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President Frank Underwood

President Frank Underwood

Member Since 05 Mar 2008
Member ID: 24,220
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#7131317 Legendary Duelist Pack Game

Posted by President Frank Underwood on 10 December 2018 - 12:27 AM

Gimmick Puppet Clanging Clown
DARK/Machine/Effect/Level 8/0 ATK/2000 DEF
During your Main Phase: You can discard this card from your hand; take 1 “Gimmick Puppet” monster from your Deck, except “Gimmick Puppet Clanging Clown”, and either add it to your hand or send it to the GY. If this card is banished, or sent from the field to the GY, while you control a face-up "Gimmick Puppet" monster: You can Special Summon this card. You can only use each effect of "Gimmick Puppet Clanging Clown" once per turn.

Number 26: Gimmick Puppet Constructitan
DARK/Machine/Xyz/Effect/Rank 8/? ATK/3000 DEF
2+ Level 8 monsters
While this card as a "Gimmick Puppet" monster attached to it as material, this card's ATK is equal to the combined original ATK of all materials attached to it. During your Main Phase: You can detach 1 material from this card, then activate 1 of these effects.
● Target 1 face-up monster on the field; attach it to this card as material.
● Inflict damage to your opponent equal to the original ATK of the detached material.
● Destroy all face-up monsters your opponent controls whose original ATK is equal to or less than the original ATK of the detached material.
You can only use this effect of "Number 26: Gimmick Puppet Constructitan" once per turn.
 
Number C26: Gimmick Puppet Destructitan
DARK/Machine/Xyz/Effect/Rank 9/? ATK/4000 DEF
2+ Level 9 monsters
This card's ATK is equal to the ATK of the monster with the highest ATK on the field. This card cannot be destroyed by battle. After damage calculation, if this card attacked an opponent's monster: Inflict damage to your opponent equal to that monster's original DEF. If this card has a "Gimmick Puppet" Xyz Monster as material, it gains these effects.
● Cannot be targeted by your opponent's card effects, also cannot be destroyed by card effects.
● During the Battle Phase, if your opponent activates a card or effect (Quick Effect): You can detach 1 material from this card; negate the activation, and if you do, destroy all cards on the field, also end the Battle Phase.
 
Rank-Up-Magic Limited Argent Force
Spell/Normal
During your Main Phase: You can target 1 Xyz Monster you control that has a Machine monster(s) attached to it as material; Special Summon from your Extra Deck, 1 "Number C" or "CXyz" Xyz Monster that is 1 Rank higher than that monster you control, by using it as the Xyz Material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster.) During your Main Phase: You can banish this card from your GY and pay half your LP, then target 2 of your Machine monsters that are banished, or in your GY, also declare a Level between 5 and 9; Special Summon those targets, but their effects are negated, also they become the declared Level. Immediately after this card resolves, Xyz Summon 1 Xyz Monster using those 2 monsters only. You can only use 1 effect of "Rank-Up-Magic Limited Argent Force" per turn, and only once that turn.

Puppet Recovery Claw
Trap/Continuous
You can activate the effects of Xyz Monsters with "Number" in their original names that have a "Gimmick Puppet" monster(s) attached to them as material as Quick Effects. You can only use 1 of these effects of "Puppet Recovery Claw" per turn, and only once that turn.
● You can target 2 Level 8 or lower "Gimmick Puppet" monsters in your GY; your opponent chooses 1 for you, Special Summon it, then banish the other.
● You can target 1 face-up "Number" Xyz Monster you control, then target 1 of your banished "Gimmick Puppet" monsters; attach the second target to the first target as material, then, if the first target was a "Gimmick Puppet" Xyz Monster, you can attach this card to the first target as material.

Next:
Kalin/Kiryu (Infernity)
Supreme King (Evil HEROs)
Raphael (Guardians)




#7130445 Legendary Duelist Pack Game

Posted by President Frank Underwood on 01 December 2018 - 07:09 PM

Superheavy Samurai General Cobalt (Kobaru-T0)
EARTH/Machine/Pendulum/Effect/Level 3/600 ATK/1800 DEF
9 <> 9
Pendulum Effect: You cannot Special Summon monsters, except "Superheavy Samurai" monsters. This effect cannot be negated. "Superheavy Samurai" monsters you control cannot be Tributed. Once per turn, when your "Superheavy Samurai" monster is targeted for an attack: You can destroy this card, and if you do, negate that attack, then end the Battle Phase.
Monster Effect: If this card is Normal or Special Summoned, if you have no Spell/Trap Cards in your GY: You can target 1 card on the field; destroy it, and if you do, you can change this card's battle position. You can only use this effect of "Superheavy Samurai General Cobalt" once per turn. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.

Superheavy Samurai General Garnet (Gane-T0)
EARTH/Machine/Pendulum/Effect/Level 6/900 ATK/2700 DEF
0 <> 0
Pendulum Effect: You cannot Special Summon monsters, except "Superheavy Samurai" monsters. This effect cannot be negated. "Superheavy Samurai" monsters you control cannot be used as Fusion Material. Once per turn, when your opponent activates a card or effect that targets a "Superheavy Samurai" (Quick Effect): You can destroy this card, and if you do, negate the activation, and if you do that, destroy that card.
Monster Effect: If this card is Normal or Special Summoned, if you have no Spell/Trap Cards in your GY: You can target 1 face-up card on the field; negate its effects, and if you do, you can change this card's battle position, then, if it is a Monster Card, halve its ATK/DEF. You can only use this effect of "Superheavy Samurai General Garnet" once per turn. This card can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.

Superheavy Samurai Lil' Benkei (Ben-K)
EARTH/Machine/Pendulum/Effect/Level 4/1000 ATK/2500 DEF
4 <> 4
Pendulum Effect: During your Main Phase: You can pay 1000 LP; add 1 "Superheavy Samurai" Pendulum Monster from your Deck to your hand, except "Superheavy Samurai Lil' Benkei", also you cannot Special Summon monsters for the rest of this turn, except "Superheavy Samurai" monsters (even if this card leaves the field). You can only use this effect of "Superheavy Samurai Lil' Benkei" once per turn.
Monster Effect: Cannot be Normal Summoned/Set. Must be Pendulum Summoned, or Special Summoned by a card effect. "Superheavy Samurai" monsters you control can attack while in face-up Defense Position. If they do, apply their DEF for damage calculation. (Quick Effect): You can Tribute this card; Special Summon 1 "Superheavy Samurai Big Benkei" from your hand, Deck, or GY in face-up Attack Position. You can only use this effect of "Superheavy Samurai Lil' Benkei" once per turn.

Superheavy Samurai Soulbliterator
EARTH/Machine/Synchro/Tuner/Effect/Level 4/500 ATK/500 DEF
1 Machine Tuner + 1+ "Superheavy Samurai" non-Tuner monsters
A "Superheavy Samurai" monster equipped with this card gains 1000 DEF, also if it battles, your opponent cannot activate cards or effects until the end of the Damage Step. You can only use each of these effects of "Superheavy Samurai Soulbliterator" once per turn.
● During your Main Phase: You can target 1 "Superheavy Samurai" monster you control that does not have a "Superheavy Samurai Soulbliterator" equipped to it; equip this card from your side of the field or your GY to it.
● During either player's Main Phase, if this card is equipped to a "Superheavy Samurai" monster (Quick Effect): You can Special Summon this card. Immediately after this effect resolves, Synchro Summon 1 "Superheavy Samurai" monster, using this card as Synchro Material.
 
Superheavy Samurai Factory Homusubi (Homosu-B)
EARTH/Machine/Synchro/Effect/Level 11/100 ATK/4400 DEF
1 Machine Tuner + 1+ "Superheavy Samurai" non-Tuner monsters
Unaffected by other card's effects. Once per turn: You can target 1 "Superheavy Samurai" monster you control; move it to another of your Main Monster Zones. You can only use 1 of these effects of "Superheavy Samurai Factory Homusubi" per turn, and only once that turn.
● During your Main Phase: You can target 1 of your "Superheavy Samurai" monsters that is banished or in your GY; Special Summon it in face-up Defense Position.
● During your Main Phase: You can declare a Level between 1 and 6, then declare another Level between 1 and 6; Special Summon 1 "Superheavy Samurai Hammer Kagu Token" (Machine/EARTH/Level ?/100 ATK/0 DEF) whose Level is the first Level declared by this effect and 1 "Superheavy Samurai Anvil Tsuchi Token" (Machine/EARTH/Level ?/0 ATK/100 DEF) whose Level is the second Level declared by this effect. A "Superheavy Samurai Anvil Tsuchi Token" is treated as a Tuner. Immediate after this effect resolves, Synchro Summon 1 "Superheavy Samurai" Synchro Monster, using the Tokens Special Summoned by this effect as Synchro Materials.

Next Pack:
Duelist Pack - Goons
Para & Dox (Gate Guardian)
Lumis & Umbra (Masks)
Dark Worlds
Diablo (Ally of Justice)
Obelisk Force (Ancient Gears)




#7129894 Legendary Duelist Pack Game

Posted by President Frank Underwood on 26 November 2018 - 05:30 PM

Heraldic Prince Genom-Inheritor
LIGHT/Psychic/Effect/Level 4/1200 ATK/900 DEF
(This card is always treated as a "Heraldic Beast" monster.)
If this card is Normal or Special Summoned: You can send 1 "Heraldic Beast" monster from your Deck to the GY; Special Summon 1 "Heraldic Beast" monster from your Deck with the same name than the sent monster. You can only use this effect of "Heraldic Prince Genom-Inheritor" once per turn.  A LIGHT Psychic Xyz Monster with this card as material when it is Summoned gains this effect:
● Effects of this card that affect Xyz Monsters affect Effect Monsters instead.
 
Heraldic Beast Alphyn
EARTH/Beast/Effect/Level 4/1600 ATK/1000 DEF
If this card is Normal or Special Summoned: You can target 2 of your banished "Heraldic Beast" monsters; your opponent chooses 1 for you to add to your hand, then return the other to your GY. If this card is sent to the GY: You can add 1 "Heraldry" Spell/Trap from your Deck to your hand. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY, then target up to 3 "Heraldry" Spell/Traps in your GY; shuffle them into your Deck. You can only use each effect of "Heraldic Beast Alphyn" once per turn.
 
Number C8: Heraldic Emperor Genom-Legacy
LIGHT/Psychic/Xyz/Effect/Rank 5/3000 ATK/2000 DEF
3 Level 5 monsters
You can detach 1 material from this card, then target 1 other monster on the field or in the GY; until the End Phase, this card's name becomes that monster's original name, and replace this effect with that monster's original effects, then, if your opponent controls the target, that monster's ATK becomes 0 and its effects are negated. You can only use this effect of "Number C8: Heraldic Emperor Genom-Legacy" once per turn. If this card has a "Number" Xyz Monster as an material, it gains this effect.
● If you target an Xyz Monster with this card's effect, your opponent cannot activate cards or effects in response to this effect's activation.
 
Rank-Up-Magic Secret Heraldry Art
Spell/Quick-Play
Reveal 1 "Number" Xyz Monster in your Extra Deck, then activate 1 of these effects.
● Target 1 Rank 4 LIGHT Psychic Xyz Monster you control; attach the revealed card to it as material.
● If you control no Xyz Monsters: Target 1 Rank 4 LIGHT Psychic Xyz Monster in your GY; Special Summon it, then attach the revealed card to it as material.
Immediately after 1 of these effects resolves, Special Summon 1 "Number C" Xyz Monster that specifically lists the revealed "Number" Xyz Monster in its card text, using the targeted Rank 4 LIGHT Psychic Xyz Monster as the material. (This is treated as an Xyz Summon. Transfer its materials to the Summoned monster).
You can only activate 1 "Rank-Up-Magic Secret Heraldry Art" per turn.

Heraldry Command
Trap/Continuous
If this card is activated: Add 1 "Heraldic Beast" card from your Deck to your hand. You can activate the effects of “Heraldic Beast" monsters in your GY, or of Xyz Monsters you control with "Heraldic" or "Heraldry" in their original names, as Quick Effects. If this card is destroyed by an opponent's card effect: You can Special Summon 1 "Heraldic Beast" monster that was banished, or from your hand, Deck, or GY. You can only control 1 "Heraldry Command".

Next:
Kagemaru (Sacred Beasts)
Rex Goodwin (Inca)
Sora (Fluffals)




#7129005 Legendary Duelist Pack Game

Posted by President Frank Underwood on 18 November 2018 - 08:48 PM

Let's start with one of the OGs of this idea: Odion.
 
Embodiment of Serket
EARTH/Fairy/Link/Effect/2500 ATK/LINK-3
SW, S, SE
3 monsters that were Special Summoned from the Spell & Trap Card Zone
If this card is Link Summoned: You can activate 1 "Temple of the Kings" directly from your Deck. Trap Cards that are monsters in the zones this card points to are unaffected by your opponent's card effects. Banish any monster destroyed by battle with this card. If this card destroys a monster by battle: You can have this card gain ATK equal to half the ATK of the destroyed monster.

Obelisk of Osiris and Ra
Spell/Normal
Activate 1 of these effects.
● Add 1 "Embodiment" Continuous Trap Card from your Deck or GY to your hand.
● Add 1 "Temple of the Kings" from your Deck or GY to your hand.
● If you control a "Temple of the Kings": Set 1 "Embodiment" Continuous Trap Card directly from your Deck.
You can only activate 1 "Obelisk of Osiris and Ra" once per turn.
 
Embodiment of Amun
Trap/Continuous
Tribute 2 Trap Cards that are also monsters you control: Special Summon this card as an Effect Monster (Pyro/EARTH/Level 10/ATK 3000/DEF 2500) with the following effects. (This card is also still a Trap.)
● Each time your opponent activates a card or effect, inflict 500 damage to your opponent immediately after it resolves.
● If your opponent activates a card or effect (Quick Effect): You can negate the activation, and if you do, destroy it. You can only use this effect of "Embodiment of Amun" once per turn.

Embodiment of Anubis
Trap/Continuous
If you control a "Temple of the Kings": Special Summon this card as an Effect Monster (Beast-Warrior/EARTH/Level 8/ATK 2400/DEF 2000) with the following effects. (This card is also still a Trap.)
● Your opponent cannot Tribute monsters, also any "Temple of the Kings" you control cannot be targeted or destroyed by your opponent's cards.
● During your Main Phase: You can target 1 Continuous Trap in your GY; Set it to your side of the field, also, if it is an "Embodiment" Continuous Trap, it can be activated this turn. You can only use this effect of "Embodiment of Anubis" once per turn.

Embodiment of Sutekh
Trap/Continuous
Special Summon this card as an Effect Monster (Fiend/EARTH/Level 6/ATK 2200/DEF 1600) with the following effects. (This card is also a Trap.)
● This card gains 200 ATK for each card on the field.
● If a card is Special Summoned from your Spell & Trap Zone to the Monster Zone: You can have that card gain 500 ATK, then, if it is an "Embodiment" card, it cannot be destroyed by battle.

Next: Choose 1 of the following.
Professor Cobra - Venom (GX
Carly Carmine - Fortune Ladies (5D's)
Vector - Umbral Horrors (ZEXAL)
Sora - Fluffals (ARC-V)




#7128386 Legalize Anime/Manga Cards

Posted by President Frank Underwood on 14 November 2018 - 07:43 PM

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




#7128022 [OCG] Structure Deck R: Lord of Magician

Posted by President Frank Underwood on 12 November 2018 - 02:08 AM

Spell Counters are one of my guilty pleasure mechanics, and I really hope that this makes them into a fun and exciting deck to play around with.




#7125229 The Beginning of The End (A Reappraisal)

Posted by President Frank Underwood on 24 October 2018 - 12:33 PM

It's kind of amazing that the game has reached the point that this card's immense restrictions are not only attainable, but the cost is enough to be encouraged, and therefore make the card viable.
This was seen as more or less pack filler because it could give you a +2, but getting there meant that either you had to dedicate your deck to dumping DARK monsters into the GY, like with Dark Worlds, or you were already winning anyways.




#7125163 Make Legacy Support

Posted by President Frank Underwood on 24 October 2018 - 01:11 AM

Arcana Force II - The Priestess
LIGHT/Fairy/Tuner/Effect/Level 4/1200 ATK/1200 DEF
When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: During your Main Phase, you can Normal Summon 1 "Arcana Force" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
● Tails: You can only Summon once per turn. You cannot Special Summon monsters from your Extra Deck.

Arcana Force V - The Hierophant
LIGHT/Fairy/Effect/Level 4/1500 ATK/1500 DEF
When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: When an "Arcana Force" monster is Summoned, you select which effect is applied instead of tossing a coin and applying the effect.
● Tails: When an "Arcana Force" monster is Summoned, your opponent selects which effect is applied instead of tossing a coin and applying the effect.

Arcana Force IX - The Hermit
LIGHT/Fairy/Effect/Level 5/1900 ATK/1900 DEF
If your opponent controls a monster, and all the monsters (if any) on your side of the field and in your GY are "Arcana Force" monsters (and only "Arcana Force" monsters), you can Special Summon this card (from your hand). When this card is Summoned: Toss a coin and gain the appropriate effect
● Heads: Banish this card. If this card was banished by its own effect: During each Standby Phase, toss a coin and if the result is Heads; Special Summon this card to the field, but do not toss a coin, and it is unaffected by card effects.
● Tails: Banish this card.

Arcana Force X - Wheel of Fortune
LIGHT/Fairy/Effect/Level 5/2000 ATK/2000 DEF
During your Main Phase: You can send this card from your hand to the GY, then target 1 "Arcana Force" monster you control; its effect is now treated as the opposite coin toss result. You can only use this effect of "Arcana Force X - Wheel of Fortune" once per turn. If your opponent controls more monsters than you do, you can Normal Summon this card without Tributing. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: Once per turn: You can add 1 "Arcana Force" monster from your Deck to your hand. You can only control 1 "Arcana Force X - Wheel of Fortune".
● Tails: Whenever a player adds a card to their hand: Return all cards you control to your hand.

Arcana Force XI - Justice
LIGHT/Fairy/Effect/Level 6/2100 ATK/2100 DEF
During damage calculation (in either player's turn), if an "Arcana Force" monster you control battles an opponent's monster: You can send this card from your hand to the GY; the ATK of your monster becomes its Level x 300, during that damage calculation only. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: Whenever a player Special Summons a monster(s): Toss a coin and call it. If you call it right: Destroy the monster(s).
● Tails: Whenever you Special Summon a monster(s): Your opponent tosses a coin and calls it. If they call it wrong: Destroy the monster(s).

Arcana Force XIII - Death
LIGHT/Fairy/Effect/Level 6/2300 ATK/2300 DEF
Cannot be Special Summoned, except by an effect that targets an "Arcana Force" monster(s). If you control an "Arcana Force" monster: You can Normal Summon this card without Tributing. If your opponent has more cards in their GY while this card is in your hand or GY: You can Special Summon this card. You can only use this effect of "Arcana Force XIII - Death" once per turn. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: Once per turn: You can target 1 "Arcana Force" monster in your GY and 1 monster in either player's GY; banish the first target, then Special Summon the second target. This card cannot attack during the turn you use this effect.
● Tails: When this card leaves the field: Banish all cards you control and in your GY.

Arcana Force XVI - The Tower
LIGHT/Fairy/Effect/Level 7/2600 ATK/2600 DEF
Cannot be Special Summoned, except by an effect that targets an "Arcana Force" monster(s). Must be Tribute Summoned by Tributing 2 "Arcana Force" monsters. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: Once per turn, when you first activate a card or Summon/Set a monster (Quick Effect): Negate the Summon or activation and if you do, destroy the card.
● Tails: Once per turn, when your opponent activates a card or Summons/Sets a monster (Quick Effect): Negate the Summon or activation and if you do, destroy the card.

Arcana Force XVII - The Star
LIGHT/Fairy/Effect/Level 7/2700 ATK/2700 DEF
You can Tribute Summon this card in face-up Attack Position by Tributing 1 "Arcana Force" monster. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: This card can attack all monsters your opponent controls, once each.
● Tails: This card cannot attack.

Arcana Force XIX - The Sun
LIGHT/Fairy/Effect/Level 8/2900 ATK/2900 DEF
During your Main Phase: You can send this card from your hand to the GY; add 1 "Arcana Force" monster from your Deck to your hand. You can only use this effect of "Arcana Force XIX - The Sun" once per turn. When this card is Summoned: Toss a coin and gain the appropriate effect.
● Heads: "Arcana Force" monsters you control cannot be destroyed by battle, also they cannot be targeted or destroyed by your opponent's card effects.
● Tails: All cards your opponent controls are unaffected by your card effects.

Arcana Force XX - Judgment
LIGHT/Fairy/Synchro/Effect/Level 8/3000 ATK/3000 DEF
1 LIGHT Fairy Tuner + 1 or more non-Tuner "Arcana Force" monsters
Must be Synchro Summoned. When this monster destroys a monster by battle: Draw 1 card. When this card is Synchro Summoned: Toss a coin and gain the appropriate effect.
● Heads: This monster is unaffected by the effects of your opponent's Special Summoned monsters. During either player's Battle Step, when this card battles a Special Summoned monster: Negate the effects of that monster. At the start of the Damage Step, if this card battles a Special Summoned monster: Banish that monster immediately (without damage calculation).
● Tails: While your opponent controls a face-up Special Summoned monster(s), this monster's ATK and DEF becomes 0. Double any battle damage from a battle involving this card and an opponent's Special Summoned monster.

Arcana Reading
Spell/Continuous
When this card is activated: Add 1 "Arcana Force" card from your Deck to your hand. During your Main Phase, if you only control "Arcana Force" monsters: You can target any number of face-up "Arcana Force" monster you control; return the target(s) to your hand, and if you do, Special Summon a number of "Arcana Force" monsters from your hand, equal to the number of "Arcana Force" monsters you returned to your hand +1. During each player's End Phase, if you control 3 "Arcana Force" monsters: You can target 1 "Arcana Force" monster in your GY; add it to your hand. You can only activate each effect of "Arcana Reading" once per turn. You can only control 1 "Arcana Reading".

Next:
Supreme Kings (the cards of a memorable villain)
OR
Water Dragon/Chemicals (the cards of a forgettable hero)




#7124075 Make Legacy Support

Posted by President Frank Underwood on 17 October 2018 - 01:03 PM

Motor Worm Loader Drone
LIGHT/Insect/Effect/Level 1/400 ATK/200 DEF
If all monsters you control are Insect monsters (min. 1): You can Special Summon this card from your hand. You can only Special Summon "Motor Worm Loader Drone" once per turn this way. If this card is Normal or Special Summoned: You can Special Summon 1 "Motor Worm Token" (Insect/LIGHT/Level 1/0 ATK/0 DEF) in face-up Defense Position to either side of the field, also you cannot Normal or Special Summon Level 3 or higher monsters for the rest of this turn. You can only use this effect of "Motor Worm Loader Drone" once per turn. While this card is in your GY, if an Insect Link Monster would leave the field because of your opponent's card (either by battle or by card effect), you can destroy 1 "Motor Worm Token" instead.

Motor Worm Transport Drone
LIGHT/Insect/Effect/Level 1/300 ATK/2100 DEF
If your opponent controls more monsters than you do, you can Special Summon this card (from your hand). You can only Special Summon “Motor Worm Transport Drone” once per turn this way. If this card is Normal or Special Summoned: You can add 1 "Motor Worm" card or a Spell/Trap that specifically lists the card "Motor Worm Token" in its card text from your Deck to your hand, also you cannot Normal or Special Summon Level 3 or higher monsters for the rest of this turn. You can only use this effect of "Motor Worm Transport Drone" once per turn. Once per turn, while this card is in your GY, and you control an Insect Link Monster (Quick Effect): You can banish 1 "Motor Worm" card from your GY; Special Summon 1 "Motor Worm Token" (Insect/LIGHT/Level 1/0 ATK/0 DEF) in face-up Defense Position to either side of the field.

Motor Worm Soldier Drone
LIGHT/Insect/Effect/Level 2/1300 ATK/500 DEF
Gains 200 ATK for each Insect monster on the field. Cannot declare an attack if you control a Level 3 or higher monster. If this card is sent to the GY as Link Material for the Link Summon of an Insect Link Monster: You can Special Summon this card, but banish it when it leaves the field. You can only use this effect of "Motor Worm Soldier Drone" once per turn.

Motor Worm Taskmaster
LIGHT/Insect/Link/Effect/400 ATK/LINK-2
E, SE
2 Insect monsters
Gains 400 ATK for each Insect monster on the field. Once per turn, if a "Motor Worm Token" is Special Summoned to either side of the field (Quick Effect): You can Special Summon 1 "Motor Worm Token" (Insect/LIGHT/Level 1/0 ATK/0 DEF) to a zone this card points to. Your opponent's monsters cannot target "Motor Worm Tokens" for attacks.
 
Motor Worm Swarm
Trap/Normal
If you control no Level 3 or higher monsters: Pay half of your LP; Special Summon the same number of "Motor Worm Tokens" (Insect/LIGHT/Level 1/0 ATK/0 DEF) on each player's field in Defense Position, so as to Summon as many as possible, then, you can banish a number of cards on your opponent's side of the field, up to the number of "Motor Worm Tokens" that were Special Summoned to zones your Insect Link Monsters point to. You cannot Special Summon monsters, except Insect monsters, during the turn you activate this effect. If you have a "Motor Worm" monster in your GY: You can banish this card from your GY; this turn, "Motor Worm" monsters you control cannot be destroyed by battle, also you take no damage this turn. You can only use 1 "Motor Worm Swam" effect per turn, and only once that turn.

Next Cards:
Harpies (Give them a new boss monster, preferably a Link and/or a LV5+)
OR
Aliens (They have a very potent new Link. Take advantage of it.)




#7122039 Remake a Card

Posted by President Frank Underwood on 07 October 2018 - 08:25 PM

Dimension Slice
Trap/Normal
When a monster(s) is Special Summoned to your side of the field (except during the Damage Step): Banish 1 face-up monster your opponent controls face-down. If the Summon was from the Extra Deck, and your opponent controls more monsters than you, you can activate this card from your hand. You can only activate 1 "Dimension Slice" per turn.

Notes: OPT, but can get rid of a pesky monster, and it works with Iblee.

Next Card: Black Ray Lancer




#7120980 Single to Archetype Game

Posted by President Frank Underwood on 30 September 2018 - 10:07 PM

The All-Seeing Azure Dragon
WATER/Sea Serpent/Normal/Level 4/2000 ATK/0 DEF
"A noble and wise one-eyed dragon of the ocean that seems to know everything there was, is, and will be."

The All-Seeing Crimson Phoenix
FIRE/Winged Beast/Normal/Level 2/1200 ATK/200 DEF
"A powerful firebird that lives in the heart of a volcano where few dare to tread."

The All-Seeing Ebon Tortoise
EARTH/Reptile/Normal/Level 1/0 ATK/2100 DEF
"A huge tortoise that slumbers deep within the mountains, where it disguises itself among the peaks."

The All-Seeing Golden Dragon
LIGHT/Dragon/Effect/Level 10/4500 ATK/3800 DEF
Cannot be Normal Summoned/Set. Must be Special Summoned by Tributing 3 or more Normal Monsters, including 1 "All-Seeing" monster, and cannot be Special Summoned by other ways. This card gains the following effects, based on which "All-Seeing" monster(s) were Tributed to Special Summon this card.
● "The All-Seeing Azure Dragon": This card is unaffected by your opponent's card effects.
● "The All-Seeing White Tiger": This card can make a second attack during each Battle Phase.
● "The All-Seeing Crimson Phoenix": (Quick Effect): You can target 1 card on the field; destroy it.
● "The All-Seeing Ebon Tortoise": Cannot be Tributed, banished, or destroyed by battle.

Palace Enclosure of the All-Seeing
Spell/Field
During your Main Phase, if you control no Effect Monsters, except "The All-Seeing Golden Dragon": You can Special Summon 1 "All-Seeing" Normal Monster from your hand, Deck, or GY that has a different name than any "All-Seeing" Normal Monsters you currently control. You can only use this effect of "Palace Enclosure of the All-Seeing" once per turn. Cannot be targeted or destroyed by card effects if you only control "All-Seeing" monsters. "The All -Seeing Azure Dragons" you control inflict piercing damage. "The All-Seeing White Tigers" you control gain 500 ATK and can attack all monsters your opponent controls once each. Your opponent takes any battle damage you would have taken from battles involving "The All-Seeing Crimson Phoenixes" you control. "The All-Seeing Ebon Tortoises" you control cannot be destroyed by battle or by card effects.

Market Enclosure of the All-Seeing
Spell/Continuous
When this card is activated: You can add 1 Level 4 or lower Normal Monster monster from your Deck or GY to your hand, then, if you added an "All-Seeing" Normal Monster, you can add 1 "The All-Seeing Golden Dragon" from your Deck or GY. During your Main Phase, if you Normal or Special Summon exactly 1 Normal Monster (and no other cards): You can Special Summon 1 "All-Seeing" Normal Monster from your hand, Deck, or GY that has a different name than any "All-Seeing" Normal Monsters you currently control. You can only activate each effect of "Market Enclosure of the All-Seeing" once per turn. You cannot Special Summon monsters from the Extra Deck during the turn you activate either of this card's effects (even if this card leaves the field).

Purple Enclosure of the All-Seeing
Trap/Continuous
The Normal or Special Summon of Normal Monsters, and "The All-Seeing Golden Dragon", cannot be negated. If you control an "All-Seeing" monster, your opponent cannot activate cards and effects in response to the Normal or Special Summon of "All-Seeing" monsters. If you control a "The All-Seeing Golden Dragon", and it, or a Normal Monster your opponent's cards and effects cannot be activated until the end of the Damage Step. If this card is sent from the Spell & Trap Zone to the GY: You can Special Summon 1 Normal Monster from your hand, Deck, or GY. You can only use this effect of "Purple Enclosure of the All-Seeing" once per turn.

Notes: I decided to instead use the Byakko trivia to make physical avatars for the other 3 guardians, and then make a big-ass boss monster. The Enclosures are based on the Three Enclosures from Chinese astronomy.

Next Card: Machine King Ur, since we did Beast King Barbaros.




#7120431 [SAST] Hiita the Blazing Fire Charmer

Posted by President Frank Underwood on 26 September 2018 - 09:43 AM

Well, if you can bait out an Ash Blossom, this will be great for Salamangreats, as it lets you go into Heatleo for 2 mats.




#7119497 Make a Spell/Trap Card Game

Posted by President Frank Underwood on 21 September 2018 - 06:34 AM

TGX1/TX3-DTD1
Trap/Normal
Target 1 "T.G." monster you control and up to 3 cards on the field; destroy those cards, then, if you destroyed a Synchro Monster, draw 1 card. You can only activate 1 "TGX1/TX3-DTD1" per turn.

Luckily, T.G. support is pretty easy to make.
Make some more.




#7118680 Make Legacy Support

Posted by President Frank Underwood on 15 September 2018 - 05:26 AM

...I'm going to take a slightly different route with these.

Advanced Crystal Beast Ruby Carbuncle
DARK/Fairy/Effect/Level 3/300 ATK/300 DEF
(This card's name is always treated as "Crystal Beast Ruby Carbuncle".)
If this card is treated as a Continuous Spell Card by this effect, during your Main Phase: You can Special Summon this card from your Spell & Trap Zone. You can only Special Summon "Advanced Crystal Beast Ruby Carbuncle" once per turn this way. If this card is Special Summoned: You can Special Summon as many "Crystal Beast" Monster Cards as possible from your Spell & Trap Zones. You can only use this effect of "Advanced Crystal Beast Ruby Carbuncle" once per turn. If this face-up card is destroyed in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell, instead of sending it to the GY.

Advanced Crystal Beast Amber Mammoth
DARK/Beast/Effect/Level 4/1700 ATK/1600 DEF
(This card's name is always treated as "Crystal Beast Amber Mammoth".)
If another face-up "Crystal Beast" monster(s) you control is targeted for an attack or effect (Quick Effect): You can make this card the target instead. If a DARK "Crystal Beast" monster would be destroyed by a card effect, it is not destroyed. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.

Advanced Crystal Beast Topaz Tiger
DARK/Beast/Effect/Level 4/1600 ATK/1000 DEF
(This card's name is always treated as "Crystal Beast Topaz Tiger".)
At the start of the Damage Step, if this card battles a Special Summoned monster: Destroy that monster. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.

Advanced Crystal Beast Emerald Tortoise
DARK/Aqua/Effect/Level 3/600 ATK/2000 DEF
(This card's name is always treated as "Crystal Beast Emerald Tortoise".)
If an Attack Position "Crystal Beast" monster is targeted for an attack: Change it to Defense Position. If a DARK "Crystal Beast" monster would be destroyed by battle, it is not destroyed. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.
 
Advanced Crystal Beast Sapphire Pegasus
DARK/Beast/Effect/Level 4/1800 ATK/1200 DEF
(This card's name is always treated as "Crystal Beast Sapphire Pegasus".)
Is this card is Summoned: You can place up to 3 "Crystal Beast" monsters (1 each from your hand, Deck, and GY) face-up in your Spell & Trap Zone as Continuous Spell(s). You can only use this effect of "Advanced Crystal Beast Sapphire Pegasus" once per turn. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.

Advanced Crystal Beast Cobalt Eagle
DARK/Beast/Effect/Level 4/1400 ATK/1200 DEF
(This card's name is always treated as "Crystal Beast Cobalt Eagle".)
During your Main Phase: You can target 1 "Crystal" card you control, in your GY, or that is banished: add it to your hand. You can only use this effect of "Advanced Crystal Beast Cobalt Eagle" once per turn. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.

Advanced Crystal Beast Amethyst Cat
DARK/Beast/Effect/Level 3/1200 ATK/600 DEF
(This card's name is always treated as "Crystal Beast Amethyst Cat".)
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. If a DARK "Crystal Beast" monster battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. If this face-up card is destroyed while it is in a Monster Card Zone, you can place it face-up in your Spell & Trap Card Zone as a Continuous Spell Card, instead of sending it to the GY.

Rainbow Dark Overdragon
DARK/Dragon/Fusion/Effect/Level 10/4000 ATK/0 DEF
7 DARK "Crystal Beast" monsters
(This card is always treated as an "Ultimate Crystal" card.)
Must be either Fusion Summoned, or Special Summoned by Tributing 1 Level 10 "Ultimate Crystal" monster (in which case you do not use "Polymerization"). Unaffected by card effects, also it cannot be Tributed. Once per turn (Quick Effect): You can banish 1 DARK monster from either player's GY; this card gains ATK equal to the ATK of the banished monster.

Avatar of the Ultimate Crystal Beast
LIGHT/Rock/Link/Effect/2000 ATK/LINK-2
SW, SE
2 "Crystal Beast" monsters
If this card was Link Summoned using an "Advanced Crystal Beast" monster as Link Material, it is also treated as DARK. During your Main Phase: You can target 1 "Crystal Beast" card in your GY or Spell & Trap Card Zone; Special Summon it. You can only use this effect of "Avatar of the Ultimate Crystal Beast" once per turn. If this face-up card is destroyed: You can Special Summon 1 "Ultimate Crystal Effigy Token" (Dragon/EARTH/Level 10/0 ATK/4000 DEF) to your side of the field in face-up Defense Position.

Crystal Fusion
Spell/Quick-Play
Fusion Summon 1 "Ultimate Crystal" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your hand, field, and/or GY. During your Main Phase, except the turn this card was sent to the GY: You can target 1 "Ultimate Crystal" monster in your GY and 7 banished "Crystal Beast" monsters; return the banished monsters to your GY, and if you do, Special Summon the "Ultimate Crystal" monster from your GY, ignoring Summoning conditions. You can only use each effect of "Crystal Fusion" once per turn, and only once that turn.

Next Cards:
With Legend Duelist 4 probably not giving these two ladies support...
Windwitches
OR
Lyriluscs




#7118316 Single to Archetype Game

Posted by President Frank Underwood on 13 September 2018 - 12:52 PM

Balancer Knight
LIGHT/Cyberse/Effect/Level 5/2200 ATK/1400 DEF
If you control a "Balancer" monster, you can Normal Summon this card without Tributing. If this card is Normal Summoned: You can banish 1 other Cyberse monster you control; Special Summon 1 Cyberse monster from your Deck. During your Main Phase, except the turn this card was sent to the GY: You can banish 1 other Cyberse monster from your GY; Special Summon this card in face-up Defense Position. You can only use each effect of "Balancer Knight" once per turn.

Balancer Squire
LIGHT/Cyberse/Effect/Level 3/1300 ATK/1000 DEF
If this card is Normal Summoned: You can target 1 Level 4 or lower Cyberse monster that was banished; Special Summon it. You can only use this effect of "Balancer Squire" once per turn. Once per turn: You can pay 1000 LP, then target 1 Cyberse Link Monster in your GY; shuffle it into the Extra Deck, then, if it was a "Balancer" Link Monster, draw 1 card.

Balancer Hound
LIGHT/Cyberse/Effect/Level 2/1000 ATK/800 DEF
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 Cyberse monster from your hand, except "Balancer Hound". If this card is sent to the GY as Link Material for the Link Summon of a Cyberse Link Monster: You can pay 1000 LP; banish the Link Monster your opponent controls linked to the most monsters (your choice, if tied). If that Link Monster is a "Balancer" Link Monster, your opponent cannot activate cards or effects in response to this effect's activation.

Balancer Falcon
LIGHT/Cyberse/Effect/Level 1/800 ATK/600 DEF
If this card is Normal Summoned, you can: Immediately after this effect resolves, Normal Summon 1 Cyberse monster from your hand, except "Balancer Hound". If this card is sent to the GY as Link Material for the Link Summon of a Cyberse Link Monster: You can pay 1000 LP; negate the effects of all of your opponent's co-linked Link Monsters. If that Link Monster is a "Balancer" Link Monster, your opponent cannot activate cards or effects in response to this effect's activation.

Balancer Prince
LIGHT/Cyberse/Link/Effect/1800 ATK/LINK-2
S, E
2 Cyberse monsters
During your Main Phase: You can banish 1 Cyberse monster from your GY; add 1 Cyberse monster from your Deck to your hand. You can only use this effect of "Balancer Prince" once per turn. Once per turn: You can pay 1000 LP; your opponent chooses 1 of your banished Cyberse monsters, then, that monster gets shuffled into your Deck, also return all other banished Cyberse monsters (if any) to your GY.

Balancer Princess
LIGHT/Cyberse/Link/Effect/1800 ATK/LINK-2
S, W
2 Cyberse monsters
If a Cyberse monster is added to your hand, except by drawing it (Quick Effect): You can pay 1000 LP; Special Summon it. You can only use this effect of "Balancer Princess" once per turn. Once per turn, if a Cyberse monster is Special Summoned to a zone this card points to: You can banish 1 Cyberse monster from your GY; increase your LP by the ATK of the Special Summoned Cyberse monster.

Balancer Queen
LIGHT/Cyberse/Link/Effect/2400 ATK/LINK-3
N, E, W
2+ Cyberse monsters
Gains 300 ATK for each co-linked monster on the field. If this card would be destroyed by battle or card effect, you can banish 1 Cyberse monster from your GY instead. If a "Balancer" monster is banished (Quick Effect): You can pay 1000 LP; you can make your opponent banish monsters from their hand or field, up to the number of Cyberse monsters banished this turn. You can only use this effect of "Balancer Queen" once per turn.

Balancer King
LIGHT/Cyberse/Link/Effect/3000 ATK/LINK-4
N, S, E, W
2+ Cyberse monsters
If you have a banished "Balancer" monster, this card's Link Summon cannot be negated. When Link Summoned using a "Balancer" Link Monster as Link Material, cards and effects cannot be activated. If this card is co-linked, it is unaffected by your opponent's card effects. Co-linked monsters you control cannot be Tributed. (Quick Effect): You can pay 1000 LP, then target 1 Link Monster you control; double its ATK until the End Phase. You can only use this effect of "Balancer King" once per turn.

Balancer Court
Spell/Field
During your Main Phase: You can banish 1 Cyberse monster from your Deck; add 1 "Balancer" monster from your Deck or GY to your hand. If you Link Summon a Cyberse monster using a "Balancer" monster as Link Material for a Cyberse Link Monster: You can destroy this card, and if you do, Special Summon that "Balancer" monster to a zone that Link Monster points to. You can only activate 1 "Balancer Court" per turn. You can only use each effect of "Balancer Court" once per turn.

Balancer Minstrels
Trap/Normal
Activate only if you control a "Balancer" monster: Send any number of Cyberse monsters from your Deck to the GY; Special Summon "Balancer Minstrel Tokens" (Cyberse/LIGHT/Level 1/200 ATK/200 DEF) to your side of the field, equal to the number of monsters sent to the GY by this effect. You can only activate 1 "Balancer Minstrels" once per turn.

Next Card: Blockman/Block Golem/Block Dragon. EARTH Rock needs some love.