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Remake a Card


shadowsapex

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The Inexperienced Spy

Normal Spell

When this card is activated, declare 1 card Type (Monster, Spell, or Trap). Regardless, select and look at 1 card in your opponent's hand. If the card you chose is of the declared Type, you can return that card to the top of your opponent's Deck, then you can select and look at 1 additional card.

 

Changelog:

●Added a neat RNG hand control effect that can also give you knowledge of a second card.

 

Precious Cards from Beyond

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Jackpot 7

Normal Spell

When this card is activated: Shuffle it into the Deck. When a card you control is targeted by a card effect, you can reveal this Set card you control: that effect now targets this card, if applicable. When this card in your possession is sent to the Graveyard by an opponent's card effectBanish this card. If 3 of your "Jackpot 7" are currently banished, and were all banished by this effect, you win the Duel.

 

Phantom Dragonray Bronto

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This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
● The original ATK of this card becomes 2300. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. This card's battle position cannot be changed until the end of your next turn, except with a card effect. ​If this card destroys an opponent's monster and sends it to the GY: Add 1 Fish from your Deck to Hand.

 

The Bistro Butcher

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The Bistro Butcher

DARK - Level 3 - Fiend/Effect - 1800/1000

If this card inflicts battle damage to your opponent, you can activate this effect: Your opponent draws 2 cards, then you draw cards until the number of cards in your hand is equal to the number of cards in your opponent's hand.

 

Changelog:

●Made the effect optional.

●Let you piggyback off your opponent's plus.

●TGU target.

 

Side Effects?

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Side Effects?

Normal Trap

 

Lore: When a Normal Spell/Trap is activated, except "Side Effects?": Choose a number from 1 to 3; that activated effect becomes "Banish 1 card you control, then draw cards equal to the number your opponent declared to activate "Side Effects?", and if you do, your opponent gains 2000 LP for each card you drew, also your maximum hand size limit becomes the declared number if it is your turn."

 

Spell/Trap reorientation, LP gain, hand limiting, yeah, not a fun way to keep your hand fresh. Sorry, Brandish Maidens.

 

But anyways, let's try an old belated favorite of mine: 

 

Cú Chulainn the Awakened

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  • 2 weeks later...

Cu Chulainn the Awakened

LIGHT - Level 4 - Warrior/Ritual/Effect - 500/1000

Must first be Ritual Summoned using "Emblem of the Awakening". Once per turn, you can banish 1 Normal monster from your Graveyard: This card gains ATK and DEF equal to the banished monster's. If this card destroys your opponent's Effect monster by battle: You can banish the destroyed monster; Special Summon 1 banished Normal monster with less ATK than the monster banished by this effect.

 

Changelog:

●Now semi-nomi.

●Boosts DEF as well, just in case.

●Boost no longer wears off.

●Can bring back some of the fodder it banishes.

 

Ancient Gear

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Ancient Gear

Level 2

EARTH

Machine/Effect

100/800

If you control a face-up "Ancient Gear" monster, you can Special Summon this card (from your hand or Graveyard) in face-up attack position. If this card was Special Summoned from the Graveyard by its own effect, banish it when it leaves the field, also it cannot be used as Link Material.

 

I tried to edit this on mobile and the post went nuts, so I just decided to reconstruct it. I did change the Link restriction to only being applied sometimes, so hopefully that addresses Draco's concerns. :p

 

-----

 

Ancient Gear Gadjiltron Chimera

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  • 3 weeks later...

This card gains corresponding effects if you Normal Summon it by Tributing these monsters.

Green Gadget: This card gains 300 ATK. Add 1 “Ancient Gear” or “Gadget” monster from your Deck to Hand.

Red Gadget: When this card inflicts battle damage to your opponent by a direct attack: Inflict 500 damage to your opponent. If this card attacks, effects cannot be activated, also this card gains 500 ATK.

Yellow Gadget: If this card destroys an opponent's monster by battle: Inflict 700 damage to your opponent. banish that card instead of sending it to the GY.

 

Fake HERO

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Fake Hero

Normal Spell

Special Summon 1 "HERO" monster from your hand. That monster cannot attack, and returns to the hand during the End Phase. You can banish this card from your GY, then target 1 "HERO" monster in your GY; banish that target, and if you do, Special Summon 1 monster from your Deck, except a "HERO" monster, with the same Level and equal or less ATK/DEF as the banished monster. That Summoned monster's name and Attribute becomes the same as the banished monster's while it is on the field. You can only use this effect of "Fake Hero" once per turn.

 

 

Next:

Gemini Summoner

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Gemini Summoner

WATER/Spellcaster-Type Effect Monster/Level 4/1500 ATK/0 DEF

 

Lore: Must be Special Summoned (from your hand or GY) when you control a Gemini monster. Once per turn, during your Battle Phase or your opponent's End Phase (Quick Effect): You can pay 500 LP; Normal Summon 1 Gemini monster that is either in your hand or face-up on your side of the field. Each turn, the first time that this card would be destroyed by battle, or the first time that each Gemini monster you control would be destroyed by a monster effect, it is not destroyed. You can only Special Summon "Gemini Summoner(s)" once per turn.

 

Limits its Summons to its own, but...at this point who wouldn't run this? It saves your Gemini plays SO MUCH now, especially for a series that is so reliant on the Normal Summon.

 

NEXT:

 

Mermail Abyssbalaen

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Mermail Abyssbalaen

WATER - Level 7 - Aqua/Effect - 2500/2000

You can Special Summon this card (from your hand or Graveyard) by discarding up to 4 WATER monsters (min. 2). When you do: Target cards your opponent controls up to the number of "Mermail" monsters in your Graveyard (if possible); this card gains 500 ATK for each of those targets, and if it does, destroy those targets. You can Tribute 1 other face-up "Mermail" monster to have this card gain the following effect until the end of the turn:

●At the start of the Damage Step, if this card battles your opponent's Defense Position monster: Destroy that monster.

 

Changelog:

●Can self-Summon from your Graveyard.

●Requires WATER monsters, not just Mermails.

●Discard is a minimum of 2, but can still go up to 4.

●Gains ATK for each target, instead of a fixed 500.

●The Mermail it Tributes for the drill effect doesn't have to be in Attack Position.

 

Whoo.

 

Daybreaker

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Daybreaker

LIGHT/Warrior-Type Effect Monster/Level 4/1700 ATK

 

If this card is Normal Summoned: You can Special Summon 1 LIGHT monster with 0 DEF from your Deck, and if you do, this card's Level becomes equal to that monster's Level if it is Level 5 or higher, also that Summoned monster cannot attack directly or activate its effects this turn. If this card is Special Summoned: You can Special Summon 1 "Daybreaker" from your hand. You can only use 1 "Daybreaker" effect per turn.

 

Sure that Constellars will be dancing in the street with this card. And probably so is the "Galaxy" Archetype, with Galaxy Tyranno and its entire Rank 8 lineup now that much easier to work out.

 

But it still takes up the Normal Summon with its normal effect, so.....fine as is.

 

NEXT: (We did so well with Cu'Chulainn, let's see if we can give the same love to this new Level 4 monster...)

 

The Agent of Wisdom - Mercury

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  • 2 weeks later...

The Agent of Wisdom - Mercury

LIGHT - Level 4 - Fairy/Effect - 0/1700

When this card is Normal Summoned: Change it to face-up Defense Position. During your Standby Phase, if you have 3 or fewer cards in your hand: You can draw 1 card. While you control "The Sanctuary in the Sky", it and other "The Agent of" monsters you control cannot be targeted by your opponent's card effects.

 

Changelog:

●Made the draw more flexible, requiring you to be at 3 or fewer rather than have an empty hand.

●Made it change itself to Defense Position, to prevent damage when you don't have Sanctuary.

●Gave it protection for when Sanctuary is up . . . for the Sanctuary and everybody else.

 

Jack Wyvern (I know the intent, but . . . forcing it to banish itself from the field is ridiculous.)

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Jack Wyvern
DARK | ✪✪✪✪ | Machine/Effect | 1800/0
During your Main Phase: You can banish this card from your hand and 1 face-up Machine monster you control, then target 1 DARK monster in your GY; Special Summon it. If you Special Summon exactly 1 Level 5 or higher DARK Machine monster while this card is banished: You can Special Summon this card. You can only use each effect of "Jack Wyvern" once per turn.

 

Second effect is really meh, but since I've buffed the first effect as well, I just through it might make a nice sweetener for DARK Machine.dek.

 

Reptilianne Gorgon

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Reptilianne Gorgon

DARK - Level 3 - Reptile/Effect - 1400/1400

This attacking card cannot be destroyed by battle. If this card attacked, after damage calculation: The ATK of the attack target becomes 0, also it cannot change its battle position or be used as Material for a Summon. If you take damage from a battle involving this card, you can target 1 Level 4 or lower "Reptilianne" monster in your Graveyard: Special Summon that target, then gain LP equal to the Summoned monster's ATK or DEF (whichever is higher).

 

Changelog:

●Prevented it from killing itself to apply its effect.

●Made the attack target unable to be used as Extra Deck Material, so that they can't just Synchro/Xyz/Link away the thing you reduced.

●Revives a monster after battle to heal off some of the damage you took and set up your board for Extra Deck plays/Vaskii in Main Phase 2.

 

Fake Explosion

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Wait, the Fake Explosion is bad now? Alright then, I guess I'll oblige ya.

 

Fake Explosion

Normal Trap Card

Lore: • When an opponent's monster declares an attack: Monsters cannot be destroyed by that battle, also after damage calculation, Special Summon 1 "Summon Reactor•SK" from your hand or GY. 

• During the Main Phase, when a Spell/Trap Card or effect is activated that would destroy a card(s) on the field: Those cards cannot be destroyed by that activated effect, also Special Summon 1 "Trap Reactor•Y FI" from your Deck or GY, or 1 "Spell Reactor•RE" from your hand or Deck. 

If this is the only card in your hand, you can activate this card by sending 1 Machine monster from your Extra Deck to the GY.

 

Oh look it Summons ALL the Reactors now, and can activate from the hand by milling when it's all alone! Surely that can't be abused in retrospect later!

 

Anyways, now that that's over with.

 

Quarantine

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Quarantine

Continuous Spell

During each End Phase, you can target 1 Set card on the field and declare 1 card name: Reveal it, and if you declared the correct name, that card cannot be activated/flipped face-up while "Quarantine" is face-up on the field; regardless, return it to its original position.

 

Changelog:

●Can trigger during your opponent's End Phase, not just yours.

●Can target Set monsters.

●Actually does something.

 

Crimson Fire

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Crimson Fire

Counter Trap Card

When your opponent activates a Spell/Trap or monster effect, while you control a DARK Fiend or Dragon Synchro Monster: Send 1 Trap from your hand or Deck to the GY; that activated effect becomes: "Inflict 1500 damage to both players, then neither player takes any further damage until the end of the turn." When your opponent's Spell/Trap Card is activated that would inflict damage to you while you control a "Red Dragon Archfiend": You can banish this card from your GY; your opponent takes twice the effect damage you would have taken, instead.

 

Oh look, it immunizes the field to your opponent's stuff while you've got ANY of Jack's regular Synchro typings up, and reserves the double return damage effect to the banishment effect-which this effect also facilitates. 

 

Fun times for Jack Atlas. 

 

Next up.

 

Since this felt wholly underwhelming for the final moment of the Gishki-corruption storyline....

 

Spell Wall

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Spell Wall

Quick-Play Spell

Activate 1 of these effects.
● During this turn, no Summon of a Spellcaster-Type monster can be negated, and when a Spellcaster-Type monster is Summoned, your opponent cannot activate cards or effects.
● Target 1 Spellcaster-Type monster you control; this turn, it is unaffected by your opponent's card effects.

 

 

Next:

Swordsman of Revealing Light

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Again with this whole "monsters that really don't actually suck" thing, especially with this rising appeal of Galaxy following the reveal of Photon Lord! I'll still oblige though, I've often had issues with this working especially considering monsters lower than 2400 ATK usually don't come at me unless there's something to either back it up or knock this card down upon Summon.

 

Swordsman of Revealing Light

Warrior-Type/LIGHT/Level 8/0 ATK/2400 DEF

During Main Phase 1, If you have not Special Summoned a Level 8 monster(s) this turn (Quick Effect): You can reveal this card in your hand, then target 2 monsters you control; negate the next attack during your opponent's next Battle Phase by a monster they control, also Special Summon this card from your hand, and if you do, Tribute those targets that are still on the field during the End Phase. When an opponent's monster declares a direct attack: You can Special Summon this card from your hand, then if this card's DEF is higher than the attacking monster's ATK, destroy that attacking monster.  An Xyz Monster that was Summoned using this card on the field as material gains this effect.
● Each turn, the first time this card would be destroyed by battle, it is not destroyed.
 
Gave it its anime effect back, with slightly better perks, and a possible play-in tie with Hieratics-or anyone running Photon Sanctuary.
 
And speaking of lackluster Photon support....
 
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Photon Current

Counter Trap

If a LIGHT Dragon-Type monster you control is targeted for an attack: The attack target gains ATK equal to the attacking monster's, until the end of the Damage Step. If the attack target is a "Photon", "Galaxy", or "Cipher" monster, the attacking monster's effects are negated for the rest of the turn (including in the Graveyard). If the attack target is an Xyz monster with 1 or more Xyz monsters as Material, the attacking monster's ATK is halved after this effect resolves, and you can draw 1 card for every 1000 damage your opponent takes from this battle (rounded down).

 

Changelog:

●Changed into a Counter Trap.

●Adds effect negation if you're using a Kaito archetype LIGHT Dragon.

●Adds damage output and huge draw potential if you're using an Xyz monster with Xyz monster Material.

 

Gimmick Puppet Nightmare

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Gimmick Puppet Nightmare

Level 8

DARK
Machine/Effect

1000/2000

You can Special Summon this card (from your hand) if you control a "Gimmick Puppet" Xyz Monster. You can only summon "Gimmick Puppet Nightmare" once per turn this way. When you do: You can Special Summon 1 level 8 "Gimmick Puppet" monster from your hand, deck, or GY. You cannot Special Summon other monsters for the rest of the turn, except "Gimmick Puppet" monsters.

 

Changelog: Now doesn't require tribute, now SS's any level 8 gimmick not just self, now can summon from deck, restriction slightly changed.

Now, Number 88: Gimmick Puppet of Leo

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