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Gates to Demise

Continuous Trap

Once per turn, if a Trap Card is activated: You can Special Summon 1 Tuner from your Graveyard whose Level is less than or equal to the number of Trap Cards with different names in your Graveyard. Once per turn, if you Synchro Summon a Dragon Synchro monster, you can target 1 monster your opponent controls: Destroy that target, and if you do; you can Set 1 Continuous Trap Card from your Graveyard, except "Gates to Demise".

 

Both a Synchro Deck and a floodgate-heavy control Deck? Not happening in most situations.

 

Create a card that is an easier-to-Summon, or more powerful version of, an old boss that was never good, and even your retrain won't be seen competitively.

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Unstoppable Gate Guardian

Level 11 | DARK | Warrior | Fusion | Effect

3750 / 3400

 

"Kazejin" + "Suijin" + "Sanga of the Thunder"

Must first be Special Summoned (from your Extra Deck) by banishing the above cards you control and/or in your GY. (You do not use "Polymerization".) This card's name is treated as "Gate Guardian" while on the field or in the GY. If this card would be destroyed, you can return a banished "Kazejin", "Suijin", or "Sanga of the Thunder" to the Deck instead, then you can target 1 monster your opponent controls; its ATK becomes 0 until the end of this turn.

 

Probably a low-hanging fruit to choose Gate Guardian but I couldn't resist.

 

Next: on the topic of retrains, how about a retrain of an old card, but improved in a way that's NOT what it's originally designed to do. (i.e Two Thousand Needles, which has more ATK than Thousand Needles, even though they both need to be attacked while in Defense Position to activate their effects.)

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Big Shield and Sword Gardna

EARTH - Level 5 - Warrior / Effect - 1500 ATK / 1900 DEF

When a Spell Card is activated that targets this face-down card (and no other cards) (Quick Effect): Change this card to face-up Defense Position, and if you do, negate the activation. If this card is attacked, change it to Attack Position at the end of the Damage Step.

 

Next: A monster/spell/trap card that has an effect of summoning a monster from your Extra Deck and Banished Zone each, but still wouldn't give you advantage in doing so.

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Twin Triangle Gate

Normal Trap

Pay 1500 LP: Your opponent can Special Summon up to 1 monster each from their hand, Deck, and/or Graveyard with different names, and if they Summoned at least 1 monster by this effect; you can Special Summon up to 1 monster each from your Extra Deck and/or among your banished cards with 2700 or less ATK, and different names. All monsters Summoned by this effect are banished at the end of the turn.

 

Make a backrow card that floats, in a Deck that can't actually set off that float effectively.

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Only way this goes off in Aliens is by the poor man's Breaker or the bootlegged Dust Tornado, and the former won't even work if you revive Alien Telepath with this because monsters with the A-Counter it'd need to remove wouldn't even be affected by its effects.

 

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"A" Cell Full Assimilation

Equip Spell Card

 

Lore: Target in your GY, 1 "Alien" monster or 1 monster that has an effect that places A-Counters: Special Summon it and equiip it with this card. The equipped monster, also this equipped card, are unaffected by the effects of cards with A-Counters, and monsters with A-Counters are unaffected by the equipped monster's effects. If this card is destroyed and sent to the GY: You can Set 1 Normal or Continuous Spell/Trap directly from your Deck that has an effect that places A-Counters.

 

 

NEXT UP: 

 

In the same vein as Drew's commentary on The Sanctified Darklord, make a stun card for an Archetype that's good...but "not enough" to make them top tier.

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Rokket Reload

Normal Trap

If your opponent activates a Normal Spell/Trap Card or effect while you control a "Rokket" monster: Negate the activation and banish that card, and if you do; destroy 1 card on the field. You can banish this card from your Graveyard to target 1 DARK Dragon Link monster you control: That target gains the following effect:

●Once per turn, you can target 1 other monster on the field (Quick Effect): Special Summon 1 DARK Dragon monster from your Graveyard with less ATK than the target in Defense Position.

A monster can only gain this effect once this way.

 

Really powerful? Yeah. Wide array of neat things to do with the banish effect? Yeah. However, the negate is narrow and the banish requires setup that you might not always have.

 

Create a card that could reasonably feature artwork of two protagonist ace monsters (say, Stardust and Odd-Eyes) in an attack clash.

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Dark Magic Spiral Strike

Quick-Play Spell

Activate only while there are a DARK Spellcaster-type monster and a DARK Dragon-type monster in your Pendulum Zones, as well as at least 1 DARK Dragon-type or Spellcaster-type monster on the Field. Negate the effects of all Spell and Trap cards, except for the effects of Pendulum cards.

 

Make a Link monster that punishes the Extra Deck

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  • 2 weeks later...

Raginghorn Ceratops

2/EARTH/Dinosaur/Link/1500/↖️↗️

2 Effect Monsters that cannot be Normal Summoned/Set

If a monster is Special Summoned from the Extra Deck to a Zone this card points to: Banish all monsters this card points to until the End Phase. Cards and effects cannot be activated in response to this effect’s activation.

 

Next: A card that has obvious synergy with an archetype without directly mentioning it.

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dd6wk55-c80d680c-bd67-4f99-a036-60a30773

 

Jubilee the Jump-Starter Seraph

LIGHT/Fairy-Type Effect Monster/Level 7/2500 ATK/1500 DEF

 

Lore: This card becomes a Normal Monster while in the GY. You can only use 1 of these "Jubilee the Jump-Starter Seraph" effects per turn, and only once that turn.

● You can banish this card from your hand and pay 1500 LP: Special Summon up to 3 Fairy monsters from your Deck whose total Levels equal 7, including a Normal Monster, but you cannot Special Summon monsters for the rest of the turn, except LIGHT monsters.
● If you control this Normal/Flip Summoned monster (Quick Effect): You can target 1 other card on the field; if its effect is activated this turn, banish it when that effect resolves.
 
 
Hmm, now what Fairy Archetype includes vanilla monsters, got a boost thanks to a certain Duel Terminal story-line Archetype, and has already won Worlds in the past that could benefit from this?
 
Anyways, NEXT UP: 
 
A card that gives a Duel Winner effect...to an Archetype/Series that already has access to a card with an Duel Winner effect. S'up to you whether the condition is better or worse than the one its got, but extra points if its better.
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Ghostrick Gargoyle

 

DARK | Rank 5 | Rock | Xyz | Effect 

2700/3000

 

3 Level 5 monsters

 

Cannot be used as an Xyz material. If a "Ghostrick" card(s) or face-down card(s) you control would be destroyed by battle or card effect: you can detach 1 material from this card instead. If this card has 9 or more Xyz materials with different names (including at least 1 spell, trap, Xyz monster, and non-Xyz monster), you win the Duel.

 

Should be mediocre enough. hope you've got Renovation.

 

Next: a Kuriboh card that does next to nothing to protect, or what it does protect is too situational to be worth running

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Limikuriboh

LIGHT - Level 1 - Fiend/Effect - 300/200

During your opponent's Battle Phase, you can send this card from your hand or field to the Graveyard (Quick Effect): Target 1 monster you control; that target's ATK is doubled, but your opponent takes no damage from battles involving it. You can only activate this effect of "Limikuriboh" once per turn. If a monster targeted by this effect destroys your opponent's monster by battle during the turn it was targeted: Both players draw 1 card.

 

Create something that improves upon an old consistency/Deckthinning card, but that works best when you run the original. For example, think a Sangan retrain that nets you a draw if Sangan itself is in the Graveyard, a tie-in to Gather Your Mind that applies a Good Goblin Housekeeping effect for the original Gather Your Mind, etc.

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  • 1 month later...

DRAW

 

MONSTA ANY CARDO

 

PROFIT

 

Berserker_Blow.png

 

Berserker Blow
Quick-Play Spell Card
 
Lore: When a monster you control with 1500 or less original ATK inflicts damage to your opponent by an attack: Discard your entire hand (min. 2) or 1 "Berserker Soul"; excavate the top card of your Deck, apply 1 of these effects, depending on the type of the revealed card, then send it to the GY, and if you do, then repeat this effect up to 2 more times, or 7 more times instead if you discarded "Berserker Soul" to activate this effect.
● Monster: Inflict 500 damage to your opponent.
● Spell: 1 face-up monster on the field loses 500 ATK.
● Trap: Gain 500 LP.
 
 
Without Berserker Soul, this is a +3 mill with Left Arm Offering cost. Might be broke in the right hands but, there are better cards out there.
With it, however, +7 mill on a -1 discard, that operates on an arguably easier trigger. Yeah, this is definitely niche.
 
NEXT UP:
 
This time, I'm looking for a card that Special Summons monsters in the Spell & Trap Zones...that's limited only to an specific Archetype that won't immediately become top-tier with it. Basically, a "original without being O.P." effect.
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