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Fake Decklist Game


Tinkerer

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I hope you see where I'm going with this.

I mean, yeah, but we can't use any irl cards, so you plan to revamp all of 'em...

 

Ace Heartman

LIGHT *

Warrior/Effect

Once per turn, if you have a Spell/Trap in your Graveyard, you can target one of them and toss a coin; if heads, shuffle that target into the Deck. Otherwise, banish that target. Once per turn, if you have no Spells/Traps in your Graveyard, you can toss a coin; if heads, Special Summon 1 LIGHT Warrior-type monster from your Deck. Otherwise, discard 1 card.

100/100

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Ace Diamondman

LIGHT

Level 1

Warrior/Effect

100/100

Once per turn, if you have a Spell/Trap in your Graveyard, you can target one of them and toss a coin; if heads, shuffle that target into the Deck. Otherwise, banish that target. Once per turn, if you have no Spells/Traps in your Graveyard, you can toss a coin; if heads, add 1 LIGHT and/or Warrior-type monster from your Graveyard to your hand. Otherwise, banish 1 card from your Graveyard.

 

4/1/0 (5)

0/0/0/0 (0)

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Ace Clubman

LIGHT *

Warrior/Effect

Once per turn, if you have a Spell/Trap in your Graveyard, you can target one of them and toss a coin; if heads, shuffle that target into the Deck. Otherwise, banish that target. Once per turn, if you have no Spells/Traps in your Graveyard, you can target 1 card your opponent controls and toss a coin; if heads, destroy that target. Otherwise, destroy 1 card you control.

100/100

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I mean, yeah, but we can't use any irl cards, so you plan to revamp all of 'em...

It's not like the Queen's Ace I made requires Queen's Knight to work properly. It can be Tributed to bring out a second Queen's Ace, anyway, in case there's a need to do so.

 

Anyway.

 

Jack's Ace

Level 4

LIGHT Warrior / Effect

1900 / 1000

You can Special Summon this card (from your hand or deck) by Tributing one "Jack's Knight" you control. This card's name is also "Jack's Knight" while face-up on the field or in the graveyard. Once per turn, you can banish one Spell/Trap card from your graveyard: Special Summon one Level 4 or below "Ace" monster from your hand.

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Suitable Swordsman

LIGHT | Warrior | Level 7 | Fusion | Effect

2 or more "Ace" monsters

LIGHT monsters you control cannot be destroyed by card effects. Once per turn, if you have a Spell/Trap in your Graveyard, you can pay 1000 LP to set one Spell/Trap from your Graveyard to your side of the field, but banish it if that card would go to the Graveyard. Once per turn, during either player's turn, you can target 1 monster your opponent controls and toss a coin; if Heads, banish that target. If Tails, destroy 1 card you control.

2600/1300

 

6/1/0 (8)

1/0/0/0 (1)

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Ace Duo of Four Suits

LIGHT **

Warrior/Effect

If this card is Special Summoned, you can either send 1 "Ace" monster or 1 Spell/Trap from your Deck to the Graveyard. Once per turn, during either player's turn, if this card is in the Graveyard, you can target 1 "Ace" monster you control and toss a coin; if heads, return that target to your hand and, if you do, Special Summon this card. Otherwise, destroy that target, and if you do, Special Summon this card. If this card is Special Summoned by this effect, banish it when it leaves the field.

0/2000

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Matryospell

Level 2

LIGHT

Machine/Effect

100/800

You can activate this card from your hand as a Normal Spell card. When you do, target 1 Spell/Trap card in your Graveyard: Set it to your side of the field. While this card is in the Graveyard, you can destroy 1 Spell/Trap card on the field, and if you do, you can target 1 Level 2 or lower LIGHT monster in your Graveyard: Special Summon it. You can only activate each effect of "Matryospell" once per turn.

 

8/2/0 (10)

1/0/0/0 (1)

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Fullsuit, the Ten Ace Swordsmen

LIGHT 10*

Warrior/Effect

Once per turn, you can reveal this card and tribute 1 LIGHT monster you control: toss a coin; if heads, Special Summon this card. Otherwise, this card remains revealed until the End Phase. Once per turn, if you have no Spell/Trap cards in your Graveyard: you can target 1 card on the field; destroy it. Once while this card is face-up on the field, you can treat 1 coin toss as the opposite result.

3100/1000

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King's Ace

Level 4

LIGHT Warrior / Effect

1600 / 1400

You can Special Summon this card (from your hand or deck) by Tributing one "King's Knight" you control. This card's name is also "King's Knight" while face-up on the field or in the graveyard. During your Main Phase, if you control a "Queen's Ace" but not a "Jack's Ace", you can Special Summon one "Jack's Ace" from your hand, deck, or graveyard. This card cannot be destroyed by battle while you control a "Jack's Ace" and a "Queen's Ace".

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Coin Mine

Normal Trap

Activate only when an effect that involves a coin flip resolves. Target 1 card on the field: destroy it, and if you do, flip a coin and call it. If you called it right, inflict 1000 damage to your opponent. If you called it wrong, take 1000 damage.

 

10/2/1 (13)

1/0/0/0 (1)

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Arcana Ace Joker

Rank 4

LIGHT Warrior / Xyz / Effect

2300 / 1900

3 Level 4 LIGHT Warrior-type monsters

This card cannot be targeted or destroyed by your opponent's Spell/Trap effects. Once per turn, during either player's turn, when a monster effect is activated on the field, you can detach one Xyz Material from a card on your field: Negate the activation, and if you do, banish that monster. After that effect resolves, this card gains 500 ATK and 200 DEF. This card cannot attack your opponent directly if it has 3000 or more ATK.

 

If it wasn't obvious, I'm thinking "Jack's Ace" + "King's Ace" + "Queen's Ace" as a possible grouping of Materials.

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Four Aces - Spade the Shadow

LIGHT ****

Warrior/Effect

You can tribute 1 "Spademan" monster to Special Summon this card from your hand or Graveyard. Other "Ace" monsters you control cannot be destroyed by battle. Once per turn, if you have a Spell/Trap in your Graveyard, you can target one of them and toss a coin; if heads, add that target to your hand. Otherwise, banish that target. Once per turn, if you have no Spells/Traps in your Graveyard, you can roll a die; add 1 monster from your Graveyard to your hand whose level/rank is the same as the die result. If you cannot, send this card to the Graveyard.

1900/400

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Four Aces - Diamond the Bruiser

LIGHT

Level 4

Warrior/Effect

2000/0

You can tribute 1 "Diamondman" monster to Special Summon this card from your hand or Graveyard. Other "Ace" monsters you control gain 500 ATK. Once per turn, if you have a Spell/Trap card in your Graveyard, you can target one of them and toss a coin; if heads, add that target to your hand. Otherwise, banish that target. If this card attacks, change it to defense position at the end of the Battle Phase, unless you have no Spell/Trap cards in your Graveyard.

 

12/2/1 (15)

 

1/0/1/0 (2)

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Four Aces - Clubman the Quickshot

LIGHT | Warrior | Level 4 | Effect

You can tribute 1 "Clubman" monster to Special Summon this card from your hand or graveyard. Other "Ace" monsters you control can attack twice per Battle Phase. Once per turn, if you have a Spell/Trap card in your Graveyard, you can target one of them and toss a coin; if Heads, add that target to your hand. Otherwise, banish that target. If you have no Spell/Trap cards in your Graveyard, you can add 1 Spell or Trap card to your hand, then discard 2 cards.

1500/1800

 

13/2/1 (16)

 

1/0/1/0 (2)

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Four Aces - Heartman the Shield

LIGHT

Level 4

Warrior/Effect

500/1900

You can tribute 1 "Heartman" monster to Special Summon this card from your hand or graveyard. Other "Ace" monsters you control cannot be destroyed by card effects once per turn. Once per turn, if you have a Spell/Trap card in your Graveyard, you can target one of them and toss a coin; if Heads, add that target to your hand. Otherwise, banish that target. Once per turn, if you have no Spell/Trap cards in your Graveyard, you can target 1 monster on the field and flip a coin: if heads, destroy that monster and gain LP equal to its Level x200. If tails, send this card to the Graveyard.

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Chance Chance

Quick-play Spell

Activate only in response to the activation of an effect that requires a die roll or a coin flip. Flip a coin and call it. If you called it right, you may choose the result of the die roll/coin flip that this card was activated in response to.

 

(Yes, this does mean you can chain 3 copies of this card together if you really want to make sure you get the desired result on something.)

 

14/4/1 (19)

 

1/0/1/0 (2)

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Superheavy Samurai Ace Swordsman

Level 3

EARTH Machine / Tuner / Effect

500 / 2000

You can Special Summon this card (from your hand) by banishing 1 Spell/Trap Card from your graveyard. If a Spell/Trap Card is banished, except by this card's effect, target one card on the field: Flip a coin and call it. If you called it right, destroy the target, and if you do, your opponent takes 200 damage.

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Funny Money

Normal Trap

Activate only when your opponent adds a card from their Deck to their hand. Flip a coin: if heads, the added card(s) is shuffled back into the Deck. If tails, shuffle 1 card from your hand into the Deck.

 

15/4/2 (21)

 

1/0/1/0 (2)

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Bright Knight of the Aces

Level 7

LIGHT Warrior / Synchro / Effect

2500 / 2000

1 Tuner + 1 or more non-Tuner LIGHT Monsters

When this card is Special Summoned, flip a coin: if heads, target and destroy one card on the field; if tails, banish one card in your hand. Once per turn, during your Main Phase 1: You can banish one Spell/Trap Card from your graveyard: This card gains 500 ATK and DEF until the end of the next turn.

 

"Superheavy Samurai Ace Swordsman" and "Queen's Ace" would be a good grouping of Synchro Materials.

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3rd Division Ace "Red"

LIGHT ***

Warrior/Tuner/Effect

If you toss a coin or roll a die for a card effect, you can reveal this card; Special Summon it. Once per turn, you can discard 1 card and target 1 Spell/Trap in both player's Graveyards: toss a coin; if heads, Set the target from your Graveyard and banish the other, but if tails, vice-versa. Banish a Spell/Trap Set by this card when it leaves the field.

1500/300

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Armed Ace

Level 4

LIGHT Warrior / Synchro / Effect

2000 / 100

1 Tuner + 1 or more non-Tuner LIGHT monsters

Once per turn, if your opponent controls a monster, you can flip a coin: if heads, destroy all monsters your opponent controls; if tails, destroy this card and take 500 damage. If you control another Synchro Monster, you can equip this card in your Monster Zone to it. A Synchro Monster equipped with this card gains 1000 ATK and DEF, and it cannot be destroyed by card effects that involve flipping a coin.

 

3rd Division Ace "Red" + Ace Diamondman would work for him.

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3rd Division Ace "Black"
LIGHT ***
Warrior/Tuner/Effect
If you toss a coin or roll a die for a card effect, you can reveal this card; Special Summon it. Once per turn, you can discard 1 card and target 1 monster in both player's Graveyards: toss a coin; if heads, Special Summon the target from your Graveyard in defense position and banish the other, but if tails, vice-versa. Banish a monster Special Summoned by this effect when it leaves the field.
1500/300

 

So now we got Ace of all four suits, a 2 representing all four suits, 3 for each color suit, 4 of all four suits, and a 10 representing all four suits, and, of course, Jack, Queen, King, and Joker.

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