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Total remake of my Memory Requiems [Back again!]


Lord Ursus

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[align=center]Welocme to the remake of my Memory Requiems. You might remember some of them, but most of them has been given a face lift, and some from the old edition isn't even here.

 

Anyways, here goes:

 

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Booster by Kale.

 

[spoiler=Memory Zones, what's that?]Memory Zones are the primary game mechanic that Memory monsters work upon.

 

The rules for Memory Zones are: A monster in a Memory Zone loses their Attribute and Type, and their Levels become 0. Also, if the only monsters a player controls are in Memory Zones, the opposing player can attack them directly.

 

 

 

[spoiler=Newest additions]

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Memory Requiem - Impotence

****

Fiend-Type

DARK

ATK 1400 DEF 1500

Card lore: When you Summon this card, you can treat its Card Zone as a Memory Zone. While this card is in a Memory Zone, when this card is destroyed by battle, Special Summon 1 Memory monster from your Deck. When an opponent attacks, you can send 1 card from your hand to the bottom of your Deck to change the attack target to this card.

 

Notes: I figured I didn't have enough searchers, so this one had to be added into my set.

 

Art from mtgstaples.

__

 

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Memory Requiem - Uncertainty

***

Fiend-Type

DARK ATK 700 DEF 1300

Card lore: When this card is Special Summoned, destroy it during the End Phase. When you Summon this card, you can treat its Card Zone as a Memory Zone. While this card is in a Memory Zone, return it to your hand when it is attacked, then your opponent selects 1 card in your hand without looking. If it is a monster, Special Summon it.

 

Notes: Another day, another swarmer.

 

Art from mtgstaples.com

 

 

 

[spoiler=MRRK-EN001]

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Lost Memory - Guzael

-********

Fiend-Type

DARK

ATK 2500 DEF 2000

Card lore: 1 Dark Tuner monster + 1 or more non-Dark Tuner monsters

Treat this card as a Memory monster. This card cannot be destroyed by battle. When this card battles, negate the effects of all cards your opponent controls until the End Phase. The Card Zone of monsters that battles with this card is treated as Memory Zones.

 

Notes: As previously said, it is meant to be a Dark Synchro, so ignore the 1 Dark Tuner + 1 or more non-Dark Tuner monsters part. It is also meant to lay waste to "This card cannot be destroyed by battle" card users, as if they for some reason survive its attack (it negates the effects of all cards on their owner's field), it will gain a nice little Memory Zone, so you can just jump over it after that.

 

Graphic effects by ⌡Ğǿkậ ńǿ Řŷµµ⌠.

 

Art by GunnerRomantic from DA

 

[spoiler=MRRK-EN002]

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Memory Requiem - Anguish

*

Fiend-Type

Sub-type: Memory

DARK

ATK 0 DEF 0

Card lore: When you Summon this card, you can treat its Card Zone as a Memory Zone. While this card is in a Memory Zone, whenever you receive Battle Damage, increase this card's ATK by the damage you took. This card cannot be destroyed by battle. When this card is destroyed, inflict damage to your opponent equal to this card's ATK. Once per turn, by sending 2 cards in your hand to the Graveyard, destroy this card.

 

Notes: Actually the one card I love above all others of which I have made. The basic idea is just to pump it up because your opponent can either attack it or you, dealing excactly the same damage, (unless it already has a power boost) and while it cannot be destroyed by battle, AND can attack, it makes this card my favourite. You may say its overpowered, but all sets has at least 1 overpowered card. *coughLightSwornscough*

 

Art by Beloved Creature from DA.

 

[spoiler=MRRK-EN003]

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Memory Requiem - Anger

****

Fiend-Type

Sub-type: Memory

DARK

ATK 1800 DEF 0

Card lore: When you Summon this card, you may treat its Card Zone as a Memory Zone. While this card is in a Memory Zone, negate all effects that prevents a monter you control from attacking.

 

Notes: As more cards comes, there will be ones that transfer any monster's zones into Memory Zones, so this is basicaly to

stop his attack-stoppers when I attack him/her directly due to them having only Memory Zones.

 

Art by Kekou on DA, cropped by me.

 

[spoiler=MRRK-EN004]

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Memory Requiem - Despair

******

Fiend-Type

Sub-type: Memory

DARK

ATK 2500 DEF 0

Card lore: When you Summon this card, you can treat its Card Zone as a Memory Zone. While this card is in a Memory Zone, when it battles a monster, you may inflict the Battle Damage your opponent would have taken from the attack to you to Special Summon a Memory monster from your hand with ATK equal to or less than the damage you took.

 

Notes: Mainly to swarm the field, or boost an already excisting Anguish. Not more than that, really.

 

Art by Beloved Creature.

 

[spoiler=MRRK-EN005]

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Memory Requiem - Fear

**

Fiend-Type

Sub-type: Memory

DARK

ATK 800 DEF 700

Card lore: When you Summon this card, you can treat its Card Zone as a Memory Zone. While this card is in a Memory Zone, once per turn, you can send a monster in your hand to the Graveyard to skip your opponent's next Battle Phase.

 

Notes: Very handy if you simply can't take any more direct attacks. May be OP, but I'm not that sure...

 

Art by Beloved Creature.

 

[spoiler=MRRK-EN006]

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Memory Requiem - Hatred

***

Fiend-Type

Sub-type: Memory

DARK

ATK 500 DEF 0

Card lore: When you Summon this card, you can treat its Card Zone as a Memory Zone. If this card is in a Memory Zone, while your Life Points are lower than your opponent's, increase the ATK of this card by the difference. (Max 1600)

 

Notes: Very easy to get it up to max power, because of the Memory Zones, but becomes weaker as you whack your opponent around.

 

Art by Father Wolf, from YCM

 

[spoiler=MRRK-EN007]

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Memory Requiem - Shame

****

Fiend-Type

Sub-type: Memory

DARK

ATK 0 DEF 1800

Card lore: When you Summon this card, you can treat its Card Zone as a Memory Zone. While this card is in a Memory Zone, its original DEF becomes 2500 and it is unaffected by the effects of Spell Cards.

 

Notes: Very underpowered on its own, as it has to be summoned to get a Memory Zone, but easy to summon with Memory Requiem - Despair.

 

Art by Beloved Creature

 

[spoiler=MRRK-EN008]

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Memory Requiem - Loneliness

**

Fiend-Type

Sub-type: Memory

DARK

ATK 0 DEF 0

Card lore: When you Summon this card, you can treat its Card Zone as a Memory Zone. While this card is in a Memory Zone, if it is the only monster you control, once per turn, you may send the top 3 cards of your Deck to the Graveyard to gain control of a monster your opponent controls.

 

Notes: Effect speaks for itself. Also easy to summon with Despair.

 

Art by Beloved Creature

 

[spoiler=MRRK-EN009]

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Memory Requiem - Sorrow

*

Fiend-Type

Sub-type: Memory

DARK

ATK 0 DEF 0

Card lore: When you Summon this card, you can treat its Card Zone as a Memory Zone. While this card is in a Memory Zone, when a Memory monster is destroyed by a card effect, inflict damage to your opponent equal to half of its ATK.

 

Notes: Just swarm many of these onto the field and wait for Anguish to blow up.

 

Art by Beloved Creature

 

[spoiler=MRRK-EN010]

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Memory Aura

Field Spell

Card lore: This card gains the following effects based upon the number of Memory Zones you control:

--At least 1: Memory monsters you control gains 300 ATK and DEF.

--At least 2-3: When an opponent takes damage from a Memory monster, they must discard 1 card from their hand.

--4 or more: Once per turn, you may return a Memory Zone you control into a Monster Card Zone to destroy 1 card on the field.

 

Notes: If you read the last part of its effect thoroughly, you'll see that it can transform any type of card zone into a Memory Zone. I will make a card later that makes Spell/Trap Card Zones into Memory Zones, so it will be all good.

 

Art by WanderingFlame on DA.

 

[spoiler=MRRK-EN011]

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Memory Blades

Equip Spell

Card lore: This card can only be equipped to a monster in a Memory Zone. The equipped monster gains 400 ATK. When the equipped monster deals damage to a player, that player sends the top 3 cards of their Deck to the Graveyard.

 

Notes: Simply for more power and for a more alternate playing style.

 

Art by Alex Horley Orlandelli, from magicdeckvortex.com

 

[spoiler=MRRK-EN012]

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Memory Gravity

Continuous Trap

Card lore: Pay 1000 Life Points to activate this card. As long as you control a face-up Memory monster, your opponent cannot attack you directly.

 

Notes: I think you can all see clearly why this one is sufficient in a Memory deck.

 

Artist is for the moment unknown.

 

[spoiler=MRRK-EN013]

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End of Memories

Normal Spell

Card lore: After activation, remove this card from play. If you control 10 Memory Zones while this card is removed from play, you win the duel.

 

Notes: The effect speaks very clearly for itself.

 

Art by RikimaruKun, from DA.

 

[spoiler=MRRK-EN014]

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Edge of the Mind

Continuous Trap

Card lore: When a monster in a Memory Zone destroys a monster by battle, inflict damage to your opponent equal to the ATK of that monster. When a monster you control is destroyed, destroy this card.

 

Notes: Simply for inflicting more damage, as the Memory monsters grows rapidly in strength.

 

Art by Shizizaru, from magicdeckvortex.com

 

[spoiler=MRRK-EN015]

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Curropted Glee

Continuous Spell

Card lore: The effects of monsters destroyed by battle by Memory Monsters are negated. When this card is destroyed, destroy 1 card on the field. If the card is set, you gain 600 Life Points.

 

Notes: For further lockdown, and a revenge kill.

 

Art by Ron Spencer and Wayne Reynolds, from magicdeckvortex.com

 

[spoiler=MRRK-EN016]

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Dark Tuner - Memory's Shade

********

Fiend-type

Sub-type: Dark Tuner

DARK

ATK 0 Def 0

Card lore: If you control a Memory Zone(s), you may Special Summon this card from your hand.

 

Notes: On the first turn, summon a Memory monster in a Memory Zone, and Special Summon this card from your hand. The Level of the monster in the Memory Zone is 0, so 8 - 0= -8, which is the level of the Dark Synchro of the set.

 

Art by Father Wolf, from YCM.

 

[spoiler=MRRK-EN017]

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Shattered Indentity

Normal Trap

Card lore: You can only activate this card when your opponent activates a Card effect that would target 1 monster on the field. The target of that effect becomes a monster of your choice. If the target is in a Memory Zone, inflict 1000 damage to your opponent.

 

Notes: Can be used to protect a Memory monster you control, or simply target it to inflict damage.

 

Art by Father Wolf.

 

[spoiler=MRRK-EN018]

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Gruesome Edict

Continuous Spell

Card lore: Whenever a monster inflicts damage to an opponent, place 1 Violence Counter on that monster. Monsters with Violence Counters on them gains 300 ATK for each. When a monster with at least 1 Violence counter is destroyed by battle, inflict damage to their owners equal to the number of Violence Counters x 500.

 

Notes: Can be used to maim an opponent by destroying their most annoying attackers with Sakuretsu Armor and such.

 

Art by Christopher Moeller, from magicdeckvortex.com

 

[spoiler=MRRK-EN019]

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Memory Burst

Normal Trap

Card lore: Activate only when a monster in a Memory Zone is attacked. Destroy the attacking monster and end the Battle Phase.

 

Notes: Effect speaks for itself. If you think that it's a little bit OP, then consider the thought that if the attacked monster is in a Memory Zone, you probably wouldn't go after it, then again, with Memory Gravity, you don't have much of a choice. :)

 

Art by Dan Dos Santos, from magicdeckvortex.com

 

[spoiler=MRRK-EN020]

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Memorify

Normal Trap

Card lore: Select a monster on the field. That monster's Card Zone counts as a Memory Zone until the monster on it is removed from the field.

 

Notes: Can be used on the opponent's only remaining monster to bypass straight in his face. Works well with Shattered Identity.

 

Art by Father Wolf.

 

[spoiler=MRRK-EN021]

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Shackles of Severance

Equip Spell

Card lore: The card Zone of the monster equipped with this card becomes a memory Zone, and does not become a Monster Card Zone when the equipped monster is removed from that Card Zone. During your opponent's End Phase, move the equipped monster onto an unoccupied Card Zone on their controler's field.

 

Notes: Make your opponent's entire field into Memory Zones. As simple as that.

 

Art by me.

 

[spoiler=MRRK-EN022]

16293t.jpg

Pendant of Misery

Equip Spell

Card lore: If the equipped monster is in a Memory Zone, it can't attack. Inflict 400 damage to its owner during each of their Standby Phases.

 

Notes: For additional burn damage.

 

Art by Chippy, from magicdeckvortex.com

 

[spoiler=MRRK-EN023]

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Head Game

Contiuous Spell

Card lore: Pay half your Life Points to activate this card. This loss of Life Points counts as damage. As long as this card remains face-up on the field, your Spell & Trap Card Zones all counts as Memory Zones. When this card is destroyed, destroy all monsters you control.

 

Notes: Anguish, anyone? This cards also makes it possible to win with End of Memories

 

Art by joseph-art, from DA.

 

 

[spoiler=MRRK-EN024]

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Doors of Possibilities

Normal Spell

Card lore: When you activate this card, your opponent selects one card in your hand without looking. Reveal the selected card. If it is a monster card, Special Summon it in face-up Attack Position. If it is a Spell or Trap Card, discard all cards in your hand. During the 2nd Standby Phase after a card(s) was discarded by this card's effect, you can inflict damage to a player for each Memory Zone on the field x 500.

 

Notes: Effect speaks for itself.

 

Art by SilentBeforeTheStorm, from DA.

 

[spoiler=MRRK-EN025]

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Refuge of Memories

Normal Spell

Card lore: You can only activate this card when all monsters you control are in Memory Zones. Discard 1 card to draw cards equal to the number of Memory Zones you control - 2.

 

Notes: I realized I didn't have any draw support, so...

 

Art by SilentBeforeTheStorm, from DA.

 

[spoiler=MRRK-EN026]bjeiix.jpg

Memory Requiem - Impotence

****

Fiend-Type

DARK

ATK 1400 DEF 1500

Card lore: When you Summon this card, you can treat its Card Zone as a Memory Zone. While this card is in a Memory Zone, when this card is destroyed by battle, Special Summon 1 Memory monster from your Deck. When an opponent attacks, you can send 1 card from your hand to the bottom of your Deck to change the attack target to this card.

 

Notes: I figured I didn't have enough searchers, so this one had to be added into my set.

 

Art from mtgstaples.

 

 

[spoiler=MRRK-EN027]16293g.jpg

Memory Requiem - Uncertainty

***

Fiend-Type

DARK ATK 700 DEF 1300

Card lore: When this card is Special Summoned, destroy it during the End Phase. When you Summon this card, you can treat its Card Zone as a Memory Zone. While this card is in a Memory Zone, return it to your hand when it is attacked, then your opponent selects 1 card in your hand without looking. If it is a monster, Special Summon it.

 

Notes: Another day, another swarmer.

 

Art from mtgstaples.com

 

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