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#61
Black D'Sceptyr

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Predaserving: Info
 
Since I didn't get this earlier in my previous contest, how's about a...
 
Field Spell for an Archetype/series that already has 2 
 
{List of Archetype/Series with 2+ Field Spells}

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...

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#62
Krashkube

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Metropolis

Field Spell

All "Elemental HERO" monsters you control gain 500 ATK and DEF. You can use 1 "Elemental HERO" monster you control as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster, but the other materials must be correct. Once per turn: You can discard 1 card, then target 1 "Fusion" or "Change" Spell and 1 "Elemental HERO" monster in your GY; add them to your hand.

 

next: Spell/Trap for an archetype that has no archetypal Spell/Traps


read at your own risk

#63
Flash Flyer - Sakura

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I'm going to preempt Konami and just do something for Devirituals, since nearly every Archetype has some backrow by now.

 

Deviritual Calling

Normal Spell

Add 1 "Deviritual" monster and 1 Ritual Spell Card from your Deck to your hand. You can only activate 1 "Deviritual Calling" per turn. 

 

(This is likely going to get abused a bit, considering it is technically a better Pre/Prep for them, but it is dependent on Konami making more, which I think they will.)

 

====

"Gouki" support card


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#64
Draconus297

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Gouki Mismatch
Continuous Spell
Once per turn, during either player's turn, if a "Gouki" monster is added to your hand by a card effect: You can Special Summon the added monster. Once per turn, during either player's turn, if you Special Summon a "Gouki" Link monster, you can target 1 "Gouki" monster in your Graveyard whose Level is less than or equal to double the Summoned monster's Link Rating: Special Summon that target. Once while this card is in the field, during either player's Battle Phase, you can send 1 card from your hand or field to the Graveyard: Immediately after this effect resolves; Link Summon, using only "Gouki" monsters you control. You can only control 1 "Gouki Mismatch".

Here's your new playmaker! Call it a haymaker!

Make an Equip Spell that floats in some way, so it makes up for the minus you normally go into.
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#65
Krashkube

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Mecha Buster

Equip Spell

Equip only to a Machine monster. It gains 400 ATK and DEF and cannot be destroyed by battle. If the equipped monster attacks, after damage calculation: It gains ATK equal to the ATK of the monster it battled. If this card is sent to the GY: You can pay 1000 LP; return this card to your hand, and if you do, draw 1 card.

 

next: Trap Monster (see Metal Reflect Slime)


read at your own risk

#66
Flash Flyer - Sakura

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Sky Spirit

Normal Trap

Special Summon this card as a Effect Monster (Winged Beast/WIND/Level 6/ATK 2000/DEF 2000). (This card is NOT treated as a Trap Card.) If this card in the Monster Zone would leave the field: You can Set it face-down in your Spell/Trap Card Zone instead, then your opponent takes 200 damage for each card they control. You can only use each effect of "Sky Spirit" once per turn.

 

====

Remake of an anime/manga-only card.

 

(So take any backrow card that wasn't released in the TCG/OCG, and then modify it to be functional in today's game. You actually need to change it up; writing the effect in current grammar doesn't count)


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#67
Krashkube

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Zero Extra Link

Continuous Spell

All co-linked Link Monsters you control gain ATK equal to the number of co-linked monsters on the field x 800. If a Link Monster is Link Summoned by using a co-linked monster you control, it gains ATK equal to that monster's original ATK, then, if the Summoned Link Monster is Extra Linked, draw 2 cards. If an Extra Linked Link Monster battled, after damage calculation: Destroy this card.

 

next: something that summons tokens


read at your own risk

#68
Jerrytkrot

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Emergency Teleport

Quick Play Spell

Banish 2 monsters from your hand, Pay 500 LP. Summon 3 "AfterImage Tokens" (Psychic/LIGHT/Level 2/ATK 0/DEF 0) to your side of the field. These tokens cannot be tributed for a tribute summon.

 

Ojama-Specific Fusion Spell



#69
Krashkube

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Emergency Teleport is already a card, just so you know

 

/skip


read at your own risk

#70
Flash Flyer - Sakura

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http://yugioh.wikia....rgency_Teleport

(Yeah, but I'll go on the assumption that member has either been out of game for a while and didn't know, or forgot. IDK, make of it as you will.)

 

Ojamastant Fusion

Quick-Play Spell

Reveal 1 "Ojama" Fusion Monster in your Extra Deck; send Fusion Materials listed on that monster from your hand or Deck to the GY, and if you do, Fusion Summon that revealed monster. You can only activate 1 "Ojamastant Fusion" once per turn. 

 

(Makes King a bit easier to play, and Knight, well, you get it)

 

=====

Removes monsters from your opponent's field without targeting/destroying. 

(i.e. I guess Kaiju'ing type effect or whatever you can come up with.)


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#71
Draconus297

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Brain Death (Brain Drain in the TCG)
Normal Trap
For the rest of this turn, each time your opponent Special Summons exactly 1 monster: Your opponent must send 1 monster from their field to the Graveyard with equal or lesser ATK than the Summoned monster. If your opponent has already Special Summoned 4 or more times this turn, and you control no Effect monsters, you can activate this card from your hand in your leftmost Spell/Trap Zone. You can only activate 1 "Brain Death" per turn.

Mostly meant as a way to prevent big boards, rather than force you to break a board that was already built. Also, you can't really use its handtrap effect going first unless you're a Dark Magician player or something, leaving helpless non-Effect monsters on your opponent's field to die without Effect monster backup. That, or a player who'd be fine leaving themselves open for a turn (hello, Chain Beat and PSY-Frame players). Oh yeah, and requiring activation in your leftmost Zone is mostly to force you to telegraph that you have it, again to limit its use as a handtrap going first (and, under MR4, Pendulum players can't use it as a handtrap when their scale is in the way).

Make a Fusion Trap that's actually worthwhile.
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#72
Darj

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I'm assuming you mean a Trap that has a Fusion summoning effect:

 

Snatch Fusion

Normal Trap

Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your side of the field or your hand as Fusion Materials. You can also use up to 1 monster from opponent's side of the field, or banish it from its GY, as Fusion Material. If you control no monsters, you can activate this card from your hand. You can only activate 1 "Snatch Fusion" per turn.

 

 

Next:

Elegy of Recklessness


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#73
The Nyx Avatar

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Looks around.

Alright! Coast is clear!

 

qtCPNWZ.jpg

Quick-Play Spell Card

Target 1 monster on the field; it gains 500 ATK and DEF. If that target  If that target attacks a Defense Position monster, inflict piercing battle damage to your opponent. During the End Phase, destroy that target.

 

Crown of Enlightenment


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#74
ArcDesMaster

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Crown of Enlightenment
Equip Spell Card
Activate this card by targeting 1 Level 5 or higher Normal Monster in your GY; Special Summon it and equip it with this card. It cannot be destroyed by battle by an Effect Monster. When this card leaves the field, destroy that monster.

 

N/C: Pot of Illusions.



#75
Flash Flyer - Sakura

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Pot of Illusions

Normal Spell

Banish up to 3 monsters you control and/or in your GY; draw an equal number of cards. You cannot add cards from your Deck to your hand the turn you activate this effect. During the End Phase: Take 1000 damage for each card in your hand. You can only activate 1 "Pot of Illusions" per turn.

 

 

WIND support card


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#76
Flash Flyer - Sakura

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Stormwind Ascension

Continuous Spell

You can only use each effect of "Stormwind Ascension" once per turn. (1) You can add 1 WIND monster from your Deck or GY to your hand. (2) If a WIND monster you control is destroyed by an opponent's card: You can Special Summon 1 WIND monster with lesser ATK from your hand or Deck. 

 

There you go.

 

(And now I really should post these in regular CC.)

 

 

Twin Fang Blades

 

(You figure out the rest)


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#77
Draconus297

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Twin Fang Blades
Equip Spell
You can only control 1 "Twin Fang Blades". Apply the appropriate effects:
●During your turn: The equipped monster can make up to 2 attacks on monsters per Battle Phase. If the equipped monster destroys your opponent's monster by battle, you can banish 1 card from your opponent's Graveyard.
●During your opponent's turn: The equipped monster cannot be destroyed by battle twice per turn. Monsters Summoned this turn whose Level/Rank is less than or equal to the number of their controller's banished cards have their effects negated, also they cannot be used as Material for a Summon.

Make a power card that's searchable by an engine nobody plays ("Scrounging Goblin" can search any "Goblin" card, etc.)
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#78
Flash Flyer - Sakura

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This will be hard, but let's see what works here. 

 

Dark Scorpion Quick Emergence

Quick-Play Spell

You can only activate 1 "Dark Scorpion Quick Emergence" once per turn. (1) Special Summon any number of "Dark Scorpion" or "Don Zaloog" monsters from your Deck or GY, then lose 800 LP for each monster Special Summoned by this effect.

 

===

Well, no one plays Dark Scorpions right now, so...here's a speed card. For reference, it is searchable via Meanae. They need more members to actually make use of this card, and definitely survive in 2018, but depends on Konami giving a shit about them.

 

 

"T.G" support card

 

(And yeah, the last card I made in here was a major fail. Never do that again.)


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#79
AstralStarZero

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TGRST - NDX
Normal Trap Card
Target 1 "T.G." Synchro monster you control; return that target to the Extra Deck and Special Summon "T.G." Monsters from your GY whose total combined levels equal the level of the targeted "T.G." Synchro monster and if you do, negate and destroy cards on the field equal to the number of monsters Special Summoned by this card's effect, then draw an equal number of cards from your deck.

Battlin' Boxer support card (preferably Spell)

#80
Draconus297

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Battlin' Boxer Three-Round Ring
Field Spell
If a "Battlin' Boxer" monster battles your opponent's monster, you can add 1 "Battlin' Boxer" card from your Deck to your hand at the start of the Damage Step. If you Xyz Summon a Warrior-Type Xyz monster using only "Battlin' Boxer" monsters as Material: Draw 1 card, then, if the drawn card was a "Battlin' Boxer" card; you can attach 1 face-up card your opponent controls to the Summoned monster as Xyz Material. Once per turn, during either player's turn, you can target 1 face-up "Battlin' Boxer" Xyz monster you control with no Xyz Materials: Attach up to 2 "Battlin' Boxer" monsters from your Graveyard to that target.

Consistency for when you want guys in hand, extra Materials that add to non-targeting non-destruction removal, keeping your Xyz going in case they run out of juice . . . and not a OPT clause in sight, because they struggle to get going and their staying power is focused on Lead Yoke. Also, the search triggers at the start of the Damage Step so your opponent gives you a free resource if they want to set off Glassjaw's suicide, and so Cheat Commissioner actually does things. I MADE YOU BETTER. HAVE FUN.

Since we're doing Barian Emperors, let's go one number backward.

Umbral Horror
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