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President Claire Underwood

Legalize Anime/Manga Cards

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I think it's time we try to revitalize this section with a new game, so this time, in the vein of the Remake A Card game, we are going to be taking the plethora of cards that are currently exclusive to the anime and manga, and try to bring them into the current game.

 

Rules:
1. You can only suggest a single card, so if there's a series of cards that work well together, you had better hope the thread wants to go in that direction.

2. There are going to be broken cards, and there are going to be cards that aren't worth the cardboard to print them. Your job is to make these at the very least functional and balanced.

3. Do try to keep the spirit of the card intact. Attempt to retain the original stats as much as possible, and keep the effects close, but you are free to make liberties if the effects really do need a workover.

4. Conversely, if there is missing information about a card, feel free to fill it in. A lot of manga cards don't reveal what their Type and Attribute are, or even if they have effects, so go ahead and work on that. You are free to turn cards that were Normal Monsters or non-Effect Monsters in the anime or manga into Effect Monsters.
5. Please provide a link to a wiki page of the card in question when suggesting it as a prompt. That saves everyone a headache.

6. Also, please don't complain about the prompts.

7. Most importantly, have fun.

Let's kick this off with an oldie, but goldie.
Bonfire

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Ojamarking

Normal Trap Card

If this card is sent from the hand or field to the GY: You can target 1 "Ojama" monster you control and 1 monster your opponent controls; switch control of both monsters. If a monster you control is destroyed by battle or card effect, you can banish this card, then target 1 "Ojama" card in your GY; add it to your hand if it is a Spell/Trap or Special Summon it if it is a monster. 
 
Next:

 

Monster Baton

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Monster Baton

Continuous Trap

Send 1 Effect monster from your hand or field to the GY to activate this card. Once per turn, you can discard 1 monster to activate that monster's effect as this card's effect. 

 

Still probably not worth the cardboard, but it's something at least

 

next: Ashingray

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Ashingray

WIND - Level 3 - Winged Beast/Flip/Effect - 500/500

FLIP: Banish 1 card at random from your opponent's hand.

If this card is destroyed by battle or your opponent's card effect: You can Special Summon 1 "Ashingray" from your hand or Deck in face-down Defense Position. If you take battle damage while this card is in your Graveyard: You can Special Summon this card from your Graveyard in face-down Defense Position, but if this card is Summoned this way, banish it when it leaves the field.

 

Definitely a gimmicky rogue strategy card, but actually playable now.

 

Alert

(Anime text:

Normal Trap

Activate 1 Set Continuous Spell Card.)

 

OR

 

Dual Gates

(Anime text:

Normal Spell

Banish this card and 1 copy of this card in your Graveyard: Draw 2 cards.)

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Alert
Continuous Trap
You can activate this card from your hand if you control a "B.E.S." monster or a "Big Core". During your Main Phase: You can activate 1 face-down Continuous Spell/Trap you control. Your opponent cannot activate cards or effects in response to this effect's activation. If a "B.E.S." monster or a "Big Core" you control is targeted for an attack: You can negate the attack, and if you do, end the Battle Phase. You can only activate each effect of "Alert" once per turn.

Honestly, B.E.S. Support seems the way to go.

Magic Star Sword

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Magic Star Sword

Equip Spell

If a Spell Card or the effect of a Normal, Quick-Play, or Continuous Spell Card is activated, place 1 Spell Counter on this card. If a Spell Card is added to your hand: You can discard the added card; place 1 Spell Counter on this card. The equipped monster gains 100 ATK for each Spell Counter on this card. If this card and/or the equipped monster would be destroyed or banished from the field, you can remove 2 Spell Counters from this card instead. If the equipped monster destroys your opponent's monster by battle: You can add 1 Normal Spell Card from your Graveyard to your hand.

 

And it's still probably kinda bad.

 

Dual Gates

(Normal Spell

Banish this card and 1 copy of this card in your Graveyard: Draw 2 cards.)

 

OR

 

Double Delta Warrior

(EARTH - Level 6 - Warrior/Effect - 0/2100

If your opponent controls a card and you control no monsters, you can Special Summon this card from your hand. Monsters you control cannot attack during a turn this card is used as Synchro Material.)

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Double Delta Warrior

Level 6 WIND Warrior/Effect

If your opponent controls a monster and you control no monsters, you can Special Summon this card from your hand. If this card is used as a Synchro Material, you can activate this effect: until the end of your opponent's turn, neither player can use monster effects except the effects of Synchro Monsters, also non-Synchro Monsters cannot declare an attack.

ATK/0 DEF/2100

 

Next: 

Altar of Restoration

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Altar of Restoration

Normal Spell

Banish the top 2 cards of your Deck: Select and activate 1 of the following effects:

●Add 1 Normal Spell Card from your Graveyard to your hand, except "Altar of Restoration".

●Add 1 monster from your Graveyard to your hand that cannot be Normal Summoned/Set (the selected card must be added to your hand, and cannot be returned to the Extra Deck).

You can only activate 1 "Altar of Restoration" per turn.

 

Dual Gates

(Normal Spell

Banish this card and 1 copy of this card from your Graveyard: Draw 2 cards.)

 

OR

 

Toy Soldier

(EARTH - Level 3 - Machine/Effect - 800/300

During your Standby Phase: You can Special Summon up to 2 "Toy Soldier" from your Deck. )

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Dual Gates

Normal Spell

Add 1 "Dual Gates" from your Deck or among your banished cards to your hand. You can banish this card from your GY and 1 "Dual Gate" from your hand; draw 2 cards, also for the rest of this turn, you cannot draw cards with card effects. You can only use each effect of "Dual Gates" once per turn. 

 

Next:

Toy Soldier

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Toy Soldier

EARTH - Level 3 - Machine/Effect - 500/300

If this card is Normal or Special Summoned: You can add 1 "Fife and Drum Corps" or "Crowning of the Emperor" from your Deck or Graveyard to your hand. This card can attack your opponent directly. During the Standby Phase, if this card is in face-up Attack Position: You can change this card to Defense Position, then Special Summon 1 "Toy Soldier" from your hand or Deck, and the Summoned monster cannot be destroyed by battle or card effects this turn.

 

It's a Machine Dupe target now, it carries the direct attacking that "Forced March" gave it in the anime, and searches the boss monster of its anime user's Deck. This almost feels like anime legacy support.

 

In fact . . . the other 4 cards Bonaparte used:

 

Fife and Drum Corps

(Quick-Play Spell

Double the ATK of all face-up monsters you control with 1000 or less ATK.)

 

OR

 

Toy Emperor

(EARTH - Level 6 - Machine/Effect - 2300/800

If this card destroys your opponent's monster by battle: You can add 1 Trap Card from your Deck to your hand.)

 

OR

 

Unequal Treaty

(Continuous Trap

Activate only if you inflict battle damage to your opponent. If a Machine-Type monster you control inflicts battle damage to your opponent: Gain 100 LP, then inflict 100 damage to your opponent.)

 

OR

 

Crowning of the Emperor

(Normal Spell

Tribute 1 "Toy Soldier" you control: Special Summon 1 "Toy Emperor" from your hand or Deck.)

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Those weren’t his. Those were taken from the Wiki, with no changes to them. He simply didn’t want you to waste your time going through the Wiki so you can know what cards you need to change to legalize.

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Card of Desperation

Normal Spell

Cannot be activated if you have already activated a card or effect this turn. For the rest of the turn after this card is activated, even if it or its activation is negated, your opponent takes no damage from card effects, also you can only Special Summon once this turn. Draw 3 cards, then send a number of cards from the top of your Deck to the Graveyard equal to the number of cards in your hand. Then, your opponent draws 1 card. If your LP are 1000 or less during your opponent's Main Phase, you can banish this card from your Graveyard: Draw 1 card (you can only activate this effect of this card's name once per turn).

 

So, I had to add a bunch of restrictions to this thing, but here it is all summed up:

●You have to start your turn with it, so no shenanigans with dodging its restrictions, and it comes packaged with a once per turn clause harder than diamond.

●You are completely unable to inflict burn damage, and you only get 1 Special Summon; no burn FTKs or Extra Links, but you can Exodia with it if you really have no shame, and if you're going second, you can OTK through sheer damage if that's your style.

●Mills equal to the number of cards in your hand as opposed to your entire goddamned Deck for reasons that should be obvious.

●Your opponent immediately gets a draw, so they can potentially grab their Ash to discourage the shameless from going off.

●Did you just barely survive your opponent's turn? Have a draw.

 

Over-restricted? Perhaps. But Card of Demise had similar military-grade restrictions, and that thing defined stun Decks for a while, so . . .

 

NEXT:

 

Rank-Up Advantage

(Continuous Spell

If a monster(s) is Special Summoned by a "Rank-Up-Magic" card: Draw 1 card for each. If a monster Special Summoned by the effect of a "Rank-Up-Magic" card attacks, your opponent cannot activate cards or effects until the end of the Damage Step.)

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Rank-Up Advantage
Continuous Spell
When a monster(s) is Special Summoned by a "Rank-Up-Magic" card: You can discard 1 card; draw 2 cards. If a monster Special Summoned by the effect of a "Rank-Up-Magic" card attacks, your opponent cannot activate cards or effects until the end of the Battle Phase. You can only control 1 "Rank-Up Advantage".

 

I'm not sure if I made it better or worst, but I definitely made it into something more "legal" IMO. I suppose you could say it's debatable.

 

Anyway, here are the changes I've made:

- Changed it from an "If" mandatory effect to a "When/You can" optional effect. That way, if the summoned monster activates something on summon; it misses timing.

- Removed draw 1 for each summoned monster and gave it a fixed draw 2 cards effect with a discard 1 cost. Before the number of cards you draw could vary, depending on what kind of RUM card you used. Now it draws a set amount of cards instead, which may or may not be more powerful.

- I kept the second effect somewhat the same, except now it stops the opponent from activating anything for the rest of the BP, not just the damage step.

- And lastly, I gave it a restriction that only allows you to have one copy out at a time, preventing abuse of it by using multiples.

 

Again, this could be called both a buff and a nerf in many ways. I mean, the way I see it, this is how a real version of it would be like. But, who knows, from what I hear KONAMI releases them anime/manga cards in all sorts of different ways, buff'd, nerf'd and sometimes even intact!

 

Next: Ipiria

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Ipiria

Level 3 EARTH Reptile/Effect

When this card is Normal Summoned: Draw 1 card, reveal it, and if it is "Ipiria", you can Normal Summon that card from your hand immediately after this effect resolves. During the End Phase, if you have 3 "Ipiria" in your GY, you can: immediately after this effect resolves, shuffle all 3 "Ipiria" into your Deck. 

ATK/500 DEF/500

 

Next: Infernalvania

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Infernalvania 

Field Spell Card

 

Lore: If a Level 4 or lower Zombie monster with 1200 or more DEF is sent from the field to your GY: You can send 1 monster with the same name as that monster from your Deck to your GY, and if you do, Special Summon 1 "Infernal Token" (DARK/Zombie) with the same original Level/ATK/DEF as that sent monster's, and if you do, all Zombie monsters you control gain 500 ATK. During Main Phase 1: The turn player can discard 1 Zombie monster; destroy all monsters on the field, but the turn player can only Summon 1 Zombie monster face-up for the rest of the turn. You can only use each effect of "Infernalvania" once per turn.

 

Mimics Zombie Werewolf and Vampire Bat's spawning effects, and that destruction effect does allow you to Summon...but only one Zombie. Good luck with it, folks.

 

 

NEXT UP:

 

Zombie's Jewel

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Offhand, Rank-Up Advantage didn't need a sidegrade, or even a direct pull . . . that card is absolutely awful in the anime.

 

Zombie's Jewel

Normal Trap

If an opponent's Spell Card is sent from the field to the Graveyard: Add that sent card to your hand. If this effect resolves, your opponent draws 1 card during the End Phase. If this card was activated on the field, your opponent's monster effects cannot be activated in the same Chain as this card. Once per turn, if you control no face-up cards: You can activate this card from your hand.

 

Fixed a bit of awkward wording, and took away the ability for it to trigger off of discards/mills. However, the draw has been moved to the End Phase, it carries monster effect shielding during the Chain it gets used on the field, and the option of being a handtrap.

 

NEXT:

 

Spectral Ice Floe

(Continuous Spell

Banish 1 DARK monster from your Graveyard: All cards you control are unaffected by your opponent's card effects, except this one.)

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Spectral Ice Floe

Continuous Spell Card

You can only control 1 "Spectral Ice Floe".

This card on the field is unaffected by its controller's card effects.

Once per turn, you can banish 1 DARK Monster in your GY; this turn while this card is face-up on the field, your opponent cannot negate the activation of cards you control except this one. If this card is sent from the field to the GY, you can pay 1000 LP; Special Summon 1 banished DARK Monster. 

 

Next: 

D/D Brownie

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D/D Brownie
DARK/Fiend-Type Pendulum Tuner Effect Monster/Level 3/0 ATK/0 DEF
 
Scales: 2/2
 
Pendulum Lore: If a monster is Special Summoned from the Extra Deck to your field: You can Special Summon this card from your Pendulum Zone in Attack Position, also, all "D/D" monsters you control cannot be targeted by card effects until the end of the next turn (even if this card leaves the field).
 
Lore: If you control a "D/D/D" monster that was Special Summoned from the Extra Deck: You can Special Summon this card that is either in your hand or banished. If this card was Pendulum Summoned from the Extra Deck this turn: You can target 1 Pendulum Monster in your Pendulum Zone; Tribute this card and 1 "D/D" monster, and if you do, Special Summon that target. You can only Special Summon "D/D Brownie(s)" once per turn.
 
BD'Switchlog
  • Gives your D/D stuff protection, so great on the first and second turns, even if it gets Ghosted.
  • Brings itself from hand or banished zone when you bring out a big boss.
  • Of course, it's Summoning needs to be limited with all the variety it brings to your plays as a Pendulum Monster.

 

NEXT UP: 

 

Prominence

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Prominence

Equip Spell

You can send the equipped monster to the Graveyard: Destroy all cards your opponent controls, then inflict 500 damage to your opponent for each monster destroyed. Your opponent takes no damage for the rest of the turn after this effect is activated.

 

Pretty simple, actually. No longer destroys the equipped monster, to at least limit some abuse, and prevents more damage after use. It's a generic field nuke that also burns, but it has some competence.

 

Vision HERO Minimum Ray

(DARK - Level 3 - Warrior/Effect - 1200/700

While this card is in your Graveyard, if you take damage: Place this card in your Spell/Trap Zone as a Continuous Trap Card. While this card is treated as a Trap Card, you can target 1 monster you control: Special Summon this card, Tribute that target, and you can destroy 1 monster your opponent controls.)

 

Allow me to explain how Vision HERO monsters worked in the manga: That Trap effect is mandatory, so the tiniest bit of damage would make half your Graveyard jump into the backrow. The effects after selecting a target occur simultaneously, meaning that you need to have an empty Monster Zone to use it, but the Tribute and optional monster pop happen simultaneously, meaning that if the Summon is negated, you don't lose your monster.

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Vision HERO Minimum Ray
DARK/Warrior-Type Effect Monster/Level 3/1200 ATK/700 DEF
 
Lore: (Quick Effect): You can destroy 1 Continuous Trap you control: Special Summon this card from your hand. While this card is in your GY, if you take damage: Place this card in your Spell/Trap Zone as a Continuous Trap Card, but shuffle it into the Deck when it leaves the field. While this card is treated as a Trap Card, you can target 1 monster you control: Special Summon this card, then Tribute that target, and if you do, you can destroy 1 monster your opponent controls. You can only control 1 "Vision HERO Minimum Ray".
 
BD'Switchlog:
  • This card has a limit in field presence now; one I plan to exert on any future Vision HERO cards we remake here.
  • However, it does now also come from the hand as a Quick Effect by wrecking another Cont. Trap. Sure True Kings will appreciate it.
  • Streamlined the Trap-to-Tribute process a bit more, but it's good and proper now with Minimum Ray's limit.

 

NEXT UP: 

 

Vision HERO Increase (There was a reason the last card to Special Summon HEROes from the Deck just got limited, and Stratos is back on patrol. Remake this wisely.)

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Vision HERO Increase

DARK - Level 3 - Warrior/Effect - 900/1100

If this card is Normal or Special Summoned: You can place 1 "Vision HERO" monster from your Deck or Graveyard into your Spell/Trap Zone as a Continuous Trap, except "Vision HERO Increase". While this card is in your Graveyard, if you take damage: Place this card in your Spell/Trap Zone as a Continuous Trap Card. While this card is treated as a Trap Card, you can target 1 monster you control: Special Summon this card, then Tribute that target, and if you do, you can Special Summon 1 "Vision HERO" monster from your Deck, except "Vision HERO Increase". You can only activate this effect of "Vision HERO Increase" once per turn.

 

I disagree on the way to control the absurd parts of the Vision HERO clauses. Instead of limiting the field presence, or preventing repeat recurrence, I believe that the real limitation needs to be a HOPT on the exit effects. This also doubles as a Sapphire Pegasus for the archetype, to better utilize the gimmick.

 

Vision HERO Poisoner

(DARK - Level 3 - Warrior/Effect - 900/700

[Vision HERO clauses], and if you do, halve the ATK and DEF of 1 monster your opponent controls.)

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