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#941
President Frank Underwood

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Castle of Dark Illusions
DARK/Fiend/Level 6/1200 ATK/2500 DEF
If your opponent controls a monster, and all the monsters (if any) on your side of the field and in your GY are DARK (and only DARK), you can Special Summon this card (from your hand). You can only Special Summon "Castle of Dark Illusions" once per turn this way. While you control another DARK monster, this card cannot be targeted for attacks and by card effects. While you control only DARK monsters, you choose the attack targets for your opponent's attacks. During each Standby Phase: Increase the ATK and DEF of all other DARK monsters you control by 100 for each DARK monster you control. When this card leaves the field because of your opponent's card (either by battle or by card effect): Destroy all DARK monsters you control.

Notes: I decided to completely overhaul the card to have it work like it did in the anime. Including its stats. Which I rarely like to do, but those original stats... *shudders*

Next: King of Yamimakai. Specifically, give it improved stats akin to the Night field boost.



#942
Draconus297

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King of Yamimakai
DARK - Level 5 - Fiend/Effect - 2000/1530
If at least 1 player has an unoccupied Field Zone, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned: You can add 1 "Yami" from your Deck to your hand. If another card gains ATK by a Continuous Effect, except the effect of "King of Yamimakai", this card gains that same amount of ATK. If you control a Field Spell that increases the ATK of a monster(s) you control, and this card destroys your opponent's monster by battle: You can Special Summon 1 monster from your Deck that would also gain ATK by the effect of that Field Spell whose ATK is less than or equal to this card's, except "King of Yamimakai".

Before I'm crucified for not doing the thing that was asked of me, this is honestly a huge leap from just being a 2600 beater. Instead, it can drop in on any first-turn board, search Yami to start its effect snowballing, and build up a field of strong Fiends while gaining a cool 200 per monster on board.

However, I specifically made its effect delightfully generic. Is Necrovalley up? You can drop a Gravekeeper from the Deck if this thing runs over your opponent's monster. Boot Sector Launch? Free Rokkets. Gates to Dark World? Free Dark World monsters. The possibilities are pretty nuts. Any Deck with a Field Spell that provides a continuous ATK boost is fair game.

Orca Mega-Fortress of Darkness
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#943
Kazuchika Okada

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Orca Mega-Fortress of Darkness

WATER - Level - Sea Serpent / Effect - 2700 ATK / 1200 DEF

(This card's attribute is also treated as DARK) If you control a monster(s) whose original attribute is the same as this card's, you can Normal Summon this card without Tributing. By tributing 1 DARK monster, you can destroy all monsters your opponent controls. By tributing 1 WATER monster, you can destroy all Spell/Trap Cards your opponent controls.

 

Now that's what I'd call a Mega-Fortress. Even though I super buffed the card, I don't believe it becomes too broken since Raigeki and Harpie's Feather Duster do these things way easier and even though HFD is banned in the TCG (but limited in the OCG), Raigeki is Limited, and with a card doing these effects in a much harder way, this is probably balanced enough.

 

Next: Judge Man



#944
HeavenlyHumanist

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Judge Man

Level 6 / EARTH / Warrior / Effect Monster / ATK: 2200 DEF: 1500

 

Once per turn during either player's turn, when your opponent Summons a monster(s), you can pay 1000 Life Points for each monster Summoned: negate summon(s) and destroy those monster(s), then inflict 500 damage to your opponent for each monster destroyed by this effect.

 

I based it on the deck master ability of Judge Man from the anime but twisted it slightly.

 

the card i choose is Silver Bow & Arrow



#945
Bringerofcake

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Silver Bow and Arrow

Equip Spell

Equip only to a Fairy monster. It gains 300 ATK/DEF and inflicts piercing Battle Damage when it attacks a Defense Position monster.

 

Not every card needs a full redesign.

 

On a similar note, Power of Kaishin



#946
Kazuchika Okada

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Power of Kaishin

Equip Spell Card

This card can only be equipped on WATER Attribute Monsters. A monster equipped with this card loses 300 ATK/DEF but can attack your opponent directly.

 

Even so, it is good to be ambitious enough to try and make every card become a good card, or at least put a bit of yourself in it.

 

Next: Black Pendant



#947
Horu Ishayuki

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Black Pendant
Equip Spell Card
Can only be equipped to a DARK monster. The equipped monster gains 100 ATK/DEF for each face-up monster your opponent controls. When the equipped monster inflicts Battle Damage to your opponent: Banish 1 card from your opponent's hand face-down.

Sorry but I wanted this card to be a little bit evil.

Mystic Plasma Zone

#948
Kazuchika Okada

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Mystic Plasma Zone

Field Spell Card

DARK Monsters you control are unaffected by any effects that would decrease their ATK, also their ATKs are increased by 500.

 

Next: Luminous Spark



#949
AstralStarZero

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Luminous Spark

Field Spell Card

LIGHT Monsters you control gain 500 ATK and lose 400 DEF, also while you control a face-up LIGHT Monster, your opponent's monsters's ATK becomes their original ATK and cannot gain ATK.

 

Next:

Black Rose Dragon



#950
President Frank Underwood

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Black Rose Dragon
FIRE/Dragon/Synchro/Effect/Level 7/2400 ATK/1800 DEF
1 Tuner + 1+ non-Tuner monsters
When this card is Synchro Summoned: You can destroy all cards on the field. (Quick Effect): You can banish 1 Plant monster from your GY, then target 1 face-up monster your opponent controls; its ATK becomes 0 until the end of this turn, also, if it was in Defense Position, change it to Attack Position. You can only use each effect of "Black Rose Dragon" once per turn.

Note: Not much to fix. Just make the second effect more relevant.

Next: Black-Winged Dragon. For bonus points, keep the counter-based effect.

#951
Dragulas

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Black Winged Dragon
 
1 Tuner + 1+ non-Tuner monsters
If you would take damage, place 1 Black Feather Counter on this card instead. This card loses 700 ATK for each Black Feather Counter on it. Once per turn (Quick Effect): You can remove all Black Feather Counters on this card, then target 1 face-up monster your opponent controls; that target loses 700 ATK for each Black Feather Counter you removed, and if it does, apply one of the following effects:
  • Inflict damage to your opponent equal to the ATK lost by this effect.
  • Negate the effects of that monster.

A little more versatility to its effects.

 

Next: Ancient Pixie Dragon


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#952
Black D'Sceptyr

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Ancient Pixie Dragon

DARK/Dragon-Type Synchro Effect Monster/Level 7/2100 ATK/3000 DEF

 

Lore: 1 Tuner + 1 or more non-Tuner monsters

Once per turn, after resolving a Field Spell Card that was activated in the Field Zone, immediately draw 1 card. Once per turn: You can destroy 1 other monster on the field. There must be a face-up Spell Card on the field to activate and to resolve this effect.
 
 
BD'Switchlog:
  • Activation now goes off when any player's Field Spell is activated in either Field Zone any way, in what is basically an unchainable effect.
  • Soft OPT on that too. 
  • Destroys a monster on the field without targeting.
  • And only requires a face-up Spell to be on the field for that effect to go off, not just a Field Spell. 

 

NEXT UP: 

 

Mekanikal Arkfiend


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#953
AstralStarZero

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Mekanikal Arkfiend

Level 4 DARK Fiend/Effect

This card can attack directly. Gains ATK equal to the combined ATK of all non-effect Monsters on the field. When this card inflicts Battle Damage to your opponent, target 1 non-effect monster in either player's GY; Special Summon it.

ATK/100 DEF/2100

 

Next:

Valkyrion the Magna Warrior



#954
Horu Ishayuki

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Valkyrion the Magna Warrior
Fire
Machine/Xyz/Effect
R4/3500/3850
3 Level 4 "Magnet Warrior" monsters
Once per turn, if this card would be destroyed by battle: Detach 1 Xyz Unit from it instead. When this card has no remaining Xyz Units attached to it: Return it to your Extra Deck; Special Summon up to 3 Level 4 or lower "Magnet Warrior" monsters from your hand, Deck or GY.

Black Skull Dragon

#955
Bringerofcake

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Black Skull Dragon

DARK
Dragon/Fusion/Effect

9/3200/2500

"Red-Eyes B. Dragon" + "Summoned Skull"

This Fusion Summoned card inflicts piercing battle damage if it attacks a Defense Position monster, and gains 600 ATK if an an Equip Spell is on the field. If this card you control leaves the field by an opponent's card: You can target 2 Normal Monsters in your GY; Special Summon them. You can only use this effect of "Black Skull Dragon" once per turn.

(This card is always treated as an Archfiend card and as a Red-Eyes card.)

I mean we already kinda have a retrain in the form of Archfiend Black Skull Dragon, but having free reign to whip up new effects can lead to some interesting possibilities, letting it synergize with the pre-existing Red-Eyes cards. The 600 ATK boost is a reference to Dragon Nails, a equip card that's been paired with black skull a LOT.

 

Speaking of weird red-eyes cards, Red Eyes Black Metal Dragon



#956
AstralStarZero

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Red-Eyes Black Metal Dragon

Level 8 DARK Dragon/Effect

You can send 1 "Red-Eyes" card from your Hand or Field to the GY: Special Summon this card from your hand or GY. You can only Special Summon "Red-Eyes Black Metal Dragon" once per turn this way. Once per turn, you can Fusion Summon 1 DARK Dragon Monster from your Extra Deck by banishing Fusion Materials listed on it from your hand or GY. Once per Battle Phase, if a "Red-Eyes" monster you control battles an opponent's monster, during damage calculation: It gains ATK equal to the ATK of the opponent's monster it is battling, during that damage calculation only.

ATK/2800 DEF/2400

 

Changes:

  • Gave it a SS condition that can be easily fulfilled by pitching
  • A OPT Dragon's Mirror on legs restricted to DARK
  • Applies Metalmorph effect to "Red-Eyes" you control, albeit for one time during each Battle Phase.

 

Next:

Marincess Cascade



#957
Dragulas

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Marincess Cascade

Banish 1 "Marincess" Link Monster you control (until your next Standby Phase), then target face-up cards on the field equal to the total Link Rating of the Link Monster banished to activate this card; negate their effects, until the end of this turn. If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand. You can only activate 1 "Marincess Cscade" per turn.

 

Changes

  • Restricted the number of Links for cost to 1
  • Effect now targets CARDS equal to the Link rating 
  • Potential Massive fiendish chain
  • Hard OPT to prevent abuse

Muddy Mudragon


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#958
Black D'Sceptyr

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Muddy Mudragon
DARK/Dragon-Type Synchro Effect Monster/Level 6/500 ATK/2200 DEF
 
Lore: 1 Tuner + 1+ non-Tuner monsters
When this card is Fusion Summoned: You can add 1 "Polymerization" Spell from your Deck to your hand, but you cannot Set cards for the rest of the turn, also the turn player can only Special Summon once from the Extra Deck during their turn, until the end of the next turn. This card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. During your Main Phase, if you control this Synchro Summoned card: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control and in your hand as Fusion Material, including this card. You can only Special Summon "Muddy Mudragon(s)" once per turn.
 
BDSwitchlog:
  • Here, have a Poly Spell...under both Left Arm Offering and El Shaddoll Winda conditions. Since the previous Swamp monster had the power to search up Poly, figured the Synchro should too.
  • Also, you can use monsters in the hand as Fusion Material for its own Fusion Summon.
  • And the hard OPT's on the Summon, not the effect. Gonna need to be, with that Poly search.

 

NEXT UP: 

 

J.E.L.L.Y. Cannon System/Normal Trap Card

When an opponent's monster declares an attack: Target 1 monster on the field; shuffle it into the Deck.


BDS's new TCG/OCG Card Grading Metric
BD'S' 10 Credos of Cardmaking
The Eternal Debate: Can another Duel Spirit turned Boss-in-Three go together with Yubel in harmony?

I mean, s'not like I'm wholly obsessed with the greatest antagonist in Yugioh history some random Duel Spirit or something...

Posted Image

Brought to you by The BlaDeS of Change Workshop, now also available on DeviantArt.

And remember kids...


In this world, overcome the odds one card at a time. EVERYONE STARTS AS SCRAP. S'up to you whether you forge it into the change you want to see or not.


#959
AstralStarZero

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J.E.L.L.Y. Cannon System

Normal Trap Card

Shuffle 1 card from your hand or GY into your Deck; shuffle 1 monster on the field into the deck, also if that monster returned to the Extra Deck instead, Special Summon 1 "J.E.L.L.Y Token" (Aqua/WATER/Level 1/ATK ?/DEF 0) to your side of the field. Its ATK is equal to the shuffled monster's ATK.

 

Next:

Hidden Spellbook



#960
Bringerofcake

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Hidden Spellbook

Normal Trap

Target 2 "Spellbook" Spell/Traps in your GY; add 1 to your hand, and if you do, shuffle the other into the Deck.

 

Gladiator Beast's Battle Manica






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