Snitch Posted March 29, 2009 Report Share Posted March 29, 2009 Okay since I'm still confused at what we are allowed to work with' date=' can someone explain it to me?[/quote'] You can make a card under the circumstances of the 35 listed on the first post (which are necessary cards), up to two 15-card archetypes and free choice for the rest. I think. Link to comment Share on other sites More sharing options...
SushiTheLegend Posted March 29, 2009 Report Share Posted March 29, 2009 So all but 15 can be made by as many people as possible? Link to comment Share on other sites More sharing options...
Snitch Posted March 29, 2009 Report Share Posted March 29, 2009 So all but 15 can be made by as many people as possible? No, only 1 of each 35 things will be chosen, 2 archetypes and all the rest will be picked. Come to the chat please, btw. ^-^ Link to comment Share on other sites More sharing options...
Nightmarian Posted March 29, 2009 Report Share Posted March 29, 2009 You can make total 100 cards. 35 must be connected to restriction of groups, 15 are reserved fro theme ( archetype) , and other 50 are not restricted to anything.So, you can make 50 cards that will do whatever you want. 35 must follow group rules. 15 must be archetype.Obviously, you can make for example 3 cards from those 50, 3 cards that fits in some group..etc...You can't make new archetype if it doesn't have at least 10 cards.Is it clear now? :) Link to comment Share on other sites More sharing options...
Cyberdog Posted March 29, 2009 Report Share Posted March 29, 2009 Got Bored decided to make a few but kept going. Most of these will probably need rewording. Following those guidelines. A Couple are missed out however. Royal Yeti 6/Beast/Water2600/1400The king of the Yeti race. He will defend his people with supreme force. Spark Dragon5/Dragon/Light900 / 3000A weak dragon that can absorb the energy of any attack to defend itself. Divine RitualRitual SpellThis card is used to Ritual Summon any Ritual Monster. You must also Tribute monsters from the field or your hand whose total Levels equal the Level of the Ritual Monster you are Ritual Summoning. War ZoneField SpellAll monsters you control gain attack equal to their level * 100. Corrupt ResourcesTrapDiscard 1 monster from your hand, your opponent must then send cards from the top of their deck to the graveyard equal to the monster’s level. Telepathic ControlEquip SpellEquip to one of your opponents monster, while you control a Spellcaster-Type monster you gain control of the equipped card. Aid the NormsSpellTribute 1 Normal Monster to Special Summon 1 Normal Monster from your deck. Archfiend BladeEquip SpellThe equip card gains 1000 attack. When this card is sent to the graveyard you may tribute 1 monster you control to return this card and one other Equip Spell from your graveyard to your hand. Suspicious StareQuick play SpellSelect 1 monster on the field. Select 1 effect:Increase its level by 1.Increase its attack by 700. Deafening ScreechQuick Play SpellSelect 1 monster on the field. Select 1 effect:Decrease its level by 2.Decrease its attack and defence by 700. Shadow Reaper4/Dark/Fiend0/0This card cannot be destroyed in battle. When a Dark monster is removed from play draw 1 card if the drawn card is a DARK monster you may discard it to draw another card. Golem Cyclops3/Earth/Rock1200/2000Once per turn you may change this card to face-down defence position. When this card is Flip Summoned return 1 card on the field to its owners hand for each Earth monster you control. Uprising Currents Continuous SpellLevel 4 and lower WIND monsters may attack directly if your opponent controls no Spell or Trap cards. Pyronic, King of Flames4/Fire/Pyro1800/100Each time a FIRE monster inflicts effect damage to your opponent(except “Pyronic, King of Flames”) inflict 800 more damage. Deep Sea WarfareSpellActivate only if you control a WATER monster, your opponent must discard 1 card from their hand. Intervention of the LordCounter TrapActivate only if you control a LIGHT monster. Negate the activation of card that would remove a Light monster from the field. Remove 2 LIGHT monsters from your graveyard to add this card from your graveyard to your hand. Surrounding Shadows Field SpellAll DARK monsters you control gain 800 attack, in addition all non-dark monsters can only attack monsters in the same column as itself. Bottomless ChasmField SpellDuring each of your End Phases you can Tribute 1 EARTH monster to destroy one card on the field. Forgotten Nest Field SpellAll WIND monsters gain 500 attack during each of your End Phases. You may reduce the attack of one WIND monster you control to 0 to destroy 1 Spell or Trap on the field. Pyronic LandsField SpellAny effect damage dealt to you is reduced to 0. When a FIRE monster is sent from the field to the graveyard you can discard 1 card from your hand to return it to your hand. Kraken’s Lair Field SpellAll WATER monsters gain 800 attack. Tribute this card and 1 WATER monster you control to Special Summon 1 WATER monster from your graveyard. Illuminating SparkField SpellA monster that battles with a LIGHT monster you control is destroyed during your next End Phase. Mecha Unit SpellSpecial Summon 1 Level 4 or lower UNION monster your graveyard, it is destroyed during your next Standby Phase. Venomous Alien3/Reptile/Dark1500/1000All Reptile-Type monsters gain 300 attack. When this card is destroyed and sent to the graveyard add 1 Reptile from your deck to your hand. Clover Plant/1/Earth200/200When this card is Tributed for the effect of a card Special Summon 1 “Leaf Token” (1/Plant/Earth/100/100) these tokens cannot be tributed on the turn they are summoned. Black RosePlant/4/Dark900/1000Each time a PLANT type Token is Special Summoned increase this cards attack by 800. When this card is removed from the field Special Summon 1 Level 4 or Lower PLANT from your deck. Vegan Dragon2/Dragon/Tuner/Earth800/1400This card gains 200 Attack for each PLANT in your graveyard. When this card is used in the Synchro Summon of a PLANT Synchro Monster draw 1 card. Time SpellSpellActivate only if you control 3 or more Spellcaster – Type monsters. Destroy all cards your opponent controls. Contents of the Spell BookSpellAdd 1 level 5 or higher Spellcaster from your deck to your hand. Lost Wizard – Delformat6/Spellcaster/Fire2300/1000When this card is Normal Summoned inflict damage to your opponent equal to the number of Spells in your graveyard * 100. When this card is Special Summoned add 1 Spell from your deck to your hand.When this card is Flip-Summoned Draw 2 cards. Golden Dragon5/Dragon/Light1900/1000When this card destroys a monster in battle return 1 DRAGON from your graveyard to your hand. Legendary Command of FreedTrapSpecial Summon 1 Level 4 or lower Warrior from either Player’s Graveyard, If the Special Summoned monster was a Normal Monster you may Special Summon 1 Level 2 or lower monster from your deck. Dark Angel – Gilomesh5/Dark/Fairy1700/1000This card can be Special Summoned from your hand by removing 1 Trap from your graveyard. Whenever a Counter Trap is activated Special Summon 1 “Martyr Token” (2/Fairy/Dark/1000/1000). My New Arch-Type Paladin of the Light4/Warrior/Light1900/1000This card is treated as a Normal Monster and its effect negated if you do not control another “Paladin” monster. Once per turn you can discard 1 card from your hand to destroy 1 Spell or Trap on the field. Paladin of the Flames3/Warrior/Fire1400/1000This card is treated as a Normal Monster and its effect negated if you do not control another “Paladin” monster. Discard 1 card from your hand to inflict damage to your opponent equal to the number of “Paladin” monsters you control * 300. Paladin of the Tides3/Warrior/Water/Tuner1600/1800This card is treated as a Normal Monster and its effect negated if you do not control another “Paladin” monster.Once per turn discard 1 card from your hand to activate the effect of another "Paladin" monster once more. Paladin of the Gales4/Warrior/Wind1800/1000This card is treated as a Normal Monster and its effect negated if you do not control another “Paladin” monster. When this card battles a monster the monster is returned to the owners hand at the end of damage calculation. Paladin of the Darkness4/Warrior/Dark2000/0This card is treated as a Normal Monster and its effect negated if you do not control another “Paladin” monster. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Removing 2 “Paladin” monsters from your graveyard from play. When this card is destroyed and sent to the graveyard draw 1 card for each "Paladin of Darkness" in the graveyard - 1. Paladin UnionSpellSpecial Summon 2 “Paladin” monsters from your graveyard, they are destroyed during your next End Phase and you take damage equal to double the total attack of the Special Summoned Monsters. Paladin of the ElementsSynchro/7/Warrior/Light2700/10001 Tuner + 1 or more non-tuner “Paladin” monsters.This card is treated all Attributes and all Types. "Paladin" monsters you control gain 200 attack during each of your standby phases, when this card is removed from the field you take damage equal to the attack gain of all "Paladin" monsters on the field. If this card would be destroyed by card effect you may destroy 1 “Paladin” monster you control instead. Paladin of the Land4/Earth/Warrior1600/1700This card is treated as a Normal Monster and its effect negated if you do not control another “Paladin” monster. Once per turn discard 1 card from your hand to Special Summon 1 “Paladin” from your graveyard except “Paladin of the Elements”. If this card would be destroyed in battle you can send the top 5 cards from your deck to your graveyard to Special Summon 1 “Paladin” from your hand. Paladin’s TrustContinuous SpellWhen a card is sent to the graveyard for the effect of a “Paladin” monster you can place it on the bottom of your deck instead. When a “Paladin” monster is Normal Summoned place 1 “Loyalty” counter on this card. Tribute this card to draw 1 card from every 2 “Loyalty” counters on this card. Forceful RemovalTrapActivate only if you control a “Paladin” monster. Destroy 1 monster on the field. Safe Return of PaladinsContinuous Spell When a “Paladin” is destroyed in battle you can pay 600 lifepoints to return it to your deck. In addition whenever your opponent Special Summons a monster you can discard 2 “Paladin” monsters from your hand to negate the Special Summon. Dart to the FinishSpellSpecial Summon 1 Level 3 or lower "Paladin" from your graveyard, its effect is negated. Switching TradesQuick Play SpellTribute 1 “Paladin” you control to Special Summon 1 of a different Attribute from your deck. Random Cards Overlord Dragon9/Dragon/Dark3000/4000This card cannot be Special Summoned. Tribute 1 Dragon your control to inflict damage to your opponent equal to the Dragon's level * 200. Forward SlashSpellActivate only if you control a Warrior-Type monster.Select 1 Warrior you control then destroy a card in the same column as the selected Warrior. Flanking MovementsSpellMove 1 monster to an unoccupied monster zone on the same side of the field. Blind Dragon4/Dragon/Fire1900/1000This card can only attack monsters in the same column as itself. If there is no-monster in the opposite monster zone it may attack directly. Primal RageField SpellMonsters can only attack monsters in the same column as thereselves. If this card is removed from the field you may Special Summoned 1 "Giant Ape" from your deck. Giant Ape6/Beast/Fire2400/1000When a Beast-Type monster you control is destroyed you may pay half your lifepoints to Special Summoned this card from your graveyard. While this card is on the field monsters can only attack monsters in the same column as themselves. When this card is sent to the graveyard you may add 1 "Primal Rage" from your deck to your hand. Spear Headed Beast2/Beast/Earth1400/1000This card can attack directly if your opponent controls no Spell or Trap cards. Telepathic ResponseTrapIf a monster you control would be destroyed in battle you may destroy 1 monster your opponent controls instead. Raging RevivalSpellSpecial Summon 1 monster in your graveyard, pay lifepoints equal to the monsters attack, it is destroyed during your second end phase after this cards activation. Ambushing Troops3/Tuner/Warrior/Earth1000/1000You may Special Summon this card from your hand when your opponent Special Summons a monster with 2000 or less attack. Gravity Manipulation DeviceContinuous SpellDuring each of your Standby Phases select 1 effect :Level 3 and lower monsters may attack directly.Level 5 and higher monsters may not attack. Archer of Time4/Light/Warrior1000/1300Tribute a monster to destroy 1 monster to add 1 "Arrow of Destiny" from your deck to your hand. Arrow of DestinySpellIf you control "Archer of Time" you can remove 1 card your opponent controls from play. Searching BeckonSpellSelect 1 Face-Down card on the field, your opponent must reveal it to you. If a card is chained to this card you may add 1 Level 4 or lower Warrior from your deck to your hand. Bone Hand of Death5/Fiend/Dark?/?This cards attack becomes the number of monsters in your graveyard * 400 and its attack becomes the number of monsters in your opponents graveyard * 100. Second Theme Steel Dragon4/Machine/Earth1800/900This card is Also treated as a Dragon-Type. Once per turn you can apply the apportiate following effect according to your lifepoints:4000 - 8000:: Discard 1 Card from your hand to destroy 1 monster on the field.2000 - 3999:: Discard 1 Card from your hand to Special Summon 1 "Steel" monster from your graveyard with under 1500 attack.0 - 1000:: Destroy up to 2 Spell or Traps on the field. Steel Warrior3/Machine/Earth1400/1200This card is also treated as a Warrior-Type. This card gains the apporiate following effect according to your lifepoints.6000+ This card can attack directly.4000 - 5999:: This card cannot be targetted by a Spell or Trap card.0 - 3999:: This card gains 1000 attack and cannot be destroyed in battle. Steel Droid2/Machine/Earth800/800Flip : Apply the apporiate following effect depending on your lifepoints:4000 - 8000 :: Draw 1 card.0 - 3999 :: Destroy 1 card on the field. Steel Lion4/Machine/Earth1700/1300This card is also treated as a Beast - Type. Apply the apporiate effect depending on the difference between your opponents lifepoints and your own::1000 + : Increase all other "Steel" monsters attack by 200.2000 + : Your opponent cannot modify the stats of any monster.4000 + : Your opponent cannot activate Quickplay, Field or Continuous Spell cards.7000 + : Tribute this card to draw 3 cards. Steel Chimera8/Machine/Earth?/0This card is also treated as a Beast - Type. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing 3 "Steel" monsters you control from play. This cards attack is equal to the difference between you can your opponents lifepoints. During each of your Draw Phases you may add 1 "Steel" monster from your deck to your hand instead of conducting your Normal Draw. When this card is Removed from the field Special Summon 1 of the "Steel" monsters removed from play to Summon this card. Iron MinesField SpellOnce per turn add 1 "Steel" monster from your graveyard to your hand, this effect cannot be used if you control less than 2 "Steel" monsters or have less than 5 "Steel" monsters in your graveyard. Once per turn send 1 "Steel" monster from your hand or deck to the graveyard, if you do not this card is destroyed. While this card remains on the field you may discard 1 card to modify your lifepoints by 1000. When this card would be removed from from the field you may discard 2 cards to keep it on the field. Refinement of SteelSpellTribute 1 "Steel" monster you control to increase or decrease your lifepoints by 2000 and Special Summon 1 "Steel Token" (1/Machine/Earth/100/100) to your side of the field. Barricadium of SteelContinuous SpellIf you control a "Steel" monster your opponent cannot target any monsters you control with a Spell or Trap. If you control "Iron Mines" increase the attack of all "Steel" monsters by 700. Recylcing CultureContinuous SpellIf you control a "Steel" monster, when a "Steel" monster is destroyed and sent to the graveyard you may pay 1500 lifepoints to return it to your hand. Steel Gift Horse4/Machine/Earth1300/1300This card is also treated as a Beast-Type. You may Special Summon this card to your opponents side of the field, if this card is Special Summoned this way your opponent must pay 300 lifepoints for each "Steel" monster you control during each of their stanby phases.When this card is sent to the graveyard increase either players lifepoints by 400 for each "Steel" monster you control. When this card is Normal Summoned increase your opponents lifepoints by 900 for each monster they control. Metalic MembraneEquip Spell.If you control a "Steel" monster, you gain the control of the Equipped card. The Equipped card is treated as a Machine - Type. X - Steel Cannon3/Machine/Earth800/800Tribute 1 monster you control to inflict 500 damage to your opponent and return 1 "Steel" card from your graveyard to your hand. If you control another "Steel" monster this cards attack is increased by 800. Y - Steel Winger3/Machine/Earth900/1000Discard this card and one other "Steel" monster from your hand to Special Summon 2 "Scout Tokens" (2/Machine/Wind/800/100), they can attack directly Steel Behemoth9/Fusion/Machine/Earth3400/10001 "Steel" Monster + 1 Beast - Type monster.This card cannot be Special Summoned except by Fusion Summon. When this card destroys a monster in battle inflict damage to your opponent equal to the attack of 1 "Steel" monster in your graveyard except "Steel Behemoth". Steal Snake1/Machine/Earth100/100This card is also treated as a Reptile - Type. This card can be Special Summoned from your hand if you control a "Steel" monster. This card gains 500 attack for every other "Steel" monster you control. When this card is sent to the graveyard you may Tribute 2 "Steel" monsters you control to Special Summon 1 "Steel Behemoth" from your extra deck (This Special Summon is treated as a Fusion Summon) Link to comment Share on other sites More sharing options...
Nightmarian Posted March 29, 2009 Report Share Posted March 29, 2009 Wow, there are some really great cards...^_^ Did u have some other nick before, i don't remember you with this nick. p.s. your theme contains really broken cards though << ( specially because our game is slow ) Link to comment Share on other sites More sharing options...
Cyberdog Posted March 29, 2009 Report Share Posted March 29, 2009 No i didn't just decided to make some. I've just editted some more in to the end. There not great though. Edit: If you tell me which are broken i'll try to weaken them a little. I'm thinking it would be: Paladin of the Elements, Paladin of the Darkness, Paladin of the Tides due to their mass Drawing/Discarding/Destruction. Link to comment Share on other sites More sharing options...
Nightmarian Posted March 29, 2009 Report Share Posted March 29, 2009 Here are ones i think that are overpowered (it doesn't mean other people think): Paladin of the Light4/Warrior/Light1900/1000This card is treated as a Normal Monster and its effect negated if you do not control another “Paladin” monster. Once per turn you can destroy 1 Spell or Trap on the field. -because his effect is almost free (because it is really easy to have 2 Paladin monsters on the field) , so you can make -1 to opponent per turn which is stronger then Breaker, The Magical Warrior..and this one is warrior too, so it would be abused with Soldiers Reinforcements ( our ROTA ) Paladin of the Flames3/Warrior/Fire1400/1000This card is treated as a Normal Monster and its effect negated if you do not control another “Paladin” monster. Discard 1 card from your hand to inflict damage to your opponent equal to the number of “Paladin” monsters you control * 600. -maybe lower damage, like 400 Paladin of the Tides3/Warrior/Water/Tuner1600/1800This card is treated as a Normal Monster and its effect negated if you do not control another “Paladin” monster. Once per turn discard any number of cards from your hand to force your opponent discard the same number of cards from their hand. -this is really broken..it would be overpowered even that you discard 1 to make opponent discard 1. Paladin of the Darkness4/Warrior/Dark2000/0This card is treated as a Normal Monster and its effect negated if you do not control another “Paladin” monster. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Removing 2 “Paladin” monsters from your graveyard from play. Once per turn discard any number of cards from your hand to draw card equal to the amount of cards discard – 1. -broken, because it have effect stronger then Card Destruction, it got 2000 ATK, Special Summon etc. From what i see it, one of key cards to produce easy OTK Paladin of the ElementsSynchro/7/Warrior/Light2700/10001 Tuner + 1 or more non-tuner “Paladin” monsters.This card is treated all Attributes and all Types. Tribute this card to destroy all cards on the field. You may not Normal Summon or Special Summon any monsters during a turn that this card is Tributed for its own effect. If this card would be destroyed by card effect you may destroy 1 “Paladin” monster you control instead. -simply because in our CCG we don't want easy mass destruction Safe Return of PaladinsContinuous SpellWhen a “Paladin” is destroyed in battle you can pay 600 lifepoints to return it to your hand. In addition whenever your opponent Special Summons a monster you can discard 2 “Paladin” monsters from your hand to negate the Special Summon. -broke thing is that you get constantly back to your hand really strong monsters Dart to the FinishSpellSelect 1 “Paladin” you control, it may attack directly until your next End Phase. If the monster is destroyed before your next End Phase you may Special Summon 1 "Paladin" monster from your deck. overpowered My advices how to fix all your cards is by making them all Gemini Monsters, and then making for example Paladin monster that can Normal Summon other Paladins etc.Then their effects could be stronger. ( but not even then strong as some of them are right now)Having 2 Paladin monsters is really easy believe me, specially in slow format where there is no aggression at all...:) You posted some really great cards so i thank you for that again :) Link to comment Share on other sites More sharing options...
Cyberdog Posted March 29, 2009 Report Share Posted March 29, 2009 I've changed them around a bit. Paladin of the Light now requires a Discard.Paladin of the Flames damage was reduced to 300.Paladin of the Tides effect was changed from a discard based one to one that can activate the effect of another Paladin you control.Paladin of Darkness's draw has been reduced to a Good Goblin House Keeping based draw effect and only when its destroyed and sent to the graveyard.Paladin of the Elements' nuke was removed and instead was given an attack increasing effect with a burn drawback when he is removed from the field.Safe Return of Paladins now returns them to the deck.Dart to the Finish was changed to Special Summoning a Level 3 or lower Paladin with its effect negated. Dart to the Finish still seems a bit Iffy to me =/ Link to comment Share on other sites More sharing options...
Dream Posted March 29, 2009 Report Share Posted March 29, 2009 I added some cars to my post on page 1. Link to comment Share on other sites More sharing options...
seattleite Posted March 30, 2009 Report Share Posted March 30, 2009 *The numbered ones belong to the specific groups on page 1* 3) Lucky Charm RitualRitual Spell CardAdd 1 ritual monster in your deck to your hand. This card remains on the field face-up. During your second standby phase after this cards activation, ritual summon the ritual monster in your hand. If you cannot, send the ritual monster to the graveyard. 4) Parallel Universe Field Spell CardSwitch the ATK and DEF of all monsters on the field. Pay 700 life points during each of your standby phases. If you cannot, this card is destroyed. 5) Maggot Dig Continous Trap card Each time you inflict battle damage to your opponent, the top 2 cards on your opponents deck are sent to the graveyard. 6)Subjugate Normal Trap Card Pay 1000 life points. Take control of 1 face-down monster on the field until the end of the turn. 7) Soul Guard Counter Trap card Negate the activation of an effect monster's effect that affects normal monster(s) and destroy it. 8 ) Hell CerberusFiend-Fusion/FIRE/LV7/2300/1800"Hell Hound" + "Diablo, Dark Shadow of the Cathedral"During each of your opponent's standby phases, they take damage equal to the number of monsters removed from play X200. 10) Ancestry Normal Spell cardUntil the end of the turn, target monster gains 1000 Atk for every monster with the same name in your graveyard, until the end of the turn. 11) Haunting Requiem Quickplay Spell CardUntil the end of the turn, all your opponents monsters lose ATK and DEF equal to the number of monsters in your graveyard x50. 13) Rubber ArmorWarrior-Union/EARTH/Lv3/500/500Once per turn, 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 it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that monster loses 500 ATK and DEF, and cannot be destroyed in battle.(1 monster can only be equipped with 1 Union Monster at a time.) 14) AkumaFairy-Spirit/DARK/Lv4/1600/1300 This card cannot be special summoned. This card returns to the owners hand during the end phase of the turn this card is normal summoned or flipped face-up. When this card inflicts battle damage to your opponents life points, you can remove from play up to 3 cards from either player's graveyard. 15)Mobius the RetrainedAqua-Gemini/WATER/Lv6/2400/1000This card is treated as a normal monster while on the field or in the graveyard. If this card is face-up, you can normal summon it to have it be treated as an effect monster with this effect:*Once per turn, you can destroy 1 spell or trap card on the field. No cards can be chained to this effect. This card cannot attack the turn you use this effect. 16) Wicked Plot Normal Spell Card Discard 1 card. Add 1 Level 4 or lower DARK monster from your graveyard to your hand. 17) Mud MoleBeast/EARTH/Lv3/500/500Remove this card from your graveyard. Target EARTH monster gains 500 ATK and DEF, until the end of the turn. This can be activated during either player's turn. 18 ) Speed NinjaWarrior/WIND/Lv4/1200/0During either players Battle Phase, before damage calculation, you can return a number of WIND monsters from your field to your hand. Increase this cards attack by 1000 X the number of monsters returned by this effect, until the end of the turn. 19) Burning Passion Normal Spell cardTribute 1 FIRE monster you control. Inflict damage to your opponent's life points equal to that monster's original ATK. Then, you can add a monster with the same name from your deck to your hand. 20)SubmergeEquip Spell CardEquip only to WATER monsters. Decrease the level of the equipped monster by 1. You can choose which spell/trap cards affect the equipped monster. 21) Aura Refraction Normal Trap CardActivate only when you control a LIGHT monster and your opponent controls a face-up monster. Increase your life points equal to the combined level of those 2 monsters x300. 22) Evil Temple Field Spell Card Increase the ATK and DEF of all DARK monsters by 300. A player can tribute a DARK monster to skip their opponent's next Battle Phase. 23) Gold Mine Field Spell Card Increase the ATK and DEF of all EARTH monsters by 300. Once per turn, a player can flip 1 face-up monster on the field to face-down defense position. 24) Storm Zone Field Spell card All WIND monsters gain 300 atk and def. If a player controls no spell/trap cards (excluding this card) during their standby phase, they must return 1 monster they control to the owner's hand. 25) Volcanic Furnace Field Spell Card Increase the ATK and DEF of all FIRE monsters by 300. During the turn player's end phase, they take 100 damage for each FIRE monster their opponent controls. 26) Sunken Ship Field Spell Card Increase the ATK and DEF of all WATER monsters by 300. Decrease the Level of all WATER monsters in the Hand, Field or graveyard by 1. If a player attacks a WATER monster, the controller of that monster can change the target of that attack to another WATER monster. 27) Mirror Hall Field Spell Card Increase the ATK and DEF of all LIGHT monsters by 300. When your opponent targets a LIGHT monster you control with a spell or trap card, by paying 800 life points, you can switch the target to another correct target. 28 ) Cursed Moonlight Normal trap card Special summon 1 Level 4 or lower zombie-type monster from your graveyard. 29) Adrenaline Normal Spell card Select 1 Warrior-type monster with 1500 or less original ATK. This turn, the selected monster can attack twice per turn. 30) Sacred Spellbook of Secret Arts Equip Spell Card Equip only to a Spellcaster-type monster. It gains 300 ATK and DEF. When a player activates a spell card, increase the ATK of the equipped monster further by 200 points. 31) Miracle Seeds Normal Spell Card Remove 1 Plant-type monster in your graveyard to activate this card. Special summon 1 "Seed token" (Plant/EARTH/Lv1/0/0). It cannot be tributed for a tribute summon. During your next standby phase, tribute the token to special summon 1 Plant-type monster from your deck, whose level is equal to the monster you removed from play to activate this card. 32) Bug Hive Continous Spell card Whenever a player summons an Insect-type monster, they can special summon all monsters with the same name as that monster from their hand. 33) Mass Manufacture Normal Spell Card Select a level 3 or lower machine-type monster you control. Special summon 1 "Factory" token. It always have the same ATK, DEF, Type, Attribute, Level and effect as the machine-type monster. When that selected monster is removed from the field, destroy the token. 34) Pufferfish ArmorEquip Spell cardEquip to fish-type monsters. Increase the ATK and DEF of the equipped monster by 700 points. Destroy a monster that battles with the equipped monster after 2 of your opponents standby phases have passed. When this card is sent from the field to the graveyard, destroy 1 spell or trap card on the field.----------------------------------------(tuner, ritual and synchro) 36) Hive MindInsect-tuner/WIND/lv2/500/1700When this card is normal summoned, you can special summon any monsters from the graveyard which have the same name as monsters you control, except "Hive Mind". These monsters cannot attack. 37) Obsessed ArtistSpellcaster-tuner/LIGHT/Lv3/200/1600Whenever a monster is normal summoned, special summon 1 "Portrait token" (Rock/LIGHT/lv1/0/0) to your side of the field. These tokens cannot be tributed for a tribute summon. 38 ) Master of JudoWarrior-tuner/EARTH/Lv1/300/1000Increase this cards ATK and level by the monster your opponent controls with the lowest DEF. (ritual spell for Dark Scarecrow)Dark HarvestRitual Spell cardThis is used to ritual summon "Dark Scarecrow". You must also tribute monsters whose levels equal 5 or more from your hand or your field. 39 ) Dark ScarecrowFiend-Ritual/EARTH/Lv5/?/?This card gains ATK and DEF equal to the total levels of monsters used to ritual summon this card x400. If a spell or trap card targets this card, you can tribute 1 monster you control to negate that card and destroy it. 42) Abstract LegendSpellcaster-Synchro/LIGHT/Lv5/1500/2400"One Tuner" + "One or more non-tuner monsters"Once per turn, you can special summon 1 "Artpiece Token" (Rock/LIGHT/Lv2/500/500). --------------------------------------------------ALL OTHER CARDS Pot of InsuranceNormal spell cardSelect 1 monster on your side of the field. If is not destroyed as a result of battle this turn and is destroyed before your next standby phase, draw 2 cards. Secret Ancient cult memberSpellcaster/DARK/Lv6/2000Atk/2500DefWhen this card is normal summoned, add 1 ritual spell card from your deck to your hand. When this card is Flipped face-up, add 1 ritual spell card from your graveyard to your hand. When this card is destroyed and sent to the graveyard, draw 1 card. Force FieldNormal trap cardActivate only when your opponents monster attacks you directly. Destroy that monster, then draw 1 card. Desperate AttemptNormal Spell CardDraw 4 cards, then you take 5000 damage. You can decrease this damage by 1000 points for every card you discard at this time. Sand TurtleAqua/EARTH/Lv2/500/600This card is not destroyed as a result of battle while in defense position. After this card is attacked 2 times in the same turn while in defense position, switch it to attack position. Magical GrasshopperInsect/WIND/Lv1/100/300FLIP: See the top card on your deck. If it is a spell card, you can add it to your hand, or activate it's effect immediately. If not, you may shuffle your deck. Book of CountercursesSpellcaster/WIND/Lv4/0/2000When this card is normal summoned, place it on the field in face-up defense position. Tribute this face-up card to negate the special summoning of a monster and remove it from play. PolymorpherFairy/DARK/Lv4/1700/1900Change the type or attribute of 1 monster on the field. You can only activate this effect once per turn. Wall of PainPsychic/DARK/Lv3/500/500Every time your life points are decreased through battle damage or by your own card effect, this card gains ATK equal to that amount. Life MedicPsychic/LIGHT/Lv3/500/500Every time your life points are increased, increase this cards ATK and DEF equal to that amount. Defense Amulet Normal Trap cardThis card becomes an equip spell card, and equip it to one of your monsters. The ATK of all attack-position monsters on the field with more ATK than the DEF of the attacked monster becomes 500 points less than the DEF of the attacked monster. Stressed ScribeWarrior/EARTH/Lv4/1000/1700You may skip any of your standby phases. Link to comment Share on other sites More sharing options...
Morgan LeFlay Posted March 30, 2009 Author Report Share Posted March 30, 2009 These are some good cards, people. Nice to see that we're getting a lot of submissions. Link to comment Share on other sites More sharing options...
tommers2008 Posted March 30, 2009 Report Share Posted March 30, 2009 Good to see we are getting a few entries... I have added more cards to my post on the 1st page post no 7 Link to comment Share on other sites More sharing options...
Nightmarian Posted March 30, 2009 Report Share Posted March 30, 2009 Yes, btw tommers, why don't you add those few cards from Promo Phase for which i told that are really good..? p.s. check out people my cards on page 1, i got around 80 right now :p Link to comment Share on other sites More sharing options...
tommers2008 Posted March 30, 2009 Report Share Posted March 30, 2009 What 1s where they..?? Prototype destructor was 1 and the cards for the fusion was it..?? Link to comment Share on other sites More sharing options...
Nightmarian Posted March 30, 2009 Report Share Posted March 30, 2009 Yes..this ones...btw, did u sent those pm's about which ones i sent u private message? Tommers 2008 : http://img152.imageshack.us/img152/3303/88810.jpg http://i39.tinypic.com/28tjoqo.png http://img154.imageshack.us/img154/9258/88810m.jpg http://img3.imageshack.us/img3/9002/88810hmd.jpg http://img3.imageshack.us/img3/6862/88810biw.jpg-change materials to ones from our game Link to comment Share on other sites More sharing options...
Dream Posted March 30, 2009 Report Share Posted March 30, 2009 I added some cards to mah post on pg 1 Link to comment Share on other sites More sharing options...
Nightmarian Posted March 30, 2009 Report Share Posted March 30, 2009 Karl, if 2 themes will be accepted, why each person can't submit 2 themes total??I don't see any reason why should we not... Link to comment Share on other sites More sharing options...
tommers2008 Posted March 30, 2009 Report Share Posted March 30, 2009 Maybe 2 themes per person but you can only have 1 theme accepted to set per person..?? Also nightmarian i haven't got around to it yet, it should be done by today do if that's ok..and my other cards, i shall add them to my post now shortly... Link to comment Share on other sites More sharing options...
Morgan LeFlay Posted March 30, 2009 Author Report Share Posted March 30, 2009 Karl, if 2 themes will be accepted, why each person can't submit 2 themes total??I don't see any reason why should we not... Fine, since you think it's best I'll allow it. Link to comment Share on other sites More sharing options...
Shadow Zero Posted March 30, 2009 Report Share Posted March 30, 2009 ............i dont know if i am still able to submit cards for this set. but either way, here are some of my cards. << >> if they do make the set then changing the series numbers on them is okay. although that probably goes without saying. anyway................let me know if these 2 cards are acceptable or would be acceptable if modifications were made to them. if you say that they have a chance of making it into the set then i'll finish the rest of this part post haste. hope to hear from you soon. oh, and if these are put up after the deadline, then i;d like to apologize in advance for causing any trouble.oh, and i may have to change the type of cards that these are since i dont know if divine-beast types are allowed in the create card game. someone please give me info on that as well? looking forward to your posts. Link to comment Share on other sites More sharing options...
Cyberdog Posted March 30, 2009 Report Share Posted March 30, 2009 My First post was updated with some new cards. Link to comment Share on other sites More sharing options...
tommers2008 Posted March 30, 2009 Report Share Posted March 30, 2009 @ shadow-zero No divine-beast's.... You have a lot of ocg errors..Post the effects some people, won't be able to read it... I don't think these cards would make it in their current state, i personally think they would require an awful lot of work to be accepted... I might have a total different opinion to everyone else now so i don't no what others will say but for me no i wouldn't vote for them... Link to comment Share on other sites More sharing options...
Morgan LeFlay Posted March 30, 2009 Author Report Share Posted March 30, 2009 of course they would be reworded to make sense before voting so yeah. Link to comment Share on other sites More sharing options...
Shadow Zero Posted March 30, 2009 Report Share Posted March 30, 2009 interesting. then i have work ahead of me. for now, though, i shall show the modifications to the previous cards, as well as the 'beast ascension' spell card. also, at the behest of tommers2008, i have all of the effects and such listed under the cards as well. i hope these are better then before. and as always, be brutally honest. no sugar coating. i insist on unbiased and honest opinions. this probably goes without saying, but i choose to do so because i like to make sure that my intentions are clear. i look forward to your views, and possible votes.Rising Phoenix Falzar requires 3 tributes. Receive 1000 hit points of damage for a Grave or deck summoning.Gain 1000 life points for a special or effect summoning. When Rising Phoenix Falzar is summoned, place 3 counters on him. Each effect uses 1 counter. When all 3 counters are used, activate the spell card Beast Ascension from your deck or hand. You can only use each effect once. 1: Attack 2 targets at 1/2 the attack strength. 2: Deal 100 life points of damage for each monster in the graveyard. 3: Deal 1/2 the battle damage to an opponents life points.You may activate one effect on your turn. When Sprinting Cerberus Gregar is summoned place 3 counters on him. 1 counter is used for each effect. When there are no counters, summon and activate the spell card Beast Ascension. You may use each effect only once.1: Destroy 1 field spell or 2 continuous trap/spell cards. 2: Deal half the battle damage to an opponents life points 3: Attack twice at 1/2 the attack.Beast Ascension can only be used on Warrior-Beast type monsters. when a Hunter-Beast has all of its counters removed, this card is activated and summons any Warrior-Beast type monster of your choice excluding ritual summon Warrior-Beasts. If this card is not already set, then it is summoned from the deck or hand at a cost of 1000 life points. When this card is activated, you may tribute 500 life points to return this card to your deck. If not, then when this card is destroyed, the Hunter-Beast that this card summoned is sent to the graveyard. When the Hunter-Beast that was summoned using this card is destroyed, send this card to the graveyard. Beast Ascension is a bit long-winded, but i had to make sure that it was specific enough not to make mistakes. i hope that i got the wording right. Link to comment Share on other sites More sharing options...
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