Jump to content

Welcome to Yugioh Card Maker Forum
Register now to gain access to all of our features. Once registered and logged in, you will be able to create topics, post replies to existing threads, give reputation to your fellow members, get your own private messenger, post status updates, manage your profile and so much more. This message will be removed once you have signed in.
Login to Account Create an Account

Zaziuma

Zaziuma

Member Since 29 Aug 2014
Member ID: 768,856
Currently Not online
Offline Last Active Today, 07:28 AM
***--

Revolver Dragon

17 September 2018 - 11:19 AM

A LINK-5 Wyrm/Dragon Link Monster that is able to target and destroy up to 6 cards, yes that's right, 6 cards. It does this by using Link Monsters whose combined Link Rating is 6 or higher, which is trickier than it sounds, since with Link Monster, if you plan to use the Link Monster's ability to treat their Link Rating as multiple monsters, you must use that exact one, so you are not able to cheat by using a LINK-4 and LINK-2, you need another LINK-1 as well if you want to do that. There are of course other ways you do this, but if you want to destroy 6 cards, that's what you have to do, but don't worry, it won't sit in your Extra Deck until that perfect moment, as it is able to banish cards your opponent sends from their hand or Deck to their GY and boost your monsters it points to.
 

revolver_dragon_by_zaziuma-dcn386l.png

2+ monsters
Cannot be used as Link Material. While this card is face-up on the field or in the GY, it is also a Dragon. If this card was Link Summoned using Link Monsters whose combined Link Ratings were 6 or higher: You can target up to 6 cards your opponent controls; destroy those targets. When your opponent sends a card(s) from their hand or Deck to the GY: You can banish that card(s), then all monsters this card points to gain 300 ATK and DEF for each card banished. You can only use each effect of "Revolver Dragon" once per turn.

Overheated Warrior

16 September 2018 - 03:32 PM

With Playmaker and Revolver getting Synchro Monsters finally, I figured I would make a Synchro Monster that supported them a little bit. So, this card can do two things, either become a Synchro Tuner or become a fairly strong monster with a protection effect, while linked, your opponent can only really take care of it in battle, so to fix its lower stats, it has an effect that sends cards from your Deck to the GY equal to the number of Link Monsters in your GY and on your field, and then this card gains 200 ATK for each, but changes to Defense Position during the End Phase.

 

overheated_warrior_by_zaziuma-dcn0w30.pn

1 Tuner + 1+ non-Tuner monsters
If this card was Synchro Summoned by using a Cyberse monster as material, it becomes a Tuner while face-up on the field. While this card is linked, it cannot be destroyed by or targeted by your opponent's card effects. (Quick Effect): You can send cards from the top of your Deck to the GY equal to the number of Link Monsters in your GY and on your field, then this card gains ATK equal to the number of cards sent x 200 until the end of this turn, but change it to Defense Position during the End Phase. You can only use this effect of "Overheated Warrior" once per turn.

Spartan Serpent

09 September 2018 - 04:11 AM

WATER based Decks are normally not known for using Flip monsters, so I figured I would give them a strong Flip monster that is also pretty easy to Summon for them. You can use this in other Decks as well, and it has a quite powerful effect to boot, along with good stats, and is able to re-set itself as well. You get to return 2 of your opponent's cards should they decide to attack this, or if you force them to with other effects.
 

spartan_serpent_by_zaziuma-dcmejyj.png

FLIP: You can target 1 face-up card your opponent controls; return that target to the hand.
You can discard 1 WATER monster OR 2 monsters with different names; Special Summon this card from your hand in face-down Defense Position. If this card is flipped face-up by your opponent's attack, return the attacking monster to the hand at the end of the Damage Step. During the End Phase: You can discard 1 monster; change this card to face-down Defense Position, then if you discarded a WATER monster, draw1 card. You can only use each effect of "Spartan Serpent" once per turn.

Soulreaper

08 September 2018 - 04:06 AM

Here's a Rank 3 Xyz Monster that is able to banish cards from your opponent's GY, as well as their hand, but only if they have the same name. Along with that, should it be destroyed by your opponent's attack, you get to Special Summon it again, and steal your opponent's banished cards with the same name as well. It also gains ATK/DEF for each of the materials attached to it. Fun little card that any Deck that uses Level 3s can use.
 

soulreaper_by_zaziuma-dcmbdef.png

2+ Level 3 monsters
Gains 300 ATK/DEF for each material attached to it. (Quick Effect): You can detach any number of materials from this card, then target the same number of cards in your opponent's GY; banish them, then look at your opponent's hand and banish any cards with the same name(s) as those targets. If this card is destroyed by battle by your opponent's attacking card: You can Special Summon this card from your GY, then you can attach as many of your opponent's banished cards with the same name to this card as material. You can only use each effect of "Soulreaper" once per turn.

Ziege Archetype (12/12)

07 September 2018 - 07:04 AM

Ziege is an Archetype consisting of mainly Trap monsters that become Level 7 Machines with various Attributes and each with 2000 ATK and DEF, but has 2 Main Deck monsters and 1 Xyz Monster as well. Each of these Trap monsters have an on Summon effect that is quite a powerful offensive strike against your opponent, destroying, negating or making their monsters lose their ATK and DEF.
 
Along with that, they support each other if adjacent to each other, allowing you to additionally destroy a card whenever an on Summon effect is activated. To reduce this powerful effect combination, they must be Special Summoned in Defense Position, if you use their effect, you are locked down to only Special Summoning Ziege monsters, and unless you control their Field Spell, Ziege Castle, you can't change their battle positions.
 
Don't worry though, their Xyz Monster allows them to attack while in Defense Position, as well as itself, though it also has that clause, due to its powerful effect, though it can only be used while in Attack Position.
 
They also have two Main Deck monsters, which are Warriors, and they allow for some searching, recycling and making Xyz Monsters much faster, and their other support cards, Ammunition, Assault and Counterfire also add speed, more tactical plays and counter attacks.
 
Their name is a corruption of Siege, as that word exists already in YGO, and they are based on various siege weapons. My starting off point was to make something based around catapults only, but I figured it would be more interesting to have them be various kinds of weapons, allowing me to use FIRE for Cannon and Mortar since they are firepower, EARTH for Battering Ram since that's powered by man, and WIND for the Ballista, Catapult and Trebuchet, as they don't use firepower, but rather the pull-back and gravity instead, which I figured made more sense here.
 
Main Deck Monsters:
 
Ziege Soldier
Warrior/EARTH
Level 4
When this card is Normal or Special Summoned: You can add 1 "Ziege" card from your Deck to your hand, except "Ziege Soldier". If this card is sent to the GY: You can discard 1 card; Special Summon this card from your GY in Defense Position, and if you do, its Level becomes 7. During the turn you activate either of this card's effect, you cannot Special Summon monsters, except "Ziege" monsters. You can only use 1 "Ziege Soldier" effect per turn, and only once that turn.
1300/1800
 
Ziege King
Warrior/LIGHT
Level 7
If you control a "Ziege" monster in your Main Monster Zone that was Special Summoned by its own effect: You can Special Summon this card from your hand in Defense Position. You can discard this card, then target 1 "Ziege" card in your GY, except "Ziege King"; add it to your hand. You can only use each effect of "Ziege King" once per turn.
1000/2300
 
Extra Deck Monsters:
 
Ziege Trebuchet
Machine/WIND/Xyz
Rank 7
2+ Level 7 monsters
If this card is Xyz Summoned using a Trap that is a monster as material: You can look at your opponent's hand, then discard any non-Traps from their hand. (Quick Effect): You can detach 1 material from this card; destroy as many cards your opponent control as possible, up to the number of "Ziege" cards in your GY with different names, then change this card to Defense Position. All "Ziege" monsters you control can attack while in Defense Position. If they do, apply their DEF during damage calculation. Unless you control "Ziege Castle", this card cannot change its battle position.
2800/2800
 
Spells/Traps:
 
Ziege Castle
Field Spell
All "Ziege" monsters you control gain 200 ATK and DEF for each "Ziege" monster you and in your GY with different names. Both players can activate 1 Trap Card from their hand during their Main Phase. If a "Ziege" monster(s) you control would be destroyed by battle or card effect, you can take 500 damage instead for each of those monsters. Once per turn, during your End Phase, if you control no "Ziege" monsters, take 2000 damage or destroy this card.
 
Ziege Ammunition
Quick-Play Spell
Discard 1 card; Set 1 "Ziege" Continuous Trap directly from your Deck. If you control no monsters in your Main Monster Zone, it can be activated this turn. During your Draw Phase, before you draw: You can banish this card from your GY; give up your normal draw this turn, and if you do, add 1 "Ziege Castle" from your Deck to your hand. You can only activate 1 "Ziege Ammunition" per turn.
 
Ziege Assault
Normal Trap
Target 2 or more "Ziege" monsters you control with the same Level; immediately after this effect resolves, Xyz Summon 1 Xyz Monster using those monsters as material, then you can destroy any monsters in your opponent's Extra Monster Zone(s). If you would take damage by the effect of "Ziege Castle", you can banish this card from your GY instead.
 
Ziege Catapult
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/WIND/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target 1 face-up monster your opponent controls; destroy that target, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Cannon
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/FIRE/Level 7/ATK 2000/DEF 2000). (This card is also still a Trap.) If Summoned this way: You can target up to 2 Set Spells/Traps your opponent controls; destroy them, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Mortar
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/FIRE/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target up to 2 face-up cards your opponent controls; negate their effects, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Battering Ram
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/EARTH/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target 1 Set card your your opponent controls; destroy that target, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Ballista
Continuous Trap
During the Main or Battle Phase: Special Summon this card as an Effect Monster in Defense Position (Machine/WIND/Level 7/ATK 2000/DEF 2000). If Summoned this way: You can target 1 face-up monster your opponent controls; its ATK and DEF become 0, also you cannot Special Summon monsters, except "Ziege" monsters for the rest of this turn. Once per turn, if this card is a monster, if exactly 1 "Ziege" monster is Summoned to your zone adjacent to this card and activates its effect, when that effect resolves, you can destroy 1 card your opponent controls in this card's column. Unless you control "Ziege Castle", this card cannot change its battle position.
 
Ziege Counterfire
Counter Trap

When your opponent activates a card or effect while the only monsters you control are "Ziege" monsters (min. 1): Negate the activation, and if you do, destroy that card, then you can destroy 1 card your opponent controls in this card's column. If you control a Trap that is a monster, you can Set this card instead of sending it to the GY.