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Remake a Card


shadowsapex

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Final Destiny
Spell/Normal
Discard up to 5 cards; activate the following effects in reverse sequence, based on the number of cards discarded.

● 1+: Inflict 200 damage to your opponent for each card sent to the GY by this effect.
● 2+: Destroy all face-up Spell/Trap cards on the field.
● 3+: Destroy all face-up monsters on the field.
● 4+: Destroy all Set cards on the field.
● 5: Your opponent cannot activate cards and effects in response to this card's effects.

 

Changelog: Now you get a "pay-what-you-want" field nuke.

Next Card: Let's go with something fairly new. In fact, this card is so new, it hasn't even been released outside of the OCG yet: Cluster Congester, one of the worst Main Deck Cyberse monsters as of present.

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Cluster Congester

LIGHT/Cyberse-Type Effect Monster/Level 7/1000 ATK/2200 DEF

 

Lore: While there are only Cyberse monsters in your GY, you can Tribute 1 Link-3 or lower Link Monster from either side of the field to Special Summon this card (from your hand). If this card is Normal or Special Summoned, and you control no Link Monsters: You can Special Summon 1 "Congester Token" (Cyberse/DARK/Level 1/ATK 0/DEF 0). Once per Battle Step, when your Link Monster is attacked (Quick Effect): You can banish this card from your GY and that Link Monster, but return that banished Link monster to the field when all Tokens Summoned by this effect are destroyed (by battle or card effect); Special Summon "Congester Tokens" up to the number of monsters your opponent controls that were Special Summoned from the Extra Deckbut destroy them during the End Phase, also monsters on the field cannot activate their effects for the rest of this turn, except Cyberse monsters.

 
BD'Switchups:
  • And now it can Kaiju its way onto the field in a pure Cyberse build because that can never be abused against Knightmares amirite
  • Removed that thoroughly unnecessary OPT on this card's first effect too, because it can only ever go so far WHEN YOU CONTROL NO LINK MONSTERS AREOGAJOEFWAJOHALA
  • Returns the monster it banished to the field should all your Congester Tokens be destroyed too plz don't make me regret that gaiz
  • Tokens come out depending on the number of monsters your opponent's got that are Special Summoned from the Deck in general, and this is the main effect that destroys them at the End Phase
  • And finally an out for le Cyberse for the effect locking to be super cool and good

next up, I really wanna get into the obscure stuff for cards now. Also such awesome art and it got put on THIS?!

 

Nubian Guard

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Nubian Guard

EARTH - Level 2 - Warrior/Effect - 500/500

Can attack directly if you control another Warrior-Type monster. If this card inflicts Battle Damage to your opponent's Life Points, you can return 1 Spell Card from your GY to your hand. If you do, you cannot activate Spells with that card's name for the rest of this turn. If this card would be destroyed: You can banish 1 Spell Card from your GY instead.

 

Changelog: 
Made it EARTH because look at that art. 

It can now attack directly to actually get its effect off.

Its effect now gets any spell, and straight to your hand!

It has some protection, too. 

 

Next: Raidraptor - Rudder Strix

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Nubian Guard

 

Attribute: FIRE

 

Level:  2

 

Warrior / Effect

Can attack your opponent directly. If this card inflicts battle damage to your opponent: You can activate 1 of the following effects;

  • Add 1 Continuous Spell/Trap from your GY to your hand.
  • Place 1 Continuous Spell/Trap from your Deck on the top of your Deck.

Changes:

  • Direct attack capability to ensure the effect activation
  • Can grab traps as well
  • Versatility from the place to grab and where to place the card

Seems I missed the D-HERO remake wave but hey

Destiny HERO - Dogma

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y tho that card was mainly okay

 

alrighty then, seems I'm in for another (drumbeat begins) DOUBLE WHAMMY 

 

LET'S GO

 

[spoiler=Rudder Strix de la Remake]

Raidraptor - Rudder Strix

DARK/Winged Beast-Type Effect Monster/Level 4/0 ATK/1600 DEF
 
Lore: If this card is Normal or Special Summoned from the hand: You can inflict 600 damage to your opponent. When an opponent's monster declares an attack or activates a card or effect that targets this card (Quick Effect): You can Special Summon up to 2 "Raidraptor" monsters from your hand, and if you do, monsters your opponent controls cannot target those monsters for attacks this turn.  Immediately after this effect resolves, you can Xyz Summon 1 DARK Xyz Monster using monsters you control, and if you do, your opponent cannot target it for attacks or with their card effects this turn.
 
 

BD'Switchups:

  • Somebody drug test this binch its gotta be on speed with that spanking new Summon effect it got
  • Speaking of which, speed Xyz Summon incentivizes Level wonkery too.
  • Also that Summon to burn effect is easier to do because fun fun fun till the daddy (or the literal minimum of non-targeting destruction removal) takes the T-Bird away

 

 

NOW FOR DRAGULAS' SUBMISSION

 

[spoiler=Dogma de la Remake]

Destiny HERO - Dogma

DARK/Warrior-Type Effect Monster/Level 8/3400 ATK/2400 DEF

 

Lore: Requires 3 "HERO" monsters to Normal Summon (cannot be Normal Set). Must be Special Summoned (from your hand) by Tributing 3 monsters, including at least 1 DARK "HERO" monster. While you control this face-up card that was Special Summoned this way, during each of your opponent's Standby Phases: Halve your opponent's LP, and if you do, draw 1 card. During your Battle Phase: You can target 1 face-up "Destiny HERO" monster you control; destroy as many Spells/Traps on the field as possible, then that target loses 1000 ATK, also it can make a second attack during this Battle Phase. You can only use this effect of "Destiny HERO - Dogma" once per turn.

 

BD'Switchups:

 

 

 

NEXT UP: 

 

The Grave of Enkindling

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The Grave of Enkindling

Normal Trap

If a monster is destroyed and sent to your GY: Both players target 1 monster from their respective GYs; Special Summon them in Defense Position to their owner's field. The battle positions of the monsters Summoned by this effect cannot be changed, except with a card effect. If you control no monsters, you can activate this card from your hand.

 

Clarification: the last clause should allow the card to activate even if your only monster on the field was destroyed, since it triggers/checks once the monster hits the GY.

Also, I don't think the card is too clear, but I assume each monster is Summoned on their owner's field.

 

 

Next:

Minefield Eruption

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Inflict 1000 damage to your opponent for each face-up “Mine Golem” you control, and if you do, destroy all face-up “Mine Golem” cards you control. You can banish this card from your GY; Special Summon any number of “Mine Golem” monsters from your GY. You can only use 1 effect of “Mine Eruption” per turn.

 

Don Zaloog

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Dark Scorpion Boss - Don Zaloog

DARK - Level 4 - Warrior/Effect - 1400/1500

If all monsters your opponent controls have 1000 or more ATK, this card can attack your opponent directly. During a turn in which this card attacks, your opponent cannot activate the effects of cards in their Graveyard. If this card inflicts battle damage to your opponent, increase the ATK of all "Dark Scorpion" monsters your opponent controls by 100 for each card in your opponent's Graveyard, also select and activate 1 of the following effects:

●Discard 1 card at random from your opponent's hand.

●Send the top 2 cards of your opponent's Deck to the Graveyard.

 

Changelog:

●Welcome to your own archetype, buddy.

●Cyber Tutu effect to actually get damage off if your opponent isn't using small boys or SHS.

●Dragging your opponent kicking and screaming back to the era this thing came out in, so it can actually accomplish things.

●Power boost to come with the damage, so Dark Scorpions pose an actual threat.

 

Dark Scorpion - Gorg the Strong

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Dark Scorpion - Gorg the Strong

DARK/Warrior-Type Effect Monster/Level 5/1800 ATK/1500 DEF

 

Lore: If you control a "Dark Scorpion" monster, but no Level 5 monsters: You can Normal Summon this card from your hand without Tributing as an additional Normal Summon. You can only use this effect of "Dark Scorpion - Gorg the Strong" once per turn. If your opponent controls 2 or more monsters, they cannot activate the effects of the monster(s) they control with the highest ATK, also that monster's original ATK/DEF each becomes 900 during your turn only. When this battling card inflicts battle damage to your opponent, you can activate 1 of these effects. If this card destroyed a monster by that battle, you can activate both effects and resolve in sequence, instead.

Return 1 monster your opponent controls to the top of the Deck.
● Send the top card of their Deck to the GY.

 

BD'Switchups

  • Dark Scorpion Normal Summoning out? I'm here for that.
  • Cuts your opponent's best monster down to size too (for ANY OF THE DARK SCORPIONS to run down) so that's cool there Gorg, intimidating people like that
  • And Gorg can put through both effects if it destroys something by battle.
  • Of which the first effect doesn't even target anymore so yeah that's even better.
  • FOR GORG'S A JOLLY GOOD FELLOW, WHICH NOBODY CAN DENY.

NEXT: 

 

Final Gesture (another case of 'art and lore is far too good for the effect stapled to it', especially in an age where the best spamming Level 3 Deck is only sniffing at the top tiers. Let's fix that shall we?)

 

Saving that for after this fix-up job we've got going.

 

Next up instead is...

 

Dark Scorpion - Meanae the Thorn.

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Dark Scorpion - Meanae the Thorn

DARK - Level 4 - Warrior/Effect - 1000/1800

If you control no monsters, or only "Dark Scorpion" monsters: You can Special Summon this card from your hand. If a card(s) is sent to your opponent's Graveyard by a "Dark Scorpion" monster you control, except "Dark Scorpion - Meanae the Thorn": You can send the top card of your opponent's Deck to the Graveyard, then your opponent's monster effects cannot activate for the rest of the turn. If this card inflicts battle damage to your opponent, select and activate 1 of the following effects:

Add 1 "Dark Scorpion" card from your Deck or Graveyard to your hand.

Special Summon 1 "Dark Scorpion" monster from your hand.

 

Changelog:

●COME ON DOWN!

●Helps mill through your opponent's Deck for when you've depleted their other resources.

●Folded the consistency effects into one effect.

●BP extension!

 

Cliff the Trap Remover (another Dark Scorpion)

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Dark Scorpion - Cliff the Trap Remover

DARK

Level 3

Warrior/Effect

1200/1000

If you control a face-up "Dark Scorpion" monster, you can Special Summon this card from your hand or Graveyard, and if you do, destroy 1 Spell/Trap card on the field. Your opponent cannot activate cards or effects in response to this effect. If a "Dark Scorpion" monster you control declares an attack. your opponent cannot activate Spell/Trap cards, or their effects, until the end of the Damage Step. When this card inflicts Battle Damage to your opponent, you can activate 1 of these effects:

● Target 2 Spell/Trap Cards on the fielddestroy those targets.
● Send the top 2 cards of their Deck to the Graveyard.

 

Let's round out the quintet, yes?

 

Dark Scorpion - Chick the Yellow

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Dark Scorpion - Chick the Yellow

DARK - Level 3 - Warrior/Effect - 1000/1000

If you control a face-up "Dark Scorpion" monster, you can Special Summon this card (from your hand). When this card inflicts Battle Damage to your opponent, you can activate 1 of these effects. If you control another "Dark Scorpion" monster, you can instead activate both effects. 

  • Target 1 card on the field; return that target to the hand. If that target is a Spell/Trap card, shuffle it into the Deck instead.
  • Look at the top card of each player's Deck, then return each of those cards to the top or bottom of the Deck. 

 

Changelog: 
GO FAST?

Now if Chick has a buddy to not be so yellow, he's more effective!
Also he hates S/Ts now?

And he fixes your draws a little bit!

 

Next - Dark Scorpion Combination

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Dark Scorpion Combination 

Normal Trap Card

 

Lore: Until the end of the next turn, the effects of all "Dark Scorpion" monsters you control cannot be negated while they are on the field, they cannot be destroyed by battle, also they can attack your opponent directly, but all damage taken from their attacks becomes 400. After this effect resolves, if you control no monsters, you can Special Summon 1 "Dark Scorpion Burglars" or "Dark Scorpion Boss - Don Zaloog" from your hand, Deck or GY. You can activate this card from your hand by paying 2000 LP.

 

 

BD'Switchups:

  • Final card so I made it Summon something from the Deck when it resolves.
  • Also, first time I outright sped up a Trap yeah this is kinda what needs to happen if you make a card that allows for Direct Attacks. Of course, this cost for activating from the hand is the exact same as the damage the whole squad would inflict to your opponent with it, so BE JUDICIOUS WITH THIS CARD 
  • Effect still stretches into the next turn, however, so your opponent will have issues with battling their problems away. Or stun-negating them.
  • And the effect actually stretches to include the original Dark Scorpions, the Burglars, because why not. 
  • Don't think I forgot the name-changes you did to the other Dark Scorpions, however; this will support the entire squad, including Don Zaloog

Whew, now that that's over with and this card makes Mustering of the Dark Scorpions almost always live....

 

Let's continue to my original suggestion b'fore the D.S. squad showed up. 

 

Final Gesture

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Final Gesture

Normal Spell

Target 1 face-up Level 4 or lower monster you control; Special Summon 1 monster with the same name as that target from your hand, Deck, or Graveyard. During the End Phase of the turn this card was activated, destroy that target, also, you can add 1 "Final Gesture" from your Deck to your hand.

 

Changelog:

●Now makes the dreams of Neos and Harpie players come true by allowing Level 4 targets . . . oh yeah, and makes Phantom of Chaos even cheesier, I guess.

●Allows targets in the Deck, really making said people (as well as Genex, like in the artwork) happy with this.

●Searches a copy of itself in the End Phase, allowing for some minor Deck thinning.

 

Speaking of cards with good artwork and effects that make people sad:

 

Allure Queen LV 3

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Allure Queen LV 3

Level 3 DARK Spellcaster/Effect

Once per turn, during your Main Phase, you can target 1 Level/Rank 3 or lower monster on the field and equip it to this card. (Max. 1) This card gains ATK/DEF equal to that equipped monster's, also while equipped with a monster, your opponent takes any battle damage you would have taken from battles involving this card. If this card would be destroyed by battle or card effect, the equipped monster is destroyed instead. During your Standby Phase, you can send this card to the GY; Special Summon 1 "Allure Queen LV5" from your hand or Deck.

ATK/500 DEF/500

 

Changes:

Able to affect Xyz Monsters

Also able to use Monsters you control

Gave it a Relinquished ATK Gain

Makes it like Amazoness Swordswoman to reflect Battle Damage

Resilient to Card effect destruction

Doesn't need to be equipped to Special Summon LV5

 

 

Next Card:

Destiny HERO - Departed

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Destiny HERO - Departed
DARK/Warrior/Effect/Level 2/1000 ATK/0 DEF
During your Standby Phase, if this card is in your Graveyard: Special Summon it in face-up Attack Position to your opponent's side of the field. You can only use this effect of "Destiny HERO - Departed" once per turn.

 

Changelog: By getting rid of the banishing effect, this card becomes infinitely more useful, allowing you to, for instance, always have an attack target, or in a Lair of Darkness Deck, always have something to Tribute on your opponent's side of the field.

 

Next Card: Allure Queen LV5

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Allure Queen LV5

DARK/Spellcaster-Type Effect Monster/Level 5/1000 ATK/1000 DEF

 

If this card is Special Summoned by a Spellcaster monster's effect, or Normal Summoned: You can make all monsters your opponent controls lose 1000 ATK. Once per turn: You can target 1 monster on the field whose original ATK, Level, or Rank is equal to or lower than this card's; equip that target to this card (min. 1). This card gains ATK/DEF equal to that equipped monster's. Your opponent takes any battle damage you would take from battles involving this card. If this card would be destroyed by battle or card effect, the equipped monster is destroyed instead. During your Standby Phase: You can send this card to the GY; Special Summon 1 "Allure Queen LV7" from your hand or Deck. 

 

BD'Switchups: 

  • Continuing on AstralStarZero's work, my remade Allure Queen LV5 also jumps up its ATK/DEF by the equipped monster's and reflects Battle Damage (now not needing to be equipped with something to do the latter, but with 1000 ATK, it could use the unconditional protection.)
  • BUT WITH MY TWIST, this card can ALSO drop the ATK of those monsters by a stack upon Summon! 
  • My equipping conditions are a bit lighter than ASZ's Level 3, but that's okay because as the Allure Queen evolves, so should its effect's versatility!

NEXT UP: 

 

Queen's Bodyguard

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Queen's Bodyguard
EARTH/Warrior/Effect/Level 4/1700 ATK/1200 DEF
"Allure Queen" monsters on your side of the field be targeted for attacks or by card effects. You can only activate each of these effects of "Queen's Bodyguard" once per turn.

● You can discard this card; add 1 "Allure Queen" monster from your Deck or GY to your hand.

● When a card or effect is activated that targets an "Allure Queen" monster(s) you control (Quick Effect): You can banish this card from your GY; negate the activation, and if you do, destroy that card.

Changelog: Shame that the old Bodyguard could only do one thing. Nowadays, a bodyguard needs to serve in a much greater capacity than just standing next to someone. Time to give this card an update to reflect the changing times.

 

Next Card: Allure Queen LV7

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Allure Queen LV7

Level 7 DARK Spellcaster/Effect

If this card is Special Summoned by a Card Effect, or Normal Summoned: The ATK of all monsters your opponent controls become 0, also face-up monsters they control have their effects are negated. Once per turn: You can target 1 monster on the field or GY; equip that target to this card (min. 1). This card gains ATK/DEF equal to the combined original ATK/DEF of the Equipped Monster. Your opponent takes any battle damage you would take from battles involving this card. If this card would be destroyed by battle or card effect, the equipped monster is destroyed instead. If this card leaves the field by card effect; Special Summon 1 Spellcaster Monster from your Deck, GY, or Extra Deck, ignoring Summoning Conditions.

ATK/1500 DEF/1500

Bow before your Queen, Peasants.

 

ChangeLog:

Drops the ATK of all monsters your opponent controls to 0 and negates their effects.

Least restrictive equipping effect; works even in the GY.

Gains ATK/DEF from Combined original ATK/DEF of equipped Monster.

Powerful floating Effect

 

Next Card: Thunder Dragon

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Thunder Dragon

LIGHT/Thunder/Effect/2000/1500/Level 5

You can only activate each effect of "Thunder Dragon" once per turn.

You can discard this card; add up to 2 "Thunder Dragon" from your Deck to your hand.

If this card is used for the Fusion Summon of a Fusion Monster that lists "Thunder Dragon" as a Fusion Material; You can send 1 card on the field to the GY.

 

1. Added a hard once per turn clause to prevent you from abusing either effect of it too hard.

2. Added a Trigger Effect of non-targetting removal.

3. Boosted it's ATK to 2000 since it's a Level 5.

 

Next Card: Twin-Headed Thunder Dragon

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Twin-Headed Thunder Dragon

Level 7 LIGHT Fusion Thunder/Effect

"Thunder Dragon" + "Thunder Dragon"

Must first be Fusion Summoned.

If this card is Special Summoned, you can destroy 1 card you control; negate the effects of 2 face-up cards on the field and destroy them. If this card is destroyed, you can Special Summon 2 "Thunder Dragon" from your GY. You can send 2 "Thunder Dragon" to the GY; Special Summon this card from your GY. You can only use this effect of "Twin-Headed Thunder Dragon" once per turn.

ATK/2800 DEF/2100

 

Made it an effect Monster and able to get over cards that can't be targeted or destroyed. Also gave it a floating effect so you can Summon it again.

 

Next Card: The Tricky

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The Tricky

Level 5/WIND/Spellcaster/2000/1200

You can Special Summon this card from your hand by discarding 1 card.

As long as you control another WIND monster, this card cannot be targetted (for attacks or by card effects.)

 

1. Added a protection effect.

 

Next Card: Blizzard Princess

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Blizzard Princess
WATER/Spellcaster/Effect/Level 8/2800 ATK/2100 DEF
You can Tribute Summon this card in face-up Attack Position by Tributing 1 Spellcaster monster. After this card was Normal Summoned, your opponent cannot activate Spell/Trap Cards for the rest of that turn. Whenever your opponent activates a Spell/Trap Card or effect (Quick Effect): You can target 1 face-up card on the field; place 1 Ice Counter on a face-up card on the field. Negate the effects of face-up cards your opponent controls with an Ice Counter on them, also your opponent's monsters with an Ice Counter cannot attack or change battle positions.

 

Changelog: Blizzard Princess now shuts down the field by distributing Ice Counters more effectively than any other cards, and actually does an improved version of the anime effect with them.

Next Card: Ice Master. Let's work on improving all of the Ice Counter cards.

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Ice Master

WATER - Level 8 - Spellcaster/Effect - 2500/2000

You can Special Summon this card (from your Hand) by Tributing 2 cards with Ice Counters on them, even cards that your opponent controls. You can target 1 Card on the field (Quick Effect): Put 1 Ice Counter on it. You can Tribute this card (Quick Effect): Destroy any number of cards with Ice Counters on them. You can only activate each of these effects of "Ice Master" once per turn. If a card with an Ice Counter(s) on it leaves the field, except by the effect of a WATER monster, you may distribute that many Ice Counters among cards on the field. Negate the effects of face-up cards your opponent controls with an Ice Counter on them, also your opponent's monsters with an Ice Counter on them cannot attack or change battle positions.

 

Changelog:
Now summons by using Ice Countered cards that your opponent has
Now is Quick

Now doesn't blow up *everything*

Now floats ice counters unless you're blowing them up yourself.

Now applies the stun effect (all the Ice Counter cards should probably do this)

 

Next: Snow Dragon!

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Snow Dragon

WATER/Dragon/Effect

Level: 4

1400/900

If this card is destroyed by battle or by a card effect: Place 1 Ice Counter on each face-up card on the field. You can remove 2 Ice Counters from anywhere on the field; Special Summon this card from your hand or GY. You can only use this effect of "Snow Dragon" once per turn.

 

Next:

Tualatin

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