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Yu-Gi-Oh! The Created Card Game - Set 2 (Submission Phase, community decides winners)


fortycal86

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121-150

 

Court Jester

***

1400/800

Fire

Spellcaster

EFFECT:Once per turn turn you can discard 1 "Court" monster to return 1 monster on the field to the owner's hand. During your Standby Phase you can reveal this card in your hand to inflict damage to your opponent equal to the number of cards in his/her hand x100.

 

Court Guard

****

1900/1600

Light

Warrior

EFFECT:During your opponent's Standby Phase you can reveal this card in your hand to increase the ATK and DEF of all "Court" monsters you control by 400 until the End Phase.

 

 

Court Advisor

***

1100/1600

Wind

Spellcaster

FLIP:Return 1 "Court" monster in your Graveyard to your hand. During yourStandby Phase you can reveal this card in your hand to gain Life Points equal to the number of Spell and Trap Cards you control x100.

 

Court Sculptor

***

100/1000

Earth

Warrior

EFFECT:This card cannot be destroyed as a result of battle. During your

Standby Phase you can reveal this card in your hand to have this card gain

effect of 1 "Court" monster on the field when that monster is revealed.

 

Court Maid

**

300/200

Light

Warrior

EFFECT:When this card is destroyed by battle you can destroy 1 Spell or Trap card

on the field. During your Standby Phase you can reveal this card in your hand to select face-down 1 face-down Spell/Trap card on the field. The selected card cannot be activated this turn.

 

Court Royal

******

2300/2000

Earth

Warrior

EFFECT:All face-up "Court" monsters you control gain 300 ATK/DEF. During your Standby Phase

you can reveal this card in your hand to draw 1 card. If you activate this effect and this card is still in your hand during your End Phase discard your entire hand.

 

Court Mistress

*****

1800/2200

Dark

Spellcaster

EFFECT:Discard 1 "Court" monster to have this card gain ATK equal to that card's Level x200 until

the End Phase.During your opponent's Standby Phase you can reveal this card in your to have your opponent draw 1 card and reveal it to you. If they do not set or use that card that turn they lose 800 Life Points.

 

Court Spy

***

1100/800

Dark

Warrior

EFFECT:This card can attack your opponent Directly if he/she has no cards in their hand. During your opponent's Standby Phase you can reveal this card in your hand to see your opponent's hand.

 

Court Chef

***

700/1800

Fire

Warrior

EFFECT:Pay 500 Life Points for each face-up "Court" monster you control. Until the End Phase of the turn you activate this effect all face-up "Court" monsters you control are unaffected by Trap Cards. During your Standby Phase you can reveal this card in your hand to return 1 card in your Graveyard to the bottom of your Deck.

 

Court of Royalty

Spell

Field

Increase the ATK of all "Court" monsters the turn they are summoned by 200. During the Draw Phase you can return 1 face-up "Court" monster you control to your hand. That monster is Special Summoned during the Main Phase.

 

Court Treasury

Spell

Continuous

Destroy this face-up card if there is no "Court of Royalty" face-up on the field. If a "Court of Royalty" you control would be destroyed you can destroy this card instead. Each time a "Court" monster in your hand is revealed by it's own effect put 1 Counter on this card. When this card is destroyed gain 100 Life Points for each Counter on this card.

 

Court Armory

Trap

Continuous

Destroy this face-up card if there is no "Court of Royalty" face-up on the field. If a "Court of Royalty" you control your be destroyed you can destroy this card instead. Each time a "Court" monster in your hand is revealed by it's own effect put 1 Armory Counter on this card. You can remove 6 Armory Counters from this card to destroy 1 Spell/Trap Card on the field. You can remove 10 Armory Counters from this card to destroy 1 monster on the field

 

Court Chapel

Spell

Normal

Select 1 Level 4 or lower "Court" monster in your Graveyard and Special Summon it.

 

Blood Signature

Trap

Counter

Discard 1 "Court" monster and negate the activation of a Spell/Trap card and destroy it. During your End Phase you can pay Life Points equal the Level of the monster discarded for this effect x200 to place that monster back into your hand.

 

Court Executioner

Spell

Continuous

Each time a "Court" monster is destroyed by battle place 1 Blood Counter on this card(max. 10). Your opponent's monsters lose ATK and DEF equal to the number of Blood Counters on this card x100.

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i'd ask if we could talk here while everyone is getting their cards in place but that is what the cluib thread is for. anyway, i wanted to ask you something cal. i was wondering if i could combine the Zero arc with the Omega arc under a new name so that i could get all of the cards on here from my Reign of the Cybeasts arc. so what do you think, would that be okay?

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Here are my submissions

 

[spoiler=10-12) Any card to support EARTH Monster(s)]

The Mountain Fortress - Gaurdreia

LV9 EARTH

Rock/Effect

0/4000

If an EARTH monster you control is selected as an attack target, you can change it to Defense Position and negate the attack.

 

 

[spoiler=16-18 ) Any card to support WIND Monster(s)]

Supersonic Dragonfly

LV4 WIND

Insect/Effect

1300/400

This monster gains 1 additional attack for each WIND monster you control other than this card.

 

 

[spoiler=27-28 ) Any card to support Winged Beast-Type Monster(s)]

Wings of Steel

Equip Spell Card

Equip only to a Winged Beat-Type monster. The equipped monster cannot be destroyed by battle.

 

The Falconer

LV6 WIND

Warrior/Effect

1000/1000

Winged Beast-Type monsters you control gain 300 ATK. If you control a Winged Beast-Type monster, your opponent cannot select this monster as an attack target. During your main phase, if you do not control any Winged Beast-Type monsters, you can Special Summon 1 Winged Beast-Type monster from your Hand.

 

 

[spoiler=31-32) Any card to support Plant-Type Monster(s)]

Blooming Flower of Hope

LV1 LIGHT

Plant/Effect

250/100

This monster's Level is equal to the number of Plant-Type monsters in your Graveyard.

 

Withering Flower of Despair

LV12 DARK

Plant/Effect

2500/1000

This monster's Level is decreased by the number of Plant-Type monsters in you Graveyard.

 

 

[spoiler=41-42) Any card to support Machine-Type Monster(s)]

Repair Station

LV7 EARTH

Machine/Effect

0/3000

Once per turn, you can Special Summon 1 Machine-Type monster from your Graveyard. If you do, decrease the DEF of this card by 1000 until your next Standby Phase.

 

De-Combine

Normal Spell

Select 1 Level 5 or higher Machine-Type monster you control, return it to your Deck. Special Summon 2 Level 4 or lower Machine-Type monsters from your Deck.

 

 

[spoiler=69-70) Any card to support Union Monster(s) ]

COMBINE!

Field Spell

You and your opponent can play Union monsters from your hand as if they were Equip Spell cards and directly equip them to a correct target. Union monsters that are equipped to a monster cannot be changed back to being monster cards.

 

 

[spoiler=77-78 ) Any card to support Ritual Monster(s)]

Keeper of Ancient Scriptures

LV4 EARTH

Warrior/Effect

1000/1800

You can discard this card to the Graveyard to add 1 Ritual Spell card from your Deck to your hand. You can remove this card from your Graveyard to add 1 Ritual Spell card from your Deck to your hand.

 

 

[spoiler=81-100) Can be any Monster Card you want.]

Sinister Gift Box

LV10 DARK

Demon/Effect

0/3300

This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand to your opponent's side of the field by Tributing 1 monster your opponent controls and 1 monster you control. If you Special Summon this card, you cannot Normal Summon or Set this turn.

This monster cannot attack. Put 1 Sinister Counter on this card during each of your Standby Phases. If this card has 3 Sinister Counters on it, destroy all cards you control.

 

Bunshin Master

LV6 DARK

Warrior/Effect

2100/0

During your Standby Phase, you can decrease this monster's Level by 1 to Special Summon 1 "Bunshin Token"(Warrior-Type/DARK/Level 1/ATK 0/DEF 2000). If this card would be destroyed by battle, you can destroy 1 "Bunshin Token" you control instead.

 

Ragging Rock Golem

LV4 EARTH

Rock/Effect

0/2000

Once per turn, you can switch this monster's ATK and DEF until your next Standby Phase. During the End Phase, if this card is in attack position, change it to defense position.

 

 

[spoiler= 121-150) Theme Cards]

[spoiler=Monsters]

Brave Adventurer - Warrior Alex

LV4 EARTH

Warrior/Effect

1800/1000

This card's name is also treated as "Alex". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Healer" in its name: Your opponent can only select "Brave Adventurer" monsters that have "Warrior" in their name as attack targets.

*A monster that has "Archer" in its name: This card inflicts Piercing damage.

 

Brave Adventurer - Archer Will

LV 2 WIND

Warrior/Effect

700/500

This card's name is also treated as "Will". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Warrior" in its name: This card can attack your opponent directly.

*A monster that has "Supporter" in its name: This card gains 700 ATK during your turn.

 

Brave Adventurer - Healer Jeane

LV1 LIGHT

Spellcaster/Effect

100/700

This card's name is also treated as "Jeane". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Warrior" in its name: Each time a "Brave Adventurer" monster you control destroys a monster, increase you Life Points by 300.

*A monster that has "Healer" in its name: Increase your Life Points by 500 during each of your Standby Phase.

 

Brave Adventurer - Mage Maya

LV3 WATER

Spellcaster/Effect

1000/1300

This card's name is also treated as "Maya". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Warrior" in its name: Monsters your opponent controls lose 300 ATK.

*A monster that has "Assassin" in its name: Once per turn, you can change the Battle Position of 1 monster your opponent controls.

 

Brave Adventurer - Supporter Blackman

LV4 FIRE

Warrior/Effect

400/1800

This card's name is also treated as "Blackman". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Warrior" in its name: All "Brave Adventurer" monsters you control gain 300 DEF.

*A monster that has "Healer" in its name: Once per turn, if a "Brave Adventurer" monster would be destroyed by battle, it is not destroyed.

 

Brave Adventurer - Thief Dan

LV4 DARK

Warrior/Effect

1500/700

This card's name is also treated as "Dan". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Warrior" in its name: When this card inflicts Battle Damage to your opponent, your opponent discards 1 monster card from their hand.

*A monster that has "Assassin" in its name: When this card inflicts Battle Damage to your opponent, your opponent discards 1 random card from their hand.

 

Brave Adventurer - Assassin Frintz

LV4 DARK

Warrior/Effect

1700/500

This card's name is also treated as "Frintz". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Warrior" in its name: If this card destroys a monster, inflict 300 damage to your opponent.

*A monster that has "Thief" in its name: When this card inflicts Battle Damage to your opponent, inflict 300 damage to your opponent.

 

Brave Adventurer - Novice Ron

LV1 LIGHT

Warrior/Effect

100/100

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 Level 4 or lower "Brave Adventurer" monster from your Graveyard.

 

Brave Adventurer - Thief Will

LV4 DARK

Warrior/Effect

1700/300

This card's name is also treated as "Will".This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Mage" in its name: When this card inflicts Battle Damage to your opponent, your opponent discards 1 spell card from their hand.

*A monster that has "Supporter" in its name: When this card inflicts Battle Damage to your opponent, your opponent returns 1 face-down monster they control to their hand.

 

Brave Adventurer - Healer Blackman

LV4 LIGHT

Warrior/Effect

1500/200

This card's name is also treated as "Blackman". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Thief" in its name: When this card inflicts Battle Damage to your opponent, increase your Life Points by 700.

*A monster that has "Assassin" in its name: Each time you inflict damage to your opponent by the effect of a "Brave Adventurer" monster you control, increase your Life Points by 200.

 

Brave Adventurer - Assassin Dan

LV4 DARK

Warrior/Effect

1800/0

This card's name is also treated as "Dan". This card gains the following effect(s) depending on which "Brave Adventurer" monster(s) you control:

*A monster that has "Healer" in its name: Each time you increase your Life Points by an effect of a "Brave Adventurer" monster you control, inflict 500 damage to your opponent.

*A monster that has "Assassin" in its name: Each time you inflict damage to your opponent by the effect of a "Brave Adventurer" monster, inflict 200 damage to your opponent.

 

 

[spoiler=Spells]

Class Change

Normal Spell

Tribute 1 "Brave Adventurer" monster you control. Special Summon 1 "Brave Adventurer" monster from your deck with the same name as the tributed monster.

 

Stat Buff

Quick Spell

You can only activate this card if you control a "Brave Adventurer" monster that has "Supporter" in its name. Select 1 of the following effects:

*Target "Brave Adventurer" monster gains 300 ATK until the end of this turn.

*Target "Brave Adventurer" monster gains 500 DEF until the end of this turn.

 

Invite to Group

Normal Spell

If you control only 1 "Brave Adventurer" monster, Special Summon 1 "Brave Adventurer" monster from your Deck that has a lower level than the monster you control.

 

 

[spoiler=Traps]

Bulls Eye

Counter Trap

You can activate this card only if you control a "Brave Adventurer" monster that has "Archer" in its name. Negate the activation of a Spell or Trap card that targets a "Brave Adventurer" monster you control and destroy it.

 

 

 

 

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well i didnt see it. i'll look again, but ifi still dont see it there, expect me to edit this post with the expectation of being given the info and having said info placed for all to view.

 

edit: okay, i found it. i guess the reason for having trouble finding it was that it was so teeny tiny and i was kind of expecting it to be bigger then that. O_O

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huh. its looking like the end date is getting nearer and nearer. i'll have to finish my card editing fast. anyway, once you see my fully updated post, you will see the reign of chaos and reign of the cybeasts arcs fully completed. however, i am having to do the 2 themes split down the middle. for as zero is the spearhead of the hunter, so too, shall omega be the spearhead of the maverick. anyway, you'll see what i mean soon enough.........

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[spoiler=121-150) 2 Theme with up to 10-15 cards.]

Dharma Autonomous Assault Unit/LV6/DARK

ATK/2300 DEF/2000

Machine/Effect

You can Special Summon this card by Tributing 1 Face-Up "Dharma Cannon #2" you control. As long as this card is Face-Up on the Field, decrease the level of all monsters your opponent controls by 2, any monster's level that is reduced to 0 is destroyed.

 

Dharma Shogun/LV4/DARK

ATK/0 DEF/0

Machine/Effect

This card cannot be destroyed by battle. Any battle damage you would take from this card becomes 0. A monster that battles with this card has it's level reduced by 2 until the End Phase.

 

Dharma Rail Gunner/LV4/DARK

ATK/1600 DEF/0

Machine/Effect

As long as this card is Face-Up on the Field, decrease the ATK of all monsters your opponent controls equal to the difference between the monster's level and 12 x200.

 

Dharma Tanker/LV8/DARK

ATK/2700 DEF/1800

Machine/Effect

You can Normal Summon this card by Tributing 1 "Dharma Cannon #2" you control. Once per turn, you can destroy 1 Level 4 OR lower monster your opponent controls.

 

Dharma-Copter/LV6/DARK

ATK/1900 DEF/2200

Machine/Effect

You can tribute this card to halve the Level of all monsters your opponent controls.

 

Dharma Unleashed/LV8/DARK

ATK/2800 DEF/2400

Warrior/Effect

This card can only be Special Summoned by this effect of "System Failure". When this card is Special Summoned, remove from play all Face-Up Level 3 or lower monsters your opponent controls. During each of your opponent's End Phases destroy all Face-Up Level 3 or lower monsters your opponent controls.

 

Dharma Jet-Fighter/LV6/DARK

ATK/2300 DEF/1700

Machine/Effect

You can Special Summon this card by Tributing 1 "Dharma Cannon #2" you control. When this card destroys a monster by battle, you can decrease the level of 1 monster your opponent controls by 3 until their second Stand By Phase after the activation of this effect.

 

Dharma Technician/LV3/DARK

ATK/400 DEF/1600

Machine/Effect

Up to twice per turn, when your opponent's monster is destroyed by a card effect you control, you can Special Summon 1 "Dharma Cannon #2" from your Graveyard.

 

Dharma Cannon #2/LV2/DARK

ATK/200 DEF/800

Machine

The first reiteration of the original Dharma Automated Assualt Unit simply titled "Dharma Cannon". This model lacks the advanced weaponry of the newest Dharma Automated Assault Units.

 

Dharma Cannon MK.II/LV8/DARK

ATK/2500 DEF/2000

Machine/Effect

You can Tribute 1 "Dharma Cannon #2" you control to Normal Summon this card. Once per turn, you can destroy 1 Level 6 or lower monster your opponent controls.

 

Dharma's Cybernetic Devil Fortress/LV8/DARK

ATK/3000 DEF/2500

Machine/Effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned unless you remove from play 3 "Dharma Cannon #2's" from your Graveyard. As long as this card is Face-Up on the Field, your opponent cannot activate Spells or Traps if they control a Level 3 OR lower monster. If this card is removed from the Field, remove it from play. If this card is removed from play by it's own effect it cannot be returned into the game.

 

Cybernetic Grid

Continuous Spell

All Face-Up "Dharma Cannon#2's" you control cannot be destroyed by battle. Each time a "Dharma Cannon #2" you control is Tributed for the Summoning of a monster or by a card effect, decrease the level of all monsters your opponent controls by 1. (This effect is applied to all monsters your opponent controls until this card is removed from the Field.)

 

System Failure

Normal Trap

Remove from play 1 Level 4 or lower monster your opponent controls and 1 "Dharma Cannon #2" that you control, Special Summon 1 "Dharma Unleashed" from your Deck or hand.

 

Dharma Remote-Controlled Assault Jet

Continuous Trap

After activation, Special Summon this card in Attack Position; it is treated as a Effect Monster Card (Machine-Type/DARK/Level 4/ATK 1800/DEF 1300). If this card is destroyed by battle, you can Special Summon 1 Level 6 OR lower monster from your hand. (This card is also still treated as a Trap Card.)

 

Star Shatter

Normal Spell

Select 1 monster your opponent controls. Inflict damage to your opponent equal to the difference between the monster's current level and it's original level x400.

 

 

[spoiler=35-36) Any card to support Dragon-Type Monster(s)]

Red-Eyes Nightmare Dragon/LV10/DARK

ATK/3000 DEF/2800

Dragon/Effect

This card Cannot be Normal Summoned or Set. This card cannot be Special Summoned unless by removing from play 1 DARK Dragon-Type monster that you control or from your Graveyard. Once per turn, you can remove from play 1 monster from your Grveyard to Special Summon 1 Dragon-Type monster from your Graveyard. Up to twice per turn, when this card would be destroyed by battle or a card effect, you can remove from play 3 cards in your Graveyard to negate the effect(s) or attack and destroy the card that would've destroyed this monster.

 

Power Surge Dragon/LV6/LIGHT

ATK/1800 DEF/2500

Dragon/Synchro/Effect

1 Dragon-Type monster + 1 Level 3 or lower Tuner monster

Once per turn, you can equip 1 Level 4 or lower Dragon-Type monster in your hand to this card. (Only 1 card can be equipped by this effect at a time.) This card gains ATK equal to the Original ATK of the equipped monster. If this card would be destroyed, destroy the equipped monster instead. Once per turn, you can select 1 monster your opponent controls,discard 1 LIGHT Dragon-Type monster from your hand for the selected monster's ATK to be treated as 0 until the End Phase.

 

 

[spoiler=59-60) Any card to support Undead-Type Monster(s)]

Apokryltaros, King Of The Abyss/LV10/DARK

ATK/2400 DEF/3000

Zombie/Effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned unless you Remove from play all Zombie-Type monsters you control. This card gains ATK equal to the number of monsters removed from play by this effect x300. Once per turn, you can Inflict damage to your opponents life points for the number of Zombie-Type cards in the Graveyard x300, if you use this effect this card's ATK is treated as it's original ATK until the second End Phase after the activation of this effect.

 

Burning Marauder/LV3/FIRE

ATK/1200 DEF/400

Zombie/Effect

Your opponent cannot select another Zombie-Type monster you control as an attack target. When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower Zombie-Type monster from your hand. If you use this effect, when this card is destroyed by battle inflict damage to your opponent equal to the original ATK of the Special Summoned Monster.

 

 

[spoiler=16-18) Any card to support WIND Monster(s)]

Wind Rat-Dragoon/LV6/WIND

ATK/2100 DEF/1050

Angel/Effect

This card gains the following effect while there is a face-up WIND monster on the field:

*Once per turn, you can send 1 card at the top of your opponent's Deck the Graveyard.

 

Trust, Spirit of the Wind/LV3/WIND

ATK/1300 DEF/1100

Angel/Effect

If you tribute this card for the Tribute summon of a WIND monster, you can Special Summon 1 Level 4 or lower monster from your hand.

 

 

[spoiler=101-110) Can be any Spell Card you want.]

Demonic Release

Quick-Play Spell

Activate only when 1 of your opponents monsters attacks your Life Points directly, destroy the attacking monster and Special Summon 1 "Release Token" (Fiend-Type/DARK/Level 8/ATK 2800/DEF 0) if the "Release Token" is removed from the field, both players take 1000 damage.

 

Run Fools, Run!!!

Quick-Play Spell

Activate only when a monster attacks a monster that your opponent controls, destroy all monsters your opponent controls with an ATK less than the attacking monster's ATK. (Excluding the attacking monster's battle target.) Any other monsters you control cannot attack in the same turn that this card is activated.

 

The Easy Way Out

Normal Spell

Select 1 Face-Up monster you control and destroy 1 Face-Up monster your opponent controls with an ATK equal to the selected monster’s. The selected monster is destroyed during the End Phase. When a monster destroyed by this effect is Special Summoned from the Graveyard while this card is in your Graveyard, remove from play the Special Summoned monster.

 

Spiritualize

Continuous Spell

Once per turn, if you control no monsters during your Stand By Phase, you must discard 1 card, Special Summon 1 monster from your opponent's Graveyard. Any monster Special Summoned by this effect is treated as a Zombie-Type monster.

 

 

 

[spoiler=111-120) Can be any Trap Card you want.]

Head for the Hills

Normal Trap

Activate only when a Face-Up Level 7 OR higher monster your opponent controls declares an attack. Return all Face-Up monsters with an ATK less than the ATK of the attacking monster to their owner’s hands. Any battle damage to either player for the next 2 turns is halved.

 

When Justice Fails Darkness Prevails

Normal Trap

When your opponent summons a LIGHT monster, your opponent must randomly select 1 card from your hand. If the selected card is a monster card, your opponent must select and execute one of the following effects:

*Destroy all Face-Up LIGHT monsters on the Field.

*Discard all LIGHT monsters in your hand.

 

 

UPDATE: Now with pics

[spoiler=pics]

85866b.jpg85866f.jpg85866p.jpg85866i.jpg85866j.jpg85866ub.jpg

 

 

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