Jump to content

YVD Card Making Guild


.Leo

Recommended Posts

Velocor (CyDra for Cores = Turn 1 Rooklord)

 

And I agree on the following:

Koa'ki Meiru Laucnher it can speed up the whole Deck type by playing a better Koa'ki Meiru.

 

Iron Core Duplication it can speed up the Deck also and can avoid the destruction of a Koa'ki Meiru monster.

 

Core Vortex instant DAD/JD/BW kill pretty good anti meta.

 

Core Reproduction a good card to run in 3s great card

 

Core Facsilimer like a monster version of core reproduction but it negates a cost altogether.

 

Koa'ki Meiru Landslide it is devestating.

 

Core Explosion for Landslide pwnt!

 

That's pretty much my vote.

Link to comment
  • Replies 200
  • Created
  • Last Reply

[spoiler=Amalgam Turmoil]

Cause of Twins Prevail

Spell - Normal

Send 1 Fusion Monster in your Extra Deck to your Graveyard, to add the Fusion Material Monster(s) listed on the card from your Deck to your hand. If no monster names are listed on the card then add monster(s) with the required type or Attribute to your hand instead.

 

Amalgam Turmoil, Preacher of Melody

Dark - Level 2 - Spellcaster

ATK 500 / DEF 200

If you use this card for a Fusion Summon, then you can remove from play this card and 1 monster in your Graveyard to substitute them as any needed Fusion Material monster(s). When this card is sent to the Graveyard for a Fusion Summon then you can add 1 "Amalgam Turmoil" monster to your hand from your Deck.

 

Blessing of Grace

Spell - Normal

Remove from play 2 "Amalgam Turmoil" monsters in your Deck to Special Summon 1 Level 6 or lower Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon.) When the Fusion Monster Summoned by this effect is removed from the field, you can pay 1000 Life Points to send it to your Fusion Deck and add 1 "Amalgam Turmoil" monster removed from play or in your Graveyard to your hand.

 

Fragment Exertion Force

Spell - Continuous

Once per turn, you must remove from play 1 "Amalgam Turmoil" monster from your Deck or discard 1 " Amalgam Turmoil" monster from your hand. When this card is activated each DARK Fusion Monster you control gain 200 ATK for each monster in your Graveyard. If a Fusion Monster is removed from the field, you can add 1 Level 3 or lower "Amalgam Turmoil" monster from your Deck to your hand and increase your Life Points by the amount of ATK of the Fusion Monster increased by this effect.

 

Ancient Wing of Amalgam Turmoil

Dark - Level 1 - Spellcaster

ATK 0 / DEF 0

You can add 2 "Amalgam Turmoil" monsters in your Graveyard to your Deck to Special Summon this card from your hand. Once per turn, you can equip 1 monster from your Graveyard to this card and treat it as an equip Spell Card and increase this card's ATK by 1500. Once per turn, you can activate 1 of the following effects depending the amount of cards equipped to this card: -- 1: Select 1 Fusion Monster in your Extra Deck and add 1 Fusion Material Monster listed on the selected card to your hand -- 2: Select 1 Monster Card in your Graveyard and activate its effect.

 

Amalgam Turmoil, Elemental Castor

Dark - Level 4 - Spellcastor

ATK 1700 / DEF 1200

When this card is Summoned, set 2 monsters in your Graveyard to your Spell & Trap Card Zone. If this card is select as an attack target or by a card effect, you can remove from play 1 set Monster Card in your Spell & Trap Card Zone. During your End Phase after conducting your Battle Phase, you can remove from play this card and both set Monster Cards in your Spell & Trap Card Zone to Special Summon 1 Fusion Monster from your Extra Deck with the same attribute as 1 of the removed from play monsters.

 

Awakening Thunder Discharge

Trap - Counter

This card can be activated if a Fusion Monster you control is removed from the field, Special Summon 1 Fusion monster from your Extra Deck who is the same Level or less of the removed monster. The Summoned monster by this effect has its effect negated and cannot attack during your next Battle Phase.

 

Dragon Dancer of Amalgam Turmoil

Dark - Level 6 - Spellcaster

ATK 2200 / DEF 1900

Once per turn, you can Skip your Draw Phase to send 1 Fusion Monster in your Extra Deck to your Graveyard to inflict damage to your opponent equal to the Fusion Monster's Level x300. You can remove from play 1 "Amalgam Turmoil" monster you control to treat this card as 2 Fusion Material Monsters that are treated as DARK Attribute monsters. If the Fusion Monster this card is used to Summon is destroyed, you can return 2 "Amalgam Turmoil" monsters with 1 to your hand and 1 to your Deck.

 

 

Link to comment

Ok. Lets start the voting!

[spoiler=Koa'Ki Meiru]

Iron Core Duplication

Common

Spell Card

Type: Quick-Play

Effect: Activate only when you add 1 "Iron Core of Koa'ki Meiru" to your hand. Add 1 "Iron Core of Koa'ki Meiru" from your Deck to your hand. During your End Phase' date=' send 1 "Iron Core of Koa'ki Meiru" or 1 "Koa'ki Meiru" monster from your hand to the Graveyard.

 

Core Vortex

Rare

Spell Card

Type: Continous

Effect: Discard 1 "Iron Core of Koa'ki Meiru". Remove from play any monster Special Summoned by your opponent. Destroy this card during your 3rd Standby Phase after activation.

 

Core Reproduction

Super Rare

Spell Card

Type: Quick-Play

Effect: Activate only during your End Phase. send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard. "Koa'Ki Meiru" monsters you control are not destroyed during the End Phase.

 

Iron Core Manufacture Facility

Normal Spell

Once per turn, you can discard an "Iron Core of Koa'ki Meiru" to add 2 "Iron Core of Koa'ki Meiru" card(s) from your Deck or Graveyard (except the discarded card) to your hand.

 

Koa'ki Meiru Focuser

EARTH

Spellcaster/Effect

3/1100/900

Once per turn, if this card would be destroyed, you can return an "Iron Core of Koa'ki Meiru" to the top of your Deck instead. If an "Iron Core of Koa'ki Meiru" is discarded from your hand for a cost during the End Phase, draw a card.

 

Core Facsilimer

DARK

Fiend/Effect

2/0/0

Once per turn, you can Tribute this card. If you do, no "Koa'ki Meiru" monsters are required to pay their maintenance cost(s) during the End Phase of this turn.

 

Core Reactant Result

Normal Spell

Activate this effect by discarding 3 "Iron Core of Koa'ki Meiru" from your hand. Destroy all Spell and Trap Cards your opponent controls.

(I'm not sure if this is UP or OP. Help?)

 

Koa'ki Meiru Energy Absrption

Normal Trap

Activate if a "Koa'ki Meiru" monster is destroyed during the End Phase. Special Summon a "Koa'ki Meiru" monster with ATK less than the destroyed monster.

 

Koa'ki Meiru Fang

Super Rare

Attribute: FIRE

Type: Beast/Effect

Level: 4

ATK: 2000

DEF: 600

Effect: During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Beast-Type monster in your hand. This card can attack your opponent directly. When it does, any Battle Damage this card inflicts to your opponent becomes 1000.

 

Koa'ki Meiru Mindreader/EARTH/Level 4/Psychic/Effect/1300 ATK/1800 DEF

Lore: Your opponent cannot Special Summon monsters. Once per turn you can pay 1000 Life Points to negate this monsters effect until the End Phase and Special Summon 1 Level 4 or lower "Koa'ki Meiru" monster from your hand. Your opponent must reveal their hand when they add a card from their Deck to their hand by the effect of a card or discard their whole hand.

 

Koa'ki Meiru Shell

Ultra Rare

Attribute: EARTH

Type: Machine/Effect

Level: 2

ATK: 500

DEF: 1000

Effect: This card is treated as "Iron Core of Koa'ki Meiru" While it is in your hand. If a "Koa'ki Meiru" monster you control would be destroyed during the End Phase while this card is on the field, you can destroy this card instead.

 

Core-Chimail Velocor

EARTH

Level: 5

[Dinosaur/Effect']

You can Special Summon this card from your hand by revealing 1 Dinosaur-type monster in your hand or discarding 1 "Iron Core of Koa'ki Meiru". During the End Phase, destroy this card unless you reveal 1 Dinosaur-type monster in your hand or discarding 1 "Iron Core of Koa'ki Meiru".

ATK/ 2500

DEF/ 1200

 

Koa'ki Meiru Seer

WIND

Level: 4

[spellcaster/Effect]

During the End Phase, destroy this card unless you reveal 1 Spellcaster-type monster in your hand or discarding 1 "Iron Core of Koa'ki Meiru". Once per turn, when a "Iron Core of Koa'ki Meiru" is sent to the Graveyard, select 1 set card in your opponent's Spell and Trap Card Zones and guess the type of card (Monster, Spell or Trap), then destroy it. If you call it right, draw 1 card. If you call it wrong, your opponent draws 1 card.

ATK/ 1200

DEF/ 1700

 

Koa'ki Meiru Launcher

WATER

Level: 4

[Machine/Effect]

When this card is destroyed by a card effect, you can reveal 1 "Koa'ki Meiru" monster in your hand or discard 1 "Iron Core of Koa'ki Meiru" to Special Summon 1 "Koa'ki Meiru" monster with 2000 DEF or less from your Deck in face-up Defense Position.

ATK/ 0

DEF/ 2000

 

Core Anti-Armor

Equip Spell

Equip only to a "Koa'ki Meiru" monster. During battle between the equipped monster and a LIGHT or DARK monster whose DEF is less than the equipped monster's ATK, inflict damage to your opponent equal to the difference.

 

Core Portal

Continuous Spell

Once per turn, you can reveal 1 "Iron Core of Koa'ki Meiru" from your hand to Normal Summon or set 1 extra "Koa'ki Meiru" monster this turn.

 

Core Barrier

Normal Trap

Activate only by revealing 1 "Iron Core of Koa'ki Meiru" in your Graveyard when your opponent declares an attack. Destroy the attacking monster and end the Battle Phase.

 

Core Halberd

Continuous Trap

After activation, this card becomes an Equip Spell Card and is equipped to 1 "Koa'ki Meiru" monster. It gains 500 ATK for every LIGHT or DARK monster your opponent controls. If the equipped monster battles a Special Summoned monster, destroy that monster before damage calculation. During your End Phase, destroy this card unless you discard 1 "Iron Core of Koa'ki Meiru".

 

Koa'ki Meiru Zapstrike

EARTH|Level 4

Thunder/Effect

During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 Thunder-Type monster in your hand. If you draw 1 “Koa’ki Meiru Storm Flicker” during your Draw Phase, you can show it to your opponent to inflict 700 damage to your opponent. LIGHT and DARK monsters cannot be Special Summoned except by removing from play 1 monster of the same Attribute from the owner's Graveyard.

ATK: 1900

DEF: 1900

 

 

Koa’ki Meiru Storm Flicker

WIND|Level 4

Thunder/Effect

During each of your End Phase, destroy this card unless you send 1 “Iron Core of Koa’ki Meiru” from your hand to the Graveyard or reveal 1 WIND monster in your hand. Each time a LIGHT or DARK monster is Special Summoned or Flip Summoned, destroy 1 Spell or Trap Card your opponent controls. While you have 1 “Iron Core of Koa’ki Meiru in your Graveyard, your opponent cannot destroy Trap Card’s you control.

ATK: 2000

DEF: 1500

 

Koa'ki Meriu Wyveros

WATER

Dragon / Level 4

1200 ATK / 2300 DEF

During your End Phase, discard 1 "Iron Core of the Koa'ki Meiru" from your hand or reveal 1 Dragon-Type monster in your hand. If you do not, this monster is destroyed. Once per turn, you can return this card on your side of the filed to its owner's hand. Discard this card and select 1 face-up "Koa'ki Meiru" monster you control to add 1 monster with the same type from your Deck to your hand.

 

Koa'ki Meiru Landslide

[EARTH]

****

[Rock/Effect]

When this card is Summoned, send 1 "Iron Core of the Koa'ki Meiru" from your Deck to the Graveyard. Cards cannot be Special Summoned from the Graveyard by Monster Effect.

ATK: 1900 / DEF: 1200

 

Core Explosion

[Quick-Play Spell Card]

Activate only when "Iron Core of the Koa'ki Meiru" is sent from the Deck to the Graveyard. Destroy all cards on the field.

 

 

Remember. 8 Get in. Not voting for self.

 

So we vote for the top 8?

Link to comment

Is it too late to summit cards for the Koa'ki support?

Yes' date=' well I think so as the voting as already started.

 

Core Reactant Result (I think it's UP'd, make it 2 i think .. Xo)

Core Explosion

Core Anti-Armor

Koa'ki Meiru Shell

Leo said vote for 8 of them unless we are allowed to vote any number.

Link to comment

Interesting Card. Works well with teh flip masters

 

Yeah' date=' it does. Now, a long-overdue effect:

 

Crimm, Cannoneer of Dark World

DARK

Level: 2

[Fiend/Tuner']

If this card is discarded from your hand by a card effect, Special Summon it. If this card is discarded by your opponent's card effect, inflict 1500 damage to your opponent.

ATK/ 300

DEF/ 500

 

Like?

Link to comment

Archived

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


×
×
  • Create New...