraveyardSpecial Summon it.

 

Not a very large change, but definitely gave it a lot more utility.

 

-----

 

Shrine of Mist Valley

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Shrine of Mist Valley

Field Spell

Once per turn, during either player's turn, if a WIND monster you control is destroyed by a card effect, you can Special Summon 1 Level 3 or lower WIND monster from your hand or Deck with its effects negated. Once per turn, during either player's turn, if a face-up WIND monster you control is returned to your hand, you can Special Summon 1 Level 5 or lower WIND monster from your Graveyard in face-up Defense Position. If this card is destroyed, you can Special Summon 1 "Mist Valley" monster from your Deck.

 

Changelog:

●Let its first effect proc during your opponent's turn.

●Removed the asinine Damage Step restriction.

●Let it plus off actually playing Mist Valley.

●Turned it into a Mist Valley Geartown.

 

Elemental HERO Necroshade

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Elemental HERO Necroshade

Level 4 | DARK | Warrior | Effect

1600/1800

Once, while this card is in your GY: 1 Level 5 or higher "HERO" monster you Normal Summon can be Summoned without Tributing.

 

====

Made it a Level 4 and opened it to other HEROs. (I would've made it SS HEROs to make Neos happier, but...)

====

 

Gate Guardian

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Elemental HERO Necroshade

(2000 ATK/DEF)

This card can be used as a substitute for any 1 Fusion Material for the Fusion Summon of a “Elemental HERO” card, but the other Fusion Material(s) must be correct. If this card is sent to the GY by a card effect: You can add 1 Normal “HERO” monster from your Deck to your hand. You can banish this card from your GY (Quick Effect): Immediately Normal Summon 1 “Elemental HERO” monster in addition to your Normal Summon/Set (You can only gain this effect once per turn.)

 

Rekindling

 

EDIT: Damn it Sakura

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Gate Guardian

DARK - Level 11 - Warrior/Effect - 3750/3400

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by Tributing 3 monsters you control with an original Level of 7. If the monsters Tributed for this monster's Summon are "Kazejin", "Suijin", and "Sanga of the Thunder", this monster is unaffected by your opponent's card effects. Once per turn, during either player's turn, you can banish 1 Level 7 Effect monster you control or in either player's Graveyard: This monster gains the effects of the banished monster. You can only banish a monster of a given name with this effect once while this card is face-up on the field.

 

Okay, so I won't do a standard changelog, because I left nearly nothing intact. In fact, given a rename I could add this to the AGM as a Gate Guardian retrain (anyone who wishes to think of an appropriate name, be my guest). So, instead I'll explain how the effect works. Basically, you can banish any Level 7 monster and gain its effect, but unless this thing gets killed/revived or flipped face-down and then face-up again, you only get to eat a certain name once. However, as long as you keep finding new names, you can keep getting new effects, which means you could potentially stack multiple powerful abilities- for example, Ancient Fairy Dragon, Clear Wing Synchro Dragon, and Black Rose Moonlight Dragon (or the original if you think you'll have a lot of Plants in your Graveyard), all at the same time. And, if you Tributed the original stuff, this thing has Towers immunity. HAAAAAA

 

 

Majestic Dragon

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Savior Dragon

Level 1

LIGHT
Dragon/Tuner/Effect

0/0

While you control a level 8 Synchro monster, you can special summon this card (From your hand). If you use this card as a Synchro Material monster, and at least one other Synchro Material monster is a Synchro monster, the summoned monster is unaffected by your opponent's monster effects. While this card is in your GY, you can banish it and target one Synchro monster you control: That monster is unaffected by your opponent's card effects this turn (Quick Effect). You can only activate one effect of "Savior Dragon" each turn, and only once that turn.

 

Another complete retrain! No longer exclusive for the Savior dragons, but it now provides extra benefits to using it with another synchro monster. Also it's a generic level 1 tuner that can self-summon. What could possibly go wrong!

 

Next: Red Daemon's Dragon

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Okay . . . the OCG name. That's unexpected.

 

Word to the wise: "may" may be proper English, but it's not proper card text. "Can" is the word you're looking for.

 

Anyway.

 

Red Dragon Archfiend

DARK - Level 8 - Dragon/Synchro/Effect - 3000/2000

1 Tuner + 1 or more non-Tuner monsters

At the start of the Damage Step, if this monster battles a Defense Position monster, destroy all Defense Position monsters your opponent controls. During the End Phase, destroy all monsters the turn player controls that did not attack this turn, except this card. During each Standby Phase, if a Level 5 or lower monster was destroyed by this card's effect during the previous turn, you can Special Summon 1 Level 4 or lower Tuner monster from your Graveyard with its effects negated.

 

Changelog:

●Now it forces your opponent to attack on their turn our risk their field potentially getting nuked.

●It can no longer commit suicide.

●It now revives a Tuner if its effects actually do kill anything, if admittedly on a bit of a delay.

 

Cestus of Dagla.

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