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Yu-Gi-Oh! The Created Card Game - Set 1 (Submission Phase, community decides winners)


Morgan LeFlay

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It's finally time for the next set! For reference, our Set 0 cards are here: http://forum.yugiohcardmaker.net/thread-109500.html

 

Anyone can join in this. There is no entry fee either.

 

Winner cards will be decided by VOTING of all people that submit here their cards, and by all people that are in CCG project. No one can vote for his cards. So except really fair results. It is actually community decision what cards will win.

 

PRIZES :

-Winner cards go directly to CCG Set 1 , they will be in playable form

-for each winner card you will gain 1 CCG point. Because 3 CCG points is equal to 1 REP, for each 3 cards that go in Set 1, you will get +1 REP !!!!!

 

Each person can submit up to 100 cards, as long as they follow the categories listed. You don't have to submit the full 100, you can pick and choose.

 

Anyone can submit cards, just post here saying that you want to join as a card creator first: http://forum.yugiohcardmaker.net/thread-90894.html

 

Also, all cards should be posted in text format. You can, and should if you can, include a picture, if you want, but it will not be included in the voting process. The final set will be 100 cards after voting has taken place.

 

1) 1 Level 5-6 Normal Monster with at least 2500 ATK

2) 1 Level 5-6 Normal Monster with at least 3000 DEF

3) A Ritual Spell Card that can be used to Ritual Summon any monster

4) A Field Spell Card that is not Type or Attribute-Specific

5) A card that sends cards from the top of your opponent's deck to the Graveyard

6) A card that can take control of 1 of your opponent's monsters

7) A card that supports Normal Monsters

8) A fusion between 2 specific Effect monsters from set 0

9) An equip card that increases the stats of the equipped monster

10) A quick-play Spell or Trap Card that increases the stats of a monster

11) A quick-play Spell or Trap Card that decreases the stats of a monster

12) A level 7-8 Normal Monster with 2500+ ATK. This card should be the weaker rival of Dragon Lord of the Forgotten Kingdom.

13) An Effect Monster that is a Union monster

14) An Effect Monster that is a Spirit monster

15) An Effect Monster that is a Gemini monster

16) Any card to support DARK monster(s)

17) Any card to support EARTH monster(s)

18) Any card to support WIND monster(s)

19) Any card to support FIRE monster(s)

20) Any card to support WATER monster(s)

21) Any card to support LIGHT monster(s)

22) Any Field Spell Card to support DARK monster

23) Any Field Spell Card to support EARTH monster

24) Any Field Spell Card to support WIND monster

25) Any Field Spell Card to support FIRE monster

26) Any Field Spell Card to support WATER monster

27) Any Field Spell Card to support LIGHT monster

28-35) Support cards for a certain Type

36-38) Tuner monsters

39-41) Ritual monsters

42-44) Synchro monsters

45-100) Can be anything. Of these, you can include 1 or 2 themes with up to 15 cards each to start. (But you don't have to.)

 

2 Themes total will be accepted. Please clearly mark which cards are part of your theme, and they will be voted on as a group during the voting phase.

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Cool... and till when this Submission Phase will be opened? You didn't give end dates??

I am really busy right now, so i will update my cards slowly...

I also suggest people that they look at our Set 0, so that you see what cards we already have, and it would be great that people make cards that combine with cards from Set 0.

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My cards ( i will add images etc. later, but obv, until card doesn't have pic, it will not be accepted )...

 

Groups (only 1 till now <<, but i will have everything at end ) :

[spoiler=Normal Groups]

 

 

1) 1 Level 5-6 Normal Monster with at least 2500 ATK

 

Dark Messiah

Fairy Dark Level 5 2600/1000

It is said that when the end comes, he will resurrect. The sun will shine no more, flowers will not bloom, all hope will be lost.Then, after his smile the world will vanish once again.

 

2) 1 Level 5-6 Normal Monster with at least 3000 DEF

 

Soldier of Gaia

Rock Earth Level 6 0/3100

His tears makes his shield shine more then morning sun, while he is doomed to hold it for eternity to pay off sins of his darkness past.

 

 

3) A Ritual Spell Card that can be used to Ritual Summon any monster

 

Dark Heaven's Ritual

Ritual Spell

Select 1 Ritual Monster in your hand. Pay Life Points equal to number of stars of selected Ritual Monster x 200. During your next Standby Phase, Ritual Summon selected monster from your hand.

 

 

4) A Field Spell Card that is not Type-Specific

 

Crimsonpolis

Field Spell

The effects of all cards on the field are negated other than cards that are the same Type (Spell, Trap, or Monster) as the Type of card that is on top of the turn player's Graveyard. If there are no cards in the turn Player's Graveyard, this card's effect is negated until the next Standby Phase. Once per turn, the turn Player can send 1 card from the top of their Deck to the Graveyard. While this card is on top of your Graveyard, you can send all cards you control to the Graveyard to activate this card from the Graveyard.

 

5) A card that sends cards from the top of your opponent's deck to the Graveyard.

 

Deck Collapse

Continuous Spell

When Player activates Spell/Trap Card, he/she sends 1 card from top of his/her Deck to the Graveyard.

 

6) A card that can take control of 1 of your opponent's monsters

 

Brain Oblivion

Equip Spell

Take control of 1 opponent's monster.That monster's effects are negated, it cannot declare an attack, and it cannot be used for Synchro, or Tribute Summon.

 

7) A card that supports Normal Monsters

 

No Mercy

Quick-Play Spell

Special Summon 1 Normal Monster from your hand. If you activate this effect, you cannot Special Summon any other monster(s) during this turn. If you Special Summoned Level 3 or less Normal Monster with this effect, you can draw 1 card.

 

8) A fusion between 2 specific Effect monsters from set 0

 

 

Voltage Reactor

Thunder Light Fusion Lv8 2700/2000

Voltage Blaster + Voltage Blaster + Voltage Blaster

This card can only be Fusion Summoned. This card can only be Special Summoned from your Fusion Deck, by returning the above cards you control to the Deck. Increase this card ATK by 100 for each Thunder-Type monster in both Player's Graveyard. When card effect is activated, you can remove this card from play. If you use this effect, Special Summon this card to your side of the field during this turn End Phase.

 

 

9) An equip card that increases the stats of the equipped monster

 

Brutal Axe

Equip Spell

Increase ATK of 1 face-up monster on the field by 800. When that monster is removed from the field, and this card is sent to the Graveyard, you can equip this card to another correct target.

 

 

10) A quick-play Spell or Trap Card that increases the stats of a monster

 

 

Omega Rage

Quick-Play

Increase ATK of 1 face-up monster on the field by 1000 until this turn End Phase.

 

11) A quick-play Spell or Trap Card that decreases the stats of a monster

 

Collapse

Quick-Play

ATK of 1 face-up monster becomes equal to its original DEF, and DEF of that monster becomes equal to its original ATK until this turn End Phase.

 

 

12) A level 7-8 Normal Monster with 2500+ ATK. This card should be the weaker rival of Dragon Lord of the Forgotten Kingdom.

 

 

13) An Effect Monster that is a Union monster

 

Crazy Cupid

Fairy Light Union Level 2 700/300

Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up monster on your side of the field as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, when equipped monster destroys monster as result of battle, you can draw 1 card. (1 monster can only be equipped with 1 Union Monster at a time. If the monster that this card is equipped to is destroyed by battle, destroy this card instead.)

 

14) An Effect Monster that is a Spirit monster

 

Shishi Hunter

Beast-Warrior Earth Spirit Lv4 1700/900

This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. This card can attack twice per turn. When this card attacks, Trap cards cannot be activated.

 

15) An Effect Monster that is a Gemini monster

 

Soulkiller Whale

Water Fish Gemini Lv4 1600/1400

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: You can send this face-up card to the Graveyard to negate the Summon of 1 of your opponents monsters, and remove it from play.

 

16) Any card to support DARK monster(s)

 

 

Darkest Nights

Continuous Trap

DARK monsters cannot be selected as an attack target.

 

-if you control only face-up DARK monsters then opponent will be able to attack you directly...

 

17) Any card to support EARTH monster(s)

 

 

Earthquake

Quick-Play Spell

You can activate this card only when you control EARTH monster. Flip all face-up monsters to face-down Defense Position, and all face-down monsters to face-up Attack Position.

 

 

18) Any card to support WIND monster(s)

 

 

Cyclone of Lost Hopes

Normal Trap

Discard 1 WIND monster. Return 1 card on the field to top of its owner Deck.

 

 

19) Any card to support FIRE monster(s)

 

 

Card Blaster

Attrib: Fire

Type: Machine/Effect

Level:3

Atk: 500

Def: 1000

Once per turn, you can send up to 3 cards from the top of your Deck to the Graveyard to inflict 400 damage to your opponent for each FIRE monster sent in this way. This card gains 500 ATK for each FIRE monster on your side of the field. When this card on your side of the field is destroyed and sent to your Graveyard, you can draw 1 card.

 

 

20) Any card to support WATER monster(s)

 

 

Clear Sight

Normal Trap

Tribute 1 WATER monster. Look at all cards on opponents side of the field and in opponents hand and for next 3 turns every card opponent draw. Your opponent cannot use card(s) during turn he/she draws them, or adds them to his/her respective hand.

 

-so, if opponent for example draw Allure of Darkness, or add some WATER monster with Salvage from his graveyard to his hand, he will not be able to use that Allure of Darkness / WATER monsters, until end of turn.

 

 

21) Any card to support LIGHT monster(s)

 

Swords of Flashing Holiness

Continuous Spell

Your opponent can attack only once per turn. If there is no LIGHT monster on your side of the field this card is destroyed.

 

 

22) Any Field Spell Card to support DARK monster

 

Nightmare Castle

Field Spell

During each End Phase, decrease ATK of all monsters on the field by 100 for each DARK monster in both Players Graveyard. When non-DARK monster's ATK is reduced to 0 by this effect, that monster is destroyed.

 

 

23) Any Field Spell Card to support EARTH monster

 

 

Gaia Fortress

Field Spell

Increase DEF of all EARTH monsters on the field by 500. When EARTH monster is attacked, you can change it to Defense Position.

 

 

24) Any Field Spell Card to support WIND monster

 

 

Tornado Zone

Field Spell

Increase ATK of all WIND monsters on the field by number of empty opponent's Spell/Trap zones x100. When WIND monster is Normal Summoned, you can return 1 Spell or Trap on the field to its owner's hand.

 

 

25) Any Field Spell Card to support FIRE monster

 

Blazing Grasslands

Field Spell

Increase ATK and DEF of all FIRE monsters on the field by 300. When FIRE monster is Summoned, inflict 500 Damage to its controller opponent.

 

 

26) Any Field Spell Card to support WATER monster

 

 

Atlantis

Field Spell

Increase ATK of all WATER monsters by 200.

During your opponents turn when 2 or more WATER monsters was destroyed by your opponent , destroy all monsters on the field, and send this card to Graveyard.

 

-so, i changed it a little so that you can't abuse this card during your turn...this will now stop opponent from destroying more then 1 WATER monster per turn, during his turn..but it can screw u up too, if you for example got strong water monster, and 2 weak ones...

 

 

27) Any Field Spell Card to support LIGHT monster

 

Lost Eden

Field Spell

Increase ATK of all LIGHT monsters on the field by 200. When LIGHT monster is Summoned, increase Life Points of its owner equal to the Level of Summoned monster x200.

 

 

28-35) Support cards for a certain Type

 

Death Calibur Venom

Reptile Dark Lv6 2400/2000

When card effect is activated Release this card to negate that card activation and effect and destroy it (this is not optional). When you use this effect by sending 1 Reptile-Type monster from your hand to Graveyard you can Special Summon this card to your side of the field during this Turn End Phase.

 

Mother of Earth

Attrib: Earth

Type: Rock/Effect

Level:4

Atk: 1200

Def: 2000

When this card is destroyed by battle, Special Summon 1 Rock-Type monster with 2000 or less DEF from your Deck in face-down Defense Position. When this face-down card is targeted by a card effect, flip it face-up, then negate the effect of the card that targeted this card and destroy it.

 

Stone Soldier

Rock Earth Level 4 1600/1900

When this face-up Attack Position monster battles, if this card's DEF is higher then ATK of monster that is battling with this card, this card is not destroyed as result of that battle. Once per turn, during any Players turn, you can discard 1 Rock-Type monster to change 1 face-up monster to face-down Defense Position, or flip 1 face-up Spell/Trap face-down.

 

Thunder Avenger

Attrib: Wind

Type: Thunder/Effect

Level:6

Atk: 2100

Def: 1400

When your opponent attacks, you can remove from play 1 Thunder-Type monster in your Graveyard to Special Summon this card from your hand, and redirect the attack to this card.

 

Recharge

Normal Spell

Discard 1 card. Select 2 Thunder-Type monsters in your Graveyard, and add them to your hand.

 

 

Devouer of Fallens

Zombie Dark lv8 800/700

By Tributing 1 Zombie-Type monster, you can destroy 1 face-up monster on the field that have same or less Level then monster Tributed.

 

Corpse Shield

Continuous Spell

Once per turn, you can remove from play 1 Zombie-Type monster in your Graveyard to negate opponents attack.

 

 

Necromaniac

Zombie Earth 1500/1800

When this card is destroyed as result of battle, and sent to the Graveyard, you can Special Summon 1 Zombie-Type monster except "Necromaniac" from your Graveyard with ATK 2000 or less.

 

36-38) Tuner/Fusion monsters

 

Magma Golem

Pyro Fire Fusion Lv7 2600/1000

2 FIRE monsters

This card cannot be Special Summoned except by Fusion Summon. Once per turn, you can send 2 cards from top of your Deck to Graveyard. Add 1 Pyro-Type monster from sent cards to your hand. When this card attacks, and card effect is activated, you can Tribute this card to inflict 1000 Damage to your opponent.

 

 

 

 

King of Rats

Beast Earth Fusion Level 6 2400/1400

1 EARTH + 1 WIND monster

This card can only be Fusion Summoned. When Player Special Summon monster you can Tribute this card to negate that monster's Summon, effect, and remove it from play.

 

 

Dragon of Cataclism

Dragon Light Fusion Level 10 3000/3000

1 DARK monster + 1 WATER monster + 1 FIRE monster + 1 LIGHT monster + 1 WIND monster + 1 EARTH monster

This card can be Summoned only by Fusion Summon. This card is treated as it doesn't have Attribute. When this card is Summoned, you can declare 1 Attribute. Destroy all monsters on the field that have declared Attribute, and monsters with declared Attribute cannot be Summoned while this card remains face-up on the field.

 

-note that best way to Fusion Summon this card is with Time and Space Chamber

 

39-41) Ritual monsters

 

Pot of Dark Desires

Rock Dark Ritual Level 1 300/300

This card can be Summoned only by Ritual Summon. This card cannot be destroyed as result of battle. During his/her Standby Phase, turn Player can draw 2 cards. If he/she uses this effect, he/she cannot activate any card, or card effect until his/her next Standby Phase.

 

 

 

Cameo, Sealer of Black Magic

Spellcaster Light Ritual Level 5 2200/1800

This card can be Summoned only by Ritual Summon. Spell cards cannot be activated, and their effects are negated.

 

 

Dark-Eyes Crimson Phoenix

Winged Beast Fire Ritual Level 8 2500/2300

This card can be Summoned only by Ritual Summon. When this card is Summoned, inflict Damage to both Players equal to number of cards on the field, and in both Player's hand x200. When this card is destroyed, you can Special Summon it during your End Phase by discarding any number of cards in your hand. For each card discarded this way, inflict additional 400 Damage to your opponent's Life Points.

 

 

42-44) Synchro monsters

 

Plasmatrode

Thunder Light Synchro Level 4 1000/2100

1 Tuner monster + 1 or more non-Tuner monsters

When this card is Synchro Summoned, you can Special Summon up to 2 "Plasma Snail" Tokens ( Thunder Light Level 1 500/500) to your side of the field. "Plasma Snail" Tokens can attack your opponent's Life Points directly. They cannot be selected as attack target while this card remains face-up on the field.

 

Raging Tusker

Beast Earth Synchro Level 6 2400/1000

1 Tuner monster + 1 or more non-Tuner monsters

When this card attacks monster, switch attacked monster to Defense Position.

 

- Rumbler Tumbler is dead xD

 

Chrismodia, Queen of Order

Fairy Light Synchro Level 8 2700/2200

1 Tuner monster + 1 or more non-Tuner monsters

This card can attack your opponent ignoring any card effect on his/her side of the field.

 

- anti-stall card

 

 

 

 

 

 

 

[spoiler=Diablo Theme]

 

Sacred Diablo's Traitor of Darkness

Fiend Light Level 3 1600/900

When this card is Summoned, you can send 1 "Diablo" monster from your Deck to the Graveyard.

 

 

Diablo's Resurrector of Dark Hopes

Zombie Wind Gemini Level 4 1400/1100

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: •Once per turn, you can Special Summon 1 "Diablo" monster from the top of your Graveyard. When this card is removed from the field, destroy all monsters Summoned with this card effect.

 

 

Diablo's Prince of Knightmare

Fiend Wind Level 3 1500/1200

Once per turn, you can activate 1 of the following effects : •Discard 1 "Diablo" monster. Draw 1 card. •Return 1 monster from the top of your Graveyard to your Deck. Negate the attack of 1 of your opponent's monsters.

 

Diablo's Crush Virus Infiltrator

Zombie Dark Level 2 800/800

During Damage Calculation, increase this card's ATK by an amount equal to the half ATK of a monster that is on top of your Graveyard. While this card is on top of your Graveyard, you can remove it from play. Until the end of this turn, any monster with 1500 ATK or more that battles with a "Diablo" monster is destroyed at the end of the Damage Step.

 

 

Diablo's Infernal Gatekeeper

Pyro Fire Level 6 2200/1900

If you do not control any monsters, and your opponent does, by discarding 1 card you can Special Summon this card from your hand. While this card is on the top of your Graveyard, when your monster destroys an opponent's monster inflict 500 points of damage to your opponent's Life Points.

 

 

Diablo's Soldier of Crimsonpolis

Warrior Earth Lv4 1800/1400

By discarding this card, you can select 1 "Dark Cathedral" from your Deck, and add it to your hand. While this card is on top of your Graveyard, you can remove this card from play during any Player's turn to increase ATK of all "Diablo" monsters on the field by 500.

 

 

Diablo's Soul Ruler

Spellcaster Water Level 3 1000/1000

This card gains the effect(s) and name of the card that is on the top of your Graveyard. While this card is on top of your Graveyard, you can remove this card from play and select 1 "Diablo" monster you control. Until the End Phase, that monster is treated as a Tuner.

 

 

 

Diablo's Ruler of Apocalypse

Fiend Dark Lv8 2600/2000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except from your hand and only if the top 3 cards of your Graveyard are all "Diablo" monsters. Once per turn, you can send 1 "Diablo" monster you control to the Graveyard to destroy 1 card on the field. While this card is on top of your Graveyard, you can return any "Diablo" monster that would be sent to the Graveyard to its owner's Deck instead. After this effect has been used 3 times, remove this card from play, then destroy all cards on the field.

 

 

Dark Cathedral

Field Spell

Once per turn, you can select 1 card in your Graveyard, and move it to top of your Graveyard. While this card is on top of your Graveyard, when a "Diablo" monster would be destroyed, you can remove this card from play instead.

 

 

Diablo Contract

Pay 1000 Life Points. Destroy 1 "Diablo" monster you control to take control of 1 opponent's monster. During this turn End Phase, return control of that monster to your opponent. Then, you can Special Summon 1 "Diablo" monster from the top of your Graveyard.

 

 

Spirit Reclamation

Normal Spell

Select 5 "Diablo" monsters that are removed from play, and return them to your Deck. Draw 2 cards, then send 1 card from your hand to the Graveyard.

 

 

Demonic Excalibur

A "Diablo" monster equipped with this card gains 300 ATK for each "Diablo" monster on the field. While this card is on top of your Graveyard, you can equip it to a face-up "Diablo" monster you control.

 

 

Diablo's Cross

Continuous Spell

When card(s) are sent to the Graveyard, you can remove them from play by revealing 1 "Diablo" monster in your hand. You cannot reveal same monster during same turn. When "Diablo" monster is removed from play by this card effect, you can place 1 Doom Counter on this card. When there are 2 Doom Counters on this card, send this card to the Graveyard, and return all "Diablo" monsters removed from play by this card effect to your Graveyard. Then, destroy 1 card on the field.

 

 

El Diablo

Counter Trap

Negate the activation and effect of a card that is same Type as Type of card that is on top of your Graveyard and destroy it.

 

 

Infernal Suffering

Normal Trap

Activate while a "Diablo" monster is on top of your Graveyard. Both players take damage equal to half of that monster's ATK.

 

 

 

 

 

 

[spoiler=Ice Counters Theme]

 

Crystal Crusher

Beast-Warrior Earth Level 4 1800/1700

Any monster with Ice Counters on it that battles with this card is destroyed without applying damage calculations. ( Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Snow Giant

Zombie Earth Level 4 1600/2000

Once per turn, you can select 1 face-up monster and place 2 Ice Counters on it. This card gains DEF by number of Ice Counters on the field x200. (Monsters with Ice Counter on them cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Avanlanche Goblin

Fiend Water Tuner Level 2 400/400

When this card is Summoned, you can switch 1 face-up monster on the field to Defense Position. This cards Level increases by 1 for each Ice Counter on that monster. ( Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Cold Enchanter

Spellcaster Water Spirit Level 3 800/1000

This card cannot be Special Summoned. This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned, Flip Summoned or flipped face-up. Once per turn, you can Tribute 1 monster with Ice Counter(s) to Special Summon 1 monster from your Graveyard with Level equal to or less then Level of Tributed monster + number of Ice Counter(s) that was on that monster. ( Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

 

Kateshia

Spellcaster Fire Level 3 1600/1300

Once per turn, you can remove all Ice Counters from 1 face-up monster to lower that monster's ATK by 400, and inflict 300 damage to your opponent, for each Ice Counter removed. When Ice Counter(s) is placed on this card, you can place them on other face-up monster instead. ( Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Nightqueen Catalina, Watcher of Crystal Palace

Spellcaster Earth Spirit Level 2 1100/600

This card returns to the owner's hand during the End Phase of the turn that this card is Summoned or flipped face-up. When this card is Summoned, you can distribute 2 Ice Counters on face-up monsters on the field. When monster with Ice Counters is attacked, you can discard this card to increase its ATK by 500, during Damage Step, for each Ice Counter on it. ( Monsters with Ice Counters cannot declare an attack or change their battle position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

 

Glacial Spectre

Fiend Water Level 10 2700/1400

You can Special Summon this card by removing 1 Ice Counter from monster(s) that have total Level equal to Level of this card. When this card is Summoned place 1 Ice Counter on all face-up monsters on the field except this card. When monster is Summoned, place 1 Ice Counter on that monster. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Crystal Dragon

Dragon Water Level 9 2600/2100

1 Tuner with Ice Counters + 1 or more non-Tuner monsters

When card effect is activated, you can remove 1 Ice Counter from the field and switch this card to Defense Position to negate that card activation, effect and return it to top of owner's Deck. Then, place 1 Ice Counter on 1 face-up monster on the field. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Endless Winter

Field Spell

During each Standby Phase turn Player can distribute up to 2 Ice Counters on 2 different face-up monsters on the field. If monster have number of Ice Counters equal to or more then their Level, it is destroyed. ( Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Blizzard

Quick-Play Spell

Place 2 Ice Counters on 1 face-up monster on the field. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

 

Freezer

Continuous Spel

When WATER monster is Summoned place on it number of Ice Counters equal to half of their original Level. WATER monsters with Ice Counters cannot be destroyed as result of battle. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Glacial Tower

Continuous Spell

Ice Counters from monsters that are in same column as this card cannot be removed by any card effect. During your End Phase place 1 Ice Counter on all face-up monsters in same column as this card. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Pact with Ice Gods

Normal Spell

Remove from play 1 face-up monster on your side of the field with Ice Counters on it. Draw 2 cards, and inflict Damage to your opponent for each Ice Counter that was on removed monster x300. During this turn, place 1 Ice Counter on any monster that you Summon. ( Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Hell's Goulash

Normal Trap

Remove all Ice Counters from the field and inflict damage to both Players equal to the number of Ice Counters removed x400. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Frozen Wave

Normal Trap

Activate when your opponent's monster attacks. Place 1 Ice Counter on each face-up monster your opponent controls. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

Mountain Shelter

Continuous Trap

Select 1 face-up monster on the field and equip it with this card. Monster equipped with this card is unaffected by effect of Ice Counters. When equipped monster is removed from the field, you can select 1 other face-up monster and equip it with this card. (Monsters with Ice Counters cannot declare an attack or change their Battle Position. During each End Phase turn Player removes 1 Ice Counter from the field.)

 

 

 

 

 

 

 

 

[spoiler=Other Groups]

 

 

 

 

Nightmare Eater

Zombie Earth 1800/1000

When this card is on field during each of your End Phase your opponent send 3 top cards from his Deck to Graveyard.

 

Inferno Scarecrow

Attrib: Fire

Type: Plant/Effect

Level:1

Atk: 0

Def: 0

During your Main Phase 1, you can return this face-up card to your hand. When your opponent attacks a FIRE monster you control, you can discard this card to inflict damage to your opponent by half the original ATK of the attacking monster. Then, send 2 cards from the top of your Deck to the Graveyard.

 

Necropolis Prison

Continuous Trap

Cards cannot be removed from play.

 

Cobra Soldier

Reptile Earth Level 2 600/600

FLIP: Remove from play 1 monster on the field.

 

 

Witch of the Deep

Attrib: Water

Type: Aqua/Effect

Level:4

Atk: 1800

Def: 0

Effect Monsters other than this one cannot activate or apply their effects during the same turn they are summoned.

 

 

 

Shadow Necrofear

Fiend Dark Lv8 2200/2800

This card cannot be Normal Summoned or Set. This cannot cannot be Special Summoned except by its own effect.

You can Set this card in your Spell/Trap zone and threat this card as Trap.

When your opponents monster attacks, you can pay half of your Life Points to activate this card in your Spell/Trap zone, and Special Summon it to your side of the field. Once per turn, you can discard 1 card to take control of 1 face-up opponent monster with same Level as discarded monster, until End Phase. If you use this effect this card cannot attack during this turn.

 

Holy Santano

Fairy Light Lv2 0/500

Once per turn, you can select 1 monster on field. Increase your and opponents Life Points by amount of selected monsters ATK. Any Battle Damage involving this card is reduced to 0. When this card is destroyed as result of battle and sent to the Graveyard, you can draw 1 card or Special Summon 1 "Santano" from your Deck.

 

 

 

Darksteel Knight

Dark Warrior Level 3 1550/1700

Negate effects of all Synchro monsters on the field. Any Synchro Monster that battles with this card is destroyed at start of Damage Step.

 

Forbode the Ritual

Normal Spell

Return 1 Ritual Monster from your hand to your Deck. Draw 2 cards.

 

The 8th Wonder of the World

Continuous Spell

Once per Turn you can remove from play 1 Continuous Trap card in your Graveyard. This card gain that card effect until your next Standby Phase.

 

Constrained Mutation

Normal Trap

During this turn, all Gemini monsters on the field gain their effects.

 

 

Tax of Darkness

Continuous Spell

A Player cannot declare an attack with a monster unless they pay Life Points equal to its Level x 100.

 

 

Breeding Room

Continuous Spell

Once per turn, if you don't control a monster, you can Special Summon 1 Gemini Monster from your hand (Tributes are required for Level 5 or higher monsters). Monsters Summoned this way cannot be Tributed for a Tribute Summon.

 

 

Jinzo Glasses

Equip Spell

You can equip this card only to monster you control. Trap Cards cannot be activated, and the effects of Trap Cards are negated.

 

 

 

Magnet

Continuous Trap

Your opponent can only select a monster in the same column as this card as an attack target. If you don't control a monster in the same column as this card, your opponent can attack directly. Battle Damage inflicted by that attack is halved.

 

Darkness Leech

Dark Insect Level 3 1000/1000

While this card is in your Graveyard, Battle Damage to both Players inflicted by attacking directly is halved.

 

-if you got 3 darkness leeches in your graveyard, battle damage will still be halved...not 8 times less ;)

 

Deck Harvest

Normal Spell

You can activate this card only at start of your Main Phase 1. Until your next Standby Phase, Player must send 2 cards from top of their Deck to the Graveyard, to activate card effect.

 

- i am not sure is wording good, but both players are affected by it...if player wants to activated card effect , he needs to send 2 cards from top of deck to gy first...

 

Eye of Future

Quick-Play Spell

Select 5 cards from top of your Deck and return them in any order face-down to top or bottom of your Deck.

 

Spinning Roulette

Continuous Spell

When this card is removed from the field, it is returned to your Deck, and draw 1 card.

 

 

Gear Factory

Continuous Spell

Once per turn, you can activate one of the following effects:

• Discard 1 monster with 500 or less ATK. Draw 1 card.

• Pay 800 Life Points. Return up to 3 monsters with 500 or less ATK from your Graveyard to your Deck.

 

 

Deathpult

Continuous Trap

Once per turn, you can roll a six-sided die. Treat your opponent's Monster Card Zone as #'s 1-5, counting from your right. Destroy the monster that is in the same Monster Card Zone as the die result. If the result is 6, return this card to your hand. When monster is destroyed by this card effect, inflict Damage to its owner equal to Level of destroyed monster x100.

 

Locked Coffin

Continuous Trap

Both players' Graveyards are treated as the top 3 cards of their Graveyards. Once per turn, you can remove from play 1 card in your Graveyard.

 

 

Protection of Spirits

Group: Spell Card

Type: Spell

Icon:Continuous

Continuous Spell Cards cannot be destroyed by a card effect other than this card's. Pay 500 Life Points during each of your Standby Phases; if you do not, destroy this card.

 

 

Eternal Ruler Neuro

Wind Psychic Lv6 2350/1700

When this card is Tribute Summoned, treat the Tributed monster as an Equip Card and equip it to this monster. This card gains the effect(s) of the equipped card. This card's ATK cannot be changed by its own effect.

 

 

Tribe Infecting Bacteria

Aqua Water Level 4 1600/1500

Once per turn, you can remove from play 1 monster in your Graveyard, and discard 1 card. Destroy all face-up monsters on the field with the same Type as Type of removed monster.

 

 

Evolving Fossil

Attrib: Earth

Type: Dinosaur/Gemini/Effect

Level:4

Atk: 1600

Def: 900

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the

field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s). Remove from play Fusion-Material Monsters you control, including this card, to Fusion Summon 1 Fusion Monster from your Extra Deck.

 

 

 

 

 

 

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Hear are my cards.

 

[spoiler=My Cards]

3) A Ritual Spell Card that can be used to Ritual Summon any monster

 

|Forgotten Ritual|03|SET01|Spell Card|Spell||Ritual|||Select 1 Ritual Monster in your hand. Remove 1 monster in your Deck from play with the same Level as the selected Ritual Monster's. Ritual Summon a card with the name of the selected Ritual Monster from your hand.|

 

[spoiler=YCM Format]213069.jpg or 213069p.jpg

 

 

 

4) A Field Spell Card that is not Type or Attribute-Specific

 

|Normal Neutralization|04|SET01|Spell Card|Spell||Field|||Increase the ATK of all Normal Monsters by 500. Once per turn you can negate the activation a Spell or Trap Card or the Effect of an Effect Monster that targets a face up Normal Monster on your side of the field.|

 

 

6) A card that can take control of 1 of your opponent's monsters

 

|Trust and Betrayal|06|SET01|Spell Card|Spell|||||Select 1 face up monster your opponent controls. Pay Life Points equal to the ATK of the selected monster and take control of that monster until the End Phase.|

 

[spoiler=YCM Format]213069.jpg

 

 

 

7) A card that supports Normal Monsters

 

|Common Revival|07|SET01|Spell Card|Spell||Equip|||Pay 800 Life Points. Special Summon 1 Normal Monster from your Graveyard and equip it with this card. If monster equipped with this card is removed from field , this card is destroyed. If this card is removed from the field , destroy the equipped monster.|

 

 

15) An Effect Monster that is a Gemini monster

 

|Were-Dragon|15|SET01|Dragon/Gemini/Effect|Earth|6||2400|2000|This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: • Once per turn you can Special Summon 1 Level 4 or lower Dragon-Type monster from your hand or Graveyard.|

 

[spoiler=YCM Format]213069y.jpg

 

 

 

16) Any card to support DARK monster(s)

 

|Shapeshifting Shadow|16|SET01|Fiend/Effect|Dark|2||1200|800|When this card is removed from play, you can select 1 DARK monster (excluding "Shapeshifting Shadow") that was removed from play and add it to your hand during the 2nd Standby Phase.|

 

[spoiler=YCM Format]213069.jpg or 213069znm.jpg

 

 

 

17) Any card to support EARTH monster(s)

 

|Fiber Dragon|17|SET01|Plant/Effect|Earth|5||2100|1600|This card is also treated as a Dragon-Type monster. When there is a face up EARTH monster on your side of the field, you can pay 1000 Life Points to Special Summon this card from your hand. If you Release an EARTH monster for the Advanced Summon of this card, draw 1 card. If you draw an EARTH monster with this cards effect you can show it to your opponent to draw 1 more card. You can only control 1 "Fiber Dragon" monster at a time.|

 

[spoiler=YCM Format]213069.jpg

 

 

 

18) Any card to support WIND monster(s)

 

|Wind Slicer|18|SET01|Warrior/Effect|Wind|4||1600|1400|Once per turn, you can Special Summon 1 "Wind Slicer" card from your hand by removing 1 WIND monster in your graveyard from play. While you control a WIND monster (other than this card), you can return this card from the field to your hand to return 1 card on the field to its owner’s hand.|

 

[spoiler=YCM Format]213069x.jpg

 

 

 

19) Any card to support FIRE monster(s)

 

|Flame Shaman|19|SET01|Spellcaster/Tuner/Effect|Fire|2||800|600|During you Main Phase while there is a face up FIRE monster on your side of the field, you can pay 1000 Life Points to Special Summon this card from your hand or Graveyard. If you do, remove this card from play when it is removed from the field.|

 

[spoiler=YCM Format]213069v.jpg

 

 

 

20) Any card to support WATER monster(s)

 

|Seeker Shark|20|SET01|Fish/Effect|Water|4||1700|1000|Once per turn you can discard 1 WATER monster from your hand to add 1 level 4 or lower WATER monster from your Deck to your hand.|

 

 

[spoiler=YCM Format]213069d.jpg

 

 

 

21) Any card to support LIGHT monster(s)

 

|Hope-Angel of Blessing|21|SET01|Fairy/Effect|Light|2||900|800|This card cannot be Special Summoned. Once per turn you can discard 1 LIGHT monster from you hand to add 1 Spell Card from your Graveyard to your hand.|

 

[spoiler=YCM Format]213069z.jpg

 

 

 

22) Any Field Spell Card to support DARK monster

 

|Dimension of Despair|22|SET01|Spell Card|Spell||Field|||Increase the ATK of all DARK monsters for every monster removed from play x 100. Whenever a DARK monster is sent to the Graveyard, you can remove it from play instead. When a DARK monster destroys an opponents monster by battle, you can remove that monster from play instead of sending it to the Graveyard.|

 

 

23) Any Field Spell Card to support EARTH monster

 

|Forest of Fear|23|SET01|Spell Card|Spell||Field|||Increase the ATK of all EARTH monsters by 300. When a EARTH monster attacks a Defense Position monster whose DEF is lower than the ATK of the attacking card, inflict the difference as Battle Damage to your opponent. If a EARTH monster attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step.|

 

 

24) Any Field Spell Card to support WIND monster

 

|Tempest of Torment|24|SET01|Spell Card|Spell||Field|||Increase the ATK of all WIND monsters by 300. When a WIND monster destroys a face up attack position monster on the field, you can return it to the bottom of the owner's Deck instead of sending it to the Graveyard.|

 

 

25) Any Field Spell Card to support FIRE monster

 

|Heat of Hatred|25|SET01|Spell Card|Spell||Field|||Increase the ATK of all FIRE monsters by 300. When a FIRE monster destroys an opponents monster by battle, inflict damage equal to the Level of the destroyed monster x 200. Once per turn you can Release 1 FIRE monster on your side of the field and inflict damage equal to the Level of that monster x 200.|

 

 

26) Any Field Spell Card to support WATER monster

 

|Sea of Sorrow|26|SET01|Spell Card|Spell||Field|||Increase the ATK of all WATER monsters by 300. When a WATER monster destroys an opponents monster by battle, you can return that monster to their hand instead of sending it to the Graveyard, then randomly discard 1 card from your opponents hand.|

 

 

27) Any Field Spell Card to support LIGHT monster

 

|Purity of Punishment|27|SET01|Spell Card|Spell||Field|||Increase the ATK of all LIGHT monsters by 300. Once per turn if your opponent controls 1 or more monster(s) then you do, you can Special Summon 1 LIGHT monster from your hand.|

 

 

28) Support cards for a certain Type

 

|Vortex Dragon|28|SET01|Dragon/Effect|Light|4||1700|800|When there is a face up Dragon-Type monster on your side of the field you can discard this card from your hand to destroy 1 monster on the field. During your Main Phase, you can return this card from the field to it's owner's hand.|

 

[spoiler=YCM Format]213069.jpg or 213069.jpg

 

 

 

29) Support cards for a certain Type

 

|Cyclone Dragon|29|SET01|Dragon/Effect|Wind|4||1700|800|When there is a face up Dragon-Type monster on your side of the field you can discard this card from your hand to destroy 1 Spell or Trap Card on the field. During your Main Phase, you can return this card from the field to it's owner's hand.|

 

[spoiler=YCM Format]213069.jpg

 

 

 

 

30) Support cards for a certain Type

 

|Dark Mage of Chaos|30|SET01|Spellcaster/Effect|Dark|8||2500|2100|This card can only be Special Summoned by removing 1 LIGHT and 1 DARK Spellcaster-Type monster in your Graveyard from play. Once per turn you can remove 2 Spell Cards in your Graveyard from play, select 1 Spell Card in your Graveyard and add it to your hand.|

 

[spoiler=YCM Format]213069.jpg

 

 

 

 

36) Fusion monsters

 

|Dealer of Darkness|36|SET01|Fiend/Fusion/Effect|Dark|8||2600|1800|1 Gemini Monster + 1 Gemini Monster Once per turn select 1 Gemini Monster on your side of the field, that monster is treated as a Effect Monster, and gains its effect.|

 

[spoiler=YCM Image]213069jrj.jpg

 

 

 

37) Fusion monsters

 

|Molten Golem|37|SET01|Rock/Fusion/Effect|Fire|8||2900|2000|1 EARTH Monster + 1 FIRE Monster Once per turn you can switch this face up attack position monster to face up defense position to destroy 1 monster your opponent controls and inflict damage equal to that monsters Level x 100. If you activate this effect, this card's battle position cannot be changed until the end of your next turn, except with a card effect.|

 

[spoiler=YCM Image]213069.jpg

 

 

 

38) Fusion monsters

 

|Vengeful Valkyria|38|SET01|Fairy/Fusion/Effect|Light|7||2100|1600|1 Fairy-Type Monster + 1 Warrior-Type Monster When this card destroys a monster as a result of battle it can attack once more. When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card from your Deck.|

 

[spoiler=YCM Image]213069i.jpg

 

 

 

39) Ritual monsters

 

|Master of Hypnosis|39|SET01|Spellcaster/Ritual/Effect|Dark|8||2500|2400|Once per turn you can discard 1 monster from you hand to take control of 1 monster on your opponents side of the field equal to or less then the attack of the monster discarded until the End Phase.|

 

[spoiler=YCM Image]213069u.jpg

 

 

 

40) Ritual monsters

 

|Wrath, Warrior of the Apocalypse|40|SET01|Warrior/Ritual/Effect|Dark|8||2400|2000|By paying 2000 Life Points, destroy all cards on the field except this card. If you activate this effect you cannot conduct your Battle Phase.|

 

[spoiler=YCM Image]213069.jpg

 

 

 

 

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Nightmarian was saying that he wants them in YCM format but I completely disagree, since it's more work for me. Just post them in text format. I would also like you to try to get images as well if you can, but that's only if you can. If you do, just post the images themselves next to the card.

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Right okay.. Here goes... I will add more..

 

To see a pic if it don't show just right click on it and choose open image in new tab you will see it then..

 

[spoiler=List cards]

1) 1 Level 5-6 Normal Monster with at least 2500 ATK

Zephyr Angel

*****/Fairy/LIGHT

This angel sweeps through the clouds at high speeds and dazzles opponents with its rainbow colored wings.

ATK: 2500 DEF:2100

Image - zephids_embrace_art_by_daren_bader.jpg

 

2) 1 Level 5-6 Normal Monster with at least 3000 DEF

Stone Golem

******/Rock/Earth

This giant behemoth, is slow to move but is almost like an impenetrable fortress.

ATK:500 DEF:3000

Image - rumbling_slum_by_carl_critchlow.jpg

 

3) A Ritual Spell Card that can be used to Ritual Summon any monster

Ancient Elven Ritual

Spell Card

This card can be used to Ritual Summon any Ritual Type Monster from your hand. You must pay 100 Life Points per Level star and also offer monsters from your hand or the field, whose total Level stars are equal to or are greater than the selected Ritual Monsters Level.

Image - wheel_of_sun_and_moon_art_by_zoltan_boros_gabor_szikszai.jpg

 

4) A Field Spell Card that is not Type-Specific

City in the Clouds

Field Spell Card

Increase the ATK of each face-up Attack Position monster by 200. As long as this card remains on the field all cards inflict Piercing Damage.

Image - oboro_palace_art_by_rob_alexander.jpg

 

5) A card that sends cards from the top of your opponent's deck to the Graveyard

Chop From Above

Spell Card

This card can only be activated during either player's Main Phase 1. Pay 500 points to have your opponent discard the top 3 cards of there Deck.

Image - arena_art_by_rob_alexander.jpg

 

6) A card that can take control of 1 of your opponent's monsters

Odd Allegiance

Trap Card

Activate this card when your opponent Summons a monster take control of that monster until the end of your next turn unless your opponent pays 1000 Life Points if they do add this card back to your hand.

Image - bottle_gnomes_art_by_ben_thompson.jpg

 

7) A card that supports Normal Monsters

Enhancement Potion

Equip Spell Card

A Normal monster equipped with this card gains 200 ATK and is unaffected by the effects of Trap Cards.

Image - long_term_plans_art.jpg

 

8 ) A fusion between 2 specific Effect monsters from set 0

Dijinn - Lord of the Sky

********/Spellcaster/Fusion/Wind

"God of the Wind - Fujin" + "Life Stealing Magican"

This card can only be Fusion Summoned with the above monsters. When this card is Fusion Summoned successfully return 1 card on the field to its owners hand. Once per turn, when this card inflicts Battle Damage to your opponent, you can pay Life Points equal to the amount of damage this card inflicted to have this card attack again.

ATK: 2700 DEF:2200

[spoiler=YCM Format]88810.jpg

 

 

9) An equip card that increases the stats of the equipped monster

Bright Shining Wand

Equip Spell Card

Increase the ATK of 1 monster by 800. If this card is destroyed, you can pay 800 points to add it to the top of your Deck.

Image - wand_of_the_elements_art_by_thomas_m_baxa.jpg

 

10) A quick-play Spell or Trap Card that increases the stats of a monster

Extra Jolt

Quick-Play Spell

Increase the ATK of 1 face-up monster by 700 until the End Phase.

Image - idle_thought_art_by_stephen_belledin.jpg

 

11) A quick-play Spell or Trap Card that decreases the stats of a monster

Necklace of the Forgotten

Quick-Play Spell

Decrease the ATK and DEF of 1 monster on the field by 100 for every face-down card on the field.

Image - mishras_bauble_art_by_chippy.jpg

 

12) A level 7-8 Normal Monster with 2500+ ATK. This card should be the weaker rival of Dragon Lord of the Forgotten Kingdom.

Abyssal Dragon

********/Dragon/FIRE

This dragon came from the fiery depths of hell, to cause havoc and suffering on earth.

ATK:2800 DEF:2200

Image - tarox_bladewing_art_by_aleksi_briclot.jpg

 

13) An Effect Monster that is a Union monster

Vile Parasite

***/Insect/Union/EARTH

Once per turn, if you control this monster on the field, you can equip it to a face-up monster you control as an Equip Card, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster gains 400 ATK and DEF. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed by battle, this card is destroyed instead.)

ATK:500 DEF:500

Image - watcher_sliver_art_by_liz_danforth.jpg

 

14) An Effect Monster that is a Spirit monster

Mechanical Clone

****/Machine/Spirit/EARTH

This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Normal Summoned or flipped face-up, destroy up to 2 Spell & Trap Cards on the field.

ATK:1650 DEF:1300

Image - priest_of_gix_art_by_brian_despain.jpg

 

15) An Effect Monster that is a Gemini monster

Coffin Queen

***/Zombie/Gemini/DARK

This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:

● Once per turn, discard 2 cards from your hand to add 1 Zombie-Type monster from your Graveyard to the top of your Deck.

ATK:1400 DEF:1000

Image - coffin_queen_art_by_kaja_foglio.jpg

 

16) Any card to support DARK monster(s)

Putrid Cyclops

***/Fiend/DARK

Once per turn, you can pay Life Points in multiples of 500 (Max 1500), to have 1 DARK monster you control gain ATK equal to the amount you paid until the End Phase. At the End Phase the selected monsters ATK is treated as 0 until your next Standby Phase.

ATK:400 DEF:1000

Image - putrid_cyclops_art_by_matt_cavotta.jpg

 

17) Any card to support EARTH monster(s)

Bounded Stone

Equip Spell

Select 1 EARTH monster on the field. The selected monster gains 1 of the following effects:

● This card can attack twice per turn.

● This card inflicts piercing damage.

● This card cannot be targeted by the effects of Trap Cards.

Image - fellwar_stone.jpg

 

18 ) Any card to support WIND monster(s)

Destruction From Above

Trap Card

Destroy all non WIND monsters on the field.

Image - decimate_by_alex_horley_orlandelli.jpg

 

19) Any card to support FIRE monster(s)

Flame Wall

Trap Card

Activate this card when a FIRE monster you control is selected as an attack target. Destroy the attacking monster and inflict damage to your opponent equal to the destroyed monsters Level x100.

Image - flame_wave_art_by_donato_giancola.jpg

 

20) Any card to support WATER monster(s)

Rip Tide Rascal

****/Aqua/WATER

When this card is Normal Summoned, you can pay 2000 Life Points to Special Summon 1 "Rip Tide Rascal" from your hand or Deck. When this card is the only face-up WATER monster you control it gains 200 ATK. Once per turn, you can discard 1 card from your hand to look at 1 card in your opponent's hand. When this card is destroyed and sent to the Graveyard except by battle add 1 WATER monster to your hand from the Deck.

ATK:1500 DEF:1300

Image - paperfin_rascal_art_by_boros_szikszai.jpg

 

21) Any card to support LIGHT monster(s)

Light Shines Through

Spell Card

You can only activate this card if there are no LIGHT monsters on the field. Remove from play 1 LIGHT monster in your Graveyard to Special Summon 1 LIGHT monster from your Deck with an equal Level to the removed monster.

Image - upwelling_art_by_chippy.jpg

 

22) Any Field Spell Card to support DARK monster

Eternal Darkness

Field Spell

Increase the ATK and DEF of all face-up DARK monsters by 400. Once per turn, if the turn player controls no DARK monsters they receive 500 damage, if they do control a DARK monster inflict 500 damage to opponent.

Image - urborg_tomb_of_yawgmoth_art_by_john_avon.jpg

 

23) Any Field Spell Card to support EARTH monster

Barren Wasteland

Field Spell

Increase the ATK of all face-up Attack Position EARTH monsters by 300 and increase the DEF of all face-up Defense Position EARTH monsters by 500. As long as this card remains on the field EARTH monsters cannot be removed from play by your opponent's Spell or Trap Cards.

Image - blasted_landscape_art_by_ciruelo.jpg

 

24) Any Field Spell Card to support WIND monster

Sanctum in the Sky

Field Spell

All WIND monsters gain 200 ATK. If your opponent selects a WIND monster as an attack target, you can destroy this card to negate the attack.

Image - serras_sanctum_art_by_ciruelo.jpg

 

25) Any Field Spell Card to support FIRE monster

Wall of Fire

Field Spell

Increase the ATK of all FIRE monsters by 350.

Image - wall_of_fire_art_by_dan_dos_santos.jpg

 

26) Any Field Spell Card to support WATER monster

Ruins of Atlantis

Field Spell

Increase the ATK of all WATER monsters by 400. If you control no monsters during your Standby Phase, you can skip your Main Phase 1 to Special Summon 1 Level 4 or lower WATER monster.

Image - vesuva_art_by_zoltan_boros_gabor_szikszai.jpg

 

27) Any Field Spell Card to support LIGHT monster

Bright Hope

Field Spell

Decrease the ATK of all LIGHT monsters by 700. All LIGHT monsters can attack your opponent directly.

Image - azorious_chancery_art_by_john_avon.jpg

 

28-35) Support cards for a certain Type

Eye of the Warrior

Continuous Trap Card

Once per turn, if you control a face-up Warrior-Type monster you can look at 1 card in your opponent's hand, or flip 1 face-down monster they control into face-up Attack Position.(Any Flip Effects are negated.)

[spoiler=YCM Format]88810y.jpg

 

 

Spirit Controller of the Forest

Spell Card

Discard 2 cards from your hand to Special Summon 1 Level 5 or lower Beast or Beast-Warrior-Type monster from your Deck.

[spoiler=YCM Format]88810d.jpg

 

 

Iron Dragon

********/Dragon/EARTH

This card is also treated as a Machine-Type monster. When this card is Tribute Summoned, inflict 200 damage to your opponent for every Dragon-Type monster in the Graveyard. If your opponent selects another Machine-Type monster you control as an attack target, you can decrease this cards attack by 500 to negate the attack.

ATK:2750 DEF:2350

[spoiler=YCM Format]88810b.jpg

 

 

Fairies Take Flight

Continuous Trap Card

You can only activate this card during your Main Phase 1. During the turn you activate this card, you can Special Summon 1 Level 4 or lower Fairy-Type monster from your Deck. As long as this card remains on the field all Fairy-Type monsters in your hand are Downgraded by 1 Level and all Fairy-Type monsters on the field gain 400 ATK and DEF.

[spoiler=YCM Format]88810.jpg

 

 

 

36-38 ) Tuner monsters

Prototype Destructor

**/Machine/Tuner/LIGHT

Once per turn, you can pay 500 points to increase this cards Level by 1 and increase its ATK by 400. Pay 1000 points to destroy all face-up monsters on the field with a lower Level then this card. If you activate this effect this card is returned to its original Level and ATK.

ATK:800 DEF:600

[spoiler=YCM Format]88810.jpg

 

 

 

39-41) Ritual monsters

 

42-44) Synchro monsters

Cartayus the Rising Brute

********/Fiend/Synchro/DARK

1 Tuner + 1 or more non-Tuner monsters

If this card battles with a LIGHT monster, increase its ATK by 400 during the Damage Step only. Once per turn, if your opponent controls 2 or more monsters you can Special Summon 1 Level 4 or lower non-Tuner Fiend-Type monster until the End Phase if you use this effect decrease this cards ATK by 200.

ATK:2800 DEF:2300

[spoiler=YCM Format]88810d.jpg

 

 

Desolate Sea Scourger

*****/Sea Serpant/Synchro/WATER

1 Tuner + 1 or more non-Tuner monsters

Once per turn, you can roll a die and pay Life Points equal to the result rolled x100 to destroy 1 card on the field. If this card is targeted by the effect of a Spell Card you can decrease this cards ATK by 300 to negate the cards effect and return it to your opponent's hand.

ATK:2500 DEF:1500

[spoiler=YCM Format]88810.jpg

 

 

Pentarch Paladin

*******/Warrior/Synchro/LIGHT

1 Tuner + 1 or more non-Tuner monsters

When this card is Synchro Summoned, you can discard your entire hand to Special Summon 1 Warrior-Type monster with a Level equal to the amount of cards discarded. This card cannot be selected as an attack target if it is the only card you control.

ATK:2200 DEF:2000

[spoiler=YCM Format]88810.jpg

 

 

 

 

 

[spoiler=Theme Cards]

[spoiler=1st theme]Burn Effect Monsters (Shuzitsa Warrior Archetype)

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[spoiler=Written Format]

Sacrificial Incineration

Trap card

Tribute 1 face-up "Shuzitsa Warrior" monster you control, to inflict damage to your opponent equal to its ATK or DEF.

 

Shuzitsa Archers

Spell Card

Inflict 300 damage to your opponent for each face-up "Shuzitsa Warrior " you control.

 

Shuzitsa Hob Goblins

*/Fiend/EARTH

FLIP: Inflict 300 damage to your opponent for every "Shuzitsa Warrior" in your Graveyard.

ATK:400 DEF:300

 

Shuzitsa Warrior -Amren

****/Warrior/EARTH

Once per turn, you can discard 1 "Shuzitsa Warrior" from your hand, to have this card double its ATK until the End Phase. If this card did not declare an attack this turn inflict 550 damage to your opponent during the End Phase.

ATK:1000 DEF:1400

 

Shuzitsa Warrior - Bronya

****/Warrior/EARTH

If this card is the only "Shuzitsa Warrior" in your hand you can Special Summon it. If this card did not declare an attack this turn inflict 600 damage to your opponent during the End Phase.

ATK:1500 DEF:750

 

Shuzitsa Warrior - Cerys

****/Warrior/EARTH

When this card is Normal Summoned, you can discard 1 card from your hand to add 1 "Shuzitsa Warrior" to your hand from your Deck. If this card did not declare an attack this turn inflict 800 damage to your opponent during the End Phase.

ATK:1800 DEF:1150

 

Shuzitsa Warrior - Huelwen

***/Warrior/EARTH

If this card is the only face-up "Shuzitsa Warrior" you control you can Special Summon 1 "Shuzitsa Warrior" from your Deck. If this card did not declare an attack this turn inflict 450 damage to your opponent during the End Phase.

ATK:1250 DEF:1200

 

Shuzitsa Warrior - Morwth

******/Warrior/Synchro/EARTH

"Shuzitsa Warrior - Telyn" + 1 or more non-Tuner monsters

When this card is Synchro Summoned inflict 500 damage to your opponent. If this card did not declare an attack during this turn inflict 1000 damage to your opponent.

ATK:2200 DEF:1900

 

Shuzitsa Warrior - Rhys

***/Warrior/EARTH

As long as this card is face-up on the field your opponent cannot select another "Shuzitsa Warrior" as an attack target. If this card did not declare an attack this turn, inflict 600 damage to your opponent during the End Phase.

ATK:1400 DEF:300

 

Shuzitsa Warrior - Telyn

**/Warrior/Tuner/EARTH

If this card is selected as an attack target, you can discard 1 "Shuzitsa Warrior" from your hand to negate the attack. If this card did not declare an attack this turn inflict 400 damage to your opponent during the End Phase.

ATK:800 DEF:800

 

Shuzitsa's Tree House

Field Spell Card

Inflict 200 damage to your opponent every time a "Shuzitsa Warrior" inflicts effect damage.

 

Shuzitsa's Axe Grinder

Spell Card

Pay 2000 Life Points to activate this card. During this turn only all "Shuzitsa Warrior" monsters inflict there effect damage regardless of whether they declare an attack or not.

 

 

[spoiler=2nd Theme]

Removal cards (Envision Archetype)

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[spoiler=Written Format]

Entities of Envision

***/Reptile/EARTH

This card cannot be selected as an attack target if you control another face-up "Envision" monster. If a card in your hand would be destroyed by the effect of your opponent's card you can tribute this card to negate that cards effect and remove both it and this card from play.

ATK:1000 DEF:1000

 

Envision Magician

****/Spellcaster/DARK

Once per turn, you can pay Life Points in multiples of 500 per Level to remove an opponents monster from play with an equal Level to the amount payed. This card cannot declare an attack during the turn it uses this effect.

ATK: 1700 DEF:1100

 

Envision Flare Dragon

********/Dragon/FIRE

This card cannot be Special Summoned from the Graveyard. This cards original ATK is the number of monsters removed from play x300. Once per turn, you can add 2 monsters currently removed from play to their owner's Graveyard to return 1 Spell or Trap Card on the field to its owner's hand.

ATK:? DEF:1500

 

Horrid Envision Creature

**/Fiend/DARK

If a monster you control would be destroyed by battle, you can remove this card in your hand from play to negate the attack.

ATK:700 DEF:500

 

Envision Reloader

*****/Machine/EARTH

Once per turn, you can remove from play 1 "Envision" monster in your hand, to Special Summon 1 "Envision" monster that is 1 Level higher than the card removed that is currently removed from play during your next Standby Phase you cannot Normal Summon or Set during that turn.

ATK:1900 DEF:2250

 

Envision Scroll

Trap Card

You can Special Summon 1 "Envision Trio" from your hand or Deck when you activate this card. While this card is on the field, any card sent to the Graveyard is removed from play instead.

 

Envision Trio

***/Spellcaster/Tuner/LIGHT

If this card is the only face-up "Envision" monster you control, you can remove this card from play to remove up to 2 cards your opponent controls from play.

ATK:1200 DEF:450

 

Champion Envision Beast

****/Beast/EARTH

During your opponents Standby Phase, if this card is removed from play and you control no face-up monsters, you can Special Summon this card.

ATK:1900 DEF:1000

 

Herald of Envision

****/Reptile/WATER

When this card battles an opponent's monster, after damage calculation you can remove from play that monster and this card.

ATK:1400 DEF:1300

 

Magical Staff of Envision

Equip Spell Card

This card can only be equipped to an "Envision" monster. The equipped monster gains 400 ATK and DEF. The equipped monster cannot declare an attack and it gains this effect:

- Once per turn, remove from play up to 2 cards in either player's Graveyard.

 

Envision's Revival Jar

Trap Card

Pay 2000 Life Points to Special Summon 1 "Envision" monster that is currently removed from play.

 

Envision Chamber

Continuous Spell Card

Increase your Life Points by 500 each time a card(s) are removed from play.

 

 

 

 

 

 

 

[spoiler=Other Cards]

Aquaman

*****/Aqua/WATER

When this card is destroyed by battle, Special Summon it to the field during the End Phase. Once per turn, you can remove from play 1 WATER monster in your Deck with an ATK of 1500 or less, to have this card gain ATK equal to the removed monsters original ATK until the End Phase. During your next Draw Phase, you can pay 1000 Life Points to add the removed monster to your hand.

ATK:0 DEF:0

[spoiler=YCM Format]88810k.jpg

 

 

Shapeshifter's Scout

***/Reptile/WATER

Once per turn, if this card is selected as an attack target you can direct the attack to 1 other monster you control. You can discard 1 card from your hand to have this card gain that cards effect until the End Phase.

ATK: 800 DEF:1500

[spoiler=YCM Format]88810f.jpg

 

 

 

Creature of the Zodiac

****/Fiend/DARK

This card cannot be Special Summoned. If this card is the only card on the field destroy it. As long as this card remains face-up on the field no monsters can be Set. Once per turn, you can pay 800 Life Points to destroy 1 card on the field if the destroyed card is a monster card inflict damage to your opponent equal to its ATK, if it is a Spell or Trap Card remove the card from play.

ATK: 1600 DEF:1250

[spoiler=YCM Format]88810.jpg

 

 

Tower of Ill Thoughts

Continuous Trap Card

Once per turn, during your Main Phase 1 both you and your opponent draw 1 card show it to your opponent and then flip a coin each if it lands on heads add the card to your hand if it lands on tails discard the card to the Graveyard.

[spoiler=YCM Format]88810i.jpg

 

 

Dollmaker's Inhuman Operation

Spell card

This card can only be activated if you control a face-up "Wicked Dollmaker". Select 1 "Wicked Doll Token" the selected token can declare an attack as long as this card remains face-up on the field.

[spoiler=YCM Format]88810x.jpg

 

 

Mirror Dimension Destruction

Quick Play Spell

Name 1 monster card in either player's Graveyard. Flip a coin, if the result is heads inflict damage to your opponent equal to the monsters ATK, if the result is tails you receive damage equal to the selected monsters ATK.

[spoiler=YCM Format]88810.jpg

 

 

Venomiscus, Plant Dwelling Snake

****/Reptile/EARTH

This card is also treated as a Plant-Type monster. Once per turn, if this card is selected as an attack target, you can discard 2 cards from your hand to negate the attack. Once per turn, inflict 100 points of damage to your opponent for every card in there hand. If your opponent draws a card(s) outside of there Draw Phase, you can pay 500 points per card to place the card(s) at the bottom of the Deck.

ATK:1700 DEF:1000

[spoiler=YCM Format]88810.jpg

 

 

Radark the Dark Dragon Rider

******/Warrior/DARK

"Corrupted Clown" + "Ruby Chameleon"

This card cannot be Summoned except by Fusion Summon. If this card is destroyed by battle and sent to Graveyard your opponent skips their next 2 Draw Phases.

ATK:2600 DEF:2300

[spoiler=YCM Format]88810.jpg

 

 

Sundial of Sacrificial Success

Spell Card

Pay half your Life Points. After 18 turns have passed after you activate this card (counting the turn you activate this card as the 1st turn), you win the Duel.

[spoiler=YCM Format]88810s.jpg

 

 

All Out War

Continuous Spell Card

As long as this card remains on the field no monsters can be Set, or placed in Defense Position. Every monster on the field must declare an attack during their controller's turn regardless of Card Effects. This card cannot be targeted by Spell or Trap Cards. Pay 1000 points during each of your Standby Phases if you cannot this card is removed from play.

[spoiler=YCM Format]88810h.jpg

 

 

Ambitious Hope

Continuous Spell Card

This card is unaffected by Spell Cards. Once per turn, you can pay half your Life Points to select up to 3 unoccupied Card Zones on your opponent's side of the field and place 1 Ambition Counter on each of them. When a card is placed in a Zone occupied by a Ambition Counter Flip a coin, if it lands on heads destroy the card if it lands on tails destroy the Ambition Counter.

[spoiler=YCM Format]88810.jpg

 

 

Bandit Fairy

***/Fairy/DARK

This card cannot be targeted by the effects of Spell, Trap or Effect Monsters. If this card is destroyed by battle and sent to the Graveyard, you can pay 1000 Life Points to add it back to your hand. Once per turn, remove from play either the top card of your Deck or 1 card from your hand to select and activate 1 of the following effects:

- Destroy 1 face-up monster your opponent controls and increase your Life Points by 100 x by the destroyed monsters Level.

- Your opponent must randomly discard 1 card from their hand.

- Your opponent must discard the top card of their Deck.

- Gain Life Points equal to the number of Spell and Trap Cards in both player's Graveyards x 100.

ATK:400 DEF:1000

[spoiler=YCM Format]88810s.jpg

 

 

Cursed Voodoo Doll

**/Zombie/DARK

This card cannot be destroyed by battle (Damage calculation is applied normally.) Once per turn, during your opponent's Main Phase 1, select 1 face-up monster your opponent controls and decrease its ATK by 500, the selected monster cannot attack and cannot be removed from the field until your opponent's next Main Phase 1. If your opponent controls no face-up monsters during your Standby Phase, destroy this card.

ATK:400 DEF:100

[spoiler=YCM Format]88810n.jpg

 

 

Delusion Magician

******/Spellcaster/DARK

This card cannot be destroyed by battle.(Damage calculation is applied normally). When this card is Tribute Summoned successfully you can discard the top 5 cards from your or your opponent's Deck, for each Monster Card discarded inflict 500 damage to your opponent, for each Spell Card increase your Life Points by 250, and for each Trap Card increase this cards ATK or DEF by 600.

ATK:100 DEF:200

[spoiler=YCM Format]88810i.jpg

 

 

Warrior of the Shadows

****/Warrior/DARK

As long as this card remains face-up on the field, negate the effects of all Flip Effect Monsters your opponent controls.

ATK:1700 DEF:1150

[spoiler=YCM Format]88810m.jpg

 

 

Playboard Knight

*******/Warrior/Fusion/DARK

1 Warrior-Type monster + 1 DARK monster

This card cannot be Special Summoned except by Fusion Summon. Once per turn, you can change the Battle Position of 1 monster on the field.(Any Flip Effects are negated.) If this card is selected as an attack target you can reveal 2 face-down cards you control to negate the attack. When this card is destroyed and sent to the Graveyard, change the Battle Positions of every monster on the field (Flip Effects are negated) and they cannot change their positions for 3 turns.

ATK:2100 DEF:2400

[spoiler=YCM Format]88810.jpg

 

 

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Karl, u didn't add any informations about prizes or anything....so add this what i will write bellow, and mark that with bold or red color...

 

Anyone can join in this. There is no entry fee either.

Winner cards will be decided by VOTING of all people that submit here their cards, and by all people that are in CCG project. No one can vote for his cards. So except really fair results. It is actually community decision what cards will win.

 

PRIZES :

-winner cards go directly to CCG Set 1 , they will be in playable form

-for each winner card you will gain 1 CCG point. Because 3 CCG points is equal to 1 REP, for each 3 cards that go in Set 1, you will get +1 REP !!!!!

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Ok, here we go. All in written format, just for you Karl - ;)

 

[spoiler=MINE! :D]|Being of Corruption|0|CCG1|Fiend|Dark|6||2600|2400|Living in the darkest areas of the underworld for so many has driven this creature insane.|

 

|Gateway of Abiding|1|CCG1|Rock|Earth|6||0|3100|After a sleep of many millenia, this creature has managed to build up a defense so strong that only the most powerful can break through it.|

 

Revert to the Ritual

Spell/Normal

Effect:

Add to your hand 1 Ritual Spell Card from your Graveyard. Then, select 1 Ritual Monster and add it to your deck. Shuffle your deck afterwards.

 

Reminice City

Spell/Field

While this card is face-up on the field no player can declare an attack. Any monster Summoned while this card is on the field gains 300 ATK. This card is sent to the Graveyard during the 2nd End Phase after this card's activation.

 

Darkness Falls

Spell/Continuous

Every time a DARK monster is summoned, place 1 Dark Counter on this card. By removing 3 Dark Counters from this card, increase the ATK of 1 DARK monster you control by 500 until the End Phase.

 

 

 

[spoiler=The Magikan]Magikan - Trinity

Attrib: Dark

Type: Spellcaster

Level: 7

Atk: 2400

Def: 2100

This card can not be Normal Summoned or Set. This card can only be played face-up in your Spell and Trap card zone. While in your Spell and Trap card zone, once per turn, you can Special Summon 1 Wizard Token (0/0/Spellcaster/DARK). When your opponent inflicts 1500 or more battle damage to you in one turn, you can Special Summon this card face-up on your field. While this card is on the field, all Wizard Tokens gain 1500 ATK and DEF.

 

Magikan - Dynasty

Attrib: Light

Type: Fairy

Level: 6

Atk: 1900

Def: 2100

This card can not be Normal Summoned or Set. This card can only be played face-up in your Spell and Trap card zone. While in your Spell and Trap card zone, during your Standby Phase, you can Tribute 1 monster you control to gain 500 Life Points. When your opponent activates an effect that allows them to draw cards outside of the Draw Phase, you can Special Summon this card face-up on your field. While on the field, once per turn, you can remove from play 2 monsters in your Graveyard to gain 500 Life Points.

 

Magikan - Envy

Attrib: Fire

Type: Pyro

Level: 8

Atk: 2300

Def: 1600

This card can not be Normal Summoned or Set. This card can only be played face-up in your Spell and Trap card zone. While this card is in your Spell and Trap card zone, all FIRE monsters gain 300 ATK and DEF. When your opponent Tribute Summons a 7 or 8 star monster, you can Special Summon this card face-up on the field. While on the field, this card gains 300 ATK and DEF for every FIRE monster under your control.

 

The Magikan are Born

Spell/Normal

Search your Deck for 1 card with "Magikan" in it's name and add it to your hand.

 

 

Magikan - Greed

Attrib: Earth

Type: Warrior

Level: 5

Atk: 1900

Def: 2400

This card can not be Normal Summoned or Set. This card can only be played face-up in your Spell and Trap card zone. While this card is in your Spell and Trap card zone, all monsters you control gain 500 DEF. When your opponent destroys a monster you control in Defense Position, you can Special Summon this card face-up on the field. While on the field, this card can attack while in Defense Position.

 

 

Magikan Trainee

Attrib: Earth

Type: Spellcaster

Level: 4

Atk: 1700

Def: 1500

Monster/Tuner

This young, inspiring wizard is training to be a future Magikan.

 

Secret Book of Secrets

Spell/Equip

Equip this to a "Magikan Trainee". On the 2nd Standby Phase after this card's activation, you can Tribute the equipped monster to Special Summon 1 level 5 or higher "Magikan" monster, ignoring the summoning conditions.

 

The Magical Library

Trap/Continuous

Every time a monster is summoned, place 1 Magikan Counter on this card. By removing 5 Magikan Counters from this card, you can Special Summon 1 "Magikan" monster in your Spell and Trap card zone onto the field. This effect can only be activated twice. If this card is destroyed, any monster Special Summoned by this card's effect is returned to the Spell and Trap card zone, unless it is in the Graveyard.

 

Magikan - Devestation

Attrib: Dark

Type: Fiend

Level: 6

Atk: 2600

Def: 1400

This card cannot be Normal Summoned or Set. This card can only be played face-up in your Spell and Trap card zone. When in your Spell and Trap card zone, any monster that battles is destroyed after damage calculation. When 6 monsters have been destroyed by this effect, you can Special Summon this card face-up on a monster card zone. While on a monster card zone, during the End Phase, destroy all monsters the turn player controls that did not declare an attack this turn.

 

Magikan - Entity

Attrib: Water

Type: Aqua

Level: 6

Atk: 2300

Def: 2200

This card cannot be Normal Summoned or Set. This card can only be played face-up in your Spell and Trap card zone. When in your Spell and Trap card zone, once per turn, when a monster you control would be destroyed by battle, it is not. When an Aqua-Type monster you control is destroyed and sent to the Graveyard, you can Special Summon this card face-up on a monster card zone. While in a monster card zone, any Aqua-Type monsters you control, excluding "Magikan - Entity", cannot be destroyed by battle.

 

Sacred Castle of the Magikan

Spell/Field

All "Magikan" monsters on the field are treated as Spellcaster-Types, and all type effects are treated as effecting Spellcaster-Types. Once per turn, when a monster with "Magikan" in it's name is placed in a monster card zone on your field, place 1 Magikan Counter on this card. For each Magikan Counter on this card, increase the ATK and DEF of all "Magikan" monsters on your side of the field by 100. If this card is targetted by a card effect, you can remove 2 Magikan Counters from this card to negate the effect of the card and flip it face down.

 

Lost Dungeon of the Magikan

Trap/Continuous

Whenever a "Magikan" monster is destroyed by battle, remove from play the monster that destroyed it.

 

Black Magic

Spell/Equip

Equip this card only to a non Fiend-Type "Magikan" monster. The equipped card gains 500 ATK and DEF and is treated as the Fiend-Type. For every non Fiend-Type monster on the field, decrease the equipped cards ATK and DEF by 200.

 

Magikan - Chaos

Attrib: Dark

Type: Spellcaster

Level: 9

Atk: 3100

Def: 2700

Monster/Synchro

1 "Magikan Trainee" + 1 or more non tuner monsters.

This card cannot be Special Summoned except by Synchro Summon. When this card is Summoned, place 3 Magikan Counters on this card (max.3). For every Magikan Counter on this card, increase the ATK and DEF of all "Magikan" monsters you control by 200. If this card attacks your opponent directly and reduces their Life Points to 0, increase your opponent's Life Points by 50. During the End Phase, if this card did not inflict Battle Damage to your opponent destroy it.

 

 

More coming at some point. ^-^

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Well, i guess we will wait until there is really big pool of cards...i don't think we need to hurry, and make bad set...for example, because of my college responsibilities i will probably finish with my submission for more then 2 weeks....<.<;

Lot of groups is still missing a cards, and there should be at least 3 cards in each group + in group where is other 50 cards there should be at least more then 150 total...

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1) 1 Level 5-6 Normal Monster with at least 2500 ATK

 

Moonlight Paladin

LIGHT

Level 6

Warrior

A brave warrior born under the moon, he fights for peace and freedom.

ATK/DEF: 2600/0

 

2) 1 Level 5-6 Normal Monster with at least 3000 DEF

3) A Ritual Spell Card that can be used to Ritual Summon any monster

4) A Field Spell Card that is not Type-Specific

5) A card that sends cards from the top of your opponent's deck to the Graveyard

 

Grenade

Spell Card

Send the top card of your opponents deck to the Graveyard.

 

6) A card that can take control of 1 of your opponent's monsters

7) A card that supports Normal Monsters

8 ) A fusion between 2 specific Effect monsters from set 0

 

Thunder Lizard

LIGHT

Level 6

Reptile/Fusion/Effect

Ruby Chameleon + Voltage Blaster

When this card is destroyed by battle and sent to the Graveyard, increase your Life Points by 300 for each card in your Graveyard.

ATK/DEF: 2000/2300

 

9) An equip card that increases the stats of the equipped monster

 

Diamond Dagger

Equip Spell

The equipped monster gains 200 ATK and DEF for each card in your hand.

 

10) A quick-play Spell or Trap Card that increases the stats of a monster

11) A quick-play Spell or Trap Card that decreases the stats of a monster

12) A level 7-8 Normal Monster with 2500+ ATK. This card should be the weaker rival of Dragon Lord of the Forgotten Kingdom.

13) An Effect Monster that is a Union monster

14) An Effect Monster that is a Spirit monster

15) An Effect Monster that is a Gemini monster

16) Any card to support DARK monster(s)

 

Shadow Servant

DARK

Level 1

Fiend/Effect

AS long as this card remains face-up on the field, other DARK monsters you control gain 300 ATK and DEF.

ATK/DEF: 200/0

 

17) Any card to support EARTH monster(s)

18 ) Any card to support WIND monster(s)

19) Any card to support FIRE monster(s)

20) Any card to support WATER monster(s)

21) Any card to support LIGHT monster(s)

22) Any Field Spell Card to support DARK monster

23) Any Field Spell Card to support EARTH monster

24) Any Field Spell Card to support WIND monster

25) Any Field Spell Card to support FIRE monster

26) Any Field Spell Card to support WATER monster

27) Any Field Spell Card to support LIGHT monster

28-35) Support cards for a certain Type

36-100) Can be anything

 

Ghost Eagle

WIND

Level 4

Winged-Beast/Effect

This card is treated as both a WIND and a DARK monster.

ATK 1500

DEF 1350

 

Crash and Burn

Normal Trap

Activate only when your opponent declares an attack. Negate the attack and and destroy one Level 3 or lower monster your opponent control.

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We would like to..but that really depends on how fast will people post their cards...and again, i see that low number submits then in YCM format which means that again there will be problem with pics and everything...all cards should be posted from start in YCM format + text ( for easier making of YVD.set )

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