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Draconus297

Draconus297

Member Since 12 Jun 2014
Member ID: 756,728
Currently Viewing Topic: Remake a Card
Offline Last Active 19 minutes ago
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#7134630 Legalize Anime/Manga Cards

Posted by Draconus297 on 10 February 2019 - 11:11 PM

Cyber Roar
Equip Spell
Can only be equipped to a LIGHT Machine-Type monster. The equipped monster gains 300 ATK, and cannot be targeted by other card effects. If this card is equipped to "Cyber Dragon", or a Fusion monster that uses "Cyber Dragon" as Material: Draw 1 card (you can only activate this effect of this card's name once per turn). If the equipped monster destroys your opponent's monster (by battle or its own effect): You can banish that card and 1 other card on your opponent's field or in their Graveyard.

Helps a lot more with your desired goal of an OTK with CyDras, gives more technical application to Cyber Twin on top of making CDI have increased value as a removal tool.

Retribution of the Antlion
(Continuous Spell
When a card on the field is destroyed and sent to the Graveyard, its owner takes 800 damage.)


#7134559 The Neo New Make a Fusion Monster Game

Posted by Draconus297 on 06 February 2019 - 02:28 AM

Incineration King Aladus
FIRE - Level 8 - Pyro/Fusion/Effect - 2000/200
2 Pyro monsters with 200 DEF
Once per turn, you can also Fusion Summon this card by destroying 1 face-up non-Fusion Pyro monster you control. This card gains 200 ATK for each of your opponent's banished cards, and cannot be destroyed or targeted by the effects of cards with less ATK than its own (Spell/Trap Cards are treated as having 0 ATK). Once per turn, if your opponent Special Summons a monster(s): You can send 1 Pyro monster from your Deck to the Graveyard, then your opponent must banish as many cards from their Graveyard as possible, up to the number of Pyro monsters in your Graveyard with different names. Once per turn: You can destroy all monsters your opponent controls with less ATK than this card, or, if there are no cards in your opponent's Graveyard, you can banish those monsters instead.

A Fusion monster that combines the effects of two old (early 5Ds) Synchro monsters.


#7134528 Legendary Duelist Pack Game

Posted by Draconus297 on 02 February 2019 - 09:38 PM

Zaloog, Kingpin of the Dark Scorpions
DARK - Link-1 - Warrior/Link/Effect - 1500 - DR
1 "Dark Scorpion" monster, except a Link monster
This card on the field is treated as "Don Zaloog". When this card is Link Summoned, you can add up to 1 each of a "Dark Scorpion" Monster, Spell, and/or Trap card from your Deck to your hand (you can only activate this effect of this card's name once per turn). Other "Dark Scorpion" monsters you control gain 200 ATK for each "Dark Scorpion" monster you control, also all "Dark Scorpion" monsters you control cannot be destroyed or targeted by your opponent's card effects. If this card inflicts battle damage to your opponent, you can select and activate 1 of the following effects:
●Look at the top 5 cards of your opponent's Deck, select 2, and send them to the Graveyard. Return the remaining 3 to the top of your opponent's Deck in any order.
●For the rest of the turn, if a card(s) your opponent owns would be sent to the Graveyard by battle with or the effect of a "Dark Scorpion" card, that card(s) is banished face-down, instead.

Headquarters of the Dark Scorpions
Field Spell
"Dark Scorpion" monsters you control gain 300 ATK. If a "Dark Scorpion" monster is Normal Summoned: You can Special Summon 1 "Dark Scorpion" monster from your hand or Graveyard. You can target 1 "Dark Scorpion" monster you control: Activate 1 of its effects that activates when it inflicts battle damage. You can only activate this effect of this card's name once per turn.

Calling Card of the Dark Scorpions
Continuous Spell
When this card is activated: You can add 1 "Dark Scorpion" monster from your Deck to your hand. You can only activate this effect of "Calling Card of the Dark Scorpions" once per turn. All "Dark Scorpion" monsters you control gain 100 ATK for each "Dark Scorpion" monsters you control. At the start of the Damage Step, if a "Dark Scorpion" monster you control attacks: Negate the effects of all cards your opponent controls until the end of the Damage Step, also all monsters your opponent controls lose ATK and DEF equal to half the ATK of the attacking monster for the rest of the turn.

Grand Heist of the Dark Scorpions
Continuous Trap
If a "Dark Scorpion" monster is Normal Summoned: You can activate 1 of its effects that activates when it inflicts battle damage. While you control a "Dark Scorpion" monster, your opponent cannot use monsters that have not battled as Material for a Summon.

Tragedy of the Dark Scorpions
Counter Trap
If your opponent destroys or banishes a "Dark Scorpion" monster: You can send 1 card each from your opponent's hand, field, and the top of their Deck to the Graveyard, (a card in the hand is chosen at random), then both players draw 1 card.

One-Hit Wonders:
Jean-Claude Magnum (Ninjas)
Mr. Armstrong (Iron Chain)
Orbital 7 (Super-Defense Robos)
Strong Ishijima (Battleguards)


#7134445 Remake a Card

Posted by Draconus297 on 29 January 2019 - 10:18 PM

Column Switch
Quick-Play Spell
Target 1 monster on the field: Move it to another unoccupied Monster Zone on its controller's field. During your opponent's Standby Phase, you can banish this card from your Graveyard: Monsters on the field cannot attack monsters that are not in the same column as themselves, also cards on the field are unaffected by, and cannot be targeted by, the effects of other cards on the field that are not in the same column as themselves, for the rest of the turn.

Changelog:
●You can now get monsters out of the EMZ with this, one of the only purposes a card like this has outside of gimmicks.
●You can now break up your opponent's attempts to Extra Link by moving their monsters around.
●Can now be used as a gimmicky stall measure, making your opponent unable to attack unless they Summon their monsters in the proper column, and making boardwipe attempts all but useless.

Blaze Fenix, the Burning Bombardment Bird
(FIRE - Level 8 - Pyro/Fusion/Effect - 2800/2300
1 Machine monster + 1 Pyro monster
Once per turn, during your Main Phase, you can inflict 300 damage to your opponent for each card on the field. This card cannot attack the turn you activate this effect. )


#7134155 Legalize Anime/Manga Cards

Posted by Draconus297 on 19 January 2019 - 02:36 AM

Vision Fusion
Quick-Play Spell
Fusion Summon 1 Fusion monster from your Extra Deck using cards from your hand or field or as Fusion Material, including at least 1 "Vision HERO" card. If you use a "Vision HERO" monster(s) currently being treated as a Continuous Trap Card as Fusion Material, the Fusion Summoned monster gains the following effect:
●When this card is Fusion Summoned: You can draw 1 card, and if the drawn card is a "Vision HERO" monster or "Vision Fusion"; you can destroy a number of cards your opponent controls up to the number of Fusion Materials used for this card's Fusion Summon -1.
You can only activate 1 "Vision Fusion" per turn.

Because I like unusual Fusion Spells, and this gives the Deck a bit more effect removal that also incentivizes Fusion bosses.

NEXT:

Captain Lock
(WATER - Level 6 - Fiend/Fusion/Effect - 0/0
"Skull Mariner" + "Skull Knight #2
Neither player can Summon/Set monsters from their hand. If a monster with 1000 or more ATK is face-up on the field, destroy this card. )


#7134049 Legalize Anime/Manga Cards

Posted by Draconus297 on 16 January 2019 - 03:10 PM

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.


#7134029 Legendary Duelist Pack Game

Posted by Draconus297 on 16 January 2019 - 03:05 AM

Umbral Horror Mirage
DARK - Level 4 - Fiend/Effect - 0/2200
If this card is Normal or Special Summoned, you can target 1 "Umbral Horror" monster in your Graveyard: Special Summon that target, but its ATK becomes 0. Once per turn, you can target 1 Fiend-Type monster you control and declare any Level from 1 to 4: Both this card and that target become the declared Level. If this card is sent to the Graveyard, except from the field, you can declare 1 card Type (Monster, Spell, or Trap): Send the top card of your opponent's Deck to the Graveyard, and if you called it right; you can Special Summon 1 "Umbral Horror" monster from your Graveyard, except "Umbral Horror Mirage", and if you do, you can banish up to 3 cards from your opponent's Graveyard. You can only activate this effect of this card's name once per turn.

Umbral Horror Phantasm
DARK - Level 2 - Fiend/Effect - 0/0
If this card is Normal or Special Summoned from your hand: You can send 1 "Umbral Horror" card from your Deck to the Graveyard. If an "Umbral Horror" monster is Normal Summoned: You can Special Summon this card from your Graveyard as a Level 4 monster, and if you do; you can make this card's ATK 1400. An Xyz monster with this card as Xyz Material gains the following effect:
●If a card(s) is sent to your opponent's Graveyard from their hand or Deck: You can banish 1 face-up Attack Position monster your opponent controls. You can only activate this effect of this card's name once per turn.

Umbral Horror Nightmare Pithos
Continuous Spell
When this card is activated: You can add 1 "Umbral Horror" monster from your Deck to your hand. Once per turn, if you Special Summon an "Umbral Horror" monster(s): You can draw 1 card. Once per turn, if an "Umbral Horror" card you control is destroyed on the field: You can Special Summon 1 "Umbral Horror" monster from your Graveyard, except a monster with the same name as the destroyed monster.

Rank-Up-Magic: Unspeakable Umbral Horror
Quick-Play Spell
Target 1 Xyz monster you control with an "Umbral Horror" monster attached as Material: Special Summon, from your Extra Deck or Graveyard, 1 DARK Xyz monster of the same Type as that target that is either the same Rank or exactly 1 Rank higher, using the target as Xyz Material (This is treated as an Xyz Summon. Transfer its Materials to the Summoned monster). If a monster Summoned this way destroys your opponent's monster by battle, you can look at the top 5 cards of your opponent's Deck: Select and send up to 2 of those cards to the Graveyard, and rearrange the remaining cards in any order. You can banish this card from your Graveyard: Special Summon 1 "Number" Xyz monster from your Graveyard with the number "104" in its name, and if you do; you can attach up to 3 "Umbral Horror" monsters from your Graveyard to the Summoned monster.

Number C104: Shining Umbral Horror
DARK - Rank 5 - Spellcaster/Xyz/Effect - 2800/1700
4 Level 5 monsters
While this card has an "Umbral Horror" monster attached as Xyz Material, your opponent cannot activate the effects of cards in the Graveyard. Once per turn, you can send a number of cards from the top of your opponent's Deck to the Graveyard equal to the number of monsters your opponent controls. While this card has a Spellcaster-Type Xyz monster attached as Material, it gains 1 the following effects of your choosing; if "Number 104: Masquerade" or Number C104: Umbral Horror Masquerade" is attached, it gains both:
●The first time your opponent Special Summons a monster each turn: You can destroy 1 card your opponent controls, also this card cannot be destroyed or targeted by your opponent's card effects for the rest of the turn.
●Once per turn, if your opponent activates a monster effect, you can detach 1 Xyz Material from this card (Quick Effect): Negate the activation, and if you do, destroy it and inflict 800 damage to your opponent.

Next:
Marik Ishtar (Ra, Gravekeepers, Torture/Fiend [also apparently he's the reason Machine Dupe exists])
Aporia (Meklord)
Paradox (Malefic)
Yuri (Predaplants, Fusion Dragons [Starving Venom, Greedy Venom, Starving Venemy, etc.])


#7133981 Support an Archetype

Posted by Draconus297 on 15 January 2019 - 03:27 PM

Ritual of the Djinn
Normal Spell
When this card is activated, select and activate 1 of the following effects:
●Add 1 DARK Level 3 "Djinn" monster from your Deck to your hand.
●Reveal 1 DARK Level 3 "Djinn" monster in your hand; add 1 Ritual monster from your Deck or Graveyard to your hand.
You can banish this card from your Graveyard: Special Summon 2 of your banished DARK Level 3 "Djinn" monsters with different names in Defense Position, but the Summoned monsters cannot be used as Material for a Summon. You can only activate each effect of "Ritual of the Djinn" once per turn.

Okay, so it's a searcher for these things, because they're awfully inconsistent on their own. However, you also have the option to reveal one in your hand to grab a Ritual of choice, in case you've emptied out your targets. But the real meat comes from the fact that it can be banished to bring back 2 banished Djinns with different names, but specifically blocks their use as ED monster fodder without killing their utility as Ritual Tribute.

Steelswarm specifically; no cheating this with Evilswarm support


#7133411 Single to Archetype Game

Posted by Draconus297 on 25 December 2018 - 11:22 PM

Feeder Fiend
DARK - Level 3 - Fiend/Effect - 0/1800
During your Standby Phase, if you control a face-up "Legendary Fiend": You can Special Summon this card from your hand or Graveyard, and if you do; revert this turn to the Standby Phase. If this card is sent from your hand or field to the Graveyard: You can Special Summon 1 "Legendary Fiend" from your hand, Deck, or Graveyard. While this card is in your Graveyard, "Legendary Fiend" you control gain the following effect:
●This card cannot be destroyed or targeted by the effects of Spell/Trap Cards, or monsters with less ATK than itself.
You can only activate each effect of "Feeder Fiend" once per turn.

Consumption Fiend
DARK - Level 3 - Fiend/Effect - 1500/0
If this card is Normal Summoned: You can Special Summon 1 monster with "Legendary Fiend" in its card text from your Deck to your hand. Once per turn, you can Tribute 1 other DARK monster you control: Your opponent's Standby Phases during their next 3 turns are treated as being your Standby Phases for the effect of "Legendary Fiend", and all monsters with "Legendary Fiend" in their card text. While this card is in your Graveyard, "Legendary Fiend" you control gain the following effect:
●If this card gains ATK by its own effect: Reduce the ATK of all monsters your opponent controls by the amount of ATK gained, then destroy all monsters your opponent controls with 500 or less ATK. Your opponent's monsters destroyed by battle with or the effect of this card cannot activate their effects in the Graveyard.

Legendary Fiendess
DARK - Level 3 - Fiend/Tuner/Effect - 900/700
During the Standby Phase, if this card is in your Graveyard: You can Special Summon this card from your Graveyard. If this card is Special Summoned: You can add 1 "Legendary Fiend" or card with "Legendary Fiend" in its card text from your Deck or Graveyard to your hand. While this card is in your Graveyard, all "Legendary Fiend" you control gain the following effects:
●At the start of the Damage Step, if this card battles your opponent's monster: This card gains 200 ATK for each monster your opponent controls.
●Once per turn, if this card destroys your opponent's monster by battle: It gains 1 additional attack during this Battle Phase.
You can only activate each effect of "Legendary Fiendess" once per turn.

Tether of the Fiend
Continuous Spell
Once per turn, if the ATK of "Legendary Fiend" changes: You can draw 1 card. If a card(s) your opponent controls is destroyed by battle with or the effect of a monster whose original name is "Legendary Fiend": You can banish the top card of your opponent's Deck, and if the banished card was a monster; your opponent can discard 1 card, but if they do not, inflict 700 damage to your opponent.

Just so it's clear, effects granted by the Level 3 crew only apply once per copy of the big daddy on board. However, multiples of the Level 6 can and will get pretty crazy.

Pumprincess the Princess of Ghosts


#7133346 Skull Archfiend's Lightning

Posted by Draconus297 on 25 December 2018 - 06:43 AM

Skull Archfiend's Lightning
Continuous Trap
Once per turn, if a Spell/Trap Card is activated: You can Special Summon 1 Level/Rank 6 "Archfiend" monster from your Graveyard. Once per turn, you can target 1 "Summoned Skull" you control and 1 other Level/Rank 8 or lower "Archfiend" monster on the field or in the Graveyard: The first target gains the effects of the second target on the field. Once per turn, if you control a face-up "Summoned Skull" (Quick Effect): You can select and activate 1 of the following effects:
●Target 1 monster your opponent controls: Negate its effects.
●Destroy 1 card on the field.
●Draw 1 card.

So, after four consecutive bad Summoned Skull retrains, I decided to make a support card for them that fit with an idea I had a few months ago. Their status as the original makes the other options live, and running three makes for an actually kinda decent amount of control/advantage. It even lets you stack their protection effects, or give them other, better "Archfiend" effects that are available at your disposal, such as Scarlight or the Red-Eyes Gemini retrain.

Not amazing, but definitely gives the Deck a way to accomplish things.


#7132800 Grand Gamecube Tournament [Nominations Closed]

Posted by Draconus297 on 22 December 2018 - 02:10 AM

TimeSplitters: Future Perfect
Pokémon XD: Gale of Darkness


#7132264 Construct-an-Archetype Game!

Posted by Draconus297 on 18 December 2018 - 12:15 AM

Bamboozled Bayou Fox
EARTH - Level 4 - Beast/Effect - 1900/300
(Quick Effect): You can change this card's battle position. If this card is changed to Attack Position: You can reduce the ATK and DEF of all monsters your opponent controls by 1000. If this card is changed to Defense Position: You can add 1 "Bamboozling Bayou" card from your Graveyard to your hand. You can only activate each effect of "Bamboozling Bayou Fox" once per turn.

Bamboozling Bayou Crocodile
WATER - Level 8 - Reptile/Effect - 2800/1000
If a card your opponent controls is destroyed by battle with or the effect of a "Bamboozling Bayou" card: You can Special Summon this card from your hand. (Quick Effect): You can change this card's battle position. If this card is changed to Attack Position: Negate the effects of all other Attack Position monsters on the field, until the End Phase. If this card is changed to Defense Position: You can banish a number of cards from your opponent's Graveyard up to the number of "Bamboozling Bayou" monsters you control with different names; inflict 100 damage to your opponent for each of their banished cards, then banish any number of Spell/Trap Cards your opponent controls, up to 1 for every 500 damage inflicted.

Bamboozling Bayou Heavy Rains
Quick-Play Spell
Select and activate 1 of the following effects:
●Add 1 WATER "Bamboozling Bayou" monster from your Deck to your hand.
●Special Summon 1 EARTH "Bamboozling Bayou" monster from your hand or Graveyard.
You can banish this card from your Graveyard, except during the turn it was sent there: Change the battle positions of any number of "Bamboozling Bayou" monsters you control: During the End Phase of this turn, draw 1 card for each "Bamboozling Bayou" monster you controlled when this effect was activated. You can only activate each effect of "Bamboozling Bayou Heavy Rains" once per turn.

Bamboozling Bayou Swaying Reeds
Continuous Spell
"Bamboozling Bayou" monsters you control in Attack Position cannot be destroyed by card effects. "Bamboozling Bayou" monsters you control in Defense Position cannot be destroyed by battle. If a "Bamboozling Bayou" monster you control would be destroyed by your opponent's card (by battle or card effect), and is not: Your opponent banishes 1 random card from their hand.

12/18-27


#7132231 The (Specific) Fusion Game!

Posted by Draconus297 on 17 December 2018 - 08:32 PM

Pharaonic Serpent Prophet
EARTH - Level 7 - Spellcaster/Fusion/Effect - 1400/2200
"Cobraman Sakuzy" + "Mind On Air"
Cannot be Special Summoned, except by Fusion Summon using the above Materials and a "Polymerization" Spell Card. Your opponent plays with their hand revealed. If a monster is Normal Summoned: You can return up to 2 cards your opponent controls to their hand. Once per turn (Quick Effect): You can declare 1 card name. For the rest of the Duel after a card's name was declared for this effect, cards of that name cannot be Summoned or activated, also cards with that name cannot attack or activate their effects. Once per turn, you can declare the name of 1 card in your opponent's hand: Add 1 card with the same name as that card from your Deck to your hand.

Difficult as hell, but busted as all fuck.

"Sword Hunter" + "Gearfied the Swordmaster"


#7132216 Archetype Generator Meta

Posted by Draconus297 on 17 December 2018 - 04:24 PM

I mean, we already had Pendulum Magicians and Z-ARC, but I get what you're saying. Towers having that optional hand control effect is the real reason it's a threat, and it's a lot more consistent to Summon than most other super-boss style monsters. Rocknights and X-Sabers, the only other archetypes in the AGM with the ability to go on a hand-killing spree, have to put effort into clunkier Synchro Summons before they can take out a player's hand, and neither of those bosses also carry powerful immunity.

I'll think it over.

As for Canyon, I'm on it.


#7131766 Folder Yugioh Pictures

Posted by Draconus297 on 13 December 2018 - 07:51 PM

If you're feeling pessimistic, Success Probability 0% for any computer-centric subject.

Mythology and religion work surprisingly well with Eyes of Blue- I saw someone put Sage and Priestess on their notebook for a folder they labeled "mythology".

For Norse mythology, either Gotterdammerung or Valkyrie Brunhilde work- the latter also works for theater.

Card of Sanctity, Toll, Trade-In, or Fish and Swaps would make for funny arts for Economics.

Royal Oppression for medieval history!

History of Feudal Japan? Pick a Six Sam artwork, any Six Sam artwork, or maybe Rivalry of Warlords.

Fantasy literature? Most Goblin cards would do, or Giant Orc, The Dragon Dwelling in the Cave . . .