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Make Legacy Support

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#1
President Frank Underwood

President Frank Underwood

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Now, I know this sounds redundant, but hear me out.
Instead of just making ONE card, in here, I want at least 2 Main Deck monsters, at least 1 Extra Deck monster, and at least 1 Spell/Trap Card.

Other than those stipulations, make as many cards as you want.

Also, this will have an emphasis on LEGACY support. No archetypes, serieses, or character decks from the VRAINS era. Only ARC-V and before.
On that note, I'm giving this an additional gimmick.

Each person suggests TWO serieses, archetypes, and/or characters that they want support for.
To start us off, how about one of my favorite YGO waifus?

Next Selection:
Anime Akiza (focuses on Synchro Summoning using Plants, as well as field manipulation)
OR
Manga Akiza (focuses on high-level Plants and getting them out easier)



#2
~Faytl~

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Tune Tulip

Level 2 Tuner, Plant, EARTH

When Tune Tulip is Normal or Special Summoned, target 1 Plant-Type monster in your Graveyard: Special Summon that monster. It's Level becomes 1, and it's effects are negated. When you Synchro Summon using this card and 1 or more Plant-Type monsters as Synchro Material: Draw 1 card. You can only use each effect of this card once per turn.

200/900

 

Blossom Brawler

Level 3, Warrior, EARTH

When a Plant-Type monster you control battles, you can Special Summon this card (from your hand) during the Damage Step, and your battling monster gains 800 ATK, until the End Phase. When this card you control leaves the field, target 1 face-up monster your opponent controls: Switch it to Defense Position.

800/300

 

Thorn Mine

Cont Trap

Once each turn, when a Plant-Type monster is Special Summoned, you can target 1 face-up monster your opponent controls: Switch it to Defense Position, and it loses 500 DEF.

 

Snapdragoner

Level 5, Plant, FIRE

1 Plant-Type Tuner + 1 or more non-Tuner monsters

When Snapdragoner is Synchro Summoned, inflict 500 damage to your opponent for each Synchro Material Monster used to summon it. When your opponent takes effect damage, target monster they control loses ATK equal to half the damage taken.

2000/1100

 

 

Heraldic

 

or 

 

Chronomaly


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#3
Krashkube

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Heraldic Beast Naga

EARTH | Reptile | Level 4 | Effect

If you control a Psychic Xyz monster, you can Special Summon this card (from your hand). Once per turn, when a "Heraldic Beast" monster is Normal or Special Summoned: You can add 1 "Heraldry" card from your Deck to your hand. You can only use each effect of "Heraldic Beast Naga" once per turn.

1700/1000

 

Heraldic Beast Kobold

EARTH | Beast | Level 4 | Effect

When this card is Normal Summoned, you can Special Summon 1 "Heraldic Beast Kobold" from your Deck. If this card is used as Xyz Material for a Psychic Xyz monster, that monster gains the following effect.

* Once per turn: You can banish 1 card from your hand; add 1 "Heraldic" or "Heraldry" card from your GY to your hand.

200/1500

 

Heraldry Force

Normal Trap

If you control a Psychic Xyz Monster: Move that monster to a Main Monster Zone if it is in an Extra Monster Zone and Special Summon 1 "Heraldic Beast" monster from your hand.

 

Heraldic Beast Salamander

FIRE | Beast | Link 2 | Effect

Links SE SW

2 Level 4 monsters

This card can be treated as a Level 4 monster for the Xyz Summon of a Psychic Xyz monster. Once per turn: You can Special Summon 1 "Heraldic Beast" monster from your GY to a zone this card points to.

ATK 1000

 

next:

Anime Adrian Gecko (cloudian/exodia)

or

Manga Adrian Gecko (forbidden beasts, tl;dr rely on keeping "forbidden mantra" out to gain effects)


read at your own risk

#4
President Frank Underwood

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Cloudian - Fractus
WATER/Fairy/Effect/Level 4/300 ATK/0 DEF
Cannot be destroyed by battle. If this card is in Defense Position: Destroy it. If you control a "Cloudian" monster, you can Special Summon this card (from your hand). You can only Special Summon "Cloudian - Fractus" once per turn this way. If this card is Normal or Special Summoned: You can place 1 Fog Counter on each "Cloudian" monster on the field. If a "Cloudian" monster(s) would be removed from the field by a card effect, you can remove a Fog Counter from each of those monsters instead.

Cloudian - Pileus
WATER/Fairy/Effect/Level 4/1900 ATK/0 DEF
Cannot be destroyed by battle. If this card is in Defense Position: Destroy it. If this card is Normal or Special Summoned: You can place 1 Fog Counter on each "Cloudian" monster on the field.

Cloudian - Arcus
WATER/Fairy/Effect/Level 4/1100 ATK/0 DEF
Cannot be destroyed by battle. If this card is in Defense Position: Destroy it. If this card is Normal or Special Summoned: You can place 1 Fog Counter on each "Cloudian" monster on the field. During your Main Phase: You can remove 3 Fog Counters from anywhere on the field; immediately after this effect resolves; Normal Summon 1 "Cloudian" monster from your hand. You can only use this effect of "Cloudian - Arcus" once per turn.

Cloudian - Murus
WATER/Fairy/Effect/Level 6/100 ATK/0 DEF
Cannot be destroyed by battle. If this card is in Defense Position: Destroy it. If this card is Normal or Special Summoned: You can place 1 Fog Counter on each "Cloudian" monster on the field, then, you can place 1 Fog Counter on this card for each monster your opponent controls. "Cloudian" monsters you control with Fog Counters cannot be targeted or destroyed by your opponent's card effects, also you take no battle damage from battles involving those monsters. Once per turn (Quick Effect): You can remove 2 Fog Counters from this card; halve the ATK and DEF of all monsters your opponent controls.

Cloudian - Funnel Hydra
WATER/Fairy/Xyz/Effect/Rank 4/2000 ATK/0 DEF
2+ Level 4 "Cloudian" monsters
Cannot be destroyed by battle. If this card is in Defense Position: Destroy it. During your Main Phase: You can detach 1 material from this card; place 1 Fog Counter on each face-up card on the field. You can only use this effect of "Cloudian - Tornado Dragon" once per turn. This card gains 100 ATK for each Fog Counter on the field. Once per Chain (Quick Effect): You can target 1 face-up card your opponent controls with a Fog Counter(s) on it; return it to its owner's hand.

Cloudian - Noctilucent
WATER/Fiend/Link/Effect/1800 ATK/LINK-2
SW, SE
2 "Cloudian" monsters
Cannot be destroyed by battle. "Cloudian" monsters this card points to gain 100 ATK for each Fog Counter on the field. Once per turn: You can target a "Cloudian" monster you control; place a number of Fog Counters on it, up to the number of "Cloudian" monsters you control. If this face-up card leaves the field: You can add up to 3 "Cloudian" monsters to your hand, but you can only add a maximum of 1 each from your Deck, GY, and/or that was banished. You can only use this effect of "Cloudian - Noctilucent" once per turn.

Clathrate Hydrates
Spell/Normal
Add 1 "Cloudian" monster from your Deck or GY to your hand. During your Main Phase, except the turn this card was sent to the GY, if a "Cloudian" monster would remove a Fog Counter(s) to activate an effect, you can banish this card from your GY instead. You can only activate each effect of "Clathrate Hydrates" once per turn.

Super Lucky Cloud
Spell/Normal
You can only activate 1 "Super Lucky Cloud" once per Duel. Remove as many Fog Counters from your side of the field as you wish; activate the following effects in sequence, equal to the number of Fog Counters removed by this effect.
● 3+: Draw 1 card.
● 6+: Special Summon 1 "Cloudian" monster from your hand.

● 9+: Special Summon 1 "Cloudian" monster from your GY.
● 12+: Special Summon 1 "Cloudian" monster from your Deck.
● 15+: Draw 2 cards, then shuffle 1 card in your hand back into your Deck.

St. Elmo's Fire
Trap/Continuous
When this card is activated: Place 1 Fog Counter on each face-up "Cloudian" monster you control. Once per turn: You can remove 3 Fog Counters from anywhere on the field; then target 1 card your opponent controls; destroy it, then, if it was a monster, inflict damage to your opponent equal to half its ATK. You can only control 1 "St. Elmo's Fire".

Ozone Hole
Trap/Counter
When a Spell/Trap Card, or monster effect, is activated while you control a "Cloudian" monster: Negate the activation, and if you do, destroy that card. If you control 3 or more "Cloudian" monsters, shuffle that card into its owner's Deck instead. You can only activate "Ozone Hole" once per turn.

Next Set:
Trains
OR
Mecha Phantom Beasts



#5
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Hyper Locomotive Mad Dash

Level 10 EARTH Machine

If you control a Level 10 EARTH Machine-Type monster, you can Special Summon this card (from your hand) in Attack Position, but you can only Special Summon Rank 10 Machine-Type Xyz Monsters for the rest of the turn. When this card is sent to the Graveyard, target 1 Level 4 or lower Machine-Type monster in your Graveyard: Return it to your Deck.

800/2800
 

Steam Dasher 

Level 4 EARTH Machine

Once per turn, you can target 1 face-up monster your opponent controls: It loses ATK and DEF equal to this card's level x100, until the End Phase.

1800/1000

 

Rail Switch

Quick-play spell

When a Level 10 EARTH Machine-Type monster you control is sent to the Graveyard, Special Summon 1 Level 4 or lower machine-Type monster from your Graveyard in Attack Position. It's effects are negated and it's level becomes 10.

 

Omega Cannon Railking Max Dakka

Rank 10 Xyz, EARTH Machine

2+ Level 10 Machine-Type monsters

When this card is Xyz Summoned: Inflict 800 damage to your opponent for each Xyz Material it has. Once each turn (Quick Effect), you can detach 1 Xyz material from this card: Destroy target card your opponent controls, and the effects of cards in columns adjacent to the destroyed card have their effects negated, until the End Phase.

3300/3500

 

====

Aromas

 

or 

 

D/D


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#6
Black D'Sceptyr

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aromage_lavender_by_bdsceptyr-dar2n9n.pn

 

Aromage Lavender

WIND/Plant-Type Effect Monster/Level 1/1000 ATK/200 DEF
 
Lore: If this card is Summoned while your LP is higher than your opponent's: You can Special Summon 1 Level 3 or higher "Aromage" monster from your hand or GY. A Plant Synchro Monster that was Synchro Summoned using this card as a Material when you previously gained LP that turn gains 1000 ATK/DEF.
 
 
aroma_drake_by_bdsceptyr-db91o7x.png
 
Aroma Drake
EARTH/Thunder-Type Flip Effect Monster/Level 7/2500 ATK/2400 DEF
 
Lore: Each turn, if this card is flipped face-up, the first time each "Aroma" card you control would be destroyed by a card effect, it is not destroyed. You can target 1 Level/Rank 6 or lower "Aroma" monster you control; Special Summon this card from your hand in Defense Position, and if you do, this card loses Levels equal to that target's Level/Rank. You can only use this effect of "Aroma Drake" once per turn.
 
 
aromaseraphy_lavender_by_bdsceptyr-daqzr
 
Aromaseraphy Lavender
WIND/Plant-Type Ritual Effect Monster/Level 2/1200 ATK/400 DEF
 
Lore: You can Ritual Summon this card with "Aroma Shrine". This card can attack directly. While your LP is higher than your opponent's, all Plant monsters you control with 1000 or less ATK cannot be destroyed by battle or card effects. Once per turn, if you gain LP: You can Special Summon 1 Level 6 or lower Plant monster from your Deck, ignoring its Summoning conditions, but return it to the hand during the End Phase.
 
 
aromaseraphy_cananga_by_bdsceptyr-daqu8h
 
Aromaseraphy Cananga
EARTH/Plant-Type Xyz Effect Monster/Rank 4/1600 ATK/1200 DEF
 
Lore: 2 Level 4 Plant monsters
While your LP is higher than your opponent's, your opponent cannot Special Summon monsters from the hand or GY in Attack Position. Once per turn, if you gain LP: You can detach 1 material from this card to target 1 Set card or 1 Defense Position monster on the field; shuffle it into the Deck, and if you do, this card gains 1000 ATK/DEF until the end of the next turn.
 
 
aromaseraphy_bergamot_by_bdsceptyr-daqw6
 
Aromaseraphy Bergamot
FIRE/Plant-Type Fusion Effect Monster/Level 7/2600 ATK/2000 DEF
 
Lore: 1 Plant monster + 1 "Aroma" monster
Must be either Fusion Summoned, or Special Summoned by paying 1500 LP and banishing the above cards you control whose total Levels/Ranks equal 7 (in this case, you do not use "Polymerization".) While your LP is higher than your opponent's, your opponent cannot activate Normal Spell/Trap Cards. If the difference between you and your opponent's LP is 3000 or less, this card gains ATK equal to half that difference. Once per turn, if you gain LP: You can banish 1 card from the hand of each player with a hand until the End Phase.
 
 
aroma_shrine_by_bdsceptyr-dbv0ta5.png
 
Aroma Shrine
Continuous Spell Card
 
Lore: During your Main Phase: You can Fusion Summon 1 Plant Fusion Monster, by shuffling Fusion Materials listed on it from your side of the field or your GY into the Deck. During the Main Phase: You can send this card to the GY; Tribute monsters from your hand or field whose total Level equal or exceed the Level of a Plant Ritual Monster in your hand, then Ritual Summon that Ritual Monster. You can only use each effect of "Aroma Shrine" once per turn.
 
 
TA DA
 
Now for the next up Legacy stuff, how about my two white whales of card-making in the ZeXal era: 
 
OR

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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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.


#7
AkibaSilver

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Astro-Galus

EARTH | Level 3 | Plant | Effect

You can discard this card; Inflict 200 damage to your opponent for each Plant monster on your field. If this card is in your GY, and a Plant Monster is destroyed by battle and sent to the GY: You can add this card to your hand.

500/500

 

Solar-num

EARTH | Level 3 | Plant | Effect

When a Plant monster is destroyed by battle (Quick Effect): Special Summon this card (from your hand), then end the Battle Phase. If this card (as Xyz material) is detached and sent to the GY: Inflict 100 damage to your opponent for each card in their hand.

400/400

 

Star-zygium

EARTH | Level 3 | Plant | Effect

When this card is Normal Summoned: You can discard 1 Plant monster and if you do, Special Summon 1 Level 3 Plant monster from your hand. You can banish this card from your GY: Inflict 100 damage to your opponent.

300/300

 

Battlecruiser Orchidia

EARTH | Rank 3 | Plant | Xyz | Effect

2+ Level 3 Monsters

This card gains 200 ATK and DEF for each material attached to it. You can detach 1 material from this card: Inflict damage to your opponent equal to the ATK of this monster. You can only activate this effect once per turn. When this card leavs the field: Inflict 200 damage to your opponent for each card on their field.

1100/2000

 

Nature's Payback

Counter Trap

Activate if a card effect would inflict damage to your opponent. After this card resolves, until the End Phase, your opponent takes double the damage from card effects that inflict damage. You can only activate 1 "Nature's Payback" per turn.

 

Dandelion Docks

Field Spell Card

When a Plant Monster is Summoned: You can deal damage to your opponent equal to that monster's ATK, and if you do, its ATK becomes 0. Once per turn: you can excavate card from your deck until you reveal a Level 4 or lower Plant monster; Special Summon that monster, then shuffle the other cards into your deck.

 

This was fun! Next up:
 

The "Mokey Mokey" series

 

OR

 

More Monkey monsters

 

GX was weird, man.



#8
Perry Ellis.

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Mo(Key) Town

Field Spell

Your opponent cannot Target "Mokey" monsters with card effects also they cannot be destroyed by card effects. When a "Mokey" monster is Summoned, Draw 1 card.

 

Mokey Madness 

Continuous Trap

Immediately after this card resolves, Fusion Summon 1 "Mokey" monster. When your Opponent activates a Spell/Trap card or effect in the same column as a "Mokey" or Normal monster, you can shuffle 1  "Mokey" or Normal monster back into the deck; negate that effect.

 

Mokey Mokey Prince 

LIGHT | Level 2 | Beast | Effect

While you control another "Mokey" or Normal monster this card is also treated as a Normal monster. When this card is Summoned you can add 1 "Mokey" Spell/Trap or "Human Wave Tactics" from your Deck to your hand. Once per turn, you can send Fusion material monster from your hand or your field to the GY to Special Summon 1 "Mokey" Fusion monster (This is treated as a Fusion Summon). 

100/100

 

Mokey Mokey Knight 

LIGHT | Level 2 | Beast | Effect

While you control another "Mokey" or Normal monster this card is also treated as a Normal monster. When this card is Summoned you can add 1 "Mokey" monster from your Deck to your hand. Once per turn, you can send 1 "Mokey" or Normal monster from your Deck to your GY.

100/100

 

Mokey Mokey , the True Moking

LIGHT | Level 8 | Beast | Fusion | Effect

3 + Normal monsters (including at least 1 "Mokey" monster)

Once per Duel,  you can send any number of cards from your hand to the GY, Special Summon the same number of "Mokey" monsters from your Deck or GY bu their effects are negated. this card gains 1000 ATK for each Normal monster on the field. 

0/0

 

Simorgh

 

or

 

Slime



#9
~Faytl~

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Windcaller Sim

Level 4 Winged-Beast, WIND

If you have Set 2 or more Spell or Traps this turn, you can Special Summon this card (from your hand), but banish it when it leaves the field. If this card is Tributed for the Tribute Summon of a WIND monster: Return up to 2 Spell or Trap cards your opponent controls to their hand.

800/1200

 

Stormbreaker Salim

Level 4 Winged-Beast, WIND

If you Tribute Summon a WIND monster using this card as Tribute, that monster gains this effect:

Your opponent can only Set 1 card per turn.

1700/600

 

Simorgh, Bird of Beginning Winds

Link 1, Winged-Beast, WIND

Arrows- Down-right

1 WIND monster

This card can be treated as 2 Tributes for the Tribute Summoning of a WIND monster. When a Level 8 or higher WIND monster you control is destroyed by your opponent's card: Special Summon this card from your Graveyard.

700

 

Ancestral Storm

Quick-play

Special Summon 1 Level 4 or lower WIND monster from your hand in Attack Position. It's ATK becomes 0, also it cannot be used as material for a Special Summon from the Extra Deck.

 

Simorgh Hurricane

Trap

Tribute Summon 1 "Simorgh" monster in your hand. At the beginning of the next End Phase: Return 1 card your opponent controls to the hand.

 

Chronomaly

 

or 

 

Gimmick Puppet


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#10
Krawler

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Gimmick Puppet Chain Brain
Level 8 machine darK
0/0
Once per turn if you control 1 or more "Gimmick puppet" monster you can special summon this card from your hand and one "Gimmick Puppet" monster from your GY in defence mode.

Gimmick Puppet Saw Face
Level 6 machine dark
1500/2400
Once per turn you can discard this card;add one dark machine type monster from your deck to your GY. You can banish this card from your GY;Special summon one monster from your GY in defence mode.

Gimmick Puppet Damned Dragon
Link 3 dark machine
Atks 2500 Arrows:↙⬇↘
Effect: 3 'Gimmick Puppet" monsters
Once per turn you can target one card in the GY; banish it then add one Rank-up-magic from your deck to your hand. You can banish this card from your GY; rank-up one "Gimmick Puppet" number monster into a chaos xyz number monster with a different name.

Gimmick Puppet Rewind
Trap/Counter
Effect: once per turn when your opponents declares an attack on a "Gimmick Puppet" monster you control with lower attack; banish that monster.


Next support Destiny Heroes

#11
President Frank Underwood

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You kinda miss the point of providing two options, but whatever. I've been wanting to make some Destiny HEROs that are more literary references anyways.

Destiny HERO - Dastardly Thief (OCG: Destiny HERO - Dastardlyguy)
DARK/Warrior/Effect/Level 1/100 ATK/2000 DEF
This card can attack your opponent directly, but when it does so using this effect, the battle damage inflicted to your opponent is the original ATK of this card. At the end of the Damage Step, if this card attacked or was attacked: You can change this card to Defense Position. If this card inflicts battle damage to your opponent: You can take control of the monster your opponent controls with the lowest DEF (your choice, if tied, or your choice, if your opponent's monsters have no DEF) until the next Standby Phase. You can only use this effect of "Destiny HERO - Daring Thief".

Destiny HERO - Desecrator (OCG: Destiny HERO - Desecratorguy)
DARK/Warrior/Effect/Level 4/1300 ATK/1400 DEF
You cannot Special Summon monsters, except "HERO" monsters. You can only use each of these effects of "Destiny HERO - Desecrator" once per turn.
● If this card is Normal or Special Summoned: You can target 1 Level 4 or lower DARK "HERO" monster in your GY, except "Destiny HERO - Desecrator"; Special Summon it.
● During your Main Phase, except the turn this card was Summoned: You can target 1 monster in either player's GY; Special Summon it.

Destiny HERO - Diver (OCG: Destiny HERO - Diverguy)
DARK/Warrior/Effect/Level 5/1800 ATK/2300 DEF
During your Standby Phase, if all of the monsters (if any) on your side of the field and in your GY are "Destiny HERO" monsters (and only "Destiny HERO" monsters): You can Special Summon this card from the hand or GY. You can only Special Summon "Destiny HERO - Diver" once per turn this way. (Quick Effect): You can target 1 face-up monster your opponent controls; banish this card and the target. You can only use this effect of "Destiny HERO - Diver" once per turn. During the Standby Phase of the next turn after this card was banished by its own effect: Special Summon this card and the monster that was banished by this effect.

Destiny HERO - Distinguished (OCG: Destiny HERO - Defender of the Empire)
DARK/Warrior/Fusion/Effect/Level 9/2900 ATK/2900 DEF
3 "Destiny HERO" monsters
Must first be Fusion Summoned. You choose the attack targets for your opponent's attacks, the effect targets for your opponent's effects, and the order in which effects resolve in a Chain involving your opponent's effect(s). During your Standby Phase: You can Special Summon 1 "Destiny HERO" monster from your hand, Deck, or GY.

Destiny HERO - Plasmiss (OCG: Destiny HERO - Bloo Damsel)
DARK/Warrior/Link/Effect/1300 ATK/LINK-2
SW, SE
2 DARK "HERO" monsters
If this card is Link Summoned: You can add 1 Level 8 "Destiny HERO" monster from your Deck to your hand. You can only activate this effect of "Destiny HERO - Plasmiss" once per turn. During your Battle Phase, if a "Destiny HERO" monster inflicts battle damage to your opponent: You can target 1 "Destiny HERO" monster in your GY whose ATK is equal to or less than the ATK of the monster you control with the highest ATK; Special Summon it. During your Standby Phase: You can Special Summon as many "Plasma Thrall Tokens" (Warrior/DARK/Level 2/1300 ATK/700 DEF) to the zones this card points to. If this card is Tributed for the Special Summon of a "Destiny HERO" monster: Until your next Standby Phase, that Special Summoned monster is unaffected by your opponent's card effects. You can only use each of these effects of "Destiny HERO - Plasmiss" once per turn.

D & Crumpets
Spell/Continuous
While you control a face-up "Destiny HERO" monster, you take no damage. During your Standby Phase: You can add 1 "Destiny HERO" monster from your Deck or GY to your hand. You can only control 1 "D & Crumpets".

D - Impend
Trap/Normal
Banish any number of "Destiny HERO" monsters from your GY; Special Summon a number of "Plasma Lurker Tokens" (Aqua/DARK/Level 1/0 ATK/0 DEF), up to the number of monsters banished by this effect +1, and if you do, add 1 Level 8 "Destiny HERO" monster from your Deck to your hand. During your Main Phase, except the turn this card was sent to the GY; You can target a number of your banished "Destiny HERO" monsters, up to the number of monsters you control; shuffle them into your Deck, then, if you shuffled at least 3 cards into your Deck by this effect, draw 1 card. You can only activate this effect of "D - Impend" once per turn. A monster that is Special Summoned by Tributing 2 or more "Plasma Lurker Tokens" gains the following effect.
● It cannot be destroyed by battle or by card effects, also it cannot be targeted by your opponent's card effects.

Notes:
Dastardly Thief = Arsene Lupin (Arsene Lupin stories)
Desecrator = Victor Frankenstein (Frankenstein)/Herbert West (Herbert West-Reanimator)

Diver = Captain Nemo (20,000 Leagues Under The Sea)
Distinguished = Allan Quatermain (King Solomon's Mines and other books)/Protagonist of H.G. Wells' "The Time Machine"
Plasmiss = Mina Harker (Dracula)/Lucy Westenra (Dracula)

Next Decks:
Valkyries (Ziefried von Schroeder's cards)
OR
Fairy Tales (Leon von Schroeder's cards)
Bonus points if you retrain some of the anime cards, and even more bonus points if you make new cards wholesale.



#12
Black D'Sceptyr

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rhinemaiden_floshilde_by_bdsceptyr-dcjt8

 

Rhinemaiden Floshilde

LIGHT/Warrior-Type Effect Monster/Level 3/1400 ATK/1400 DEF

 

Lore: You can shuffle 1 "Valkyrie" or "Rhinemaid" monster from your field or GY into the Deck: Special Summon this card from your hand. Other "Rhinemaiden" monsters you control cannot be targeted for an attack. If you control at least 1 face-up monster and all of them are LIGHT (Quick Effect): You can pay 700 LP; immediately after this effect resolves, Tribute Summon 1 LIGHT monster, then you can add 1 "Rhinemaid" or "Valkyrie" card from your GY to your hand, except "Rhinemaiden Floshilde".

 

 

rhinemaiden_gunde_by_bdsceptyr-dcjt853.p

 

Rhinemaiden Gunde

LIGHT/Warrior-Type Effect Monster/Level 3/1200 ATK/1700 DEF

 

Lore: If you control a "Valkyrie" monster: You can banish 1 "Rhinemaiden" or "Valkyrie" monster from your GY; Special Summon this card from your GY, but banish it when it leaves the field. You can only use this effect of "Rhinemaiden Gline" once per turn. If this card is Normal Summoned, or if this card on the field is Tributed: You can target 1 "Valkyrie" or "Rhinemaid" monster you control; it gains this effect.

• When an opponent's monster activates its effect, inflict 300 damage to your opponent when it resolves.

 

rhinemaiden_glinde_by_bdsceptyr-dcjt85l.

 

Rhinemaiden Glinde

LIGHT/Warrior-Type Effect Monster/Level 3/1000 ATK/2000 DEF

 

Lore: If you control "The Rhinegold": You can Special Summon this banished card. You can only use this effect of "Rhinemaiden Gline" once per turn. If this card is Normal Summoned, or if this face-up card on the field is Tributed: You can target 1 "Valkyrie" or "Rhinemaid" monster you control; it gains this effect, then if that target was Normal Summoned, you can add 1 "Rhine" Spell/Trap from your Deck to your hand..

• Once per turn, this card cannot be destroyed by battle or card effects.

 

valkyrian_rhinemaid_freiya_by_bdsceptyr-

 

Valkyrian Rhinemaid Frieya

LIGHT/Fairy-Type Effect Monster/Level 8/2000 ATK/2200 DEF

 

Lore: This card is also treated as a "Valkyrie" monster while in the hand or GY. When this card is Normal Summoned: You can banish 3 Level 7 or lower "Valkyrie" and/or "Rhinemaid" monsters from your GY, and if you do, Special Summon those banished monsters during the Standby Phase of the next turn (even if this card leaves the field). If this card is destroyed or banished by a card effect, while you control "The Rhinegold": You can Special Summon this card, also destroy 1 other card on the field.

 

 

 

the_rhinegold_by_bdsceptyr-dcjt84m.png

 

The Rhinegold

Field Spell Card

 

Lore: When this card is activated: You can discard 1 "Valkyrie" or "Rhinemaiden" card from your hand; add 1 Fairy monster from your Deck to your hand, but unless it is a "Valkyrie" monster, you cannot Summon or activate the effects of monsters with that name for the rest of the turn. During your Main Phase, you can Normal Summon 1 Level 5 or higher "Valkyrie" monster without Tributing, in addition to your Normal Summon/Set, but if you do so using this effect, send it to the GY during the End Phase. (You can only gain this effect once per turn.)

 

 

fury_of_the_valkyries_by_bdsceptyr-dcjt9

 

Fury of the Valkyries

Quick-Play Spell Card

 

Lore: All monsters on the field will lose 500 ATK/DEF, except "Valkyrie" and "Rhinemaiden" monsters, until the End Phase. When this card is destroyed: You can target 1 LIGHT monster that was banished by a "Valkyrie" card's effect: Special Summon it in Defense Position. You can only use this effect of "Reign of the Valkyries" once per turn.

 

 

nibelung_s_curse_by_bdsceptyr-dcjt9cc.pn

 

Nibelung's Curse

Normal Spell Card

 

Lore: When you have exactly 3 cards in your hand: Reveal 1 "Valkyrie" or "Rhine" card in your hand; equip 1 Equip Spell from your hand or Deck to 1 face-up monster your opponent controls, then draw 1 card, plus 1 more card if you equipped a "Ring" Equip Spell this way. You cannot Special Summon monsters the turn you activate this effect, except LIGHT monsters. You can only activate 1 "Nibelung's Curse" per turn.

 

 

rainbow_bridge_bifrost_by_bdsceptyr-dcjt

 

Rainbow Bridge Bifrost

Normal Spell Card

 

Lore: (This card is always treated as a "Valkyrie" card.)

Target 1 "Valkyrie" monster you control; it gains 500 ATK for each different name among all currently banished monsters, but its ATK becomes 0 during the End Phase. If you would take battle damage from a battle involving a "Valkyri" monster you control, you can banish this card and 1 "Valkyrie" monster from your GY instead. You can only use each effect of "Rainbow Bridge Bifrost" once per turn.

 

 

nibelung_s_ring_by_bdsceptyr-dcjt9c6.png

 

Nibelung's Ring

Equip Spell Card

 

Lore: You can only control 1 "Nibelung's Ring". The equipped monster cannot attack, be Tributed, or change its battle position, also it cannot activate its effects. Once per turn, during the Standby Phase of the equipped monster's controller: They can draw 1 card and reveal it, and if it is a monster, they must discard it immediately.

 

 

mourning_on_the_rhine_by_bdsceptyr-dcjt8

 

Mourning on the Rhine

Normal Trap Card

 

Lore: When you control a "Rhinemaiden" monster: Draw 3 cards, and if you do, discard 2 cards or banish 1 "Valkyrie" or "Rhinemaiden" card from your hand. If you control "The Rhinegold", but have no other cards in your hand, you can activate this card from your hand. You can only activate 1 "Mourning on the Rhine" per turn.

 

 

loge_s_flame_by_bdsceptyr-dcjt86i.png

 

Loge's Flame

Continuous Trap Card

 

Lore: (This card is always treated as a "Valkyrie" card.)

Your opponent's monsters on the field with 2000 or less ATK cannot attack. When a monster is targeted for an attack, before damage calculation: Destroy this card. When this face-up card in the Spell & Trap Zone is destroyed by a card effect: You can Special Summon 1 Level 6 or 7 Fairy monster from your Deck. You can only activate 1 "Loge's Flame" per turn.

 

 

Decided to elaborate on the Der Ring des Nibelungen tale a bit more to give Valkyries that extra push. Rhinemaiden three are all the girls that Alberich stole the gold from to make that ring of his - btw, the Nibelung Ring is now GOLD as well and so is it's Treasure, now renamed Curse to more align with what happened upon Alberich's treachery being found out. 

 

Bifrost and Loge's Flame were the other old cards made new by this update to the Valkyrie playstyle (former is their Limiter Removal, latter protects against the odd Eater of Millions/Knightmare)

 

Then I followed up with a glorified Graceful Charity Mourning on the Rhine, to more bring together the tragedy in Act I of Der Ring.

 

Freiya's the entity that provides the gods in that tale with their immortality through the Golden Apples-naturally, its a given that she herself would be able to have them come to her aid. Rhinegold's the new Field Spell that works like a quasi-Trickstar Lightstage and Metaphys Factor all in one. 

 

And finally, Fury of the Valkyries handles the Valkyrie's piss-poor ATK values by knocking down the other monster's values to their Level-have fun with all that.

 

NEXT UP: I'm feeling in the mood to relive a bit of Cats vs. Dogs, aren't you all? Support either...

 

Cathy Katherine's Cat/Neko monsters

 

or 

 

Pip's Dog/Inu monsters


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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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.


#13
Thomas Zero

Thomas Zero

    The HERO of YCM

  • Senior Members
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    Last Visit Today, 01:00 AM
Battle Cat
lv 4 EARTH
Beast/Effect
This card can attack twice during each of your Battle Phases. (Quick Effect): you can banish this card from your GY; Special Summon 1 Level 4 or lower Beast or Beast Warrior Monster with a combined original ATK and DEF of 3000 or less from your deck to your side of the field in attack position. You can only activate this effect of "Battle Cat" once per turn.
ATK/1800 DEF/1200

Gigacat
lv 8 EARTH
Beast/Effect
Cannot be Special Summoned. You can Normal Summon this card by tributing 1 Level 4 or lower Beast or Beast Warrior Monster you control with a combined original ATK and DEF of 3000 or less. Any battle damage dealt to your opponent by this card becomes 0. When this card destroys a Monster by battle, inflict damage to your opponent equal to the combined ATK and DEF of the destroyed Monster.
ATK/3000 DEF/0

Cat Nip Cat Knight
EARTH
Link: D, R
Beast Warrior/Link/Effect
2 Beast and/or Beast Warrior Monster
Increase the ATK and DEF of all Beast and Beast Warrior Monsters you control by 600. While their is a Beast or Beast Warrior Monster in a Zone this card points to, this card cannot be destroyed by battle or by card effects.
ATK/1400 LINK-2

Catastrophe
Trap Card
Activate this card when a Beast and/or Beast Warrior Monster(s) is destroyed by battle or by card effect. You can shuffle any number Beast and/or Beast Warrior Monsters into your deck, then, destroy cards on your opponents side of the field equal to the number of cards shuffled into your deck by this effect. You can banish this card from your GY; Special Summon 1 Level 4 or lower Beast or Beast Warrior Monster from your Deck with a combined original ATK and DEF of 3000 or less to your side of the field. You can only activate 1 "Catastrophe" per turn.

Next: Joey's Red-Eyes or Syrus's Roids
Elemental HERO Kingdom Neos

#14
~Faytl~

~Faytl~

    I remain resolutely unimpressed.

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  • 1,457 posts
    Last Visit Today, 12:03 AM

Red-Eyes Drake

Level 4, DARK Dragon

Once per turn, you can discard 1 "Red-Eyes" card from your hand or return 1 "Red-Eyes" card from your Graveyard to your Deck: Draw 1 card.

1600/1200

 

Red-Eyes Raider

Level 4, DARK Warrior

Once per turn, you can equip 1 "Red-Eyes" monster from your hand to a "Red-Eyes" monster you control. Equipped monsters gain 500 ATK and cannot be targeted by your opponent's card effects. When a monster equipped with an Equip Spell is sent to the Graveyard and that equipped card is sent to the Graveyard, if the equipped card was a monster: Special Summon it.

1700/1150

 

Red-Eyes Alligator's Sword

Level 4, DARK Beast-Warrior

When this card is Normal Summoned: Send 1 "Red-Eyes" monster from your Deck to the Graveyard. If a "Red-Eyes" monster you control attacks, you can target 1 "Red-Eyes" monster in your Graveyard: Equip it to that attacking monster, and it gains ATK equal to half the ATK of the equipped card, until the End Phase. You can only use each effect of "Red-Eyes Alligator's Sword" once per turn.

1500/1200

 

Red-Eyes Blader Dragon

Level 5 DARK Dragon, Fusion

1 "Red-Eyes" monster + 1 Beast-Warrior or Warrior-Type monster

Once per turn, you can equip this card with target "Red-Eyes" monster in your Graveyard. This card gains 500 ATK for every "Red-Eyes" monster equipped to it. This card can attack your opponent's Life Points directly. If this card would be destroyed, you can destroy 1 "Red-Eyes" card equipped to it, instead (activate this ability only once each turn).

1700/1500

 

Red-Eyes Infusion

Cont Spell

Other face-up cards in your Spell/Trap zone cannot be destroyed by card effects as long as you control a "Red-Eyes" monster. If a "Red-Eyes" card is destroyed and sent from your Spell and Trap zone to the Graveyard, except "Red-Eyes Infusion": Special Summon 1 "Red-Eyes" monster from your Graveyard, then destroy "Red-Eyes Infusion".

 

 

Ojama or Chronomaly


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MST negates

Me when people ask me to review their cards

Me when people don't review my cards

TOP SECRET: ESPECIALLY FOR ZAI AND YUI

#15
Krawler

Krawler

    Member

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    Last Visit Yesterday, 12:24 PM
Ojama Gold
Level 3 Beast earth effect
1000/1500
Effect:When this card is summoned you can special summon 1 "Ojama Silver" from your hand or deck.

Ojama Silver
Level 3 Beat earth effect
1000/1500
Effect:When this card is special summoned by a monster effect you can add one "Ojama" spell or trap to your hand from your deck.


Ojama Emperor
Link 3 Beast earth effect
0 atk arrows↙⬇↘
Effect:2+ more "Ojama" monsters
Once per turn you can special summon 1 "Ojama" monster from your deck to a zone this card points to. This card gains 1000 atk for each "Ojama" monster this points to.

Ojama Prince
Link 2 Beast earth effect
Atk:500 arrows:↖↘
Effect:2 normal "Ojama" monsters
Once per turn you can special summon one "Ojama" token to a zone this card points to. This card gains 700 attack for each token this card points to. When a token this card points is destroyed inflict 400 damage to your opponent.


Ojama Restrictions
Trap/Counter
Effect:When your opponent activare scan effect that targets a card on your field; negate the activation then banish that card.


D/D/D OR PHANTOM KNIGHTS




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