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Junk Raver

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[align=center]This looks like a Job for my Field Chibi! (Using the same card again lol. It's that good!) I need to patch up the OCG first though.

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This card cannot be Special Summoned. You can place this card face-up in your field Spell Card Zone by removing from play 1 Field Spell Card you control. This card gains the effect(s) of the removed from play Field Spell Card. If this card is removed from the field, you can send 1 card from your hand to the Graveyard to add this card to your hand. If you cannot, remove this card from play. If your opponent controls a face-up "Field Chibi", you can remove all Spell Counters from the field. Each player can then Special Summon 1 monster from their hands, Decks or Graveyards whose Level equal to the number of Spell Counters removed. If you activate this effect, remove this card from play. Once per turn, if your opponent controls a face-up Spell or Trap Card, you can select and activate 1 of the following effects based on the card's type:

●Spell: Put up to 2 Spell Counters on 1 face-up monster you control. When you activate this effect, your opponent can send 1 Spell Card from their hand to the Graveyard to also activate this effect.

●Trap: If you control a Token, you can Special Summon 1 Token of the same name to your side of the field. When you activate this effect, your opponent can send 1 Trap Card from their hand to the Graveyard to also activate this effect.

 

As I already explained before. Field Chibi's can only exist in the Field Spell Zone and gain the effects of the card removed to Summon them. She is vunerable to Spell & Trap destruction.[/align]

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Entry reserved.

Is this card good:

soulwitchcopy.jpg

[spoiler=Lore]

1 non-Tuner monster - 1 Soul Tuner monster

In order to Special Summon this card, subtract the Level of a Soul Tuner monster from the Level of 1 other monster you control; the value must equal the Level of this card.

This card gains 500 ATK for each Spellcaster Type monster your opponent has on their field or in their Graveyard.You can discard 1 card from your hand to negate the activation of a Spell or Trap Card and destroy it. You can use this effect during either player's turn.

 

 

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[align=center]----> {Syntes Monsters} <----

 

-[Fusing the Old & the New]-

 

* * * * *

 

-Little Story Behind the Name-

 

 

[/align]

I was browsing the multilingual dictionary @ dictionary.reference.com for some underused words to use as a name for the Card Type until I stumbled upon the name "Syntes". It worked because this Card Type involved fusing monsters together (as seen in the definition below).

"Syntes" is a romanian word (I think) for "Synthesis" meaning: to come together; to become one.

The reason why I chose "Syntes" over "Synthesis" is because I thought it looked and sounded better.

[align=center]

 

* * * * *

 

-Rules regarding Syntes Monsters-[/align]

 

> Like Fusion, Synchro, and Dark Synchro monsters, Syntes Monsters go in the Extra Deck.

> Syntes Monsters sre Summoned from the Extra Deck by removing from play 1 Fusion Monster, 1 Ritual Monster, and 1 Synchro or Dark Synchro Monster on the field (Kinda like contact fusion, only removed from play instead of returned to the Deck/Extra Deck).

> The Summon of a Syntes Monster, by performing the above, is referred to as a "Syntes Summon".

> The monsters used for a Syntes Summon can be specific, vague, or anything in between.

> The Material Monsters used for the Fusion Monster and the Synchro/Dark Synchro Monster, along with the monster(s) tributed to Ritual Summon the Ritual Monster are returned, face-up, to your Deck.

> Each time a face-up monster, returned to the Deck by the effect of a Syntes monster, is drawn, the Syntes monster loses ATK and DEF equal to the Level of the monster drawn x 100; the drawn monster is removed from play as well.

> If all face-up monsters, returned to the Deck by the effect of a Syntes monster, are removed from play, the Syntes monster is then removed from play as well.

> If the Syntes monster is destroyed or removed from the field/removed from play, then the monsters returned to the Deck by it's effect are removed from play.

> Due to these downsides, the ATK and DEF of Syntes Monsters will be kinda high for their Levels, as well as having good effects to keep them from being underpowered.

> The color of Syntes Monster Cards are a red-scarlett-ish color.

> Names can be anything, as long as they fit (of course).

 

[align=center]* * * * *

 

----> Bluðseuthełłing Ghøul - Envoy of Chaos <----

 

5zqe0k.jpg[/align]

 

Effect

1 DARK Fusion Monster + 1 DARK Ritual Monster + 1 Dark Synchro Monster

This card cannot be Summoned except by Syntes Summon. You must return, face-up, to your Deck the Fusion Material Monsters, Synchro or Dark Synchro Material Monsters, and the monsters used to Ritual Summon the Ritual Monster used for the Summon of this card. If you draw a face-up Monster Card returned to your Deck by this card's effect, you must remove it from play. This card loses ATK and DEF equal to the Level of the removed from play monster x 100. This card is also treated as a Spellcaster-Type monster during each player's Main Phase. If a card effect is activated during either player's Main Phase, place 1 Shadow Counter on this card (The maximum number of Shadow Counters on this card is equal to the number of face-up monsters in your Deck). If this card has the max. number of Shadow Counters placed on it, remove all Shadow Counters from this card and switch the ATK and DEF of all monsters your opponent controls.[align=center]

 

* * * * *

 

I hope you all enjoyed viewng my new idea (not really new; I've had it stored for about a couple months, actually).[/align]

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Here is my card and my new Sub-Type!

 

101372lfj.jpg

 

[spoiler=Lore]This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 1 or more Fiend-Type monsters from your hand or your side of the field to the Graveyard. During your Main Phase 1, you can equip 1 monster from either side of the field to this card. Increase this monster's ATK by an amount equal to half of the equipped monster's original ATK. If this monster would be destroyed as a result of battle, destroy the equipped monster instead.

 

 

The Ice Sub-Type

Info

-When an Ice Sub-Type monster is Normal Summoned, Special Summoned, Synchro Summoned, Ritual Summoned, etc, you can select 1 monster that your opponent controls and "Freeze" it. In other words you can select 1 of your opponents monsters, and that selected monster cannot attack that turn.

-This effect can only be used once per turn.

-When an Ice Sub-Type monster is destroyed by the monster that it "Froze", that monster is sent directly to the Graveyard.

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asdfadf.jpg

Owner: When this card is Summoned, you can switch the control of this card to your opponent.

Controller: When this card declares an attack, by revealing your hand to your opponent, increase this card's ATK by 200 X the number of cards in your opponent's hand until the end of the turn. At each of the End Phases of the controller of this card, this card's owner must select 1 card from this card's controller's hand to send to the Graveyard. If there's no cards in the controller's hand, inflict 500 damage to their Life Points instead.

 

art by *Genzoman

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[spoiler=card]kramer.bmp

 

 

[spoiler=lore]

1 tuner + 1 or more non-tuner monsters.

When this card is Synchro Summoned send monsters from your hand to your Graveyard for the Synchro Summon. If the monsters used for the Synchro Summon were all DARK then this card gains one of the following effects:

-This card cannot be attacked by Warriors.

-This card gains 400 ATK for every card removed from play.

 

 

[spoiler=img cred]credit:

http://www.majhost.com/gallery/GTO/ART/dragon.jpg

 

 

Death Synchro ftw. Epic.

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My new sub type is called PHOENIX.

 

All PHOENIX type monsters have 1 effect in common and that is when they are destroyed as a result of battle, the controller of the monster that destroyed the phoenix card can special summon it during their next Standby Phase.

When the Phoenix monster is special summoned by this effect, it's ATK is increased by a certain ammount. The amount will vary by card but the amount it is increased will add on to itself when its destroyed by your opponent and reborn by it's own effect.

So just like the legendary Phoenix, it keeps coming back and when it does, it will always have a new owner and a more powerful ATK.

 

By the way, Fenghuang is the name of the Chinese Phoenix.

 

 

MajesticPhoenixFenghuang.jpg

 

 

When this card is destroyed as a result of battle, the controller of the Monster that destroyed this card can Special Summon this card during their next Standby Phase. Every time this card is Special Summuned in this way, the ATK of this card keeps increasing by 500.

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Hold up. I'm gonna change my entry....

 

[spoiler=New Entry]

CA6HQT0H.jpg

 

 

[spoiler=Lore]

 

This card cannot be Normal Summoned or Set. This card can only be Special Summoned during your Main Phase 1 if there are 9 cards in your Extra Deck. When this card is Special Summoned, you must place it in face-up ATK Position. During your Standby Phase, you may discard 1 Level 5 or higher monster to remove from play 1 card from your Extra Deck. For each card removed from play from your Extra Deck, this card gains 200 ATK Points. This card cannot attack unless there are no empty Monster Card Zones on your side of the field.

 

 

 

To determine the type of Remove monster, look at the name. The "EX9," to be specific. The EX tells you where are you looking, in this case, the EXtra Deck. The 9 tells you how many cards must be there at minimum. Remove monsters can only be summoned if there are a certian amount of cards or more in a certian place on the field. They gain power when cards from that place on the field are removed from play. They cannot ATK unless certain conditions are met. In ths case, no empty Monster Card Zones.

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Since nobody answered my question, I'll enter a different card. OK Here's my entry.

 

Introducing Elemental Summons:

These cards go in the Extra Deck and can only be summoned by removing from play 1 monster in your Graveyard for each attribute the Elemental monster you wish to summon. For example, my card is called Nightmare Storm Knight. It's a DARK attribute and also a LIGHT and WIND attribute. Thus, you'll have to remove from play a DARK, LIGHT, and WIND attribute monster from your graveyard.

 

2prfo03.jpg

 

Card Effect: The Attribute of this card is also treated as WIND and LIGHT. This card cannot be Special Summoned except by an Elemental Summon.When this card is successfully Elemental Summoned, inflict 300 points of damage to your opponent for each card in their his/her hand.

 

Base Image Credit: http://fc05.deviantart.com/fs8/i/2006/164/d/b/Storm_Crusade_by_JasonEngle.jpg

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I'm changing my card as well.

 

ogclft.jpg

 

[spoiler=Effect]1 non-Tuner monster - 1 Dark Tuner monster

In order to special Summon this card, you must subtract the Level of 1 Dark Tuner monster from the level of 1 non-Tuner monster you control; the value must equal the Level of this card.

All Psychic-Type monsters that are sent to the Graveyard are removed from play. Every time a Psychic-Type monster is removed from play, you can switch the ATK and DEF of 1 monster on the field.

 

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I'm entering at the last minute!

 

bff4vb.jpg

When you draw this card, it is immediatly sent to the Graveyard. This card cannot be Summoned except by Negative Summon. This card can only be Negative Summoned from your Graveyard on a Stack of 3 or more face-down cards you control. When this card is removed from the field, it is returned to the bottom of your Deck. During your Standby Phase, pay 1000 Life Points or tribute 1 monster in this card's Stack. This card can attack all monsters your opponent controls once each. When this card attacks a Defense position monster whose DEF is lower than this card's ATK, inflict the difference as battle damage to your opponent's Life Points.

 

Image credit: ~systmh

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I do apologise for not getting back to people, been working late shifts all week at work so have hardly any free time.

 

Rituals etc. are not allowed, they were used for an example of a card type.

 

Dark Tuners and synchros not allowed as they exist in the anime.

 

I will give this contest an extra 24 hours so ppl can change their entrys if they want to ^_^

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I guess I must change my entry.

 

2yo8ivo.jpg

 

Attackers, new sub-type, explained in effect.

 

[spoiler=Effect]This card cannot be Set, or changed to Defense Position. When this card destroys a monster as a result of battle, switch its ATK and DEF, and increase its ATK by 100. Negate the effects of all Counter Trap Cards, and increase the ATK of 1 monster on your side of the field by 500 for every Counter Trap Card activated.

 

Recolor by Sharneeda pic by Father Wolf.

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gothicravenmaidenub8.png

 

[spoiler= Card Lore]1 Dark Tuner + 1 or more non-Tuner monsters

In order to special Summon this card, you must subtract the Level of 1 Dark Tuner monster from the level of 1 non-Tuner monster you control; the value must equal the Level of this card. This card cannot be destroyed by battle. (Damage calculation is applied normally.) Once per turn, you can flip a coin and call it. If you call it right, you can Special Summon 1 monster from your opponent's Deck to his or her side of the field in face-up Attack or Defense Position. This monster cannot declare and attack or change its Battle Position. If the monster Special Summoned by this card's effect is destroyed by this monster, Special Summon the monster to your side of the field until the end of the Battle Phase. Then, if this monster is destroyed as a result of battle, instead of sending it to the Graveyard, place it on the bottom of your opponent's Deck. If you call it wrong, your Life Points are halved.

 

 

 

Gothic monsters all have to do with luck and chance. Some of them have to do with Coin Flipping, Dice Rolling, and other ways of luck. The Gothic monsters are always a DARK Warrior-type monster. The effects of a Gothic Monster are always a good effect, and a very negative effect (Poison Effect).

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