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YVD Card Making Guild


.Leo

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Yu guys, to get this thread back, I think I wanna throw this into the set:

 

Sin Gandora the Dragon of Destruction

DARK

Level: 8

[Dragon/Effect]

This card cannot be Normal Summoned or set. This card cannot be Special Summoned except by removing from play 1 "Gandora the Dragon of Destruction" from your Deck. There can only be 1 "Sin" monster face-up on the field. Other monsters yo control cannot attack. If there is no face-up Field Spell Card, this card is destroyed. You can pay half your Life Points to remove from play all cards on the field, except for Field Spell Cards.

ATK/ 0

DEF/ 0

 

Whadaya think?

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Alright then. I just don't want to interrupt anything.

 

And here they are. Some are good, others not so much, but you will choose the best eventually so I'm posting them all:

 

Name: Ally of Justice Guild Master

Ultra/Ultimate Rare

Attribute: DARK

Type: Machine/Synchro/Effect

Level: 11

ATK: 3500

DEF: 3100

Effect: 1 "Ally of Justice" Tuner + 2 or more non-Tuner monsters.

The effects of your opponent's LIGHT monsters are negated. All "Ally of Justice" monsters you control gain 300 ATK. Once per turn, if an "Ally of Justice" monster other than this card would be destroyed, it is not destroyed. When this card is destroyed, Special Summon 1 "Ally of Justice" monster from your Deck or Graveyard.

 

This would be the Boss of "AoJ". It was weaker, but with the release of "Decisive Arms" I had to tough him up.

 

 

Name: Ally of Justice Merged Annihilator

Ultra Rare

Attribute: DARK

Type: Machine/Fusion/Effect

Level: 9

ATK: ?

DEF: 900

Effect: You can Special Summon this card from your Extra Deck by sending at least 2 different "Ally of Justice" monsters on your field to the Graveyard. (You do not use "Polymerization".) The ATK of this card becomes equal to the combined Levels of the Fusion Material Monsters x 300. This card gains the effects of the Fusion Material Monsters. When this card is destroyed, Special Summon from your Graveyard the Fusion Material monster with the highest level.

 

Name: Ally of Justice Luminous Coat

Super Rare

Attribute: DARK

Type: Machine/Effect

Level: 5

ATK: 2100

DEF: 1500

Effect: The Attribute of all monsters on your opponent's field is also treated as LIGHT.

 

Name: Ally of Justice Comrade Protector

Secret Rare

Attribute: DARK

Type: Machine/Effect

Level: 4

ATK: 1900

DEF: 100

Effect: If an "Ally of Justice" monster you control would be destroyed, this card is destroyed instead.

 

Like "Volcanics", AoJ got their 1900 ATK beatstick as well, but this one has a fatal flaw: the weaker Allies at his side.

 

 

Name: Ally of Justice Backup Seeker

Common Rare

Attribute: DARK

Type: Machine/Effect/Tuner

Level: 2

ATK: 800

DEF: 500

Effect: If this card is destroyed by battle by a LIGHT monster, Special Summon 1 level 4 or lower "Ally of Justice" monster from your Deck.

 

Classic Searcher with Tuning abilities.

 

 

Name: Ally of Justice Exceed Engineer

Ultra Rare

Attribute: DARK

Type: Machine/Effect

Level: 4

ATK: 1800

DEF: 500

Effect: This effect can be used during either's players turn. Discard this card to activate 1 of the following effects: • Destroy all cards that decrease or halve the ATK of "Ally of Justice" monsters on the field. • Add 1 "Allies of Justice Fortress Ship" from your Graveyard to your hand. • Special Summon 1 level 4 or lower "Ally of Justice" monster from your Graveyard.

 

Name: Ally of Justice Support Caller

Super Rare

Attribute: DARK

Type: Machine/Effect/Tuner

Level: 2

ATK: 1000

DEF: 700

Effect: When an "Ally of Justice" monster you control is destroyed while this card is face-up on your field, Special Summon 1 "Ally of Justice" monster from your Deck.

 

Name: Ally of Justice Night Shredder

Secret Rare

Attribute: DARK

Type: Machine/Effect

Level: 6

ATK: 2400

DEF: 500

Effect: When your opponent Sets a monster, you can Tribute 1 "Ally of Justice" monster to destroy that card and negate its effect.

 

Name: Ally of Justice Revealed Soldier

Super Rare

Attribute: DARK

Type: Machine/Effect

Level: 4

ATK: 1500

DEF: 300

Effect: While this card is face-up on the field, it gains 300 ATK each time a card is flipped face-up.

 

Name: Ally of Justice Eternal Surveillance

Ultra Rare

Attribute: DARK

Type: Machine/Effect

Level: 8

ATK: 2800

DEF: 2000

Effect: As long as this card remains face-up on the field, neither player can Set cards.

 

Name: Allies of Justice Union Tactic

Common Rare

Spell card

Type: Quick-Play

Effect: Select 1 "Ally of Justice" monster on your field and equip it with 1 "Ally of Justice" monster on you control. The selected monster gains the effect(s) and half the ATK of the equipped monster and if it would be destroyed, the equipped monster is destroyed instead.

 

Name: Allies of Justice Last Coalition

Ultra Rare

Spell card

Type: Quick-Play

Effect: Special Summon as many "Ally of Justice" monsters from your Graveyard as possible. You cannot Special Summon more than 1 monster with the same name, or a monster that has the same name as a monster you already control. During your End Phase, destroy 2 of those monsters. If you cannot, destroy all monsters on your field.

 

Name: Allies of Justice Fortress Ship

Ultra Rare

Spell card

Type: Field

Effect: The Attribute of Non-"Ally of Justice" Monsters on the field is also treated as LIGHT. If an "Ally of Justice" monster attacks, neither player can activate face-down cards until the end of the Damage Step. When this card is destroyed, Special Summon 1 "Ally of Justice" monster from your Deck.

 

Name: Allies of Justice Sensor Device

Super Rare

Spell card

Type: Continuous

Effect: Once per turn, you can pay 500 Life Points to select 1 "Ally of Justice" monster you control. The selected monster is unaffected by Flip Effects and it is treated as a Tuner monster until your End Phase.

 

Name: Allies of Justice Protection Code

Rare

Trap card

Type: Continuous

Effect: If an "Ally of Justice" monster you control would be destroyed by battle, you can destroy another "Ally of Justice" you control instead.

 

Name: Allies of Justice Defense Tactic

Common

Spell card

Type: Continuous

Effect: Select 1 "Ally of Justice" monster you control. The selected monster cannot be selected as an attack target while another "Ally of Justice" monster is face-up on your field.

 

Name: Allies of Justice Official Membership

Ultra Rare

Spell card

Type: Equip

Effect: You can only equip this card to a Machine-Type monster. The equipped monster gains 200 ATK, is treated as an "Ally of Justice" monster and its Attribute becomes DARK.

 

Name: Allies of Justice Dimensional Exchange

Ultra Rare

Spell card

Type: Normal

Effect: Select 1 Synchro "Ally of Justice" monster from your Extra Deck and send it to the Graveyard. Special Summon non-Tuner "Ally of Justice" monsters from your Deck whose combined levels are equal to the level of the selected monster.

 

Name: Allies of Justice Emergency Deploy

Super Rare

Trap card

Type: Continuous

Effect: You can only activate this card while you control no monsters. Select 1 "Ally of Justice" monster from your Deck and Special Summon it. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card.

 

Name: Allies of Justice Assembly Unit

Super Rare

Trap card

Type: Continuous

Effect: Select 1 "Ally of Justice" monster from your Graveyard and Special Summon it. If you control a LIGHT monster, destroy this card. When this card is removed from the field, destroy that monster. When that monster is removed from the field, destroy this card.

 

Name: Allies of Justice Interdimensional Portal

Ultra Rare

Spell card

Type: Normal

Effect: Select 1 "Ally of Justice" from your Extra Deck and put it face-up in your Deck. When you draw that card, Special Summon it. When that card is sent to the Graveyard, remove it from play during your next Standby Phase.

 

This card's effect makes reference to its name: the AoJ travels through the Extra Deck, Deck, Field, Graveyard and finally to RFG.

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  • 3 weeks later...

BUMP

 

I will correct that later.

 

And now a bit more of "Koa'ki Meiru" support, even if you are no longer requesting it:

 

Core Bouncer

Rare

Spell Card

Type: Quick-Play

Effect: Add 1 "Koa'ki Meiru" monster from your Graveyard to your hand. If you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard during your End Phase, You can remove this card in your Graveyard from play to return that card to your hand.

 

Core Product Exchange

Common

Trap card

Type: Normal

Effect: You can only activate this card while there is a "Iron Core of Koa'ki Meiru: in your Graveyard. Return 1 "Koa'ki Meiru" monster you control to your hand. Then Special Summon 1 "Koa'ki Meiru" monster from your hand.

 

Is an advanced version of "Beast Soul Swap". It is also perfect for recovering a "Koa'ki Meiru Shell", which works better in your hand.

 

 

Iron Core Fragments

Common

Spell Card

Type: Continous

Effect: When a "Koa'ki Meiru" monster(s) is destroyed during your End Phase, Special Summon 1 "Iron Core Token" (Machine-Type/EARTH/Level 1/ATK 0/DEF 0). That Token cannot be Tributed or used as a Synchro Material Monster and it is destroyed during your opponent's End Phase.

 

 

And now, the next monster is part of an archetype I am developing: "The Lasts".

They are overpowered monsters from each archetypes, but you cannot control other monsters from the same archetype while they are on the field, as you will see with the next monster:

 

The Last Koa'ki Meiru - Survivor

Secret Rare

Attribute: FIRE

Type: Sea Serpent/Effect

Level: 4

ATK: 2500

DEF: 1700

Effect: During each of your End Phases, destroy this card unless return 1 "Iron Core of Koa'ki Meiru" from your Graveyard to the Deck. Neither player can Normal or Special Summon DARK or LIGHT monsters. You can only control 1 "Koa'ki Meiru" monster.

 

As you can see, it has an OP'ed effect, but you cannot control other Koa'kis and you can hardly keep him in the field.

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Hurray for the return of the Guild! I think I'll add a GX retool:

 

Take Over Five

Normal Spell

Activate by sending the top 5 cards of your Deck to the Graveyard. Your opponent cannot target cards in the Graveyard this turn. During your Main Phase, if this card is in your Graveyard and it was not sent there this turn, you can remove it from play and draw 1 card.

 

Want?

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Haven't posted here in a while (and yes' date=' I know that we did Cores already)

 

Core Replicatory

Continuous Trap

During your End Phase, if you pay the Maintenance Cost of a "Koa'ki Meiru" monster, you can add a card listed in that Maintenance Cost to your hand instead.

 

Speeds the deck up ridiculously fast.

[/quote']

 

That one it's like a Continuous version of Core Bouncer, right?

 

Hurray for the return of the Guild! I think I'll add a GX retool:

 

Take Over Five

Normal Spell

Activate by sending the top 5 cards of your Deck to the Graveyard. Your opponent cannot target cards in the Graveyard this turn. During your Main Phase' date=' if this card is in your Graveyard and it was not sent there this turn, you can remove it from play and draw 1 card.

 

Want?

[/quote']

 

I like it. Could work with many Decks such as LS, Moja, and even Zombies.

 

Now, I will add some of my "The Lasts". I think I could work a bit more on "Yubel" and "The Creator", but this is what I got:

 

 

Cloudian - The Last Nimbus

Secret Rare

Attribute: WATER

Type: Fairy/Effect

Level: 3

ATK: 700

DEF: 0

Effect: This card cannot be destroyed by battle. When you Normal Summon this card, place 1 Fog Counter on it. If this card would be destroyed, you can remove 2 Fog Counters from this card instead. You can only control 1 "Cloudian" monster.

 

Blackwing - Twist The Last Feather

Secret Rare

Attribute: DARK

Type: Winged Beast/Effect

Level: 7

ATK: 2700

DEF: 1900

Effect: You can Special Summon this card from your hand or Graveyard by Tributing 2 "Blackwing" monsters you control. Once per turn, you can reduce the ATK of a monster your opponent controls to 0. You can only control 1 "Blackwing" monster.

 

Yubel - The Last Fear

Secret Rare

Attribute: DARK

Type: Fiend/Effect

Level: 9

ATK: 0

DEF: 0

Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except when "Yubel - The Ultimate Nightmare" is removed from the field. This card cannot be destroyed by battle or by card effects. When this card attacks or is attacked, before damage calculation inflict damage to your opponent equal to the attacked monster's ATK. You can only control 1 "Yubel" monster.

 

The Last Creator

Secret Rare

Attribute: LIGHT

Type: Thunder/Effect

Level: 7

ATK: 2100

DEF: 2800

Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned, by having 1 "The Creator" or "The Dark Creator" and 6 more monsters in your Graveyard. Once per turn, you can Special Summon 1 monster from your Graveyard. You can only control 1 "Creator" monster. When this card is sent to the Graveyard, remove it and all "Creator" monsters in your Graveyard from play.

 

The Last Ancient Gear

Secret Rare

Attribute: EARTH

Type: Machine/Effect

Level: 7

ATK: 2500

DEF: 2500

Effect: When an Attack Position "Ancient Gear" monster you control is destroyed, Special Summon this card from your hand. If this card attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. You can only control 1 "Ancient Gear" monster.

 

The Last Ally of Justice Destroyer

Secret Rare

Attribute: DARK

Type: Machine/Effect

Level: 8

ATK: 2900

DEF: 2400

Effect: You can Special Summon this card from your hand or Graveyard while all the monsters your opponent controls are LIGHT. The ATK and DEF of all LIGHT monsters your opponent controls becomes 0. You can only control 1 "Ally Of Justice" monster.

 

The Last Hero - Ultimatum

Secret Rare

Attribute: DARK

Type: Warrior/Fusion/Effect

Level: 8

ATK: 3000

DEF: 3000

Effect: This card cannot be Special Summoned except by a Fusion Summon of 2 "Hero" monsters. When this card is Fusion Summoned, remove from play all "Hero" monsters in your Graveyard. This card gains the effects of the Fusion Material Monsters used to Fusion Summon it. You can only control 1 "Hero" monster.

 

The Last Mist Valley Bird

Secret Rare

Attribute: WIND

Type: Winged Beast/Effect

Level: 5

ATK: 2000

DEF: 1300

Effect: When the only "Mist Valley" monster you control is returned to your hand, you can Special Summon this card from your hand or Graveyard. If this card would be destroyed, return 1 card you control to its owner's hand instead. You can only control 1 "Mist Valley" monster.

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Haven't posted here in a while (and yes' date=' I know that we did Cores already)

 

Core Replicatory

Continuous Trap

During your End Phase, if you pay the Maintenance Cost of a "Koa'ki Meiru" monster, you can add a card listed in that Maintenance Cost [b']from your Deck[/b] to your hand instead.

 

Speeds the deck up ridiculously fast.

 

Whoops. Fixed.

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  • 1 month later...

BUMP

 

Adding another "Ally of Justice" monster. This one got a pretty nice effect; I would like to know what do you think of it.

 

Name: Ally of Justice Luster Tracker

Secret Rare

Attribute: DARK

Type: Machine/Effect

Level: 3

ATK: 1000

DEF: 1400

Effect: When this card is Normal Summoned, declare 1 LIGHT Monster Card name. The effect(s) of the declared monster is negated. If the declared monster is on the field, destroy it.

 

Ruling: The declared monster cannot activate its effect while it is in the Graveyard or hand. And yeah, this card stops Honest, LS, JD, etc. etc. at the cost of low ATK and being specific.

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here I made few Infernity support:

Infernity Draw

|Normal Spell Card|

Lore: Activate this card only when you have no cards in your hand. Draw 2 cards and activate the following effect depending on the Type of drawn cards:

•2 Monster Cards: Discard both cards and inflict damage to your opponent equal to the monster's combined ATK.

•Spell or Trap Cards: Place them at the bottom of your Deck and draw 1 card.

•1 Monster Card and 1 Spell or Trap Card: Special Summon that monster and send the other card to the Graveyard. During the turn the Summoned monster is Special Summoned, it cannot be destroyed.

 

Infernity Shadow Ruler

|Synchro|Fiend-Type|DARK|Level 8|ATK 2800|DEF 2800|

Lore: 1 DARK Tuner + 1 or more non-Tuner monsters

When you have no card in your hand, by halving this card's ATK it can attack directly this turn. When this card inflicts damage to your opponent your opponent must discard 1 card from their hand. When this card is destroyed discard all cards in your hand and Special Summon 1 Level 3 or lower "Infernity" monster from your Graveyard.

 

Infernity Duke

|Fiend-Type|DARK|Level 4|ATK 1800|DEF 1000|

Lore: Once per turn, while you have no cards in your hand, send 1 "Infernity" monster from your Deck to the Graveyard, and inflict damage to your opponent equal to that monster's ATK. When this card would be destroyed send all cards from your hand to the Graveyard to Special Summon this card during your next Standby Phase.

 

what ya say?

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