fortycal86 Posted July 23, 2009 Report Share Posted July 23, 2009 It's finally time for the next set! Anyone can join in this. There is no entry fee. Winner cards will be decided by VOTING of all people that submit here their cards, and by all people that are in CCG project. No one can vote for his cards. So except really fair results. It is actually community decision what cards will win. PRIZES :-Winner cards go directly to CCG Set 2 , they will be in playable form-for each winner card you will gain 1 CCG point. Because 3 CCG points is equal to 1 REP, for each 3 cards that go in Set 2, you will get +1 REP !!!!! Each person can submit up to 150 cards, as long as they follow the categories listed. You don't have to submit the full 100, you can pick and choose. Anyone can submit cards, just post here saying that you want to join as a card creator first: http://forum.yugiohcardmaker.net/thread-90894.html Also, all cards should be posted in text format. If they are not or if parts of your card(s) are missing they will not be accepted. You can, and should if you can, include a picture, if you want, but it will not be included in the voting process. The final set will be 150 or more cards after voting has taken place. Also please post your card(s) in the proper categories and keep your cards in one post, if you don't they will not be accepted. End Date : 10/14/09 01-03) Any card to support DARK Monster(s)04-06) Any card to support LIGHT Monster(s)07-09) Any card to support FIRE Monster(s)10-12) Any card to support EARTH Monster(s)13-15) Any card to support WATER Monster(s)16-18) Any card to support WIND Monster(s)19-20) Any card to support Demon-Type Monster(s)21-22) Any card to support Angel-Type Monster(s)23-24) Any card to support Beast-Type Monster(s)25-26) Any card to support Beast-Warrior-Type Monster(s)27-28) Any card to support Winged Beast-Type Monster(s)29-30) Any card to support Rock-Type Monster(s)31-32) Any card to support Plant-Type Monster(s)33-34) Any card to support Dinosaur-Type Monster(s)35-36) Any card to support Dragon-Type Monster(s)37-38) Any card to support Pyro-Type Monster(s)39-40) Any card to support Insect-Type Monster(s)41-42) Any card to support Machine-Type Monster(s)43-44) Any card to support Psychic-Type Monster(s)45-46) Any card to support Warrior-Type Monster(s)47-48) Any card to support Spellcaster-Type Monster(s)49-50) Any card to support Aqua-Type Monster(s)51-52) Any card to support Fish-Type Monster(s)53-54) Any card to support Sea Serpent-Type Monster(s)55-56) Any card to support Thunder-Type Monster(s)57-58) Any card to support Reptile-Type Monster(s)59-60) Any card to support Undead-Type Monster(s)61-66) Any card to support Normal Monster(s)67-68) Any card to support Gemini Monster(s)69-70) Any card to support Union Monster(s)71-72) Any card to support Spirit Monster(s)73-74) Any card to support Tuner Monster(s)75-76) Any card to support Fusion Monster(s)77-78) Any card to support Ritual Monster(s)79-80) Any card to support Synchro Monster(s)81-100) Can be any Monster Card you want.101-110) Can be any Spell Card you want.111-120) Can be any Trap Card you want.121-150) 2 Theme with up to 10-15 cards. (Only 1 Theme you submit will be excepted but, 2 Themes will be excepted.) Link to comment Share on other sites More sharing options...
fortycal86 Posted July 23, 2009 Author Report Share Posted July 23, 2009 [spoiler=01-03) Any card to support DARK Monster(s)]|D.D. Cyber Scout|xx|CCG2|Machine/Effect|Dark|2||1200|800|When this card is removed from play, you can select 1 DARK monster (excluding "D.D. Cyber Scout") that was removed from play and add it to your hand during the 2nd Standby Phase.| |D.D. Raven|xx|CCG2|Winged Beast/Effect|Dark|1||100|100|During either player's turn, when there is a face up DARK monster on your side of the field, you can remove from play this card from your hand or Graveyard to remove from play 2 cards from your opponent's Graveyard.| |Dark Vortex|xx|CCG2|Spell Card|Spell|||||Activate only when there are 5 or more of your DARK monsters removed from play. Remove from play all Monster Cards on the field.| [spoiler=04-06) Any card to support LIGHT Monster(s)]|Purity of Light|xx|CCG2|Angel/Effect|Light|4||1100|1900|During either player's Damage Step, when this card battles, you can discard 1 LIGHT monster from your hand to the Graveyard to have this monster gain ATK equal to the ATK of the opponent's monster it is battling, until the End Phase.| |God of the Thunder and Lightning - Raijin|xx|CCG2|Demon/Effect|Light|5||2300|2000|When you Tribute Summon this card by Tributing a LIGHT monster, destroy 1 card your opponent controls. You can send this face-up card to the Graveyard to negate the Special Summon of 1 of your opponents monsters, and destroy it.| |Wrath of Heaven|xx|CCG2|Spell Card|Spell||Quick-Play|||Remove from play 1 LIGHT monster from your Graveyard to remove from play 1 face up monster on the field with a ATK equal to or lower then the removed monster.| [spoiler=07-09) Any card to support FIRE Monster(s)]|Two-Tailed Fox|xx|CCG2|Pyro/Effect|Fire|2||300|200|During your Standby Phase, if this card is in your Graveyard and you control no monsters, you can pay 500 Life Points to Special Summon this card from your Graveyard. You cannot activate this effect if there are any monsters in your Graveyard that are not FIRE monsters. By paying 500 Life Points you can treat this card as 2 Tributes for the Tribute Summon of a FIRE monster.| |Burning Brimstone|xx|CCG2|Pyro/Effect|Fire|4||1000|1000|When there is a face up FIRE monster (other then this card) on your side of the field, you can Tribute this card to destroy 1 monster on the field. Inflict damage to your opponent equal to the Level of the destroyed monster x 200.| |Pyroclastic Eruption|xx|CCG2|Spell Card|Spell|||||Remove from play up to 2 FIRE monsters from your Graveyard. Inflict damage to your opponents Life Points of the combined Level of the removed monsters x 100.| [spoiler=10-12) Any card to support EARTH Monster(s)]|Blossom Lily|xx|CCG2|Plant/Effect|Earth|3||400|1500|This card's effect can only be activated during the Damage Step of either player's turn when this card battles. Select up to 2 EARTH monsters in your Graveyard, return the selected cards to your Deck. Increase the ATK of this monster by 1500 points for each card that was returned, until the End Phase.| |Prevention Stone|xx|CCG2|Rock/Effect|Earth|4||800|2000|When a face up EARTH monster is targeted by a card effect, you can remove from play this card from your hand or Graveyard to negate the effect of that card and destroy it.| |Seismic Shift|xx|CCG2|Trap Card|Trap||Counter|||Select and activate 1 of the following effects: • Discard 1 EARTH monster from your hand, negate the activation of Spell or Trap Card and destroy it. • Tribute 1 EARTH monster on your side of the field, negate the Normal Summon, Flip Summon or Special Summon of a monster and destroy the Summoned monster.| [spoiler=13-15) Any card to support WATER Monster(s)]|Seeker Shark|xx|CCG2|Fish/Effect|Water|4||1700|1000|Once per turn you can discard 1 WATER monster from your hand to add 1 level 4 or lower WATER monster from your Deck to your hand.| |Sinister Sea Serpent|xx|CCG2|Sea Serpent/Effect|Water|1||300|200|During your Standby Phase, if this card is in your Graveyard, you can return it to your hand. You cannot activate this effect if there are any monsters in your Graveyard that are not WATER monsters. You can only activate the effect of 1 "Sinister Sea Serpent" during your Standby Phase.| |Aqua Gardna|xx|CCG2|Aqua/Effect|Water|3||600|1300|When a face up WATER monster on your side of the field is attacked, you can remove from play this card in your Graveyard to return 1 monster on the field to its owner's hand.| [spoiler=16-18) Any card to support WIND Monster(s)]|Wind Slicer|xx|CCG2|Warrior/Effect|Wind|4||1600|1400|You can Special Summon this card from your hand by removing 1 WIND monster in your Graveyard from play. Once per turn, return 1 WIND monster (other than this card), on your side of the field to the bottom of your Deck to return 1 card on the field to the top of its owner’s Deck.| |Falcon of Foresight|xx|CCG2|Winged Beast/Effect|Wind|4||1400|900|You can remove from play this card in your Graveyard to select 1 WIND monster from your Deck and place it on top of your Deck.| |Back Draft|xx|CCG2|Trap Card|Trap|||||Select and activate 1 of the following effects: • While there is a face up WIND monster on your side of the field, you can return 1 card in your hand to the bottom of your Deck to return 1 card on the field to the top of the owner's Deck. • When a face up WIND monster on your side of the field is attacked return the attacking monster to the top of its owner's Deck.| [spoiler=19-20) Any card to support Demon-Type Monster(s)]|Shadow Necromancer|xx|CCG2|Demon/Effect|Dark|4||1400|1200|When this card is Normal Summoned or Special Summoned, you can send 1 Demon-Type monster from your Deck to the Graveyard. When this card is destroyed as a result of battle, you can Special Summon that monster from your Graveyard.| |Devils Minions|xx|CCG2|Spell Card|Spell||Quick-Play|||Tribute 1 Demon-Type monster on your side of the field, Special Summon as many "Evil Minion Tokens" (Demon-Type/DARK/Level 1/ATK 0/DEF 0) equal to the Level of the Tributed monster in Defense Position. These tokens cannot be Tributed for a Tribute Summon, unless it is for a Demon-Type monster.| [spoiler=21-22) Any card to support Angel-Type Monster(s)]|Herald of Divine Light|xx|CCG2|Angel/Effect|Light|2||200|500|Remove from play this card and 1 other Angel-Type monster from your hand or Graveyard to activate this effect. Negate the activation of a Spell, Trap or an Effect Monster's effect, and destroy it. This effect can be activated during either player's turn.| |Blessed Barrier|xx|CCG2|Trap Card|Trap|||||Tribute 1 Angel-Type monster on your side of the field. Increase your Life Points by half the ATK of the Tributed monster. You take no Battle Damage this turn. Your monsters cannot be destroyed by battle this turn.| [spoiler=23-24) Any card to support Beast-Type Monster(s)]|Betrayed Beast|xx|CCG2|Beast/Effect|Earth|6||2000|2000|When you Tribute Summon this card by Tributing a Beast-Type monster, you can Special Summon 1 Beast-Type monster from your Graveyard to your opponents side of the field in face up Attack Position. If this card destroyed your opponent's monster as a result of battle, it can attack once again in a row.| |Rescue Dog|xx|CCG2|Beast/Effect|Earth|4||300|100|You can send this face-up card to the Graveyard to return 1 Level 6 Beast-Type monster in your Graveyard to your Deck, Special Summon 2 Level 3 or lower Beast-Type monsters from your Deck.| [spoiler=25-26) Any card to support Beast-Warrior-Type Monster(s)]|Berserk Warwolf|xx|CCG2|Beast-Warrior/Effect|Fire|4||1600|600|This card can attack twice during the same Battle Phase by revealing 1 Beast-Warrior-Type monster in your hand.| |Majestic Manticore|xx|CCG2|Beast-Warrior/Effect|Fire|5||2300|1000|When this card is in your Graveyard, you can send 1 Beast-Warrior-Type monster from your hand or your side of the field to the Graveyard, Special Summon this card from the Graveyard. If you do, remove this card from play when it is removed from the field. During battle between attacking Beast-Warrior-Type monsters on your side of the field and a Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent.| [spoiler=27-28) Any card to support Winged Beast-Type Monster(s)]|Avian Assault|xx|CCG2|Winged Beast/Effect|Wind|2||600|800|As long as this card remains face up on the field all Winged Beast-Type monsters can attack directly. You can remove from play this card from your Graveyard to select 1 Winged Beast-Type monster on your side of the field, the selected monster can attack directly this turn.| |Mother Bird|xx|CCG2|Winged Beast/Effect|Wind|5||2200|1400|When this card destroys a opponents monster by battle, Special Summon 1 Winged Beast-Type monster from your Deck with an ATK equal to or less then the destroyed monster.| [spoiler=29-30) Any card to support Rock-Type Monster(s)]|Seismic Stone Warrior|xx|CCG2|Rock/Effect|Earth|6||0|2400|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 1 Rock-Type monsters in your Graveyard. Once per turn you can remove 1 Rock-Type monster in your Graveyard to increase the ATK of this monster equal to the DEF of the removed monster.| |Rock Slide|xx|CCG2|Spell Card|Spell|||||Tribute 1 Rock-Type monster on your side of the field. Destroy all face-up monsters on the field whose ATK is equal to or lower than the DEF of the Tributed monster.| [spoiler=31-32) Any card to support Plant-Type Monster(s)]|Water Sprout|xx|CCG2|Plant/Effect|Water|3||1400|500|Once per turn, you can Tribute 1 face-up Plant-Type monster on your side of the field to Special Summon 1 Plant-Type monster from your Deck. Negate the effect(s) of that monster, until your next Standby Phase.| |Seed of Corruption|xx|CCG2|Spell Card|Spell|||||Return 3 Plant-Type monsters with the same name in your Graveyard to your Deck. Take control of up to 2 monsters on your opponents side of the field.| [spoiler=33-34) Any card to support Dinosaur-Type Monster(s)]|Velocity Raptor|xx|CCG2|Dinosaur/Effect|Earth|3||1400|100|Once per turn, you can look at the top card of your Deck. If it is a Dinosaur-Type monster, you can send it to the Graveyard. During the Main Phase of your next turn, you can Special Summon that monster from your Graveyard. If the card is not a Dinosaur-Type monster, place it on the bottom of your Deck.| |Fossil Fuel|xx|CCG2|Spell Card|Spell|||||Remove from play 3 Dinosaur-Type monsters with the same name from your Graveyard, draw 3 cards.| [spoiler=35-36) Any card to support Dragon-Type Monster(s)]|Were-Dragon|xx|CCG2|Dragon/Gemini/Effect|Earth|6||2400|2000|This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: • Once per turn you can Special Summon 1 Level 4 or lower Dragon-Type monster from your hand or Graveyard.| |Vortex Dragon|xx|CCG2|Dragon/Effect|Wind|4||1500|800|While you control a face up Dragon-Type monster, you can discard this card from your hand to destroy 1 monster on the field. During your Main Phase, you can return this card from the field to it's owner's hand.| [spoiler=37-38) Any card to support Pyro-Type Monster(s)]|Flint Striker|xx|CCG2|Pyro/Effect|Fire|4||1000|1100|Once per turn, if this card would be destroyed by battle, it is not destroyed. (Damage calculation is applied normally.) Inflict 300 damage to your opponents Life Points for each Pyro-Type monster on your side of the field, during the End Phase of your turn.| |Speed Spark|xx|CCG2|Pyro/Effect|Fire|2||500|750|FLIP: Pick up cards from the top of your Deck until you pick up a Pyro-Type monster. Add that card to your hand and inflict damage to your opponents Life Points equal to the Level of that monster x 200. Send the remaining cards to the Graveyard.| [spoiler=39-40) Any card to support Insect-Type Monster(s)]|Needle Beetle|xx|CCG2|Insect/Effect|Wind|2||750|600|FLIP: Discard 1 card from the top of your opponent's Deck to the Graveyard for each Insect-Type monster in your Graveyard.| |Worm Meal|xx|CCG2|Spell Card|Spell|||||Discard 1 Insect-Type monster from your hand to the Graveyard to activate. Discard cards from the top of your opponent's Deck to the Graveyard with a Level equal to the discarded monster.| [spoiler=41-42) Any card to support Machine-Type Monster(s)]|Cybernetic Sniper|xx|CCG2|Machine/Effect|Dark|8||2400|2000|You can only Special Summon this card by removing 3 Machine-Type monsters with the same name in your Graveyard from play. This card cannot be destroyed by card effects. Once per turn, you can select and activate 1 of the following effects: • Select 1 random card in your opponents hand and call the type of the card (Monster, Spell, or Trap). If you call it right look at your opponent's hand, select 1 card in it and discard that card. • Select 1 card in your opponents hand and call the type of the card (Monster, Spell, or Trap). If you call it right destroy 1 card on your opponents side of the field.| |Scrap Metal|xx|CCG2|Spell Card|Spell|||||Select 1 face up Machine-Type monster on your side of the field. Send up to 2 cards with the same name from your Deck to the Graveyard.| [spoiler=43-44) Any card to support Psychic-Type Monster(s)]|Psychic Stabilizer|xx|CCG2|Psychic/Synchro/Effect|Light|7||2700|2100|1 Tuner + 1 or more non-Tuner Psychic-Type monsters As long as this card remains face up on the field, you do not have to pay Life Points to activate its effect(s) of Psychic-Type monsters.| |Emergency Teleportation Device|xx|CCG2|Spell Card|Spell||Quick-Play|||You can only activate this card when there is a face up Psychic-Type monster on your side of the field. Special Summon 1 Level 3 or lower non Tuner Psychic-Type monster from your hand or Deck. During the End Phase this turn, remove from play that monster.| [spoiler=45-46) Any card to support Warrior-Type Monster(s)]|Preparation of Warlords|xx|CCG2|Trap Card|Trap||Continuous|||Once per turn when a Warrior-Type monster on your side of the field is destroyed as a result of battle it is not destroyed. (Damage calculation is applied normally.)| |Battle Cry|xx|CCG2|Trap Card|Trap|||||Select 1 Warrior-Type monster your control and increase the ATK and DEF by 1000 points. Your opponent must attack the selected monster with all face-up monsters on his/her side of the field.| [spoiler=47-48) Any card to support Spellcaster-Type Monster(s)]|Skilled Dark Sorcerer|xx|CCG2|Spellcaster/Effect|Dark|4||1700|1400|Each time a Spell Card is activated, place 2 Spell Counters on this card. Once per turn select and activate 1 of the following effects: • Remove any number of Spell Counters from this card to Special Summon a Normal Spellcaster-Type monster from your hand, Deck or Graveyard whose Level is equal to the number of Spell Counters you removed. • Tribute this card to Special Summon Spellcaster-Type monster from your hand, Deck or Graveyard whose Level is equal to or less then the number of Spell Counters on this card.| |Magical Drought|xx|CCG2|Spell Card|Spell|||||This card cannot be destroyed by card effects. After this card is activated, place 1 Spell Counter on this card for each Spellcaster-type monster you control. During each End Phase, remove 1 Spell Counter from this card. Destroy this card if there are no Spell Counters on it. Your opponent cannot activate Spell Cards while this card is face-up on the field.| [spoiler=49-50) Any card to support Aqua-Type Monster(s)]|Morph Slime|xx|CCG2|Aqua/Effect|Water|4||1400|800|When this card is Summoned, you can select 1 Aqua-Type monster in your Graveyard and equip it to this card. This card gains the effect(s) of the equipped monster. (This monster can only be equipped with 1 Aqua-Type monster at a time. If this card is destroyed, you can destroy the equipped monster instead.)| |Mutating Ooze|xx|CCG2|Aqua/Effect|Water|8||2400|2000|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by Tributing 3 Aqua-Type monsters you control. Once per turn, you can select 1 face up monster on your opponent's side of the field and equip it to this card. (Yyu can only equip 1 monster at a time to this card). This card gains the effect(s) of the equipped monster. (If this card is destroyed, you can destroy the equipped monster instead.)| [spoiler=51-52) Any card to support Fish-Type Monster(s)]|Ancient Jellyfish|xx|CCG2|Fish/Effect|Water|8||2600|1200|You can Tribute Summon this card in face-up Attack Position by Tributing 1 Fish-Type monster. While this card is face-up on the field, negate all the effects of face-up effect monsters your opponent controls.| |Tuna|xx|CCG2|Fish/Tuner/Effect|Water|2||1200|400|When this card is selected as an attack target, you can return 1 Fish-Type monster in your Graveyard to your Deck to negate the attack.| [spoiler=53-54) Any card to support Sea Serpent-Type Monster(s)]|Evolution Eel|xx|CCG2|Sea Serpent/Effect|Water|4||1100|1200|When this card is destroyed as a result of battle and sent to the Graveyard, add 1 Sea Serpent-Type monster with a DEF equal to or less then the attacking monster from your Deck to your hand.| |Ocean Lord Leviathan|xx|CCG2|Sea Serpent/Effect|Water|8||2600|1800|When a Sea Serpent-Type monster is destroyed by battle you can Special Summon this card from your hand. If this card was Special Summoned this way destroy all cards on your side of the field except this card. You can send this card and 1 other Sea Serpent-Type monster on your side of the field to the Graveyard to destroy all cards on the field. When this card is in your Graveyard you can discard 2 Sea Serpent-Type monsters from your hand to your Graveyard to return this card to your hand.| [spoiler=55-56) Any card to support Thunder-Type Monster(s)]|Charged Supercell|xx|CCG2|Spell Card|Spell|||||Discard 1 Thunder-Type monster from you hand. Add 2 cards with the same name as the monster discarded from your Deck or Graveyard to your hand.| |Extermination Bolt|xx|CCG2|Spell Card|Spell|||||Remove from play 2 Thunder-Type monsters from your Graveyard to destroy 1 face down card on your opponents side of the field and remove it from play. Remove from play all cards of the same name from your opponents Deck.| [spoiler=57-58) Any card to support Reptile-Type Monster(s)]|Vile Reptile|xx|CCG2|Reptile/Effect|Dark|3||1300|400|Once per turn you can decrease the ATK and DEF of 1 face-up monster your opponent controls by 200 points for each Reptile-Type monster in your Graveyard.| |Venomous Exchange|xx|CCG2|Spell Card|Spell|||||Select up to 2 monster(s) your opponent controls. You can Tribute the selected monster(s) for the Tribute Summon of a Reptile-Type monster instead. That monster cannot attack during the turn that you activate this card.| [spoiler=59-60) Any card to support Undead-Type Monster(s)]|Vampire Lord of Darkness|xx|CCG2|Undead/Effect|Dark|8||2400|2200|You can Special Summon this card from your Graveyard by removing from play any number of Undead-Type monsters from your Graveyard whose total Levels equal 8. When this card is Summoned, select and activate 1 of the following effects: • This card cannot be destroyed by battle. • This card is unaffected by the effects of Spell Cards. • This card is unaffected by the effects of Trap Cards. • This card is unaffected by the effects of Effect Monsters.| |Vamperialism|xx|CCG2|Trap Card|Trap||Continuous|||Select and activate 1 of the following effects: • All face up Undead-Type monsters on your side of the field are unaffected by the effects of Spell Cards. • All face up Undead-Type monsters on your side of the field are unaffected by the effects of Trap Cards. • All face up Undead-Type monsters on your side of the field are unaffected by the effects of Effect Monsters.| [spoiler=61-66) Any card to support Normal Monster(s)]|Normal Neutralization|xx|CCG2|Spell Card|Spell||Field|||Negate the effects of all Effect Monsters. If there are any Effect Monster Cards in your Graveyard destroy this card.| |Ancient Armor|xx|CCG2|Spell Card|Spell||Equip|||Equip only to a Normal Monster. During your Standby Phase if this card exists in your Graveyard you can remove from play 2 Normal Monsters in your Graveyard to return this card to your hand. A monster equipped with this card cannot be destroyed by battle. (Damage calculation is applied normally.)| |Sword of Salvation|xx|CCG2|Spell Card|Spell||Equip|||Equip only to a Normal Monster. A monster equipped with this card gains the following effects: Once per turn if the monster equipped with this card destroys a monster as a result of battle it can attack 1 more monster. When the monster equipped with this card inflicts Battle Damage to your opponent's Life Points, draw 1 card from your Deck.| |Commoners Calling|xx|CCG2|Spell Card|Spell||Continuous|||When a Normal Monster is Normal Summoned to your side of the field, you can add 1 Normal Monster Card from your Deck to your hand with a Level lower than that monster. You can send this card on your side of the field to the Graveyard to Normal Summon or Set 1 extra monster. You can only control 1 face up "Commoners Calling" at a time.| |Sundial Synchronization|xx|CCG2|Spell Card|Spell|||||Remove from play 1 Tuner Normal Monster + 1 or more non Tuner Normal Monsters in your Graveyard to Special Summon 1 Synchro Normal Monster from your Extra Deck whose Level equals the total Levels of the removed monsters.| |Abnormal Annihilation|xx|CCG2|Trap Card|Trap|||||You can only activate this card while you control a face up Normal Monster. When your opponent Summons a Effect Monster(s) with 1500 or more ATK, destroy all face up Effect Monsters on the field.| [spoiler=67-68) Any card to support Gemini Monster(s)]|Gemini Enchanter|xx|CCG2|Spellcaster/Gemini/Effect|Wind|6||2000|2000|You can remove from play 1 Gemini Monster on your side of the field and 1 Gemini Monster in your Graveyard to Special Summon this card from you hand. This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: • Once per turn you can remove from play 1 Gemini Monster from your Deck. This card gains the effect(s) of the removed monster until your next Standby Phase.| |Birthstone Agate|xx|CCG2|Spell Card|Spell||Equip|||Equip only to a Gemini Monster. The equipped monster is treated as an Effect Monster, and gains its effect. When this face up card is sent to the Graveyard, you can equip it to 1 face up Gemini Monster on the field.| [spoiler=69-70) Any card to support Union Monster(s)]|Allied Assault|xx|CCG2|Spell Card|Spell||Continuous|||When a Union Monster is destroyed while equipped to a monster place 1 Ally Counter on this card. Once per turn you can remove any number of Ally Counters from this card to select 1 Union Monster in your hand or Graveyard and Special Summon it to your side of the field.| |Bond from a Different Dimension|xx|CCG2|Spell Card|Spell|||||Select 1 Union Monster that was removed from play and equip it to an appropriate monster on your side of the field.| [spoiler=71-72) Any card to support Spirit Monster(s)]|Spiritual Enlightenment|xx|CCG2|Spell Card|Spell||Continuous|||Each time a Spirit Monster is returned to the owner's hand place 1 Spirit Counter on this card. Once per turn you can remove any number of Spirit Counters from this card to decrease the Level of all Spirit Monsters in your hand by the number of Spirit Counters you removed, until the End Phase.| |Seal of Yata-Garasu|xx|CCG2|Trap Card|Trap|||||You can only activated this card when a Spirit Monster is returned to the owners hand. Your opponent must skip their next Draw Phase.| [spoiler=73-74) Any card to support Tuner Monster(s)]|Fine Tuning|xx|CCG2|Spell Card|Spell||Field|||Once per turn you can increase or decrease the Level of a face up Tuner Monster you control by 1 Level.| |Forced Amplification|xx|CCG2|Spell Card|Spell|||||Discard 1 Tuner Monster from your hand to Special Summon 1 Tuner Monster with the same name as the discarded monster from your Deck. The effect(s) of the monster Special Summoned by this effect is negated.| [spoiler=75-76) Any card to support Fusion Monster(s)]|Mutation|xx|CCG2|Spell Card|Spell|||||Tribute 1 monster on your side of the field. Special Summon 1 Fusion Monster from your Extra Deck with the same Level, Type and Attribute as the Tributed monster.| |Equivalent Exchange|xx|CCG2|Spell Card|Spell|||||Reveal 1 Fusion Monster from your Extra Deck and discard 1 Fusion Material Monster with the same name listed on that card from your hand to the Graveyard. Draw 2 cards| [spoiler=77-78) Any card to support Ritual Monster(s)]|Ritual Recycle|xx|CCG2|Spell Card|Spell|||||Select 1 Ritual Monster from your Graveyard and return it to your Deck. Add 1 Ritual Monster Card with a different name from your Deck to your hand.| |Different Dimension Ritual Art|xx|CCG2|Spell Card|Spell||Ritual|||Select 1 Ritual Monster in your hand. Remove from play 1 monster in your Deck with the same Level as the selected Ritual Monster's. Ritual Summon a card with the name of the selected Ritual Monster from your hand.| [spoiler=79-80) Any card to support Synchro Monster(s)]|Synchro Swap|xx|CCG2|Spell Card|Spell||Quick-Play|||Return 1 Synchro Monster on your side of the field to your Extra Deck. Special Summon 1 Synchro Monster from your Extra Deck with the same Level as the returned monster. This monster cannot declare an attack and its effect(s) are negated until your next Standby Phase.| |Synchro Subjugation|xx|CCG2|Spell Card|Spell||Equip|||Select 1 face up Synchro Monster on your opponents side of the field. Remove from play the required Synchro Material Monsters listed on that card from your Graveyard. Take control of that monster and equip it with this card.| [spoiler=81-100) Can be any Monster Card you want.]|Senju's Stone|xx|CCG2|Rock/Effect|Earth|4||1400|1000|When this card is Summoned, you can add 1 Ritual Monster Card or 1 Ritual Spell Card that was removed from play to your hand. If you Ritual Summon a Ritual Monster, this 1 card can be used as the entire Tribute.| |Makyura the Mirage|xx|CCG2|Warrior/Effect|Dark|4||1600|1200|During either player's turn, you can remove from play this card and 1 or more Trap Cards from your Graveyard. You can can activate Trap Card(s) from your hand equal to the number of Trap Card removed from play.| |Magician of Hope|xx|CCG2|Spellcaster/Effect|Light|1||300|400|FLIP: Remove from play 1 Spell Card in your Graveyard. Add 1 Spell Card in your Graveyard to your hand.| |Miracle of the Swamp|xx|CCG2|Aqua/Effect|Water|3||500|1100|You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s). You can remove from play this card in your Graveyard and 1 or more Fusion Material Monsters you control with the same names listed on a Fusion Monster Card, Special Summon that Fusion Monster from your Extra Deck. (You do not use "Polymerization". This Special Summon is treated as a Fusion Summon.) When that card is Special Summoned this way send all cards in your hand to the Graveyard.| |Radio Frequency|xx|CCG2|Machine/Tuner/Effect|Wind|1||400|400|Once per turn, if this card is destroyed as a result of battle it is not destroyed. Send 1 card from the top of your Deck to the Graveyard. If a monster card was sent to the Graveyard by this effect increase this cards Level by the Level of that monster.| |Flames of Tsurugi|xx|CCG2|Pyro/Effect|Fire|3||1300|700|Once per turn, you can Inflict Damage to your opponent's Life Points for each Spell and Trap Card they control x 400.| |Ancient Arthropod|xx|CCG2|Rock/Effect|Earth|4||1800|1400|This card cannot be destroyed by battle. If there are any Spell Cards in your Graveyard destroy this card. When this card inflicts Battle Damage to your opponent by attacking directly, your opponent discards 1 random card.| |Demotion Dragon|xx|CCG2|Dragon/Tuner/Effect|Wind|2||1200|600|You can remove from play this card in your Graveyard to decrease the Level of all Monster Cards in your hand by 2 until the End Phase.| |Hydrageddon|xx|CCG2|Sea Serpent/Effect|Water|5||2200|1600|When this card destroys an opponent's monster by battle and sends it to the Graveyard, you can Special Summon 1 "Hydrageddon" from your Deck. During your Main Phase you can send this card to the Graveyard to randomly discard 1 card in your opponents hand.| |Hydraw|xx|CCG2|Aqua/Effect|Water|4||1400|1000|When this face-up card on the field is changed to face-up Defense Position, draw 1 card.| |Fiber Twin Dragon|xx|CCG2|Plant/Fusion/Effect|Earth|8||2800|2100|"Fiber Dragon" + "Fiber Dragon" This card can only be Fusion Summoned by returning the above Fusion Material Monsters in your hand or you control to your Deck. (You do not use "Polymerization".) This card cannot attack during the turn it was Special Summoned. This card can attack twice during the same Battle Phase, this card cannot attack during the turn it was Special Summoned. Once per turn you can return 1 EARTH monster from your hand to your Deck to return 1 card on the field to the owner's Deck, both players then draw 1 card. This card cannot attack during this turn you activated this effect.| |Fiber Genesis Dragon|xx|CCG2|Plant/Fusion/Effect|Earth|10||4000|2800|"Fiber Dragon" + "Fiber Dragon" + "Fiber Dragon" This card can only be Fusion Summoned by returning the above Fusion Material Monsters in your hand or you control to your Deck. (You do not use "Polymerization".) This card cannot attack during the turn it was Special Summoned. During battle between this card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent's Life Points. You can return this card to your Extra Deck to have both players return all their respective cards on the field, in their hands, and in their Graveyards to their Decks and shuffle them. Then both players draw 5 cards.| |Wrath, Warrior of the Apocalypse|xx|CCG2|Warrior/Ritual/Effect|Dark|8||2400|2000|This card cannot be Special Summoned except by Ritual Summon. By paying 1000 Life Points, destroy all cards on the field except this card. If you activate this effect you cannot conduct your Battle Phase.| |Whirlwind Dragon|xx|CCG2|Dragon/Ritual/Effect|Wind|8||2500|2000|This card cannot be Special Summoned except by Ritual Summon. Once during either players turn, you can pay 1500 Life Points to negate the activation of a Spell or Trap Card or the effect of and Effect Monster Card and return it to the bottom of its owner's Deck.| |Valkyrie Parshath|xx|CCG2|Angel/Ritual/Effect|Light|6||2100|1900|This card cannot be Special Summoned except by Ritual Summon. When this card destroys a monster as a result of battle it can attack once more. When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card from your Deck.| |Chaos Magician of Darkness|xx|CCG2|Spellcaster/Synchro/Effect|Dark|8||2800|2600|1 Tuner monster + 1 or more non-Tuner Spellcaster-Type monsters When this card is Synchro Summoned, you can select 1 Spell Card in your Graveyard and add it to your hand. Monsters this card destroys by battle are removed from play instead of going to the Graveyard.| |Burrow Worm|xx|CCG2|Insect/Synchro/Effect|Earth|5||2100|1400|1 Tuner + 1 or more non-Tuner Insect-Type monsters When this card attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. When this card inflicts Battle Damage to your opponent's Life Points, discard 5 cards from the top of your opponent's Deck to the Graveyard.| |Majesty of Mercury|xx|CCG2|Pyro/Synchro/Effect|Fire|8||2500|2100|1 Tuner monster + 1 or more non-Tuner Pyro-Type monsters While your Life Points are higher than your opponent's, you can Tribute this card to inflict damage to your opponent equal to the difference.| |Freed the Fearless General|xx|CCG2|Warrior/Synchro/Effect|Earth|5||2300|1700|1 Tuner monster + 1 or more non-Tuner Warrior-Type monsters As long as this card remains face-up on the field, all face-up monsters on the field are changed to Attack Position and their battle position cannot be changed. Also as long as this card remains face-up on the field, you can add a Level 4 or lower Warrior-Type monster from your Deck to your hand per turn instead of drawing a card during your Draw Phase.| |Serpent of the Abysmal Sea|xx|CCG2|Sea Serpent/Synchro/Effect|Water|6||2300|1400|1 Tuner + 1 or more non-Tuner Sea Serpent-Type monsters Once per turn you can discard 1 card from your hand to the Graveyard, return 1 card on the field to the owner's hand. When a monster is targeted by a card effect you can discard 1 card in your hand to the Graveyard to negate its activation and destroy the card.| [spoiler=101-110) Can be any Spell Card you want.]|Arms Choice|xx|CCG2|Spell Card|Spell|||||Select 2 Equip Spell Cards with different names from your Deck and show them to your opponent. Your opponent randomly selects 1 of those cards. Add the selected card to your hand and return the other card to your Deck.| |Symbol of Hope|xx|CCG2|Spell Card|Spell|||||Activate only while there are 3 cards with the same name in your Graveyard. Select 1 of those cards and add it to your hand.| |Mystery Box|xx|CCG2|Spell Card|Spell|||||Select 1 random card in your opponents hand and call the type of card (Monster, Spell, or Trap). If you call it right, add the selected card to your hand.| |Pot of Prediction|xx|CCG2|Spell Card|Spell|||||Select the card on top of your Deck and call the type of that card (Monster, Spell, or Trap). If you call it right, add the selected card to your hand, then draw 1 card. If you call it wrong place the selected card on the bottom of your Deck.| |Trust and Betrayal|xx|CCG2|Spell Card|Spell|||||Select 1 face up monster your opponent controls. Pay Life Points equal to half the ATK of the selected monster and take control of that monster until the End Phase.| |Reckless Resurrection|xx|CCG2|Spell Card|Spell|||||Select 1 monster from either players Graveyard. Pay Life Points equal to the ATK of the selected monster to Special Summon it to your side of the field in Attack Position. That monster cannot be used for a Tributed or used for a Synchro Summon, until your next turn.| |Parallel Dimension Return|xx|CCG2|Spell Card|Spell|||||Discard any number of cards to the Graveyard, both players can Special Summon monsters that have been removed from play equal or less then the number of cards discarded.| |Reinforcement of the Fallen|xx|CCG2|Spell Card|Spell|||||Select 1 monster in your Deck or Graveyard, send 2 monsters with a combined ATK, DEF and Level equal to the selected monster from your Deck to the Graveyard to add the selected monster to your hand.| |Tarot Card Reading|xx|CCG2|Spell Card|Spell|||||Look at the top 3 cards from your Deck. Then place them back on the top or bottom of your Deck in any order.| |Book of Twilight|xx|CCG2|Spell Card|Spell||Quick-Play|||Select and activate 1 of the following effects: • Flip 1 face-up monster on the field into face-down Defense Position. • Flip 1 face-down monster on the field into face-up Attack Position.| [spoiler=111-120) Can be any Trap Card you want.]|Sand Trap Hole|xx|CCG2|Trap Card|Trap|||||When your opponent Summons a monster, destroy Spell or Trap Cards equal to or less then the number of monsters they control.| |Tribal Trap Hole|xx|CCG2|Trap Card|Trap|||||When your opponent Summons a monster with 2000 or more ATK or DEF, destroy and remove from play that monster. Remove from play all cards of the same name from your opponents Deck.| |Desperate Greed|xx|CCG2|Trap Card|Trap|||||Draw 1 card from your Deck. While you have no cards in your hand, draw 2 cards from your Deck.| |Desperate Avarice|xx|CCG2|Trap Card|Trap|||||Draw 1 card from your Deck. While you have no cards in your hand, you can activate this card during the turn you Set it.| |Proper Burial|xx|CCG2|Trap Card|Trap|||||Select any number of monster cards that are removed from play, and return them to their owners' Graveyards.| |Spell Stealer|xx|CCG2|Trap Card|Trap|||||Remove from play 1 Spell Card in your Graveyard. Select 1 Spell Card in your opponents Graveyard with the same name as the selected card and add it to your hand.| |Ring of Death|xx|CCG2|Trap Card|Trap|||||Activate 1 of the following effects: • Destroy 1 face-up monster your opponent controls, Inflict Damage to your Life Points equal to half that monsters ATK. • Destroy 1 face-up monster you control, Inflict Damage to your opponents Life Points equal to half that monsters ATK.| |Forced Back Wind Blast|xx|CCG2|Trap Card|Trap||Counter|||Negate the Special Summon of a monster and return the monster to the top its owner's Deck.| |Controlled Riot|xx|CCG2|Trap Card|Trap||Continuous|||Your opponent must pay 500 Life Points each time they declare an attack. Pay 100 Life Points during each of your Standby Phases. If you do not, destroy this card.| |Damage Nullification Machine|xx|CCG2|Trap Card|Trap||Continuous|||As long as this card remains face-up on the field, negate the effects of all Effect Damage. When this face up card is sent to the Graveyard the controller of this card loses 2000 Life Points.| Link to comment Share on other sites More sharing options...
DesCrow Posted July 23, 2009 Report Share Posted July 23, 2009 You wrote demon, undead, and angel instead of fiend, zombie, and fairy.Also, I will submit a ton of cards, I love stuff like this. Link to comment Share on other sites More sharing options...
fortycal86 Posted July 23, 2009 Author Report Share Posted July 23, 2009 Yes I know in the YCCG we changed Fiend, Zombie, and Fairy to Demon, Undead, and Angel. Its more fitting. Anyway that's good to know. Just keep all your cards in 1 post and please put them in a spoiler if you can. Link to comment Share on other sites More sharing options...
Shadow Zero Posted July 23, 2009 Report Share Posted July 23, 2009 but isnt the whole point of yccg for it to be like ytcg except with cards that we creted ourselves? so doesnt that mean that the cards should be the same type as it would be in the ytcg? oh, and btw, are we not allowed to post monster cards then? because i was hoping to get a few of those in if i could. but yeah, i will definitely be posting spell cards in my next post. expect to see the card itself as well as in text format. Link to comment Share on other sites More sharing options...
fortycal86 Posted July 23, 2009 Author Report Share Posted July 23, 2009 That has been changed all of the Co-Leaders at the time agreed on it. Plus the OCG-Types sound and fit the cards better. Link to comment Share on other sites More sharing options...
DesCrow Posted July 23, 2009 Report Share Posted July 23, 2009 I understand everything about your text format except the lxxl part, and you are using lower case "L"s right? Link to comment Share on other sites More sharing options...
fortycal86 Posted July 23, 2009 Author Report Share Posted July 23, 2009 The number is suppose to go there. That format is YVD Format. The | is not a L its a spacer its right above the enter key. The cards you post do not have to be in YVD Format. I just do it because its easier to convert. All I have to do is change the xx to a number. You can post your cards in written format however you like. Just make sure you don't forget any stats. Link to comment Share on other sites More sharing options...
Shadow Zero Posted July 23, 2009 Report Share Posted July 23, 2009 hey, guys. do ritual cards that are made for use on any monster have to be limited? Link to comment Share on other sites More sharing options...
fortycal86 Posted July 23, 2009 Author Report Share Posted July 23, 2009 What do you mean? Link to comment Share on other sites More sharing options...
fortycal86 Posted July 25, 2009 Author Report Share Posted July 25, 2009 Anyway I updated my post with more cards. Link to comment Share on other sites More sharing options...
Shadow Zero Posted July 25, 2009 Report Share Posted July 25, 2009 what i mean is that you have ritual cards for a specific monster and those are always limited, as is the ritual monster.ee my question is, can a ritual card be made that can be used on any monster abd it still have to be limited? gah! XO i'll just show you what i mean when i post my cards today. look at the last 2 and you'll see what i mean. Link to comment Share on other sites More sharing options...
fortycal86 Posted July 25, 2009 Author Report Share Posted July 25, 2009 Alright, well in the YCCG we have our own Ritual Spell cards for all Ritual monsters. I guess I will have to find out what you mean when you post your cards. BTW Ritual Support doesn't have to be Ritual monsters, it can be anything that supports Ritual monsters in general. This is for anyone who might have been confused by that. Link to comment Share on other sites More sharing options...
fortycal86 Posted July 27, 2009 Author Report Share Posted July 27, 2009 Shadow if your gonna post images please put them in a spoiler. Also like I said please put them in categories otherwise your cards will not be accepted. One more thing the name of your cards are not in text format like I said they will not be accepted if things are missing. Link to comment Share on other sites More sharing options...
abisal Posted July 27, 2009 Report Share Posted July 27, 2009 1 - 26: 01-03) Any card to support DARK Monster(s) |Genocide|xx|CCG2|Spell Card|Spell|Tribute 1 DARK monster. Destroy all monsters on the field. |Body Theft|xx|CCG2|Trap Card|Trap|Remove 1 monster in your Graveyard from play and select 1 face-up DARK monster. Until the End Phase, the selected monster gains the name of the removed monster and its ATK, DEF, type and level become equal to the ATK, DEF, type and level of the removed monster. |Call of Madness|xx|CCG2|Spell Card|Spell|Discard 1 card from your hand at random. If the discarded card is a DARK monster, Special Summon 1 monster from either player's Graveyard. 04-06) Any card to support LIGHT Monster(s) |Blinding Sunlight|xx|CCG2|Spell Card|Continuous Spell|Non-LIGHT monsters cannot attack or change their battle position. This card cannot be destroyed by your opponent's card effects. Destroy this card during your 2nd Standby Phase after activation. |Call of Duty|xx|CCG2|Trap Card|Trap|Activate only if your opponent controls a monster and you control no monsters. Add 1 LIGHT monster from your deck to your hand. |Faith over Fate|xx|CCG2|Trap Card|Trap|Activate only when an opponent's monster declares a direct attack. Special Summon 1 level 7 or lower LIGHT monster from your Graveyard. This card's activation and effect cannot be negated. 07-09) Any card to support FIRE Monster(s) |Blaze of Vengeance|xx|CCG2|Spell Card|Normal Spell|Remove 1 FIRE monster in your Graveyard from play. Destroy all face-up non-FIRE monsters on the field with DEF equal or lower to the ATK of the monster you removed. |Swords of Burning Rage|xx|CCG2|Spell Card|Equip Spell|If the equipped monster is a FIRE monster increase its ATK by 300. Else, decrease its ATK by 600. Once per turn, if the equipped monster destroys a monster as result of battle, it can attack again in a row. |Lava Bomb|xx|CCG2|Spell Card|Quick-play Spell|Activate only during a turn in which a FIRE monster or a FIRE monster's effect have inflicted damage to your opponent. Remove 1 card on your opponent's side of the field from play. 10-12) Any card to support EARTH Monster(s) |Bountiful Harvest|xx|CCG2|Spell Card|Spell|Return 3 EARTH monsters in your Graveyard to the bottom of your deck. During your next Standby Phase, draw 2 cards. |Fists of the Earth|xx|CCG2|Spell Card|Equip Spell|Equip only to an EARTH monster. Equipped monster gains 500 ATK. When this face-up card is sent from the field to the Graveyard, add 1 Field Spell from your deck to your hand. |Might of the Wild|xx|CCG2|Spell Card|Counter Trap|Pay 500 Life Points. Negate the effect of a card that would destroy 1 or more face-up EARTH monsters on the field and destroy it. Then, increase the ATK of all face-up EARTH monsters by 500. 13-15) Any card to support WATER Monster(s) |Magic Freezer|xx|CCG2|Spell Card|Counter Trap|Activate only if you control a WATER monster. Negate the activation of a Spell or Trap card and remove it from play. During your opponent's third Stand-By Phase after this card's activation, that card's owner can return it to his/her hand. |Piracy|xx|CCG2|Spell Card|Spell|Activate by paying 1000 Life Points during a turn in which a WATER monster has inflicted damage to your opponent. Look at your opponent's hand and discard 1 card from it. |Calming Mist|xx|CCG2|Spell Card|Continuous Spell|During your Stand-by Phase, if you don't control a WATER monster, destroy this card. Your opponent's monsters cannot attack during the turn they are Normal Summoned or Special Summoned. 16-18) Any card to support WIND Monster(s)|Whirlwind Barrier|xx|CCG2|Spell Card|Equip Spell|Equipped monster cannot be targeted by your opponent's card efects. When the equipped monster battles, you can discard a card from your hand during the damage step to halve the original ATK and DEF of the monster it's battling. If the equipped monster is not a WIND monster, it cannot attack. |Breath of Inspiration|xx|CCG2|Spell Card|Spell|Activate this card only if you have Summoned a WIND monster this turn. Draw 2 cards. Then, you must discard cards from your hand until the number of cards in your hand is equal or lower to the number of WIND monsters in your Graveyard. |Zephyr's Trickery|xx|CCG2|Spell Card|Quick-play Spell|Activate only if you control a WIND monster. Destroy 1 card on your opponent's side of the field at random. 19-20) Any card to support Demon-Type Monster(s) |Hellfire Pawn|xx|CCG2|Pyro/Effect|DARK|Level 1|500|0|During your Standby Phase, if this card is in your Graveyard, you can pay 500 Life Points to Special Summon it to your side of the field. This card cannot be tributed, except for the Tribute Summon of a Demon-type monster or as the cost of a Demon-type monster's effect or maintenance cost. |Infernal Pact|xx|CCG2|Spell Card|Quick-play Spell|Special Summon 1 Demon-type monster from your deck. Inflict damage to your Life Points equal to the Special Summoned monster's level *500. You cannot activate another card named "Infernal Pact" this game. 21-22) Any card to support Angel-Type Monster(s) |Peacemaker|xx|CCG2|Angel/Effect|LIGHT|Level 4||1400|2000|When this monster is Summoned, you can remove 1 Angel-type monster in your Graveyard from play to have your opponent skip his/her next Battle Phase. |Fervant Prayer|xx|CCG2|Spell Card|Spell|Select 1 Angel-type monster in your Graveyard. Gain Life Points equal to the selected monster's level *200. During your next Standby Phase, return the selected monster to your hand. 23-24) Any card to support Beast-Type Monster(s) |Wildchild|xx|CCG2|Warrior/Effect|EARTH|Level 3||1400|1200|If you control a Beast-type monster, you can Special Summon this card from your hand. Beast-type monsters you control are unaffected by Trap cards and gain 500 ATK. |Heightened Senses|xx|CCG2|Trap Card|Continuous Trap|While you control a Beast-type monster, the effects of your opponent's Traps and Quick-play Spells are negated and your opponent cannot activate Traps or Quick-play Spells. 25-26) Any card to support Beast-Warrior-Type Monster(s) |Werewolf Elder|xx|CCG2|Beast Warrior/Effect|EARTH|Level 5||2300|1500|During your turn, Beast Warrior-type monsters are unaffected by Trap cards. When this card is destroyed and sent to the Graveyard, Special Summon 1 level 4 or lower Beast Warrior-type monster from your Graveyard. |Moonstone|xx|CCG2|Spell Card|Equip Spell|Equip only to a Beast Warrior-type monster. Equipped monster gains 1000 ATK. When this card is destroyed, destroy the equipped monster. During your Standby Phase, you can remove 1 Beast Warrior-type monster in your Graveyard from play to return this card from your Graveyard to your hand. EDIT: 27-60 27-28) Any card to support Winged Beast-Type Monster(s) |Sonic Boom|xx|CCG2|Spell Card|Normal Spell|Select 1 level 5 or higher WIND monster you control. Return all other cards on the field to their owner's hand. |Birdsong|xx|CCG2|Spell Card|Spell|Activate only if you control a Winged Beast-type monster. Add 1 Winged Beast-type monster from your deck to your hand. 29-30) Any card to support Rock-Type Monster(s) |Golem's Interception|xx|CCG2|Trap Card|Trap|Activate only when an opponent Summons a monster. Special Summon 1 Rock-type monster from your Graveyard in face-down Defense Position. |Awakening Word - Truth|xx|CCG2|Spell Card|Equip|Equip only to a Rock-type monster. The ATK of the equipped monster becomes equal to its DEF. During your opponent's turn, the equipped monster is unaffected by your opponent's card effects. When this card leaves the field, destroy the equipped monster. 31-32) Any card to support Plant-Type Monster(s) |Composted Zombie|xx|CCG2|Undead/Effect|EARTH|Level 4||1500|1100|You can shuffle this card from your Graveyard into your deck to Special Summon 1 Plant-Type monster from your Graveyard. |Swarm of Sprouts|xx|CCG2|Spell Card|Continuous|Select 1 Plant-type monster in your Graveyard. Once per turn, you can Special Summon 1 "Sprout token" (Plant-type / EARTH / level 2 / 800 / 800) to your side of the field. When the selected monster leaves the Graveyard, destroy this card. 33-34) Any card to support Dinosaur-Type Monster(s) |Mating Instinct|xx|CCG2|Trap Card|Trap|Select 1 face-up level 6 or lower Dinosaur-type or Reptile-type monster you control. Special Summon 1 monster with the same name as that monster from your deck. The Special Summoned monster cannot attack this turn. |Jurassic Sovereignty|xx|CCG2|Trap Card|Counter|Negate the activation of a Spell, Trap or Effect Monster's effect that targets 1 face-up Dinosaur-type monster and destroy it. Then, if you control a level 5 or higher Dinosaur-type monster, draw a card. 35-36) Any card to support Dragon-Type Monster(s) |Statue of the Forgotten Deities|xx|CCG2|Rock/Effect|EARTH|Level 2||300|1300|When this card is destroyed as result of battle and sent to the Graveyard, you can Special Summon 1 Dragon-type or Sea Serpent-type monster from your Graveyard in face-up defense position. The Special Summoned monster cannot change its position during your next turn (except by card effects). |Dragon's Secret Lair|xx|CCG2|Spell Card|Field Spell|Increase the ATK and DEF of Dragon-type monsters by 300. When an opponent declares an attack with a level 4 or higher monster, destroy this card. When this card is destroyed, Special Summon 1 Dragon-type monster from your hand or Graveyard. 37-38) Any card to support Pyro-Type Monster(s) |Mad Pyromancer|xx|CCG2|Spellcaster/Effect|FIRE|Level 3||1500|1000|Once per turn, you can discard 1 Pyro-type monster from your hand to select and activate 1 of the following effects:* Special Summon 1 level 4 or lower Pyro-type monster from your Graveyard to either player's side of the field.* Inflict 1500 damage to both players. |Blaze of Ideas|xx|CCG2|Trap Card|Trap|Activate only if you control a Pyro-type monster. Both players draw 3 cards, then discard 3 cards from their hands at random. 39-40) Any card to support Insect-Type Monster(s) |Antlion Hole|xx|CCG2|Trap Card|Trap|Activate when your opponent Summon(s) a monster with 2000 or less ATK. Special Summon 1 level 4 or lower Insect-type monster from your deck. Increase the ATK of the Special Summoned monster by 500 points. |Pheromone Frenzee|xx|CCG2|Trap Card|Trap|Activate only when a face-up Insect-type monster you control is attacked. Gain control of the attacking monster until your next End Phase. 41-42) Any card to support Machine-Type Monster(s) |Technopath|xx|CCG2|Psychic/Effect|LIGHT|Level 3||900|1800|Once per turn, you can remove 1 Machine-type monster in your hand from play and pay 1000 Life Points to add 1 Machine-type monster from your deck to your hand. While you control a Machine-type monster, this card cannot be attacked. |Countertactics|xx|CCG2|Trap Card|Continuous|While you control a Machine-type monster, your opponent cannot activate Spell or Trap cards with the same name as a card in either player's Graveyard and monsters with the same name as a card in either player's Graveyard cannot attack. 43-44) Any card to support Psychic-Type Monster(s) |Hypnomaster|xx|CCG2|Psychic/Effect|LIGHT|Level 6||1900|2600|Monsters on your opponent's side of the field cannot change their battle position. When an opponent Summons a monster, you can pay 1000 Life Points and remove 1 Psychic-type monster in your Graveyard from play to change that monster to defense position. |Mind Drain|xx|CCG2|Trap Card|Continuous|During your Stand-by Phase, you must pay 800 Life Points. If you cannot, destroy this card. Negate the effects of all face-up Attack Position non-Psychic type monsters. 45-46) Any card to support Warrior-Type Monster(s) |Sword of the Champion|xx|CCG2|Spell Card|Equip Spell|Equip only to a Warrior-type monster that has inflicted battle damage this turn. Equipped monster gains 1000 ATK and DEF and is unaffected by your opponent's Spell and Trap cards. |Captain's Call|xx|CCG2|Spell Card|Spell|Activate only if you control a Warrior-type monster. Special Summon 1 level 4 or lower Warrior-type monster from your hand. During your next Standby Phase, draw a card. 47-48) Any card to support Spellcaster-Type Monster(s) |Owl Familiar|xx|CCG2|Winged Beast/Effect|LIGHT|Level 3||1300|1400|You can Special Summon this card from your hand if you control a Spellcaster-type monster. When this monster inflicts damage to your opponent, reveal the top card from your deck. If the revealed card is a Spell card, add it to your hand. Else, you can place it in the bottom of your deck. |Arcane Rise|xx|CCG2|Spell Card|Spell|Select 1 Monster in a Graveyard. If the selected monster's level is equal or lower than the combined level of all face-up Spellcaster-type monsters you control, Special Summon it. Else, remove it from play. You cannot declare attacks this turn. 49-50) Any card to support Aqua-Type Monster(s) |Giant Cephalopod|xx|CCG2|Aqua/Effect|WATER|Level 6||2800|2600|During your Stand-by Phase, remove 1 Aqua or Fish-type monster in your Graveyard or your hand from play. If you can't, return this card to your hand. Once per turn, you can change the position of 1 face-up monster on your opponent's side of the field. While this card is face-up on the field, that monster cannot change its position and its effects are negated. When this card is returned to its owner's hand, destroy all monsters that have been selected by this effect. |Hydrocycle|xx|CCG2|Trap Card|Trap|Return 1 Aqua-type monster you control to your deck. Draw 2 cards. 51-52) Any card to support Fish-Type Monster(s) |Golden Piranha|xx|CCG2|Fish/Effect|WATER|Level 2||1200|600|A deck can contain any number of copies of this card. Increase the ATK of this card by 500 for each Fish-type monster on your side of the field. When this card inflicts damage to your opponent, increase the ATK of all Fish-type monsters by 500 until the End Phase. |Mystical Coral|xx|CCG2|Rock/Effect|WATER|Level 3||200|1800|Fish-type monsters cannot be attacked. When this card is destroyed and sent to the Graveyard, add 1 Fish-type monster from your deck to your hand. 53-54) Any card to support Sea Serpent-Type Monster(s) |Vindictive Selkie|xx|CCG2|Sea Serpent/Effect|WATER|Level 4||1600|1200|You control the order and targets of your opponent's attacks. Increase the DEF of this monster by 500 for each Fish and Sea Serpent-type monster in your Graveyard. |Persistent Leviathan|xx|CCG2|Sea Serpent/Effect|WATER|Level 5||2000|1300|When a Sea Serpent-type monster is destroyed by a card effect, you can discard a card to Special Summon this card from your Graveyard. When this monster is sent to the Graveyard destroy 1 card on your opponent's side of the field. 55-56) Any card to support Thunder-Type Monster(s) |Stormcaller Shaman|xx|CCG2|Thunder/Tuner/Effect|Light|Level 2||1000|800|When this monster is Summoned, both players can add 1 Thunder-type monster from their decks to their hands. |Electromagnetic Noise Filter|xx|CCG2|Spell Card|Continuous|Once per turn, you can discard 1 Thunder-type monster from your hand to draw 1 card. 57-58) Any card to support Reptile-Type Monster(s) |Weakening Bite|xx|CCG2|Spell Card|Continuous|The ATK and DEF of a monster that battles with a Reptile or Dinosaur-type monster is decreased by 800 after the Damage Step. |Shed Skin|xx|CCG2|Trap Card|Trap|Return 1 Reptile-type monster you control to its owner's hand. Draw 1 card. 59-60) Any card to support Undead-Type Monster(s) |Solanum Hivemaggot|xx|CCG2|Insect/Effect|Earth|Level 2||800|300|Once per turn, you can send 1 Undead-type monster from your deck to the Graveyard to increase the ATK of this monster by 800. |Ghoul's Howl|xx|CCG2|Spell Card|Continuous Spell|During each End Phase, send 1 card from the top of your opponent's deck to the Graveyard. When a monster card is sent to the Graveyard by this effect, destroy this card. When this card is destroyed by a card's effect, Special Summon 1 level 4 or lower Undead-type monster from either player's Graveyard. More cards: 61-80 61-65) Any card to support Normal Monster(s) |Quantum Improbability|xx|CCG2|Trap Card|Continuous|Select 1 face-up Normal monster to activate. Special Summon 1 monster with the same name as that monster from your deck. When this card leaves the field, destroy the selected and the Special Summoned monsters. |Orange Fever|xx|CCG2|Trap Card|Trap|The original ATK of all face-up Effect monsters on the field is halved this turn. |Even the Odds|xx|CCG2|Trap Card|Counter Trap|Activate only if you control a Normal monster. Negate the activation of an effect monster's effect and destroy it. |Elemental Essence|xx|CCG2|Spell Card|Spell|Remove 1 monster card in your Graveyard from play. Special Summon 1 level 4 or lower Normal monster from your deck with the same attribute as the removed monster. 66-68) Any card to support Gemini Monster(s) |Duality Blast|xx|CCG2|Trap Card|Trap|Activate only when a Gemini monster that has been Second Summoned is destroyed. Inflict damage equal to the ATK of the destroyed Gemini monster to both players and destroy 1 card on your opponent's side of the field. |Caduceus|xx|CCG2|Sea Serpent/Gemini/Effect|Water|Level 6||2200|2200|This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect: * When your opponent Summons a monster, you can Special Summon 1 Normal monster from your Graveyard. If that monster is a Gemini monster, it is treated as an effect monster and gains its effect. Once per turn, if this card would be destroyed by a card effect, you can discard 1 Gemini monster from your hand instead." 69-70) Any card to support Union Monster(s) |Symbiotic Barrier|xx|CCG2|Trap Card|Counter Trap|Activate if you control a monster equipped with a Union monster. Negate the activation of a Spell or Trap card and destroy it. |Alien Brain Slug|xx|CCG2|Aqua/Union/Effect|Water|3||1600|1600|Once per turn, you can equip this card 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 can be equipped with any number of Union monsters at a time and gains the following effect: • When the equipped monster destroys a card as result of battle, you can Special Summon 1 Union Monster from your Graveyard. (If the equipped monster would be destroyed by battle, this card is destroyed instead.) 71-72) Any card to support Spirit Monster(s) |Haunted Forest|xx|CCG2|Plant/Effect|Light|3||0|2300|During your Standby Phase, reveal 1 Spirit monster in your hand or destroy this card. Once per turn, you can pay 1000 Life Points to Normal Summon 1 Spirit monster from your hand (tributes are required for level 5 or higher monsters). |Poltergeist|xx|CCG2|Trap Card|Trap|Remove 1 Spirit monster in your Graveyard from play. Return all face-up monsters on the field to their owner's hand. Neither player can Special Summon Monsters this turn. 73-74) Any card to support Tuner Monster(s) |Tuning Whistle|xx|CCG2|Spell Card|Spell|Discard 1 non-Tuner monster. Add 1 Tuner monster with the same attribute and level as the tributed monster from your deck to your hand. |El Mariachi|xx|CCG2|Spellcaster/Tuner|Fire|4||1400|1800|You can use Tuner monsters for a Synchro Summon as though they were non-Tuner monsters. Once per turn, you can remove from play 1 Tuner monster in your Graveyard to upgrade this monster's level by 1 and increase this monster's ATK by 500. 75-76) Any card to support Fusion Monster(s) |Soul Mate|xx|CCG2|Spell Card|Spell|Reveal a Fusion monster card from your Extra Deck and reveal from your hand 1 Fusion Material Monster listed on that card. Add 1 different Fusion Material monster listed on that card from your deck or Graveyard to your hand. |Fusion Impact|xx|CCG2|Spell Card|Spell|Activate only during a turn in which a Fusion monster has inflicted damage to your opponent. Destroy all cards on your opponent's side of the field. 77-78) Any card to support Ritual Monster(s) |Sacrificial Temple|xx|CCG2|Spell Card|Field Spell|When an opponent's monster is sent to the Graveyard, you can place Sacrifice Counters on this card equal to that monster's level. You can send this card to the Graveyard to Ritual Summon 1 Ritual Monster from your hand with a level equal or lower to the number of Sacrifice Counters on this card. |Summoner's Staff|xx|CCG2|Spell Card|Equip Spell|Equipped monster gains 500 ATK and DEF. Once per turn, you can reveal 1 Ritual monster from your hand to downgrade its level by an amount equal to the equipped monster's level. 79-80) Any card to support Synchro Monster(s) |Perfect Harmony|xx|CCG2|Spell Card|Equip Spell|Equip only to a Synchro monster. Monsters with a level lower to the equipped monster's level cannot attack and have their effects negated. |Sounds of Silence|xx|CCG2|Trap Card|Trap|Activate only when an opponent's monster declares a direct attack. Negate that attack and Special Summon 1 Synchro monster from your Graveyard in face-up defense position. Link to comment Share on other sites More sharing options...
fortycal86 Posted July 27, 2009 Author Report Share Posted July 27, 2009 Abisal you have too many cards for Categories 19-26 its only 2 cards for all Sub-Types not 3. Edit: Never mind I see you already fixed it. Link to comment Share on other sites More sharing options...
Shadow Zero Posted July 27, 2009 Report Share Posted July 27, 2009 Shadow if your gonna post images please put them in a spoiler. Also like I said please put them in categories otherwise your cards will not be accepted. One more thing the name of your cards are not in text format like I said they will not be accepted if things are missing. sorry about that cal. i will be sure to fix that post immediately. Link to comment Share on other sites More sharing options...
fortycal86 Posted July 27, 2009 Author Report Share Posted July 27, 2009 No problem just trying to help. I don't want to see people not have there cards accepted in to the Voting Phase. Also your Ragnarok cards since they are grouped might be considered a theme. Link to comment Share on other sites More sharing options...
Shadow Zero Posted July 27, 2009 Report Share Posted July 27, 2009 iiiiiinnnteresting! well, i'll keep that in mind for my monsters then.....however! i saw in the created card game thread that the submission phase is already over??? say it aint so! :'( Link to comment Share on other sites More sharing options...
fortycal86 Posted July 27, 2009 Author Report Share Posted July 27, 2009 The end date is on this thread. Anyway thank you shadow-zero for fixing your post. BTW where the hell does it say that? Link to comment Share on other sites More sharing options...
Shadow Zero Posted July 27, 2009 Report Share Posted July 27, 2009 YOU said that! yesterday at 2:00 p.m.! Anyway for those who don't know the SET 2 Submission Phase is up. http://forum.yugiohcardmaker.net/thread-140257.html see? so are you saying that you are mistaken or that you simply forgot? edit: AAAAAAAAHHH MAN!!! I COMPLETELY MISREAD THAT! sorry......."O_O'; wait, that mean that i can still post cards!!! YYYYYEEEEAAASSSSSS!!! ALL RAAAIIIIIGGGGHTT!!! Link to comment Share on other sites More sharing options...
seattleite Posted July 27, 2009 Report Share Posted July 27, 2009 Thanks to 40cal for helping w/the spoiler *Edit - Updated* [spoiler= entrys]01-03) Dark chaserSpellcaster/DARK/Lv4/1600/1600You can pay 500 Life points to send 1 DARK monster from your deck to your graveyard. During the end phase of this turn, that monster is removed from play. When this card is sent from the field to the graveyard, you can return up to 2 DARK monsters removed from play to their owners graveyards. Evil BeaconMachine/DARK/Lv2/400/2000As long as this card remains in your graveyard, your opponent cannot discard cards from their hand. As long as this card is removed from play, your opponent cannot remove cards from play. These effects are negated if there are less DARK monsters you control than any monsters your opponent controls. Spiritual PlagueContinuous Spell cardWhen a Non-DARK monster is Normal Summoned, place 1 "Plague" counter on it. Once per turn, by Tributing a DARK monster you control, take control of a monster with a Plague counter until the end phase of this turn. When this card is destroyed, take 500 damage for every Plague counter on the field. 04-06) Aura RefractionNormal 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. Meditation MonkRock/LIGHT/Lv3/1500/1800This card cannot attack the turn it is summoned. When a LIGHT monster inflicts battle damage, increase your life points by half that amount. Ghost LanturnDemon-Tuner/LIGHT/Lv1/0/0This card can be Special Summoned from your hand when a LIGHT monster you control is destroyed by a card effect. You can discard 1 card from your hand to add 1 LIGHT monster from your graveyard to your hand. 07-09) Soul of FlamesPyro/FIRE/Lv4/1800/200When this card destroys an opponent’s monster in battle, you can tribute 1 FIRE monster you control to destroy a monster with DEF equal to or lower than the ATK of that monster. Explosive WavesNormal Spell CardTribute 1 FIRE monster. Inflict damage equal to half its ATK. Then, add 1 monster with the same name from your deck to your hand. Lava JellyAqua-Tuner/FIRE/Lv1/300/300This card is not destroyed as a result of battle. When a player activates a Spell or Trap card, you must send 1 FIRE monster in your deck to your graveyard, or this card is destroyed. 10-12) Desert BanditWarrior/EARTH/Lv3/1600/1300When this card destroys a monster in battle, draw 1 card. If the drawn card is not an EARTH monster, send it to the graveyard. Set in StoneContinuous Spell CardDuring the end phase of your turn, you can change up to 2 EARTH monsters on the field into face-down Defense position. Mud MoleBeast/EARTH/Lv3/700/700Remove this card from your graveyard. Target EARTH monster gains 700 ATK and DEF, until the end of the turn. This can be activated during either player's turn. 13-15)Wall of WaterNormal trap cardActivate only when your opponent declares an attack against a WATER monster. Negate the attack and switch the monsters battle position. You can add this card from your graveyard to your hand instead of conducting your draw phase. SubmergeEquip Spell cardEquip only to a WATER monster. Decrease the Level of that monster by 1. The monster equipped is unaffected by any spell cards (except this one), and cannot be selected as an attack target (if it is the only monster you control, your opponent may attack you directly.) Flood SwellContinuous Trap CardDuring each of your Standby Phases, place 1 “Flood Counter” on this card. By removing 1 WATER monster in your graveyard from play, select a number of face-down Spell and Trap cards equal to the number of flood counters on this card. Those cards cannot be activated. You cannot choose cards that are already affected by this card. 16-18 ) Speed NinjaWarrior/WIND/Lv4/1200/400When this card Attacks or is Attacked, during the damage step, you can return a number of WIND monsters you control to their owner’s hands, and increase the ATK of this monster by the number returned x1000 until the end of the damage step. Hurricane SummonContinuous spell cardYou can normal summon twice per turn, as long as both monsters summoned are WIND monsters level 4 or less (this is optional). During the turn you use this effect, you cannot special summon. Skeletal BirdUndead/WIND/Lv6/2300/800When you Tribute Summon this card by Tributing a WIND monster, return that monster to your hand at the end of the turn. Once per turn, you can return all Spell and Trap cards to their owner’s hands. If you activate this effect, you cannot declare an attack with this card during that turn. 19-20) Malicious SpiritNormal Trap CardActivate when your Demon-type monsters is destroyed by battle. Gain control of the monster that destroyed your monster, until your next end phase. Hell's PortalEquip Spell cardEquip only to a Demon-type monster you control. The equipped monster cannot attack. During each of your standby phases, special summon 1 "Demon Pawn Token" (Demon/FIRE/Lv1/500/500). 21-22) FaithNormal Trap CardActivate only when an Angel-type monster is selected as an attack target. That monster is not destroyed in that battle. If you would have taken battle damage in that battle, increase your life points by that amount instead. Change the Angel-type monster to Defense position at the end of the damage step. 23-24) Pack LeaderBeast/EARTH/Lv4/1800/1700Your opponent cannot attack any beast-type monsters, except “Pack Leader.” Once per turn, you can increase the ATK of another beast-type monster you control by 400, as long as this card remains face-up on the field. Who Let the Dogs Out?Normal Spell CardYou cannot Normal or Special Summon any other monsters the turn this card is activated. Pay 1000 life points, and Special summon as many Level 3 or Lower Beast-type Monsters from your deck as you can. They cannot attack this turn, and cannot be used in a Synchro Summon, as long as they remain face-up. 29-30) Heat and PressureNormal Spell CardRemove 3 Rock-type Monsters in your graveyard. Draw 2 cards. If you drew a Rock-type monster(s), you may special summon it in face-down defense position. Down to the MagmaNormal Trap CardSelect up to 2 of your Rock-type Monsters removed from play or in your graveyard. Shuffle them into your deck face-up. If you draw one of those monsters, you can special summon them in face-down defense position. 31-32) Miracle SeedsNormal Spell CardRemove 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 or less than the monster you removed from play to activate this card. Ultra MulchPlant/EARTH/Lv1/0/0If this card is tribute summoned for a Plant-type Monster, that monster gains 300 ATK and DEF, and cannot be targeted by Spell or Trap cards. When that monster is removed from the field, special summon this card from your graveyard. 33-34) Nest Pterodactyl Dinosaur/WIND/Lv3/1300/700When your opponent declares an attack, discard this card from your hand to the graveyard. Special summon 1 Dinosaur-type monster from your hand, and change the attack target to that monster. Reign of the AncientsField Spell CardAll monsters can be Normal Summoned with 1 less Tribute Required.. A non-Dinosaur type monster summoned with this effect looses 1000 ATK and DEF. When this effect is used 3 times this card is Destroyed. 39-40)Bug HiveContinous Spell cardWhenever a player summons an Insect-type monster, they can special summon all monsters with the same name as that monster from their hand. Increase the ATK and DEF of all Insect-type monsters who have another monster on the field with the same name as them by 500. Vermin RaiserInsect/WIND/Lv8/2000/2300When this card is Tribute Summoned, Special Summon 3 Insect-type monsters from your Deck with the same name. If you Summon an Insect-type monster from your hand, destroy all Insect-type monsters with the same name on the field. Then, you can special summon up to 2 Insect-type Monsters from your deck with the same name as the Summoned monster. When this card is destroyed, shuffle all Insect-type monsters in your graveyard to your deck. For every 3 monsters, draw 1 card. 41-42) Locking MechanismMachine/EARTH/Lv2/500/800When this card is sent from the field to the graveyard, place it face up as a continuous spell card. While you control a Machine-type monster in the same column as this continuous spell card, that monster gains 600 ATK. ReconfigureNormal Trap CardSelect and Return 1 Machine-type monster to your hand. Special summon 1 other Machine-type monster with a level equal to or lower double the selected monster from your hand. The Returned monster cannot be Summoned or Set until the Special Summoned monster is removed from the field. 43-44) Mind MelterPsychic/WATER/Lv3/900/1000Increase this card’s ATK by 300 for each Psychic-type monster you control. When this card destroys a monster in battle, until the end of the turn, if you would take effect damage, gain life points equal to that amount instead. The PrecognitivePsychic/EARTH/Lv4/1700/1500Once per turn, you can reveal 1 Psychic-type monster from your hand. You take damage equal to that monsters Level x200. Until your next standby phase, your opponent cannot Summon a monster with an ATK Less than the ATK of the revealed monster. 45-46)ArmsmanWarrior/FIRE/Lv4/1400/1500Whenever this card inflicts battle damage, you can select 1 Equip spell card in your graveyard and equip it to a Warrior-type monster you control. AdrenalineNormal Spell cardSelect 1 Warrior-type monster with 1500 or less original ATK. It can attack twice each turn. This effect lasts until your 2nd standby phase after activation. 47-48) ClericSpellcaster/LIGHT/Lv3/600/2100You can change this card to Defense position when it is summoned. When Spellcaster-type monsters you control (other than this card) would be destroyed in battle or by a card effect, they are not destroyed. This effect can only be used once for each monster. 49-50) Liquidizer TransportQuickplay Spell CardSpecial summon 1 Aqua-type monster from your deck. It cannot be used in a Tribute summon, it's ATK and DEF become 0, and it's Level becomes 1 until your next end phase. Ice PortraitAqua/WATER/Lv8/2400/3000If the total level of all monsters your opponent controls is greater than or equal to the level of this card, by tributing 1 Aqua-type monster, you can special summon this card from your hand or graveyard. If you choose graveyard, you must also discard 1 card from your hand. 51-52) School LeaderFish/WATER/Lv1/300/300When this card is normal summoned, you can special summon any Level 4 or lower Fish-type monsters from your hand. If you special summon 2 or more monsters, draw 1 card. Thorn MantaFish/WATER/Lv6/2100/2500If you control a Fish-type monster, you can normal summon this card without tributing. During your end phase, you can change any of your Fish-type monsters to Defense Position. Once per turn, by tributing 1 Fish-type monster in face-up Defense Position, destroy 1 face-up monster on the field. 55-56) Compouneddon Aqua/WATER/Lv4/1400/1300By Tributing this card and removing 1 Thunder-type monster in your hand or graveyard from play, special summon 2 "Hydro Tokens" (Dinosaur/WATER/Lv1/300/300) and 1 "Oxy token" (Dinosaur/WIND/Lv2/600/600). 57-58 )Skull-Marked BoaReptile/DARK/Lv3/1400/1400This card can attack a number of times per turn equal to the number of Reptile-type monsters you control. This card is not destroyed as a result of battle when it attacks an opponents monster. Place 1 “Poison” counter on any opponent’s monster that battles with this card at the end of the damage step. The controller of a monster with a Poison counter takes 300 damage during their standby phase for each poison counter (this effect applies even when this card is not on the field.) Venom GunEquip Spell cardWhen you activate this card, reveal any number of Reptile-type monsters from your hand. This card gains "Poison counters" equal to the number revealed. You can remove 1 Poison counter from this card, to destroy 1 face-up monster with a DEF equal to or lower than the ATK of the equipped monster. 59-60)Mutated CorpseUndead/DARK/Lv3/1600/0When an Undead-type monster you control is destroyed by battle, other than "Mutated Corpse", you can special summon this card from your graveyard in face-up Defense Position. Loyal GuardiansContinuous Trap CardDuring the End Phase of each turn, Special summon any number of Level 3 or lower Zombie-type monsters from your graveyard. Their effect(s) are negated. When it is removed from the field, remove it from play. 61-65) Vanilla PuddingField Spell cardDecrease the Level of all Normal monsters in both players hands, fields, graveyards and decks by 1. Once per turn, you can discard 1 Normal monster from your hand to draw 1 card. Last StandContinuous Spell CardWhen a Level 2 or lower Normal monster you control is destroyed, increase the ATK of all Level 2 or lower monsters by 2000 until the end of the turn. This effect cannot be applied twice in the same turn. 66-68 ) Mutual GainEquip Spell CardEquip only to a Gemini monster that is treated as an effect monster. All Gemini monsters are treated as effect monsters, and gain their effects. 71-72) CorporealizeNormal Trap CardActivate only when your opponent declares a direct attack. Special summon 1 Spirit monster from your hand, ignoring the summoning conditions. It does not return to your hand at the end of the turn. When it is removed from the field, remove it from play. 73-74) Power AmpContinuous Trap CardIncrease the Level of all Tuner monsters by 1 and their ATK by 400. 75-76) Elemental BondingNormal spell cardSend Non-DARK or LIGHT Fusion Material Monsters that are listed on a Non-DARK or LIGHT Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon the Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon). If that monster is destroyed, you can remove this card from your graveyard to special summon 1 of the fusion monster’s fusion-material monsters from your graveyard. Primordial FormNormal SpellDiscard 1 card. Select 1 monster in your deck and put it in your extra deck. That monster is treated as a Fusion Monster. It can be Fusion Summoned with 2 monsters that have the same Type and/or Attribute as the monster (An effect that can Fusion Summon is still required). 77-78 )High Magic CastingRitual Spell CardThis card is used to Ritual Summon any Ritual monster. 2 or more tributes are required in this Ritual Summon. Genetic JellyfishAqua-Ritual/LIGHT/Lv4/1900/2400When this card is Ritual Summoned, you can add a number of monsters from your deck to your hand equal to the number of tributed monsters used to Ritual Summon this monster. Each of those monsters must share Attribute(s) with at least 1 of the tributed monsters. 79-80) Synchro ExaltationNormal SpellDiscard 1 card. Select 1 monster in your deck and put it in your extra deck. That monster is treated as a Synchro monster, and can be synchro summoned. (one tuner and one or more non-tuner monsters are required.) 81-100) Stressed ScribeWarrior/WIND/Lv4/1200/1800You may skip any of your Standby Phases. 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.) Melody the HarpistAngel/LIGHT/Lv6/2200/1500When this card is changed from Attack Position to face-up Defense Position, draw 1 card. Hand of the CrimsonSpellcaster/WIND/Lv4/300/300You can tribute this face-up card to add 1 “Dark-Eyes Crimson Phoenix” from your deck or graveyard to your hand. If this card is in the graveyard while “Dark-Eyes Crimson Phoenix” is destroyed by an opponent’s card effect, you can remove this card from play instead of discarding 1 card for the cost. Binding ForceThunder/FIRE/Lv4/1300/1000If this card is destroyed while in attack position, special summon it during your next standby phase in defense position. Paper CraneAngel-Tuner/WIND/Lv2/100/100By returning 1 card from your hand to the top of your deck, you can special summon this card from your hand. IllusionistPsychic/EARTH/Lv5/500/2500When this card is summoned put it in defense position. Your opponent cannot select monsters adjacent to this card as attack targets. If a monster adjacent to this card is destroyed by a card effect, draw 1 card. AscensionWarrior/WIND/Lv4/1300/1900By returning this face-up card to your hand, you can normal summon 1 additional time this turn. You can only gain this effect once per turn. Dark TrickySpellcaster/WIND/Lv5/1900/1100This card can be special summoned by tributing 1 monster you control. If you tribute summon this card, draw 1 card. This card is also treated as a DARK monster. Reckless DriverMachine-Synchro/EARTH/Lv5/2000/0[ 1 tuner + 1 or more Non-tuner]This card is unaffected by the effects of whatever special summoned this card. Tortured SoulWarrior/DARK/Lv1/0/0This card cannot be selected as an attack target, or be destroyed by battle. If this card is in Defense Position, destroy it. You must declare an attack with this card whenever possible. If you take 2000 or more damage with this card in a battle, draw 2 cards. Chariot of HeliosBeast/FIRE/Lv3/400/800This card is removed from play during your end phase, and Special Summoned during your standby phase. This card gains 500 ATK for each card in your hand, at the time this card is Special Summoned. When this card inflicts battle damage to your opponent, draw 1 card. Whirlpool SerpentSea-Serpent/WATER/Lv4/1400/1300Once per turn, during each of your end phases, place 1 “Whirlpool” Counter on this card. When your opponent summons a monster, you can remove a number of counters equal to or less than that monster’s DEF x500, to negate the summon and destroy the monster. Monstrous Gora TurtleAqua/WATER/Lv5/2000/1100When this card is summoned, select 1 of the following effects:• Monsters Level 5 or Higher cannot declare an Attack• Monsters Level 3 or Lower are unaffected by Spell and Trap cards that target them. Air Force Gale JetMachine/WIND/Lv3/1000/400When this card is normal summoned, return 1 card on the field to its owners hand. Air CannonMachine-Tuner/WIND/Lv3/800/600When this card is used in a Synchro Summon, your opponent randomly discards a number of cards until the number of cards in their hand is equal to the level of the Synchro Monster. Gift OysterFish/WATER/Lv4/500/2000You cannot Normal Summon or Set monsters. Once per turn, you can remove 1 spell card from your graveyard to add 1 monster from your deck or graveyard to your hand. As long as that card is in your hand or on the field, it’s ATK and DEF are reduced to 0. Blood HoundBeast/DARK/Lv4/2300/1500During each of your end phases, destroy 1 card you control or destroy this card. Rusty CogMachine/LIGHT/Lv1/0/0When this card is sent to the graveyard, activate 1 of the following effects:* Reveal 1 "Rusty Cog" in your hand, and return this card to your hand.* Shuffle this card and 1 other "Rusty Cog" in your graveyard to your deck. Draw 2 cards. 101-110)Rapid-Fire SpellbookNormal Spell CardActivate in the turn you have activated 2 or more Normal Spell cards. Draw 2 cards from your deck. If you draw “Rapid-Fire Spellbook” with this effect, remove it from play. Mine RatsQuick-play Spell cardSee all face-down cards on your opponent's field and up to 2 cards in their hand. Gain Life Points equal to the number of Flip-effect monsters and Trap cards among them x400. Blindfolded SpellQuickplay Spell CardRandomly add 1 Spell card from your graveyard to your hand. You cannot activate it this turn. BattallionContinuous spell cardDuring your main phase, you can destroy this card. Your opponent cannot select face-down monsters as attack targets, and you cannot set monsters. Ecosystem HarmonyField Spell CardAll Field Spell cards can and must be activated in an empty Spell & Trap card zone (more than 1 Field Spell card can be on the field at a time due to this effect). Each time a Field Spell card is activated, draw 1 card. Falling StarNormal SpellSend any number of monsters from your extra deck to your graveyard. You take 200 damage for each monster. Junk SalvageNormal SpellReturn 3 monsters with 1000 ATK or less from your graveyard to your hand. FaçadeNormal Spell CardActivate only during your main phase 2. Return 1 monster you control that hasn’t attacked this turn to your deck, and special summon 1 monster with 1 or 2 level(s) higher than that monster from your deck. Nature’s VitalityEquip spell cardThe equipped monster is changed to defense position when this card is activated. Increase the DEF of the equipped monster by 1200. If the equipped monster would be destroyed by a card effect, you may destroy this card instead. Search for a CureContinuous spell cardDuring each of your standby phases place 1 cure counter on this card. If you would take battle damage you can send this face-up card to the graveyard instead. When this card is sent to the graveyard, increase your life points by the number of counters on this card x400. 111-120)Life BondContinuous Trap CardEach time a monster you control is sent to the graveyard, you can send 1 monster from your deck to the graveyard with the same level as the destroyed monster. Pain LeechNormal Trap CardActivate only in a turn that you took 2000 or more battle damage. Special summon “Pain Leech Tokens” (Insect/DARK/Lv1/0/0) to your side of the field in all your empty monster zones. These tokens cannot be tributed for a tribute or synchro summon, until your next end phase. InnocenceNormal Trap CardActivate only when your opponent attacks a monster with 0 ATK. Destroy all monsters with more than 1000 ATK on the field. Fenced OffCounter Trap CardNegate the activation of a Spell, Trap or Monster Effect that does not activate on the field, and destroy it. Vengeful SoulsCounter Trap CardActivate only when your opponent activates a Spell or Trap card. Remove 3 monsters from your graveyard from play, to negate the activation of that card and destroy it. After that, you can set this card on your field instead of sending it to your graveyard. Faith BarrierContinuous Trap CardYour opponent must skip his/her battle phase. Pay 1000 life points during your standby phase. If you cannot, this card is destroyed. Tactical OfferingContinuous Trap CardBy paying 500 life points, you can set 1 monster from your hand. Half-LifeNormal Trap CardTribute 1 monster. Special summon 2 non-tuner monsters from your deck with a level equal to half of the tributed monster’s level (rounded down). You cannot activate this card during your battle phase. Premodern TomeContinuous Trap CardToss 2 coins. For each heads, add 1 spell card from your graveyard to your hand. For each tails, add 1 trap card from your graveyard to your hand. If this card is not in your graveyard, those Spell/Trap card(s) cannot be activated. Wheel of MisfortuneNormal Trap CardRandomly set 1 Trap card from your graveyard on your field. [spoiler= Theme 1: Alchemy] Alchemic TourField Spell CardEach time a Level 4 or lower EARTH, FIRE, WIND or WATER monster is destroyed, the monsters controller can Special Summon 1 Level 4 or lower monster from their hand with a different attribute than that monster. The monster must be Non-LIGHT or DARK. If a player controls at least 1 of each FIRE, WATER, WIND, EARTH monsters, they draw 1 card from their deck during each of their Main Phase 1. Aether the Quintessential ElementSpellcaster/LIGHT/Lv8/3000/3000This card cannot be normal summoned or set. This card cannot be special summoned except by removing 4 monsters, 1 each of FIRE, WATER, WIND, and EARTH monsters in your graveyard from play. FIRE monsters gain 500 ATK. WATER monsters cannot be destroyed in battle. WIND monsters can attack your opponent directly. EARTH monsters cannot be targeted by Spell or Trap Cards. Alchemic PhoenixWinged Beast/FIRE/Lv4/1600/1500This card is also treated as a WIND monster. For every Spell and Trap card on the field, this card gains 100 ATK. "Alchemic" monsters other than “Alchemic Phoenix” can attack your opponent directly. Battle damage inflicted by that attack is halved. Alchemic HurricaneAqua/WIND/Lv4/1800/500This card is also treated as a WATER monster. Once per turn, you can return 1 Spell or Trap card on the field to it’s owners hand. That card cannot be set until your next standby phase. While you control another “Alchemic” monster other than “Alchemic Hurricane”, this card cannot be destroyed in battle. Alchemic Qi WarriorPyro/WATER/Lv4/1700/1300This card is also treated as a FIRE monster. If the number of monsters on both sides of the field are equal, your opponent cannot declare an attack. All “Alchemic” monsters other than “Alchemic Qi Warrior” gain 300 ATK. Alchemic EngineMachine/FIRE/Lv4/1850/300This card is also treated as an EARTH monster. Destroy any Special Summoned monster that this card battles after damage calculation. Your opponent cannot select “Alchemic” monsters, other than “Alchemic Engine” as attack targets. Alchemic Sky FortressRock/WIND/Lv4/500/2100This card is also treated as an EARTH monster. During each players end phases, you can change the battle position of 1 monster on the field. When your opponent activates a Spell or Trap card, you can return any “Alchemic” monsters, other than “Alchemic Sky Fortress” from the field to your hand. Alchemic RockfishFish/EARTH/Lv4/1500/1900This card is also treated as a WATER monster. When this card inflicts Battle Damage to your opponent’s life points, you can special summon 1 Level 4 Non-LIGHT or DARK monster from your graveyard. When this face-up card is destroyed, add 1 Level 4 or lower “Alchemic” monster, except “Alchemic Rockfish” from your deck to your hand. Fan the FlamesNormal Spell CardDiscard 1 WIND monster. All FIRE monsters you control gain Piercing as long as the WIND monster remains in your graveyard. Molten DuoPyro/EARTH/Lv4/1500/1500When this card is destroyed in battle and sent to the graveyard, special summon 1 Level 4 or lower FIRE or EARTH monster from your graveyard, except “Molten Duo.” A FIRE monster summoned by this effect gains 300 ATK. An EARTH monster summoned by this effect gains 500 DEF. SandstormContinuous Spell CardOnce per turn, you can tribute an EARTH monster to special summon a WIND monster from your hand, or return a WIND monster you control to your hand to special summon an EARTH monster from your graveyard. Hot SpringContinuous Spell CardYou can tribute a FIRE monster you control to increase the ATK of a WATER monster by the tributed monster’s original ATK. You can tribute a WATER monster and select 1 FIRE monster you control. Inflict damage equal to half of the FIRE monster’s original ATK. Monster MudAqua/EARTH/Lv4/1200/2000WATER monsters you control are unaffected by spell cards. EARTH monsters you control are unaffected by trap cards. The Undying ElementNormal Trap CardActivate only when an “Alchemic” card you control is destroyed by your opponent’s card effect. Add it to your hand. Aqua Fortis WaveNormal Spell CardActivate only when you have at least 1 or each EARTH, FIRE, WIND and WATER monster(s) in your graveyard. Special Summon 1 of those monsters and destroy 1 face-up monster on the field with more ATK and DEF than the Summoned Monster. [spoiler= Theme 2: Counter Damage] Brittle FieldField Spell CardDamage calculation to a player(s) is resolved by comparing the ATK of the Attacking monster with the DEF of the attacked monster when both monsters are in Attack position. Damage to the monsters is calculated normally. When a monster attacks, and it’s DEF is lower than the ATK of it’s target, during damage calculation the monster’s controller takes battle damage equal to the difference. When this card is in the graveyard, you can add this card to your hand instead of conducting your draw phase. Vibrato SingerWarrior-Tuner/WATER/Lv3/1000/1900While you control “Brittle Field”, destroy any monster that this card battles with a DEF lower than this card’s ATK at the end of the damage step. Chrome SerpentMachine/EARTH/Lv6/1900/2500Battle damage to your opponent involving the DEF of this card is doubled. Spiked PestleEquip Spell CardThe DEF of a monster that the equipped monster battles is halved before damage calculation. When the equipped monster is destroyed in battle and this card is sent to the graveyard, draw 1 card. Glass SpiritRock/LIGHT/Lv1/0/1600Discard this card from your hand to add 1 “Brittle Field” from your deck to your hand. During either player’s turn, you can remove this card from your graveyard to decrease the DEF of 1 monster by 500 until the end of the turn. Glass ShrapnelNormal Trap CardActivate when a monster you control is destroyed by battle while in attack position. Special summon 1 monster from your deck with ATK equal to or less than double the damage your opponent took. It cannot be the target of an attack until the end of the turn. Mirror Dragon – IctinusSea-Serpent/WIND/Lv7/500/2600By sending 1 “Brittle Field” you control to the graveyard, switch the ATK and DEF of all monsters on the field until the end of the turn. This card is not destroyed in battle while in Attack Position. Shatter the SealNormal Spell CardDecrease the DEF of a Defense-position monster you control in multiples of 1000, and select 1 monster in your hand. Decrease the number of tributes necessary to Tribute Summon the monster for each 1000 points. Super GlueContinuous Trap CardDuring your turn, you can decrease the ATK of all monsters you control in multiples of 100, and increase their DEF by an equal amount. Their ATK and DEF returns to normal during your next standby phase. Speed TripwirePyro/FIRE/Lv2/0/1000FLIP: Destroy all Face-up monsters with 500 or more ATK than their DEF. Destroy this card if it is face-up when this effect resolves. Sailing StoneRock/EARTH/Lv3/0/2000This card gains 1900 ATK when it attacks. Shield ExplosionQuickplay Spell CardDestroy 1 monster you control with 1000 or less ATK, and inflict damage to your opponent equal to half of it’s DEF. No cards can be chained to this card's activation. Transmogrification of DustContinuous Spell CardDuring each player's standby phase, put 1 "Dust" counter on each face-up monster your opponent controls. Monsters lose 100 DEF x the number of dust counters on them. Matrix MagicianPsychic/DARK/Lv4/100/1800Once per turn, you can pay 500 Life Points to Switch the ATK and DEF of all monsters you control, except this card, until the end phase. If this card is destroyed by battle while in Attack Position, Special Summon 1 Level 4 or Lower Monster from your deck with an ATK equal to or lower and a DEF equal to or higher than the difference between this card's ATK and the monster that destroyed this card. You cannot activate this effect more than once per turn. Link to comment Share on other sites More sharing options...
fortycal86 Posted July 28, 2009 Author Report Share Posted July 28, 2009 Just quote or reply to this post. [spoiler=Put whatever you want as a title here]Put your post here. Do you understand now? Link to comment Share on other sites More sharing options...
fortycal86 Posted July 28, 2009 Author Report Share Posted July 28, 2009 I updated my post with some more cards. Link to comment Share on other sites More sharing options...
Shadow Zero Posted July 28, 2009 Report Share Posted July 28, 2009 i am currently working on the Zero and Cybeast arcs. once i am done with those and i have all of the spell cards imput as well, i will place a post with all of it on there. it's probably going to be a total of 20-30 cards, so there'll be a lot of stuff to vote on. Link to comment Share on other sites More sharing options...
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