Jump to content

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


Morgan LeFlay

Recommended Posts

Well here is 1 theme, I shall post more cards later.

 

[spoiler=Innocence]

43681.jpg

p><p>[center][img]<a href=http://img293.imageshack.us/img293/457/43681.jpg' alt='43681.jpg'>[/center]

p><p>[center][img]<a href=http://img128.imageshack.us/img128/457/43681.jpg' alt='43681.jpg'>[/center]

p><p>[center][img]<a href=http://img159.imageshack.us/img159/1752/43681v.jpg' alt='43681v.jpg'>[/center]

p><p>[center][size=x-small][i]When this card is activated select 1 monster on the field. The select monster

When this card is activated select 1 monster on the field. The select monster's name is treated as "Innocence - The Slave" and switches the Battle Position to Defense Position. If your opponent selects a monster you control as an attack target you can switch the attack to the selected monster. If the selected monster is destroyed by battle, remove this card from play and Special Summon 1 "Innocence" monster from your Deck with a Level equal to the Level of the selected monster.

 

p><p>[center][img]<a href=http://img510.imageshack.us/img510/6113/43681u.jpg' alt='43681u.jpg'>[/center]

 

This card can only be activated if an "Innocence" monster you control is destroyed by an effect of a Spell or Trap Card. As long as you control this card, both players must pay 500 Life Points to activate a Spell or Trap Card. Put 1 Seal Counter on this card for each Spell or Trap Card activated. Once per turn, you can remove 2 Seal Counters from this card to select 1 card in the Spell & Trap Card Zone. The selected card cannot be activated until the 2nd Standby Phase the card was selected.

This card can only be activated if an "Innocence" monster you control is destroyed by an effect of a Spell or Trap Card. As long as you control this card, both players must pay 500 Life Points to activate a Spell or Trap Card. Put 1 Seal Counter on this card for each Spell or Trap Card activated. Once per turn, you can remove 2 Seal Counters from this card to select 1 card in the Spell & Trap Card Zone. The selected card cannot be activated until the 2nd Standby Phase the card was selected.

 

 

Link to comment
Share on other sites

  • Replies 377
  • Created
  • Last Reply

Well, here goes my post. Not quite done with everything, but I've got enough done to start it anyway. I've also fixed a lot of the cards. Most of my cards have corrections in the YVD Format text.

 

Sadly, the pictures for my theme are hard to get, so I've been struggling so far. This is what I have.

[spoiler=Iron Mirror]

The entire theme is made up of things related to Mirrors and reflections, but the names of the cards are especially special. Most of the names are in a cipher I use, but were originally normal words, mostly relating to emotions, though a few are other things. I'll note what each as I post them.

 

54708.jpg

 

|Curse of the Broken Mirror|X|CCG1|Spell Card|Spell||Field|||If an "Iron Mirror" monster is sent to the Graveyard, it is removed from play instead. During your opponent's End Phase, for each of your "Iron Mirror" monsters that is removed from play, your opponent must choose 1 of the following: •Tribute 1 card. •Discard 1 card. •Take 100 Damage. •Send 1 card from the top of their Deck to the Graveyard.|

 

 

Edge (As in a blade edge)

54708f.jpg

 

|Iron Mirror - Atka|X|CCG1|Machine/Union/Effect|Earth|3||0|0|Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a face-up "Iron Mirror" monster you control as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-down Defense Position. If a monster equipped with this card is flipped face-down, Set this card in 1 of your Monster Card Zones. When this card is flipped face-up, this card gains 300 DEF for each time this card has been flipped face-up since this card was placed on the field, end the Current Phase, and you may equip this card to 1 face-up "Iron Mirror" monster you control. A monster equipped by this card gains ATK and DEF equal to this card's DEF.|

 

 

Reflecton (Reflection without the I because it looked stupid >.>)

54708.jpg

 

|Iron Mirror - Hifmildyr|1|IRMR|Machine/Effect|Earth|4||0|2000|This card is treated as a Normal Monster while on the field or in the Graveyard. When this card is flipped face-up, it is treated as an Effect Monster with this effect: •If this card is flipped face-up by battle, you may change this card to face-up Attack Position, treat the name of this card as the name of the attacking monster, and have this monster gain the Level, Type, ATK, DEF, and effect of the attacking monster. This card is still treated as an "Iron Mirror"monster. Your opponent must then discard 1 card or the attack is then negated. When this card attacks a monster with the same name as this card, it is removed from play without applying damage calculation. When this card is destroyed, your opponent may Special Summon 1 of your opponent's removed from play monsters with the same name as this card.|

 

 

Fear

54708.jpg

 

|Iron Mirror - Zyon|2|IRMR|Fiend/Effect|Earth|3||600|1200|This card is treated as a Normal Monster while on the field or in the Graveyard. When this card is flipped face-up, it is treated as an Effect Monster with this effect: •You can flip this card into face-down Defense Position once per turn during your Main Phase. When this card is flipped face-up, you may remove from play this card until your next End Phase to take control of 1 monster your opponent controls until your next End Phase. The effects of a monster targeted by this effect becomes the following: •This card becomes a Fiend-Type monster, is treated as an "Iron Mirror" monster, and gains 500 ATK and DEF. If this card is removed from the field, Special Summon 1 of your "Iron Mirror - Zyon" that is removed from play and it is treated as an Effect Monster, and gains its effect(s). Once per turn, if this card would be destroyed by a card effect, it is not destroyed.|

 

 

Ironically it would appear I got the next two's names mixed up when I made them, but they sound better as they are >.>

Prisma was originally Phasmophile (A love of ghosts), but this card was suppose to mean A love of mirrors/reflections, which is what Lydub was translated from Catoptrophile, but shortened to Catop cause it looked cooler.

 

54708.jpg

 

|Iron Mirror - Prisma|X|CCG1|Spellcaster/Effect|Earth|4||0|1900|This card is treated as a Normal Monster while on the field or in the Graveyard. When this card is flipped face-up, it is treated as an Effect Monster with this effect: •Each time an "Iron Mirror" monster is flipped face-up, you may draw 2 cards. Each time an "Iron Mirror" monster is destroyed, you must discard 1 card.|

 

 

The rest do not have pictures, so they'll be outside spoilers.

 

|Iron Mirror - Lydub|20|IRMR|Zombie/Effect|Earth|4||0|1500|This card is treated as a Normal Monster while on the field or in the Graveyard. When this card is flipped face-up, it is treated as an Effect Monster with this effect: •Each time a monster is Special Summoned from the Graveyard, you may send 1 of your removed from play "Iron Mirror" monsters to the Graveyard to take control of that monster and treat it a Zombie-Type monster. Once per turn, you may remove from play 1 "Iron Mirror" monster in your hand to Special Summon 1 "Iron Mirror" monster from your Graveyard and treat it as a Zombie-Type monster. This card gains 500 ATK and DEF for each Zombie-Type monster on the field. When this card is removed from the field, the control of all monsters targeted by this card's effect returns to the original owner's, then this card is removed from play.|

 

Necro, short for Necrophilia, a fear of death/the dead

|Iron Mirror - Halnu|X|CCG1|Zombie/Effect|Earth|4||0|2000|This card is treated as a Normal Monster while on the field or in the Graveyard. When this card is flipped face-up, it is treated as an Effect Monster with this effect: •You can flip this card into face-down Defense Position once per turn during your Main Phase. A monster that battles this card loses 500 ATK and DEF during each of its controller's End Phases. A monster whose DEF is reduced to 0 by this effect becomes a Zombie-Type monster, and you gain control of that monster, then its ATK becomes its original ATK. When this card is flipped face-down, you may rearrange the face-down Defense Position monsters you control, then return them in face-down Defense Position. You can only use this effect once per turn.|

 

Empathy

|Iron Mirror - Umpitre|7|IRMR|Fairy/Effect|Earth|3||0|1500|This card is treated as a Normal Monster while on the field or in the Graveyard. When this card is flipped face-up, it is treated as an Effect Monster with this effect: •When this Defense Position card is attacked, if this card's DEF is lower than the ATK of the attacking monster, this card gains DEF equal to the difference, then you take an equal amount of Battle Damage. Once per turn, during the End Phase of your turn, you may halve the DEF of this card to inflict an equal amount of damage to your opponent's Life Points. (All halved amounts are rounded down.)|

 

Charity (As in the Virtue, not the modern use, though it certainly fits. The Virtue is also known as Love)

|Iron Mirror - Shurydi|14|IRMR|Fairy/Effect|Earth|2||0|0|This card is treated as a Normal Monster while on the field or in the Graveyard. When this card is flipped face-up, it is treated as an Effect Monster with this effect: •You can flip this card into face-down Defense Position once per turn during your Main Phase. This card's DEF is equal to 1/4th of the combined DEF of all other monsters on the field. When this card is flipped face-up, both player's gain Life Points equal to 1/4th of the combined DEF of all monsters they control. When this card is destroyed, your opponent draws 1 card. Also, you may add 1 monster from your Graveyard or that is removed from play to your hand.|

 

|Mirrors Are Everywhere|21|IRMR|Trap Card|Trap||Continuous|||When an "Iron Mirror" monster would be destroyed by battle, halve that monster's ATK and DEF instead. If an "Iron Mirror" monster's ATK and DEF would be reduced to less than half its original ATK and DEF, it is destroyed. During your third Standby Phase after an "Iron Mirror" monster is destroyed by this card effect, you may remove it from play to Special Summon 1 "Iron Mirror" monster with an equal or lower Level from your hand.|

 

|Vanishing Mirrors|22|IRMR|Spell Card|Spell|||||Select any number of "Iron Mirror" monsters you control and switch them to face-down Defense Position. Then, rearrange the face-down Defense Position monsters on your side of the field, then return them in face-down Defense Position.|

 

|Reflection of Innocence|24|IRMR|Spell Card|Spell||Quick-Play|||Flip 1 face-down monster you control face-up. If the targeted card is a Fairy-Type "Iron Mirror" monster, draw 1 card and gain Life Points equal to the Level of the targeted monster x 400. If the targeted card is a Fiend or Zombie-Type "Iron Mirror" monster, when that monster is destroyed by battle, destroy and remove from play the monster that destroyed it. If the targeted card is a Machine, Spellcaster, or Warrior-Type "Iron Mirror" monster, that card gain DEF equal to its Level x 200 until your next End Phase.|

 

|Fake Reflection|26|IRMR|Spell Card|Spell|||||Return 1 face-down "Iron Mirror" monster you control to your hand and Special Summon 1 "Iron Mirror" monster other than the returned monster from your hand and treat it as an Effect Monster, and gains its effect(s).|

 

|Curse of Ytinasni|27|IRMR|Trap Card|Trap|||||This card can only be activated when an "Iron Mirror" monster you control is destroyed. Toss a coin, then roll a six-sided die, and apply the following effect based on the result of the coin toss: •Heads: If your opponent controls no monsters, the effect of this card becomes its Tails effect. Number your opponent's Monster Card Zones 1-5 from right to left. If you roll 6, or if there is no monster in the Monster Card Zone, roll again. If the monster is face-down, flip it face-up. Add 1 Insanity Counter (max 1) to a monster in the selected Monster Card Zone. A monster with an Insanity Counter on it can only attack monsters controlled by its controller, or attack its controller directly if it is the only monster its controller controls. The controller of a monster with an Insanity Counter must flip a coin and call it at the start of each of their Battle Phases. If they call it wrong, a monster with an Insanity Counter on it is switched to face-up Attack Position and must attack this turn if able. A monster with an Insanity Counter on it cannot be flipped face-down. If a monster battles with a monster with an Insanity Counter on it and that monster is not destroyed, remove 1 Insanity Counter from the monster with an Insanity Counter on it and place 1 Insanity Counter (max 1) on the opposing monster. •Tails: If there are no monsters on the field, each player's Life Points become half the combined Life Points of both players. If you control no monsters, the effect of this card becomes its Heads effect. Otherwise, apply the Heads effect of this card to your side of the field, numbering your Monster Card Zones 1-5 from left to right.|

 

|Hguor Ehtn Idnom Aid|30|IRMR|Trap Card|Trap|||||When this face-down card is removed from the field, you may reveal this card to your opponent and remove it from play to activate 1 of the following effects: •Draw 1 card for each face-up "Iron Mirror" monster you control. •Add 1 of your cards with "Mirror" in its card name that is removed from play to your hand. •Add 1 card with "Mirror" in its card name in your Graveyard to your hand. •Look at a number of cards from the top of your Deck equal to the number of your removed from play "Iron Mirror" monsters, and add 1 card among them to your hand.|

 

 

More to come. (A lot more, considering its a 30 card set, and I can only submit 15 of them this set)

[spoiler=Radiant Guard]

As a note, I'm sorta counting the last 2 cards in this set as 1 card since they're needed for each other. This set, like my Iron Mirrors, has meaning for every name.

 

|Tome of the Sun|1|RDGD|Spell Card|Spell|||||Flip all face-down monsters on the field face-up. During the End Phase, flip all face-up monsters your opponent controls face-down, but do not change their battle positions, and your opponent discards 1 card from the top of their Deck for each.|

 

Form (as represented by the fact it counts Types and Attributes, including its own)

|Radiant Guard - Zerl|2|RDGD|Warrior/Effect|Light|4||0|0|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. This card gains 800 ATK for each face-up monster with a different Type, and 400 ATK for each face-up monster with a different Attribute.|

 

Revelation (minus the n cause Najamydeuh looked kind of stupid)

|Radiant Guard - Najamydeu|3|RDGD|Warrior/Effect|Light|5||0|2500|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. Once per turn, during either player's turn, you may reveal any number of cards in your hand to increase the ATK of this card by 500 per card revealed until the end of the turn. When you use this effect, your opponent may reveal any number of cards in their hand to reduce this card's ATK by 300 per card revealed until the end of the turn.|

 

Life

|Radiant Guard - Meza|4|RDGD|Spellcaster/Effect|Light|3||0|1800|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. During your Standby Phase, roll 1 six-sided die. You gain Life Points equal to the number of face-up Spell and Trap Cards on the field x the result of the roll x 100. While there are 4 or more face-up cards on the field, when you gain Life Points, this card gains ATK equal to the amount of Life Points gained.|

 

Shining (originally Crehehk, but i thought Cretehk looked better)

|Radiant Guard - Cretehk|5|RDGD|Fairy/Effect|Light|4||800|1600|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. Once per turn, you may flip 1 face-down card on the field face-up. If that card is a monster card, this card gains ATK equal to that monster's ATK until the end of your opponent's next turn. If that card is a Spell Card, that card remains face-up on the field and this card gains 800 ATK until the end of your opponent's next turn. If that card is a Trap Card, that card remains face-up on the field and this card gains 1000 ATK until the end of your opponent's next turn.|

 

Karma

|Radiant Guard - Gurlu|6|RDGD|Fairy/Effect|Light|2||0|0|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. While you control at least 1 other face-up "Radiant Guard" monster, this card cannot be selected as an attack target. While you control at least 1 other face-up monster, when your opponent destroys a monster you control, destroy 1 monster your opponent controls whose ATK is closest to the ATK of the destroyed monster. (If its a tie, you choose. Face-down monsters are treated as having 0 ATK.)|

 

Future

|Radiant Guard - Zidina|7|RDGD|Spellcaster/Effect|Light|4||1000|1200|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. While there are 2 or more face-up monsters other than this card, during each player's Draw Phase, before they draw, look at a number of cards equal to the number of face-up monsters on the field other than this card on the top of the turn player's Deck. You may then arrange those cards in any order and replace them on top of the Deck. This card gains ATK equal to the combined Levels of any monsters revealed by this effect x 100 until the end of the turn. This card gains DEF equal to the number of any Spell Cards revealed by this effect x 300 until the end of the turn. You may add 1 Trap Card revealed by this effect to your hand. When that Trap Card is sent to the Graveyard, it is added to your opponent's hand.|

 

Protection

|Radiant Guard - Bredosdyen|8|RDGD|Warrior/Effect|Light|3||0|1600|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. When a face-up card would be destroyed, you may flip that card face-down instead.|

 

Redemption

|Radiant Guard - Nudumptoah|9|RDGD|Fairy/Effect|Light|4||0|1600|This card is treated as a Normal Monster while face-down on the field or in the Graveyard. Tribute this card to Special Summon 1 monster from your opponent's Graveyard and treat it as a LIGHT monster. When a monster Special Summoned by this effect is removed from the field, Special Summon this card from your Graveyard in face-down Defense Position.|

 

|Radiant Sanctuary|10|RDGD|Spell Card|Spell||Field|||During each of your Standby Phases, this card gains 1 Holy Counter for each face-down card on the field. When a Monster Card is Set in Defense Position, you may remove 2 Holy Counters to negate that card's Set and it is Normal Summoned in face-up Defense Position instead. LIGHT monsters gain 300 ATK and DEF for each face-down card on the field.|

 

|Blessed Reincarnatin|11|RDGD|Spell Card|Spell||Continuous|||When a LIGHT monster is destroyed by battle, you may add 1 LIGHT monster with a different name from your Graveyard to your Deck. When a LIGHT monster is destroyed by a card effect, you may add 1 LIGHT monster with a different name of an equal or lower Level from your Deck to your hand.|

 

|Future Sight|12|RDGD|Trap Card|Trap||Continuous|||When a LIGHT monster is Summoned, toss a coin: •Heads: Both players flip their respective Decks upside downl. •Tails: Both players flip their respective Decks face-down.|

 

|Burst of Light|13|RDGD|Spell Card|Spell||Continuous|||As long as this card remains on the field, cards cannot be Set. Face-down cards on the field are flipped face-up. Any card that does not remain on the field is sent to the Graveyard after any effects that can activate resolve. During your next Draw Phase after this card is activated, it is Set face-down on your field. This card cannot be activated until your second Main Phase 2 after this card is Set.|

 

|Radiant Armor|14|RDGD|Spell Card|Spell||Equip|||This card can only be equipped to a "Radiant Guard" monster. When the equipped monster battles, this card gains 1 Holy Counter for each DARK monster on the field. The equipped monster gains 100 ATK and DEF for each Holy Counter on this card.|

 

|Shadin, Holy God of the Radiant Guard|15|RDGD|Thunder/Ritual/Divine Synchro/Divine Spirit/Effect|Light|12||0|0|This card is placed in your Extra Deck. This card can only be Ritual Summoned from the Extra Deck with the Ritual Spell Card, "Prayer of the Radiant". This card gains ATK equal to the combined ATK of the monsters used to Tribute Summon this card. This card gains 500 ATK for each Spell or Trap Card Tributed to Ritual Summon this card. This card cannot gain more than 4000 ATK. Once per turn, this card can move to an adjacent unoccupied Monster Card Zone. Once per turn, you may destroy all cards your opponent controls in the same column as this card. This card cannot attack during the turn this effect is used. Your opponent takes 400 damage for each card destroyed by this effect.|

 

|Prayer of the Radiant|16|RDGD|Spell Card|Spell||Ritual|||This card is used to Ritual Summon "Shadin, Holy God of the Radiant Guard" from your Extra Deck. You must also Tribute LIGHT monsters whose total Levels equal 12 or more from the field or your hand. You may treat face-up Spell and Trap Cards you control as Level 1 LIGHT monsters for this card's effect.|

 

 

 

[spoiler=Various Cards]

54708l.jpg

Peaceful Forest

Group: Spell Card

Type: Spell

Icon:Field

All monsters on the field are changed to Attack Position (Flip Effects are not activated). Monsters cannot be Summoned in Defense Position, nor can they be changed to Defense Position. If a monster attacks, it is destroyed at the end of the Battle Phase. During the End Phase of a turn no monsters attack, the turn player draws cards until they have at least 1 card for each Plant-Type, Insect-Type, Winged Beast-Type, Beast-Type, and Beast-Warror-Type monster they control.

 

54708o.jpg

|Mountain of Agony|5|FOU|Spell Card|Spell||Field|||Dragon, Dinosaur, Reptile, Winged Beast, Beast-Warrior, and Beast-Type monsters inflict Piercing damage. Each time a Dragon, Dinosaur, Reptile, Winged Beast, Beast-Warrior, or Beast-Type monster inflicts damage to its controller's opponent, inflict 500 damage to that monster's controller's opponent. When a player receives damage, if that player controlls a Plant or Insect-Type monster, reduce that damage by 200 for each Plant and Insect-Type monster they control.|0|

 

(This card has a slight error in the card text on the picture, but its not worth bothering to fix it when I can just show the correction here)

 

|Baku Trooper|1|SPRT|Beast/Spirit/Effect|Earth|5||1600|800|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 or flipped face-up. When this card is Normal Summoned or flipped face-up, you may toss a coin and call it: •Heads: Discard 1 random card in your hand to gain Life Points equal to its Level x 300. If it is a Spell or Trap Card, you take 800 damage instead. •Tails: Your opponent discards 1 random card and gains Life Points equal to the Level of the discarded card x 300. If it is a Spell or Trap Card, inflict 800 damage to your opponent instead.|

 

|Spirit World|2|SPRT|Spell Card|Spell||Field|||Each time a Spirit Monster returns to its owner's hand by its own effect, add 1 Spirit Counter to this card. All Spirit Monsters gain 100 ATK and DEF for each Spirit Counter on this card. When a Spirit Monster is destroyed, remove counters from this card equal to half that monster's Level, rounded down. Spirit Monsters you control do not have to have their effects that return them to the hand activated.|

 

|Byakko the White Tiger|3|SPRT|Beast/Spirit/Effect|Light|4||2000|800|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 or flipped face-up. If you have received no damage since your last turn when this card is Normal Summoned, you may Normal Summon 1 Spirit Monster from your hand. When this card battles a monster, this card inflicts no battle damage. When this card attacks a player directly, the battle damage this card inflicts is halved.|

 

|Gift to the Gods|4|SPRT|Trap Card|Trap||Continuous|||Once per turn, you can pay 300 Life Points to Normal Summon or Set 1 extra monster. You can only activate this effect during your Main Phase or your opponent's Battle Phase, and only to Normal Summon or Set Spirit Monsters.|

 

|The Demon's Immortality|5|SPRT|Spell Card|Spell||Continuous|||Gain 500 Life Points every time cards return from the field to the owner's hand. During your Standby Phase, if you do not control a Spirit Monster, reveal 1 Spirit Monster from your hand, or reveal 1 face-down Spirit Monster you control, destroy this card.|

 

|Ungaikyogami|6|SPRT|Spell Card|Spell||Equip|||Equip only to a Spirit Monster. Select 1 face-up monster your opponent controls when you activate this card. The equipped monster's effect becomes the effect(s) of the selected monster. During each of your Standby Phases, if this card is treated as an Equip Card, add 1 Tsukumogami Counter to this card. When this card has 5 or more Tsukumogami Counters, you can remove all Tsukumogami Counters from this card to Special Summon this card (This card is treated as a Spell Card and a Spirit Monster Card). This card's Name, Type, Attribute, Level, ATK, DEF, and Effect(s) become the same as the monster that was selected on this card's activation. During your 3rd End Phase after this card is Special Summoned, it is returned to its owner's hand.|

 

|Futakuchi-Onna|7|SPRT|Fiend/Spirit/Effect|Dark|4||0|0|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 or flipped face-up. If you control this card during your End Phase, you must Tribute 1 Level 3 or lower monster or pay 300 Life Points. If you control this card during your opponent's End Phase, your opponent must Tribute 1 Level 4 or higher monster or pay 600 Life Points.|

 

|Rokurokubi|8|SPRT|Fiend/Spirit/Effect|Earth|4||1600|800|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 or flipped face-up. This card can attack your opponent directly. If it attacks with this effect, battle damage it inflicts is halved. When this card inflicts battle damage to your opponent, you may look at 1 random card in your opponent's hand.|

 

|Karakasagami|9|SPRT|Trap Card|Trap|||||Activate only when an opponent's monster declares an attack, and you control a face-up Spirit Monster, reveal 1 Spirit Monster from your hand, or reveal 1 face-down Spirit Monster you control. Negate the attack and Set this card face-down again instead of sending it to the Graveyard. When this effect has been used 3 times, Special Summon this card in Defense Position; it is treated as an Effect Monster Card (Rock-Type/Spirit/EARTH/Level 6/ATK 0/DEF 2500). This card returns to its owner's hand during the End Phase of the turn this card is Special Summoned. While this card is face-up on the field, monsters cannot attack. (This card is still treated as a Trap Card.)|

 

|Kuchisake-Onna|10|SPRT|Fiend/Spirit/Effect|Dark|4||2400|0|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 or flipped face-up. When you Summon this monster, your opponent chooses the battle position of this monster. If they choose Defense Position, destroy 1 monster on the field. If they choose Attack Position, you must pay 800 Life Points and your opponent gains 800 Life Points.|

 

|Yama-Uba|11|SPRT|Fiend/Tuner/Effect|Dark|1||0|0|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 3 Spirit monsters in your Graveyard. The Level of this card becomes equal to 1/2 the combined Levels of the monsters used to Summon this card, rounded up, OR the Level of this card becomes equal to the Level of 1 of the mosters used to Summon this card. This card can only be used for a Synchro Summon with its own effect. This card cannot be destroyed by battle. When this card attacks, you take no battle damage from the battle. When this card battles with a monster, place 1 Trust Counter on that card after damage calculation. When this card battles with a monster with a number of Trust Counters on it equal to its Level, send both this monster and the opposing monster to the Graveyard to Synchro Summon 1 Spirit Synchro Monster from your Extra Deck.|

 

|Yama-Fukuhon|12|SPRT|Spellcaster/Synchro/Spirit/Effect|Dark|7||0|0|"Yama-Uba" + 1 non-Tuner monster your opponent controls Once per turn, if this card is not equipped with a monster, you must select 1 monster on the field and equip it to this card as an Equip Spell Card. The ATK and DEF of this card become the same amounts as the monster equipped to this card. If this card is destroyed by battle, the equipped monster is returned to its owner's Deck instead, and any battle damage you received from the battle is also inflicted to the Life Points of the owner of the returned monster. During your End Phase, if this card is not equipped with a monster, return this card to your Extra Deck.|

 

|Yama no Shisha|13|SPRT|Zombie/Synchro/Spirit/Effect|Dark|8||0|0|"Yama-Uba" + 1 non-Tuner monster your opponent controls Once per turn, you must remove from play 1 Monster in your opponent's Graveyard. Until your opponent's next End Phase, this card's name is treated as that monster's name, and it gains that monster's effect(s) and ATK. This card cannot attack your opponent directly. During your End Phase, if you have not removed a monster from play with this card's effect, return this card to your Extra Deck. When this card is removed from the field, your opponent selects 1 of the following effects: •Return all cards removed from play by this card's effect to their owner's Deck. •Return all cards removed from play by this card's effect to their owner's Graveyard.|

 

|Yamata no Orochi|14|SPRT|Dragon/Synchro/Spirit/Effect|Dark|6||0|0|"Yama-Uba" + 1 non-Tuner monster your opponent controls Once per turn, you may reveal this card in your Extra Deck and select 1 monster your opponent controls to increase this card's Level by the Level of the selected monster until the end of the turn. This card's Level cannot be over 12. This card gains ATK equal to its Level x 300, and this card's DEF is equal to its ATK - 500. When this card inflicts damage to your opponent while you have fewer cards in your hand than your opponent, draw 1 card for every 500 points of damage inflicted until you have the same number of cards in your hand as your opponent. This card cannot attack your opponent directly.|

 

|Nature's Call|2|FOU|Spell Card|Spell||Continuous|||Once per turn, during your Main Phase, you may add 1 level 4 or lower monster from your deck OR a monster from your Graveyard to your hand, as long as that monster's Type is listed in the card text of a face-up Field Spell Card. You may not target a Fairy-Type, Fiend-Type, Machine-Type, Psychic-Type, Spellcaster-Type, Warrior-Type, or Zombie-Type monster for this card's effect.|0|

 

|Army of Ants|4|FOU|Insect/Effect|Earth|4||1000|800|This card gains ATK equal to the Level of the monster that it battles x 200 until the end of the turn. When this card destroys an opponent's monster by battle, the Battle Damage this card inflicts to your opponent's Life Points is doubled. This card is not destroyed by battle when this card battles with a monster with the same ATK. When this card is destroyed and sent to the Graveyard, Special Summon up to 2 "Army of Ants" from your Deck in face-up Attack Position. Negate the effects of any monsters Special Summoned by this card's effect until the end of the turn they are Summoned.|0|

 

|Swift Grizzly|19|FOU|Beast/Effect|Earth|5||1500|1300|This card can be Special Summoned from your hand during your Battle Phase if you control a Beast-Warrior-Type monster. If you Special Summon this monster, it gains ATK equal to its DEF until the end of the turn. When this card is attacked, it gains ATK equal to half its DEF until the end of the Damage Step.|0|

 

|Tigris|28|FOU|Beast-Warrior/Effect|Fire|3||1200|500|This card's Type is also treated as Winged Beast. When this card is Summoned or returned to the field, you may add 1 Field Spell Card from your deck or Graveyard to your hand. As long as this card is face-up on the field, a Field Spell Card you control with "Forest" in the name cannot be destroyed, and your opponent cannot play any Field Spell Cards from their hand.|0|

 

|Leo|29|FOU|Beast-Warrior/Effect|Dark|5||2000|600|When this card destroys a monster by battle, it may attack 1 monster that is adjacent to the destroyed monster, OR destroy 1 Spell or Trap card in the same column as the destroyed monster.|0|

 

|Rejection of Nature|34|FOU|Trap Card|Trap||Counter|||Activate only if you control a face-up Field Spell Card. Negate the activation and effect of a Spell or Trap Card and destroy it, then return this card to your deck.|0|

 

|Anti-Zone - Nature's Resistance|35|FOU|Trap Card|Trap||Counter|||Activate only when your opponent activates the effect of a card. Discard 1 card from your hand of the same Type (Spell, Trap, or Monster), and until the effect of the card resolves, control of all cards on the field other than the activated card switches. This effect resolves immediately, before the current chain resolves. Cards do not change sides of the field, and you may activate the effects of any cards you control as normal. Any targets for effects activated before this card must be changed if their new target is no longer legal. This card does not count as part of a Chain when it is activated, and will be Chain Link 1 if any card is Chained to this card, forming a seperate Chain, before the original Chain will continue.|0|

 

|Nature's Immortality|36|FOU|Trap Card|Trap||Continuous|||When a Field Spell Card would be sent to the Graveyard, it is returned to the deck instead.|0|

 

|World-Wide Duel|37|FOU|Trap Card|Trap||Continuous|||Both players may have 1 Field Spell Card in play at the same time.|0|

 

|Laws of Nature|38|FOU|Trap Card|Trap|||||Activate only while there is a face-up Field Spell Card that lists a Type, Sub-Type, Attribute, or Archetype. When your opponent Summons a monster that does not have at least 1 Type, Sub-Type, Attribute, or Archetype that is listed on a face-up Field Spell Card, negate that card's Summon and destroy it, then Special Summon a monster with a Type, Sub-Type, Attribute, or Achetype that is listed on a face-up Field Spell Card from your hand.|0|

 

|The Way of the Jungle|39|FOU|Trap Card|Trap||Continuous|||Activate only while there is a face-up Field Spell Card that lists a Type, Sub-Type, Attribute, or Archetype. Pay 1000 Life Points. The effects of all face-up Effect Monsters whose Types do not include at least 1 Type, Sub-Type, Attribute, or Archetype listed on a face-up Field Spell Card are negated. If there is no face-up Field Spell Card on the field during the End Phase of a turn, destroy this card.|0|

 

|Bio Cross-Fusion|X|CCG1|Trap Card|Trap||Continuous|||Activate only if there are 2 or more monsters with different Attributes or Types face-up on the field. Declare 1 Attribute or Type of a face-up monster on the field. All monsters in the Graveyard are treated as that Attribute or Type. Your opponent then declares 1 different Attribute or Type. All monsters on the field are treated as that Attribute or Type. Both player's roll 1 six-sided die. Whoever rolls highest may declare any Type or Attribute and treat all monsters in the Deck as that Type or Attribute OR all monsters in both player's hands as that Type or Attribute.|

 

As a note: All the cards with FOU as the set name are from my Forest of Unity set, a set of cards designed to work together through the use of 5 different Field Spells. Unfortunately, 2 of them are absolutely huge, so I didn't include them. I did feel the need to include as much of my Field Support as I could, along with a few other odds and ends.

 

 

Link to comment
Share on other sites

You must post at least 4 more cards for that theme...because themes submitted need to have minimum 10 cards ' date=' and maximum 15 cards..k?

[/quote']

 

Sure I guess.

Wrong' date=' and wrong.

[/quote']

 

 

What is wrong?

 

What is wrong is that there IS no minimum, and the max is 15. I think Karl goofed with the second wrong >.>

Link to comment
Share on other sites

You must post at least 4 more cards for that theme...because themes submitted need to have minimum 10 cards ' date=' and maximum 15 cards..k?

[/quote']

 

Sure I guess.

Wrong' date=' and wrong.

[/quote']

 

 

What is wrong?

 

Nightmarian's post is wrong. The limit is up to 15.

 

His original post before he modified it said 10 to 20.

Link to comment
Share on other sites

Sure if you want me to 15 I can' date=' but it won''t be that good. I can do 4 to 6 more, before friday. I probably just post spell or traps. Maybe 1 or 2 monster.

[/quote']

 

I just meant you can have any number of cards but no more than 15 for a theme. You can have 4 cards and call it a theme if ya wanted. But 16 would be too many.

Link to comment
Share on other sites

hello everyone. here i come to post theme so you can judge them ;)

 

1st, the non-themed ones:

 

Millennius the Dragon Warrior

LIGHT/Dragon/10/3500/3000

If you Tribute Summon this card, the Tributes must be Dragon-Type. By discarding 1 card from your hand, you can negate the activation and effect of any Spell and Trap Cards and destroy them.

 

Holy Guiding Dragon, Mythos

LIGHT/Dragon/7/2700/2400

This card can be Special Summoned from the Graveyard by removing from 1 LIGHT Dragon-Type monster in your Graveyard. When this card is Special Summoned this way, you can take control of 1 monster your opponent controls until your End Phase. While this card is face-up on the field, all non-Dragon-Type Monster Effect(s) are negated.

 

Magna Millennius the Dragon Paladin

LIGHT/Dragon/Fusion/12/5000/5000

"Millennius the Dragon Warrior" + "Holy Guiding Dragon, Mythos"

This card cannot be Special Summoned except by Fusion Summon. While this card is face-up on the field, Dragon-Type monsters are unaffected by your opponent’s card effects.

 

Primordial Wise Dragon

EARTH/Dragon/8/3000/2800

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 2 Level 5 or higher Dragon-Type monsters from your Graveyard. Once per turn, you can remove from play 2 Dragon-Type monsters from your Graveyard to destroy all monsters OR all Spell and Trap Cards your opponent controls.

 

Arbiter of the Ancients

WATER/Dragon/8/0/0

This card can only be Special Summoned once per Match. When this card is Summoned, select 1 Effect Monster in your Graveyard and remove it from play. This card gains the ATK, DEF, and effect(s) of the removed card in addition to it's own. If this card is destroyed by battle, Special Summon the removed monster. If that card cannot be Special Summoned, discard 2 cards.

 

Ultima

WIND/Dragon/Synchro/12/0/0

1 Dragon-Type Tuner monster + 2 or more non-Tuner Dragon-Type monster(s)

This card can only be Special Summoned by Synchro Summon. This card cannot be destroyed except by battle. The ATK and DEF of this card are equal to the sum of the ATK and DEF of the monsters used to Synchro Summon it. Once per turn, you can remove from play 1 Dragon-Type monster in your Graveyard to deal damage to your opponent equal to the ATK of that monster.

 

Drakos, Dragon Realm Guardian

EARTH/Dragon/4/2000/700

You can discard this card to the Graveyard to add 1 "Dragon Lords Realm" from your Deck to your hand. If this card is on the field but "Dragon Lords Realm" is not on the field, destroy this card.

 

Dragon Mage

LIGHT/Dragon/3/1200/300

When this card is Special Summoned from your Deck, draw 1 card. When this card is removed from the field by a card effect, Special Summon 2 "Dragon Token" (Dragon-Type/LIGHT/Level 1/ATK 0/DEF 0) in Defense Position.

 

Mirror Wyvern

LIGHT/Dragon/5/0/2000

You can Special Summon this card from your hand by sending the top card of your Deck to the Graveyard. If you Special Summon this card this way, you cannot Normal Summon or Set this turn. When this card is destroyed by battle, you can Special Summon a Dragon-Type monster from your hand up to the Level of the monster that destroyed it.

 

Neo Drake

LIGHT/Dragon/Tuner/2/500/400

When this card is successfully Normal Summoned, Special Summon 1 Level 3 or lower Dragon-Type monster from your Graveyard in Defense Position. You can discard 1 Dragon-Type monster from your hand to Special Summon this card from your Graveyard. If you do, remove this card from play when it is removed from the field.

 

Dragon Vortex

Quick-Play Spell Card

Discard 1 Dragon-Type monster. Remove from play, from your hand, your side of the field or Graveyard Fusion Material Monsters that are listed on a Dragon-Type Fusion Monster Card, and Special Summon that monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.) If the Summoned monster has 2500 or less ATK points, you can pay 1000 Life Points to double the monster's ATK during the turn it is Special Summoned.

 

Dragon Lords Realm

Field Spell Card

Level 7 or higher Dragon-Type monsters require 1 less Tribute to Tribute Summon. Once per turn, during your Main Phase, you can Special Summon 1 Dragon-Type monster in any Graveyard that was destroyed by battle.

 

Dragon's Den

Continuous Spell Card

Once per turn, if you control no monsters, you can Special Summon 1 Dragon-Type monster from your hand.

 

Backup's Roar

Spell Card

Add 1 Level 4 or lower Dragon-Type monster from your Deck to your hand.

 

Assembly of Dragons

Continuous Spell Card

Each time a Dragon-Type monster is Special Summoned, draw 1 card.

 

Survival Cry

Trap Card

Activate only when a face-up Level 4 or lower Dragon-Type monster you control is selected as an attack target. Destroy all Attack Position monsters your opponent controls.

 

Trial of the Lords

Counter Trap Card

Tribute 1 Dragon-Type monster. Negate the activation of a Spell or Trap Card, or the Normal or Special Summon of a monster, and destroy that card.

 

Mythic Treasure

Spell Card

Draw 3 cards, then discard 2 Dragon-Type monsters from your hand. If you don't have 2 Dragon-Type monsters in your hand to discard, send all cards in your hand to the Graveyard.

 

United Dragon Blast

Quick-Play Spell Card

Activate only while you control 3 Dragon-Type monsters, including at least 1 Level 7 or higher Dragon-Type monster. Destroy all cards your opponent controls.

 

 

 

Now, my CCG theme:

 

Legend Dragon of Judgment, Purgatos

LIGHT/Dragon/8/2800/2400

If you control a "Legend Dragon", you can Normal Summon this card with 1 Tribute. Once per turn, destroy 1 card your opponent controls for each "Legend Dragon" you control.

 

Legend Dragon of Reverse Dimension, Dracma

DARK/Dragon/8/2800/2400

If you control a "Legend Dragon", you can Normal Summon this card with 1 Tribute. When this card is sent to the Graveyard, you can Special Summon 1 Dragon-Type monster that was removed from play or remove from play 1 card on the field.

 

Legend Dragon of Devastation, Pyros

FIRE/Dragon/6/2500/1500

This card can be Normal Summoned without Tribute. In that case, the original ATK of this card become 1900 until your next Standby Phase. Once per turn, during your Main Phase, you can destroy 1 Spell or Trap Card on the field to inflict 500 points of damage to the destroyed card's controller.

 

Legend Dragon of Creation, Arcrin

WATER/Dragon/6/2400/2000

When this card is sent from the field to the Graveyard, you can Special Summon 1 Dragon-Type monster in your Graveyard.

 

Legend Dragon of Changing, Celes

WIND/Dragon/6/2300/2100

Once per turn, if you control a "Legend Dragon", you can return 1 card on the field to the owner's hand.

 

Legend Dragon of Protection, Natron

EARTH/Dragon/6/2200/2600

When this card is Normal Summoned, you can Special Summon 1 Dragon-Type monster from your hand. While you control this face-up card, your opponent cannot select another monster as an attack target.

 

Legend Dragon of Nothingness, Zero

DARK/Dragon/4/1800/900

This card is not treated as a DARK monster while it is face-up on the field. When this card is Summoned, select 1 card on the field and remove it from play until the End Phase.

 

Sparkling Legend Dragon, Voljet

LIGHT/Dragon/2/900/500

If you control a "Legend Dragon" or "Drake" monster(s), you can Special Summon this card from your hand. When this card battles, you can double this card's ATK during your Battle Phase. When this card is removed from the field, you can select 1 of your removed from play "Legend Dragon" and add it to your hand.

 

Mythic Twilight Dragon

LIGHT/Dragon/Fusion/10/3000/2800

"Legend Dragon of Judgment, Purgatos" + "Legend Dragon of Reverse Dimension, Dracma"

This card cannot be Special Summoned from the Extra Deck except by sending the above cards on the field to the Graveyard. (You do not use "Polymerization".) This card's Attribute is also treated as DARK. When this card is Summoned, destroy all monsters your opponent controls.

 

Mythic Tempest Dragon

WIND/Dragon/Fusion/8/2600/2400

"Legend Dragon of Changing, Celes" + "Legend Dragon of Creation, Arcrin"

This card cannot be Special Summoned from the Extra Deck except by sending the above cards on the field to the Graveyard. (You do not use "Polymerization".) This card's Attribute is also treated as WATER. Once per turn, you can destroy all Spell and Trap Cards your opponent controls.

 

Mythic Vulcan Dragon

FIRE/Dragon/Fusion/8/2800/3000

"Legend Dragon of Devastation, Pyros" + "Legend Dragon of Protection, Natron"

This card cannot be Special Summoned from the Extra Deck except by sending the above cards on the field to the Graveyard. (You do not use "Polymerization".) This card's Attribute is also treated as EARTH. While this card is face-up on your field, you can discard 1 card to negate the activation and effect of any Spell and Trap Cards and destroy them.

 

Cosmic Cyclone

Spell Card

You can only activate this card while you control a "Legend" Dragon-Type monster. Discard 1 card. Destroy all Spell and Trap Cards your opponent controls.

 

Legendary Fate

Spell Card

Send 1 "Legend Dragon" monster from your hand and 1 Dragon-Type monster from your Deck to the Graveyard. Draw 2 cards.

 

Ancient Call

Quick-Play Spell Card

Special Summon 1 Level 3 or lower Dragon-Type monster from your hand or Deck. During the End Phase this turn, remove from play that monster.

 

Rule of the Legends

Continuous Trap Card

While you control a "Legend" Dragon-Type monster, each time a non-Dragon-Type monster is Summoned, the respective player receives 500 damage.

 

 

 

P.S.: much more supports for this theme in future sets if they're selected ;)

Link to comment
Share on other sites

Well a lot of your cards are op'd...

 

Dragon Lords Realm, Neo Drake, Dragon Vortex, Dragon's Den thats just to name a few

 

Some of your cards wouldn't be op'd in the real game but in this they are, and others are just blatantly obvious you seem to focus on getting 2500+ atk cards out quickly with 1 tribute or using a card effect to summon it from hand or grave that is op'd especially when they have such high atks and good effects, they clear your opponents field to easily...

Link to comment
Share on other sites

Ok, guys..here is the deal...

 

Because Fusions was screwed this time, i decided to allow this...Tuner group , and fusion group is now mix'd together....you can submit up to 3 fusions/tuners total to that group...then people will choose winner 3 cards from that group ( obv, it can happen 3 tuners will be selected but w/e..that will decide community )...

 

For other things, if you are not sure that your card is clear, write comments bellow it...

 

And for Karl, don't forget to mention at start of voting phase that one of criteria IS NOT wording... for people that posted cards with pictures while there is no written text form, please write text form...that means, card name , card type, specifics ( like type, level , atk ), and effect...in voting phase pictures will not be shown at all....

 

That is all from me for now, i will be back at wednesday (until then i will not have internet connection) , cya people..

Link to comment
Share on other sites

Ok guys..i am finally finished with my submission...^^ Was working on it now for like 8 hours in row...i hope it rocks ;)

Anyway, i am going home tomorrow at 13:00 GMT 0:00 so i am gonna check out here tomorrow morning ..so if there is any questions, ask me now..

And yes, it sucks when i don't have internet :(

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.


×
×
  • Create New...