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


Morgan LeFlay

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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.

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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? :)

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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/Water

2600/1400

The king of the Yeti race. He will defend his people with supreme force.

 

Spark Dragon

5/Dragon/Light

900 / 3000

A weak dragon that can absorb the energy of any attack to defend itself.

 

Divine Ritual

Ritual Spell

This 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 Zone

Field Spell

All monsters you control gain attack equal to their level * 100.

 

Corrupt Resources

Trap

Discard 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 Control

Equip Spell

Equip to one of your opponents monster, while you control a Spellcaster-Type monster you gain control of the equipped card.

 

Aid the Norms

Spell

Tribute 1 Normal Monster to Special Summon 1 Normal Monster from your deck.

 

Archfiend Blade

Equip Spell

The 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 Stare

Quick play Spell

Select 1 monster on the field. Select 1 effect:

Increase its level by 1.

Increase its attack by 700.

 

 

Deafening Screech

Quick Play Spell

Select 1 monster on the field. Select 1 effect:

Decrease its level by 2.

Decrease its attack and defence by 700.

 

Shadow Reaper

4/Dark/Fiend

0/0

This 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 Cyclops

3/Earth/Rock

1200/2000

Once 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 Spell

Level 4 and lower WIND monsters may attack directly if your opponent controls no Spell or Trap cards.

 

Pyronic, King of Flames

4/Fire/Pyro

1800/100

Each time a FIRE monster inflicts effect damage to your opponent(except “Pyronic, King of Flames”) inflict 800 more damage.

 

Deep Sea Warfare

Spell

Activate only if you control a WATER monster, your opponent must discard 1 card from their hand.

 

Intervention of the Lord

Counter Trap

Activate 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 Spell

All DARK monsters you control gain 800 attack, in addition all non-dark monsters can only attack monsters in the same column as itself.

 

Bottomless Chasm

Field Spell

During each of your End Phases you can Tribute 1 EARTH monster to destroy one card on the field.

 

Forgotten Nest

Field Spell

All 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 Lands

Field Spell

Any 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 Spell

All WATER monsters gain 800 attack. Tribute this card and 1 WATER monster you control to Special Summon 1 WATER monster from your graveyard.

 

Illuminating Spark

Field Spell

A monster that battles with a LIGHT monster you control is destroyed during your next End Phase.

 

Mecha Unit

Spell

Special Summon 1 Level 4 or lower UNION monster your graveyard, it is destroyed during your next Standby Phase.

 

Venomous Alien

3/Reptile/Dark

1500/1000

All 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/Earth

200/200

When 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 Rose

Plant/4/Dark

900/1000

Each 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 Dragon

2/Dragon/Tuner/Earth

800/1400

This 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 Spell

Spell

Activate only if you control 3 or more Spellcaster – Type monsters. Destroy all cards your opponent controls.

 

Contents of the Spell Book

Spell

Add 1 level 5 or higher Spellcaster from your deck to your hand.

 

Lost Wizard – Delformat

6/Spellcaster/Fire

2300/1000

When 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 Dragon

5/Dragon/Light

1900/1000

When this card destroys a monster in battle return 1 DRAGON from your graveyard to your hand.

 

Legendary Command of Freed

Trap

Special 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 – Gilomesh

5/Dark/Fairy

1700/1000

This 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 Light

4/Warrior/Light

1900/1000

This 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 Flames

3/Warrior/Fire

1400/1000

This 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 Tides

3/Warrior/Water/Tuner

1600/1800

This 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 Gales

4/Warrior/Wind

1800/1000

This 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 Darkness

4/Warrior/Dark

2000/0

This 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 Union

Spell

Special 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 Elements

Synchro/7/Warrior/Light

2700/1000

1 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 Land

4/Earth/Warrior

1600/1700

This 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 Trust

Continuous Spell

When 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 Removal

Trap

Activate only if you control a “Paladin” monster. Destroy 1 monster on the field.

 

Safe Return of Paladins

Continuous 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 Finish

Spell

Special Summon 1 Level 3 or lower "Paladin" from your graveyard, its effect is negated.

 

 

Switching Trades

Quick Play Spell

Tribute 1 “Paladin” you control to Special Summon 1 of a different Attribute from your deck.

 

 

 

Random Cards

 

 

 

Overlord Dragon

9/Dragon/Dark

3000/4000

This card cannot be Special Summoned. Tribute 1 Dragon your control to inflict damage to your opponent equal to the Dragon's level * 200.

 

Forward Slash

Spell

Activate 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 Movements

Spell

Move 1 monster to an unoccupied monster zone on the same side of the field.

 

Blind Dragon

4/Dragon/Fire

1900/1000

This 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 Rage

Field Spell

Monsters 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 Ape

6/Beast/Fire

2400/1000

When 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 Beast

2/Beast/Earth

1400/1000

This card can attack directly if your opponent controls no Spell or Trap cards.

 

Telepathic Response

Trap

If a monster you control would be destroyed in battle you may destroy 1 monster your opponent controls instead.

 

Raging Revival

Spell

Special 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 Troops

3/Tuner/Warrior/Earth

1000/1000

You may Special Summon this card from your hand when your opponent Special Summons a monster with 2000 or less attack.

 

Gravity Manipulation Device

Continuous Spell

During 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 Time

4/Light/Warrior

1000/1300

Tribute a monster to destroy 1 monster to add 1 "Arrow of Destiny" from your deck to your hand.

 

Arrow of Destiny

Spell

If you control "Archer of Time" you can remove 1 card your opponent controls from play.

 

Searching Beckon

Spell

Select 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 Death

5/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 Dragon

4/Machine/Earth

1800/900

This 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 Warrior

3/Machine/Earth

1400/1200

This 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 Droid

2/Machine/Earth

800/800

Flip : Apply the apporiate following effect depending on your lifepoints:

4000 - 8000 :: Draw 1 card.

0 - 3999 :: Destroy 1 card on the field.

 

Steel Lion

4/Machine/Earth

1700/1300

This 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 Chimera

8/Machine/Earth

?/0

This 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 Mines

Field Spell

Once 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 Steel

Spell

Tribute 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 Steel

Continuous Spell

If 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 Culture

Continuous Spell

If 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 Horse

4/Machine/Earth

1300/1300

This 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 Membrane

Equip 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 Cannon

3/Machine/Earth

800/800

Tribute 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 Winger

3/Machine/Earth

900/1000

Discard 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 Behemoth

9/Fusion/Machine/Earth

3400/1000

1 "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 Snake

1/Machine/Earth

100/100

This 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)

 

 

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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.

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Here are ones i think that are overpowered (it doesn't mean other people think):

 

Paladin of the Light

4/Warrior/Light

1900/1000

This 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 Flames

3/Warrior/Fire

1400/1000

This 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 Tides

3/Warrior/Water/Tuner

1600/1800

This 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 Darkness

4/Warrior/Dark

2000/0

This 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 Elements

Synchro/7/Warrior/Light

2700/1000

1 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 Paladins

Continuous Spell

When 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 Finish

Spell

Select 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 :)

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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 =/

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*The numbered ones belong to the specific groups on page 1*

 

 

 

 

3) Lucky Charm Ritual

Ritual Spell Card

Add 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 Card

Switch 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 Cerberus

Fiend-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 card

Until 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 Card

Until 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 Armor

Warrior-Union/EARTH/Lv3/500/500

Once 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) Akuma

Fairy-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 Retrained

Aqua-Gemini/WATER/Lv6/2400/1000

This 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 Mole

Beast/EARTH/Lv3/500/500

Remove 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 Ninja

Warrior/WIND/Lv4/1200/0

During 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 card

Tribute 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)Submerge

Equip Spell Card

Equip 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 Card

Activate 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 Armor

Equip Spell card

Equip 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 Mind

Insect-tuner/WIND/lv2/500/1700

When 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 Artist

Spellcaster-tuner/LIGHT/Lv3/200/1600

Whenever 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 Judo

Warrior-tuner/EARTH/Lv1/300/1000

Increase this cards ATK and level by the monster your opponent controls with the lowest DEF.

 

(ritual spell for Dark Scarecrow)

Dark Harvest

Ritual Spell card

This 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 Scarecrow

Fiend-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 Legend

Spellcaster-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 Insurance

Normal spell card

Select 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 member

Spellcaster/DARK/Lv6/2000Atk/2500Def

When 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 Field

Normal trap card

Activate only when your opponents monster attacks you directly. Destroy that monster, then draw 1 card.

 

Desperate Attempt

Normal Spell Card

Draw 4 cards, then you take 5000 damage. You can decrease this damage by 1000 points for every card you discard at this time.

 

Sand Turtle

Aqua/EARTH/Lv2/500/600

This 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 Grasshopper

Insect/WIND/Lv1/100/300

FLIP: 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 Countercurses

Spellcaster/WIND/Lv4/0/2000

When 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.

 

Polymorpher

Fairy/DARK/Lv4/1700/1900

Change the type or attribute of 1 monster on the field. You can only activate this effect once per turn.

 

Wall of Pain

Psychic/DARK/Lv3/500/500

Every time your life points are decreased through battle damage or by your own card effect, this card gains ATK equal to that amount.

 

Life Medic

Psychic/LIGHT/Lv3/500/500

Every time your life points are increased, increase this cards ATK and DEF equal to that amount.

 

Defense Amulet

Normal Trap card

This 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 Scribe

Warrior/EARTH/Lv4/1000/1700

You may skip any of your standby phases.

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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

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............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................

226293.jpg226293e.jpg

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.

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@ 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...

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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.

226293.jpg

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.

226293.jpg

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.

226293u.jpg

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.

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