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President Claire Underwood

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Catastrophe Draw

Normal Spell

Destroy 5 cards in your Main Monster Zones, and if you do, draw 2 cards. You can only activate 1 "Catastrophe Draw" per turn.

 

Next: Resurrection Tribute

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Resurrection Tribute

Quick-Play Spell

If a monster(s) you control is destroyed: Tribute 1 monster your opponent controls, and if you do, Special Summon 1 monster from your Graveyard in Defense Position. If one of the destroyed monsters could not be Normal Summoned/Set, and listed a condition to be Special Summoned in its card text, this Summon ignores Summoning conditions.

 

That second line only covers nomi monsters in the Main Deck, and Extra Deck monsters that lack a traditional Material line (say, Masked HEROes, or Critias Fusions). The Material line of any Extra Deck monster would disqualify it from this card's secondary condition, so it doesn't get abused in silly ways. That said, if your Deck runs multiple nomi monsters, you can switch between them with this.

 

Level Jar

(EARTH - Level 2 - Rock/Effect - 500/500

FLIP: Return all monsters on the field to the Decks. Then, your opponent draws cards equal to the total Levels of all monsters returned to their Deck by this effect. If your opponent does not draw a monster that was shuffled into the Deck by this effect, they discard their hand.)

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Level Jar
EARTH/Rock-Type Flip Effect Monster/Level 2/500 ATK/500 DEF
 
FLIP: Shuffle all monsters on the field into the Decks, and if you do, each player draws cards equal to the number of returned monsters and reveals them, then banish all drawn cards with a different original name from the returned cards. 
If a Rock monster(s) is Special Summoned from the Deck or Extra Deck: You can Special Summon this card from your hand, but change this card to face-down Defense Position during the End Phase. You can only use 1 "Level Jar" effect per turn, and only once that turn.
 
BD'Switchlog
  • Draw now relies on the number of returned monsters...
  • ...each player draws the same number of cards...
  • ...and the cards that don't correspond with the returned cards are banished. 
  • Also it can Summon itself from the hand to join up with something from the Deck (coughDokiDokicough) or Extra Deck (coughGemKnightFusionscough) so that helps with the lil' Flip monster.

 

 

NEXT UP: 

 

Rank-Up-Magic Escape Force

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Rank-Up-Magic Escape Force

Quick-Play Spell

If an Xyz monster you control is targeted for an attack or opponent's card effect: Special Summon, from your Extra Deck, 1 Xyz monster exactly 1 Rank higher than the target of the same Type as the target, using this card and the targeted monster as Material (This is treated as an Xyz Summon. Transfer its Materials to the Summoned monster). If the monster Summoned this way has the same Attribute as the monster used as Material, and requires either an equal number of exactly 1 more Material for its Xyz Summon, the Summoned monster gains the following effect:

●This card cannot be targeted for your opponent's attacks or effects, except by Xyz monsters.

This card cannot be discarded by its owner.

 

Changelog:

●Now lets you escape effect targeting!

●Requires a monster of the same monster Type, preventing shenanigans like turning any Rank 4 into Azzathot.

●Provides neat protection if you can find neat ladders, jumped through archetype members, or used the Chaos forms of certain Numbers.

●Specifically guards against being usable for discard costs, for obvious reasons.

 

Talisman of Reversal

[Normal Trap

If your opponent adds a card(s) to their hand by a card's effect, draw cards equal to the number of cards in your opponent's hand.]

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Talisman of Reversal

Normal Trap Card

Activate only when a card(s) is added to your opponent's hand, except during their Draw Phase. Draw cards equal to the number of cards in your opponent's hand. Skip your next 3 Draw Phases.

 

Pretty simple but effective change imo.

 

Next: Orichalcos Deuteros (The actual effect appears on the note)

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Orichalcos Deuteros

Field Spell

You can only activate this card if you control "The Seal of Orichalcos". This card has all the effects of "The Seal of Orichalcos", also its name is treated as "The Seal of Orichalcos" while on the field. Once per turn: You can gain 500 LP for each monster you control, but for the rest of the turn, you cannot Special Summon monsters. When an opponent's monster declares an attack: You can Tribute 1 monster you control; negate that attack. You can only activate "Orichalcos Deuteros" once per Duel.

 

Changelog:

  • Added a restriction to the life gain effect.
  • Downgraded the destruction effect to attack negation.
  • Same once-per-duel restriction that the original Orichalcos has.

Next: Forceful Deal

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Forceful Deal

Normal Trap Card

Activate only when your opponent Summons a monster. Pay all but 100 of your Life Points and banish all monsters you control face-down. Gain control of all monsters your opponent controls, then your opponent shuffles all of his remaining cards on the field, hand, GY and Banished zone into the deck and draws 5 cards.

 

Kinda made it into a gamble card, don't think it suits the card, but it looks cool so no regrets there.

 

Next: Number iC1000: Numeronius Numeronia

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Number Ci1000: Numeronius Numeronia

DARK - Rank 0 - Fiend/Xyz/Effect - 0/0

(This card's original Rank is always treated as 13.)

Must be Special Summoned by the effect of "Number C1000: Numeronius". This card on the field has an original ATK and DEF of 100000. Unaffected by, and cannot be targeted by, your opponent's card effects. This card cannot attack. While this card is face-up on the field, your opponent must conduct their Battle Phase. If your opponent's monster attacks, you can detach 1 Xyz Material from this card: Negate that attack, then gain LP equal to that monster's ATK. During your opponent's End Phase, if they control a monster that did not declare an attack during their Battle Phase, you win the Duel.

 

Okay, so I made this card function in a way that emulated its appearance in the anime in a more playable way. It's still vulnerable to Kaijus, obviously, but it has Vennominaga protection on the biggest of all bodies. The nomi clause prevents this jabroni from being revived, because that's a way that its win condition can be exploited on Percy.

Oh yeah, be careful not to Summon anything during Main Phase 2 if you're playing against this thing.

 

On that note, though . . .

Number C1000: Numeronius

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Heh. Used to be that I'd be so scared of Numerronius, but even before Borrelsword was a thing, Honest was. ANYWEZ....

 

Number C1000: Numeronius

DARK/Fiend-Type Xyz Effect Monster/Rank 12/5000...you know what-let's go full tilt with this.

 

dd6z2m9-b52f3a21-e6e5-4306-9459-51573b32

 

LIGHT/Fiend-Type Xyz Effect Monster/Rank 12/5000 ATK/1000 DEF

 

Lore: 3+ (max. 5) Level 12 monsters

All monsters your opponent controls without Levels cannot attack, they have their effects negated, also if this card's battles 1 of those monsters, this card's ATK becomes 10,000 during damage calculation only. Once per turn (Quick Effect): You can detach 1 material from this card; destroy as many monsters your opponent controls as possible, and if you do, Special Summon 1 Rank 11 or lower "CXyz" or "Number C" Xyz Monster from your Extra Deck and 1 of those destroyed monsters to the field in Defense Position (1 on each side). If this card is destroyed by battle or card effect: You can Special Summon 1 "Number Ci1000: Numeronius Numeronia" from your Extra Deck, and if you do, attach this card in the GY to it as material.

 

BD'Switchlog:

  • Took out the destruction immunity-for a monster with quick-play destruction and monster reincarnation, and 10,000 ATK stats, that's already enough as is.
  • However, the negation/ATK prevention means the two youngest Extra Deck types (Xyzes and Links) are moot to them...
  • ...and Synchros/Fusions/Pendulums/Rituals still have to deal with insta-destruction on a 5K stick.
  • And still it has its revival effect tied into its destruction in a new way, one that also allows you to turn stuff online, as long as you're willing to let your opponent benefit too.
  • Finally, thanks to Kazuchika's disclosure of my grave error, it now allows for the Summon of Numeronius Numeronia on destruction, as well as its material attachment.

NEXT UP...

 

Djinn Cycle

Edited by Black D'Sceptyr

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side note: black d'sceptyr forgot to include an effect in Numeronius to actually be able to summon Numeronius Numeronia

 

Djinn Cycle

DARK - Machine / Effect - Level 3 - 400 ATK / 400 DEF

When you Xyz Summon a monster using this card as an Xyz Material, the monster will gain this effect: Inflict 400 damage to your opponent every time you activate an effect or detach an Xyz Material.

 

Next: Extinction Fist

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side note: black d'sceptyr forgot to include an effect in Numeronius to actually be able to summon Numeronius Numeronia

 

Djinn Cycle

DARK - Machine / Effect - Level 3 - 400 ATK / 400 DEF

When you Xyz Summon a monster using this card as an Xyz Material, the monster will gain this effect: Inflict 400 damage to your opponent every time you activate an effect or detach an Xyz Material.

 

My apologies for flopping on not giving Numeronious an upgrade-I didn't take that big a look on how its evolved form was handled by Draconus. I've rectified that mistake, which was solely on my end. Now to Extinction Fist.

 

Extinction Fist

Normal Trap Card

 

Lore: When any player's monster that was Special Summoned by a Spell effect declares an attack or activates its effect during the Battle Phase: Destroy that monster, and if you do, Special Summon the monster(s) that were sent to the GY to Summon that destroyed monster by that Spell's effect from the GYs to their owner's field (if any), also after that, end the Battle Phase. During your Battle Phase, you can activate this card from your hand.

 

BD'Switchlog:

  • Public - use De-Fusion and De-Rituals for EVERYONE HOW ABOUT IT 
  • Also it can be quick-activated on your Battle Phase...
  • ...and it Summons the monsters to their owner's fields, so suck it Super Poly.

 

NEXT UP: 

 

Labor Pain (HOW WAS THIS A THING!)

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My apologies for flopping on not giving Numeronious an upgrade-I didn't take that big a look on how its evolved form was handled by Draconus. I've rectified that mistake, which was solely on my end.

 

lol no worries man

 

Labor Pain

Continuous Spell Card

Any player who performs a summon outside of their turn must pay 1000 Life Points.

 

what a card huh

 

Next: Colorless, Chaos King of Dark World (good luck to who'll actually have to create an effect for this one)

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b315x6c.png

 

[spoiler=Text form:]

 

Colorless, Chaos King of Dark World

 

Fiend/DARK/Fusion/Level 12/ATK/3500 DEF/3500

 

Lore:

 

"Reign-Beaux, Overlord of Dark World" + 1 DARK monster

"Dark World" monsters that are discarded by your card effects are treated as being discarded by your opponent's card effects. Once per turn: Add 1 "Dark World" monster from your Deck to your hand, then discard 1 card.

 

 

 

 

A passive effect to empower Dark World monsters, a summoning condition that can benefit from Super Polymerization, and an active effect of Dark Corridor.

 

Next: Soul Fusion

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Soul Fusion

Normal Trap Card

Pay 1000 LP; Fusion Summon 1 Fusion Monster by banishing Fusion Materials listed on it from either player's GY. If you control no monsters, you can activate this card from your hand.

 

Next:

Akashic Records

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Akashic Record

Normal Spell

Draw 2 cards and reveal them. If any card drawn this way has the same name as a card on the field, in the Graveyard, or that is currently face-up among banished cards or in the Extra Deck, banish that card(s). You can only activate 1 "Akashic Record" per turn.

 

Performapal Duck Dealer

[WIND - Level 4 - ???/Pendulum/Effect - 100/1100

Pendulum Effect - ??? . . . this card's Pendulum Scale . . . ??? . . . draw 1 card.

Monster Effect - Once per turn, if a "Performapal" monster(s) is Pendulum Summoned, except "Performapal Duck Dealer": Draw 1 card.]

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Performapal Duck Dealer

WIND/Beast-Warrior-Type Pendulum Effect Monster/Level 4/100 ATK/1100 DEF

 

Scales: 4/4

 

Pendulum Lore: If the difference between this card's Pendulum Scale and the Level of another card in the Pendulum Zones is exactly 4: You can activate this effect: you cannot Special Summon monsters from your Pendulum Zones for the rest of the turn, also Special Summon this card from your Pendulum Zone, then draw 1 card.

 

Lore: Once per turn, if a "Performapal" Pendulum Monster(s) is Normal or Special Summoned to your field, except "Performapal Duck Dealer": You can draw 1 card. Neither player can draw cards by a monster effect during the Main Phase, except this card's effect.

 

BD'Switchlog:

  • Unique Summon effect that rewards placing Level 8 Pendulums in the Pendulum Zone (e.g. Odd-Eyes Dissolver, Arc Pendulum Dragon, Phantasma Dragon, Abyss King Ragnarok, etc.) YOU GOT IT
  • Putting the veto to the Danger's rewarding of play, barring Nessie! making an appearance? ALSO GOT IT
  • A Type that actually helps forward several strategies, least of all the ability of teching in Tenki to search it? PROBABLY LEANING ON BROKEN CAP'N BUT YEAH IT'S GOT THAT TOO

 

 

NEXT UP: 

 

Let's go big this time. Soul Arena.

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Soul Arena

Field Spell

When this card is activated, you can reveal your Extra Deck to your opponent: If the only cards revealed are "Number" Xyz monsters, this card on the field cannot be destroyed or targeted by your opponent's card effects, and its effects cannot be negated. "Number" Xyz monsters can be Xyz Summoned to Main Monster Zones, regardless of whether a Link monster points to said Zones. Once per turn, if a Rank 8 or higher "Number" Xyz monster(s) is destroyed, you can discard any number of cards from your hand (min. 1): Special Summon 1 Rank 8 or higher "Number" Xyz monster from your Extra Deck, except a monster with the same Rank as the destroyed monster, and attach both the destroyed monster(s) and all cards discarded for this effect to the Summoned monster as Material (this is treated as an Xyz Summon).

 

I took a few liberties with this one, so bear with me.

1. The most powerful protection you can give a Field Spell, with the caveat that you're running literally only Numbers.

2. Lets you swarm the board with exclusively Numbers, should you decide to put more than one on the field.

3. A nerfed version of the original effect, yes, but the severe bonus that the thing you Summon has Material- pretty relevant given what the Rank 8+ Number pool actually is. Oh yeah, and you get to choose how many cards to discard, instead of your entire goddamned hand every time.

 

A fun play I can see from this is making #38, eating a Spell, and if #38 dies you can just turn it into C9 and eat something, or 81 to get an effect-immune 4K booty.

 

Cross Heart

[Normal Trap

If your opponent's monster inflicts battle damage to your LP: Take control of that monster.]

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Big Bang Blow

EARTH - Level 4 - Machine/Effect - 0/0

If you control "Psychic Armor Head" or a monster with "Psychic Armor Head" in its card text, you can Special Summon this card from your hand or Graveyard. You can only activate this effect of "Big Bang Blow" once per turn. If this card on the field is destroyed by your opponent's card (by battle or card effect) while you control 2 or more monsters: You can inflict damage to both players equal to the ATK of the monster they control with the highest ATK, and if you do; destroy all monsters each player controls with less ATK than the amount of damage they took. If "Psychic Armor Head", or a monster(s) with "Psychic Armor Head" in its card text, is targeted for an attack or effect: You can change the target to this card. You can only control 1 "Big Bang Blow".

 

Nerfed the burn, severely buffed the nuke (if you're running pure Armor, Psychic Armor Head will never die to it), let it self-Summon, and adapted the Armor clauses without turning Armor into a subtype like it was in the anime for some asinine reason.

 

Cards of Adversity

[Normal Spell

If your opponent controls a face-up Special Summoned monster, and you do not: Draw 2 cards.]

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Earthbound Servant Geo Grasha

Level 10 | DARK | Fiend/Fusion/Effect

1 "Earthbound Servant" Fusion Monster + 1 "Earthbound Servant" Synchro Monster
A Fusion Summon of this card can only be done with the above materials. If this card battles a monster Special Summoned from the Extra Deck while there is a face-up card in the Field Zone: You can banish 1 "Earthbound Servant" monster from your GY; the ATK of the opponent's monster becomes 0.
 
Changes:
  • Summon restriction.
  • Broadened the scope of the ATK drop effect...
  • ...at the cost of banishing a Fusion or Synchro monster from your GY.

Next: Earthbound Prison

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Earthbound Prison

Field Spell Card

 

Lore: When this card is activated: You can discard 1 card; add from your Deck to your hand, 1 "Earthbound" card, except a Field Spell, and/or 1 "Miracle Synchro Fusion" from your Deck to your hand. While you control a Level 8 or higher "Earthbound" monster, this card, also any "Earthbound" monster you control, are unaffected by other Spell/Trap effects. Negate any card effect that would change the ATK of a face-up monster(s) on the field. If this card is destroyed: Halve the LP of the player that destroyed this card, also all face-up monsters they currently control have their effects negated.

 

BD'Switchlog:

  • So it basically helps with MOAR SEARCH, except it also incorporates "Miracle Synchro Fusion" to make use of that good Fusion/Synchro SYNERGY Sergey had going.
  • Also, it gives the Earthbounds their anime immunity. Coupled with the ATK/DEF static effect, this should be able to give Fusion/Synch Earthbounds an edge going forward.
  • And finally, the final effect is not dependant on the LP halving, because why tho

 

NEXT UP: 

 

Let's see if we can't handle the worst of the Earthbound Immortal Traps (WHICH IS NOT THE ULTIMATE EARTHBOUND IMMORTAL, SURPRISE)

 

Altar of the Bound Deity (seriously Kona? A Cont. Trap that depends on waiting four turns to get an Immortal? Really?)

 

 giphy.gif?cid=790b76115d02da04636d735449

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Altar of the Bound Deity
Trap/Continuous
(This card is always treated as an "Earthbound Immortal" card.)
While you control a Field Spell Card, this card cannot be targeted or destroyed by your opponent's card effects. You can only use each of these effects of "Altar of the Bound Deity" once per turn.

● During each Standby Phase: You can place 1 Earthbound Immortal Counter on this card for each monster you control with a different name.
● During your Main Phase, if you control no "Earthbound Immortal" monster: You can remove 4 Earthbound Immortal Counters from this card; Special Summon 1 "Earthbound Immortal" monster from your hand or Deck.
If this card in its owner's control has left the field because of an opponent's card effect, and is now in your GY or banished: You can target 1 "Earthbound Immortal" monster that is banished or is in your GY; Special Summon it.

Notes:
This needed a massive buff. It now has a different stipulation for counters, but it is stupidly easy to get it if you are trying. It can't be removed easily if you are playing the Deck, and if it does get removed, you get to res one of your EIs.

Next:
Brilliant Shrine Art. Make it do something other than being a crappy battle Trap.

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Brilliant Shrine of the Earthbound Immortal

Continuous Trap

When this card is activated: You can Special Summon 1 "Earthbound Immortal" monster from your hand, Deck, or Graveyard whose Type matches the Type of a monster on the field. Once each per turn, if you control an "Earthbound Immortal" monster, and your opponent would activate a monster's effect on the field OR attack with a monster: You can negate that activation or attack, and destroy that card. If you attack your opponent directly while they control a monster, your opponent cannot activate cards or effects until the end of the Damage Step. You can only activate 1 "Brilliant Shrine of the Earthbound Immortal" per turn, and only 1 "Brilliant Shrine of the Earthbound Immortal" can be face-up on the field at a time.

 

Searchable, flexible, and makes for fun choices of cards to splash to get a free EBI (Insects for Uru, Fiends for Ccpac, Reptiles for Ccarayhua, etc.) on demand.

 

The Pillager

[Normal Spell

Add 1 random card from your opponent's hand to your hand.]

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The Pillager

Normal Spell

 

Lore: Declare 1 Normal Spell/Trap Card name, your opponent reveals their hand, and you can add 1 revealed card with the declared name from your opponent's hand to your hand, then banish this card instead of sending it to the GY. After this effect resolves, you can only activate 1 Spell/Trap Card or effect for the rest of the turn. You can only activate 1 "The Pillager" per turn. 

 

BD'Switchlog:

  • Since this was used to snatch up Shield and Sword, I decided to let this cover all Normal Spells/Traps. Sorry vs. True Draco players, THIS NOT FOR YOU
  • Seriously tho, just eat up those Monster Reborns and Infinite Impermances like groceries.
  • But be warned, you're only likely getting that one card use from your Spell/Trap base for the rest of the turn.
  • Superheavy Samurais be praised for that last caveat in the effect. Sky Strikers...less so.

 

NEXT UP, TO QUOTE FILTHY FRANK, POST-PRANK: 

 

Yowie (!)

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