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Yu-Gi-Oh! The Alternate Card Game for YVD - Submission Thread - Set 3 (PAUSED) - Accepting Members/Duelists!


Morgan LeFlay

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This topic is used by our team to post all cards for YCM's Yu-Gi-Oh! - The Alternate Card Game (TACG for short). Anyone can comment on the cards!

 

A lot of rules were modified from a project I'm part of on XeroCreative. I like their format, and would like to bring it here.

 

If you want to know more about TACG cards, THIS is the place to go. It includes downloads. Any questions regarding that, PM me or post in the Main Topic.

 

Also, before you post any cards, make sure to introduce yourself in the above topic, so that we can make you an official member of the team.

 

-----

 

Tentative end date for set 4: September 14. If we need more or less time, I'll change it.

 

Yugioh Virtual Dueling 9.1 (TACG Mode) is out! Get it here at http://ccgcentral.com/YVD%20(TACG).zip

If you have XP or later, it can open the zip file for you, if not just get winzip or something like that. You'll need to install regular YVD first from xerocreative.com, and extract the files into your YVD folder. The readme.txt included in the zip file goes more in detail. Of course, it is optional but highly recommended - it's fully compatible with the regular 9.1 except it comes with a built-in card updater and ban list for our project, and uses a separate acg.set file.

 

[spoiler=Rules - Read before posting]1) Cards should be submitted in written or YVD format only, since these cards are going to be used in YVD.

 

2) Do not make cards that support TCG/OCG monster Themes (E-Heros, Archfiends, Gravekeepers, etc.). Note: There may be exceptions may be added over time.

Keep in mind that since the TACG does not use TCG/OCG cards other than Polymerization, support for the above Themes cannot mention/utilize any TCG/OCG cards for those Themes.

You may make a lone card, or maybe two, that are part of other TCG/OCG Themes (as "guest" cards), but within their effects they can't reference the name of their Theme or an existing TCG/OCG card.

Note: Also check Rule 15.

 

3) Try not to submit monsters that have excessive ATK/DEF stats for their Level, unless those monsters have considerable drawbacks to make up for that excess. This might still have to be defined for our game, depending if our cards turn out to be stronger or weaker than the TCG.

 

4) Try to avoid generic cards that have a very similar or the same effect as an already existing card in the TCG, OCG or TACG. (Unless it is requested or needed for a Theme. This exception includes Request Mode.)

 

5) When you first post your cards, make them easy to understand for other people. Try to use the best grammar, spelling, punctuation and card wording you can. Read the wording mini-guide below if you can.

 

6) During each Set, you are allowed to have only 1 post that includes all your cards for that Set. If you want to add more or change them, edit your post. (If you do, you must make a new post to tell us the changes, and should include the page of your post, but it shouldn't include the cards themselves)

 

7) You must check the CCG Points before posting cards (See below).

 

8) Anime-only cards are allowed, but following the CCG Points Rules (See below).

 

9) DIVINE and Divine-Beast monsters are allowed, but following the CCG Points Rules (See below).

 

10) There is also a NONE Attribute (or lack thereof) and Typeless ("Type"). You can use only each of them once per Set, and try to use them with monsters that really need them. Monsters that use these are treated as having no Type and/or no Attribute.

 

11) Toon, Spirit, Union and Gemini Monsters are all allowed, and do not count as a theme.

 

12) You can create Monster Types (But not Attributes) and new Icons for Spells and Traps, but following the CCG Points Rules (See below). Also, if it is too redundant or we don't like it, we can choose not to accept it.

 

13) You are free to support any Theme that already exists at any time. When you do, be aware of the CCG points rules just in case (See below). Also, if the Theme is not very big, be sure to check all existing cards of that Theme and their support, since they may all have something in common and you might be breaking the pattern.

 

14) There will be no "sharing" of CCG points, they go to those who have earned them.

 

15) "Pop Culture" cards are also allowed, but try to use them sparingly.

 

16) A Theme is considered to be an archtype (cards that share part of their name with another) or a custom subtype (Gemini is an example of a subtype)

 

17) Be happy~

 

CCG Points System - Please read before posting!

 

According to the CCG Points System, the amount and kind of cards you can create depends on the current amount of CCG points you have. Everyone starts out with 0 points but gains more based on contribution. Certain things like duel testing might get more points than just submitting cards.

 

- Max number of cards you can send (per Set)

0 points: 10

1-5 points: 20

6-9 points: 30

10-14 points: 40

15-20 points: 50

21-24 points: 70

25+ points: 100

 

- Max number of Theme cards for 1 Theme you can send (per Set)

0-4 points: 10

5-11 points: 15

12+ points: 20

 

- Max number of new Themes/Types/Icons you can send

0-4 points: 1 new Theme per Set

5-10 points: 1 new Theme or Type or Icon per Set (You can only submit one new Type and one new Icon during your whole stay in TACG)

11+ points: 1 new Theme or Type or Icon per Set, and the right to apply for the Theme Bonus (You can only submit one new Type and one new Icon during your whole stay in TACG)

(For info on Theme Bonus, continue reading)

 

- Max number of new Sub-Types you can send

0-4 points: 0

5-10 points: 1 new Sub-Type every 5 Sets. (You cannot submit a Theme/Type/Icon on the same Set you submit a Sub-Type)

11+ points: 1 new Sub-Type every 3 Sets. (You cannot submit a Theme/Type/Icon on the same Set you submit a Sub-Type)

 

- Number of Anime/Manga/Video Game Cards you can send (per Set)

0 points: 0

1-6 points : 3

7+ points: 5

15+ points: 10

 

- Number of DIVINE and Divine-Beast monsters you can send, and support for them

0-6 points: 0

7-12 points: 1 of each per Set. (1 DIVINE + 1 support + 1 Divine Beast + 1 support)

13+ points: 3 of each per Set. (3 DIVINE + 3 support + 3 Divine Beast + 3 support)

 

Another Note: Cards posted during Request Mode do not count towards these limits and are unaffected by them.

Additional Note: CCG points are given when a Set is started, based on contributions from the previous Set. That's when you have to check this again.

 

The 20% Bonus

There is now a way to post some more cards than what you could normally post. The "20% Bonus".

As the name implies, you can create 20% more cards than what your CCG points would allow.

For example, if you have 0 CCG points, and get this bonus, you can create 2 more cards. Similarly, if you have 15-20+ CCG points and the Bonus, you can create 10 additional cards.

The Bonus is applied during each Set after you send the max number of cards you normally can. Then, if your current card submission meet all the requirements, you can ask for the Bonus.

 

Requirements for the 20% Bonus:

- You must be able to send a new Theme, but choose not to during the current Set.

- The total amount of monsters/support for already existing Themes cannot be more than 10% of your current contribution for the Set.

- After you are given the Bonus, the additional cards you send cannot be Theme cards.

 

The Theme Bonus

So I'm desperate to send more Themes. What can I do? Ask for the Theme Bonus!

As the name implies, you can send 1 additional Theme for a Set. To be able to apply for this Bonus, you must have at least 11 CCG Points. If you do, you can ask for it at the start of a Set. After you have posted any cards, you cannot get this bonus for that Set.

The catch about getting the Bonus is that the total cards that you can send for the Set gets reduced by 20%. So, for example, if you have 11 CCG points, and get this bonus, you can create up to 33 cards. Similarly, if you have 15-20+ CCG points, your max is 40. Other than what is mentioned above, there aren't any other new restrictions or requirements.

Now that you know everything about it, it's up to you whether to use it or not.

 

CCG points for each creator will be posted here after each set update. Not all creators will be posted here, only those that have contributed during past sets.

 

~Duo~: 2*

~Soulciety~: 2*

.:Traceur:.: 3

aussj4link: 1

BkKnightJustis: 1

Black★Star: 1

Byak: 8*

Cephus: 4*

Chaos Flame: 2

chuerta6: 6

FriskyFerret: 7*

GuybrushThreepwood: 8*

Haku1201: 2

Harbinger: 6*

Hymn: 1

Imadjinn: 1

Inferno I20: 3*

Insert_Name_Here: 2*

Kuroda Naoki: 4

maadd1: 5

nesjake: 2

PakstraX: 2*

RedRaptor10: 2

Rosuke: 1

Scheath666: 2

SgtExell: 1

sirtrystan 5: 4*

Spikeball: 2*

suzakuash: 4*

TechnoDoomedOne: 4*

Therrion: 1*

Toon_Master: 1

woot1259: 1

Xander Royce: 3*

ZetaruArc: 4

 

*Denotes someone who contributed anything to set 3

 

If you wish to post in YVD format, the template will be as follows using the set name ALT1. Otherwise, just post it in text format. YVD preferred, though.

 

[spoiler=Monster Cards]

|Card Name|#|Set|Type|Attribute|Level||ATK|DEF|Description|

|3-Hump Lacooda|70|AST|Beast/Effect|Earth|3||500|1500|If there are 3 face-up "3-Hump Lacooda" cards on your side of the field, Tribute 2 of them to draw 3 cards.|

 

[spoiler=Spell Cards]

|Card Name|#|Set|Spell Card|Spell||Icon|||Description|

|7 Completed|4|PSV|Spell Card|Spell||Equip|||A Machine-Type monster equipped with this card increases either its ATK or DEF by 700 points. You cannot change your choice as long as this card remains face-up on the field.|

 

[spoiler=Trap Cards]

|Card Name|#|Set|Trap Card|Trap||Icon|||Description|

|A Feint Plan|32|LOD|Trap Card|Trap|||||A player cannot attack face-down monsters during this turn.|

 

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|Blind Hope Ellion|1|WoTDE|Fairy/Effect|Fire|4||1500|1900|You can send this card from your hand to the Graveyard to negate the activation of an effect of a card in your opponent's hand, and destroy it. You can activate this effect during either player's turn. If the negated card had an effect that affected a monster(s) your opponent controls, apply the effect(s) of the destroyed card to your monster(s) as if they were the correct monster(s) for the effect(s) until the end phase.|

|Divine Decadance Plague|2|WoTDE|Magic|||Cont. Spell|||Negate the effects of all DIVINE monsters, and halve their ATK and DEF.|

|Herecles Bow|3|WoTDE|Trap|||Counter Trap|||Destroy all DIVINE attrabute monsters on the field.|

|Uulthaer, Divine Betrayer|4|WoTDE|Warrior/Effect|Void|6||2500|1500|As long as this card remains face-up on the Field, increase the DEF of this card by 1000. When this monster battles with a Divine attrabute monster double this monsters attack and defence during battle calculations.|

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@BkKnightJustis

 

Although anti-Divine cards really isn't needed at this point due to the CCG point limit on them, I guess there's no problem adding them for now. However, for Uulthaer, Divine Betrayer, custom attributes aren't allowed, and 2500/2500 for a level 6 is pretty overpowered for our starting set. Change it if you want it added please.

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Hi I don't think I would want to join the team but I would like to submit a card I made. :)

 

|Tidal Wave|42|OCD|Spell Card|Spell||Spell|||This card can only be activated when "Umi" is on the field. Return all Monster Cards on the field to their owner's hand. You cannot Normal Summon or Set a monster during the same turn this card is activated.|

 

Here's the pic of the card:

http://i251.photobucket.com/albums/gg313/zetazerox/Tidal_Wave_Card.jpg

^^there's only 1 error where it says owners' i meant to say owner's

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Here's what I've got so far. I'll edit my post later with additions.

 

|Anti-Spell Orb||ALT1|Rock/Effect|Light|1||500|500|This card cannot be Flip Summoned. Flip this card into face-down Defense Position to negate the activation of a Spell Card, and destroy it.|

|Trap Sensor||ALT1|Machine/Effect|Earth|1||700|400|This card cannot be Flip Summoned. Flip this card into face-down Defense Position to negate the activation of a Trap Card, and destroy it.|

|Raider Reincarnate||ALT1|Zombie|Dark|4||1900|0|Once a creature of great evil, it is now destined to roam the planet, destroying all in its path.|

|Monsoon||ALT1||Spell Card|Spell||Quick-Play|||If you activate this card, you cannot activate or Set Spell or Trap Cards, or activate their effects during your next turn. Return all Spell or Trap Cards on the field to their owners' hands.|

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5 Themed cards

5 Non-Themed cards

 

Theme Zodiac - A theme from the stars! Using ancient magic, rule the field with the Signs!

 


  1.  
  2. |Zodiac Stone||ALT1|Rock/Effect|Earth|4||0|0|This card can not be destroyed by battle or monster effects. (All battle damage is appiled normally)|
  3. |Zodiac Monk||ALT1|Spellcaster/Effect|Earth|4||1800|500|Once per turn, by sending 1 "Zodiac" card on your side of the field to the graveyard, you can special summon 1 Zodiac Monster from your deck. That monster can not declare an attack this turn.|
  4. |Zodiac Beast||ALT1|Beast/Effect|3||500|600|When this card is sent from the field to the graveyard, add 1 "Zodiac monster" with 1500 attack or less from your deck to your hand.|
  5. |Star Sky||ALT1|Spell Card|Spell||Field|||As long as you control a face-up "Zodiac" Monster, this card can not be destroyed. During each of your standby phases, add 1 "Star" counter to this card.|
  6. |Star Shift||ALT1|Spell Card|Spell|||||Remove 2 "Star" counters from the field. Special Summon 1 Level 4 or lower "Zodiac" Monster from your graveyard. It's effect is negated.|

 

 

Non-Theme Cards

 

  1. |Feral Hero||ALT1|Beast-Warrior|Dark|4||1900|500|A witch doctor's crazy experiment. He rampages the wetlands as he hunts for prey.|
  2. |Mysterious Eliminator||ALT1|Spell Card|Spell||Quickplay|||Discard 1 card. Destroy 1 Spell or Trap card on the field.|
  3. |Obvious Fake||ALT1|Spell Card|Spell|||||If this card is destroyed and sent to the graveyard while face-down, destroy 1 card on the field.|
  4. |Sneaky Thief||ALT1|Trap Card|Trap||Counter|||Remove 1 card from your hand from play. Negate the activation of a card that would destroy 1 or more cards on the field and remove it from play. Return that card to the bottom of your opponent's deck during your 2nd endphase after this card's activation.|
  5. |Monster burial||ALT1|Trap Card|Trap|||||Tribute 1 Monster. Select one monster from your opponent's graveyard and special summon it in face-up defense mode. If the monster changes it's battle position, destroy that monster. If the monster special summoned by this card is destroyed, destroy this card. If this card is removed from the field, destroy and remove from play the monster special summoned by this card's effect.|

 

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I submitted in the main thread, so I guess it's okay to post cards here now.

 

[spoiler=Galactic Turbo Archetype!]

Galactic Turbo Alpha

Warrior/Tuner/DARK/3 Stars

When this card is Normal Summoned, you can Special Summon 1 Level 4 or lower "Galactic Turbo" monster from your hand. If you do, your opponent draws 2 cards.

ATK/1400 DEF/1000

 

Galactic Turbo Beta

Warrior/Effect/DARK/3 Stars

You can discard this card from your hand to have your opponent draw 1 card. When a "Galactic Turbo" monster you control is about to be destroyed by battle, you can remove from play this card in your Graveyard instead.

ATK/0 DEF/1700

 

Galactic Turbo Gamma

Warrior/Tuner/DARK/5 Stars

You can send 1 "Galactic Turbo" monster you control to the Graveyard to Special Summon this card from your hand. If you do, you can Special Summon 1 "Galactic Turbo" monster from your hand. Then, your opponent draws cards equal to the level of the Special Summoned monster. This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a "Galactic Turbo" monster.

ATK/0 DEF/0

 

Galactic Turbo Dasher

Warrior/Effect/DARK/4 Stars

Once per turn, you can increase this cards Level by 1 untill the End Phase. If you do, your opponent draws 1 card.

ATK/1600 DEF/1700

 

Galactic Turbo Prototype

Warrior/Effect/DARK/6 Stars

When your opponent draws a card(s) from his/her Deck outside of his/her Draw Phase, increase the ATK of this card by 100 for each card drawn.

ATK/2000 DEF/2000

 

Galactic Turbo Dragon

Dragon/Synchro/DARK/8 Stars

1 "Galactic Turbo" Tuner monster + 1 or more non-Tuner monster(s)

When this card is Synchro Summoned, both you and your opponent draws 2 cards. Increase the ATK of this card by 300 for each card in your opponents hand. When this card is destroyed by a card effect, you can Special Summon this card from your Graveyard. If you do, your opponent draws 2 cards.

ATK/2000 DEF/2800

 

Galactic Momentum Dragon Chevalier

Dragon/Fusion/DARK/10 Stars

"Galactic Turbo Dragon" + 1 Level 5 or higher Warrior-Type monster

When this card is Fusion Summoned, deal 300 points of damage to your opponent for each card in your opponents hand. Once during your tur, you can have your opponent draw 2 cards to increase this cards ATK by 1000. When this card destroys a monster as a result of battle, deal 100 points of damage for each card in your opponents hand.

ATK/2900 DEF/3000

 

Galactic Turbo Charge

Quick-Play Spell Card

Activate only when your opponent draws a card outside his/her Draw Phase. Draw 2 cards and deal 200 points of damage to your opponent for each card drawn (by your opponent).

 

Galactic Momentum!!!

Trap Card

Remove from play any number of "Galactic Turbo" monsters in your Graveyard. For each card removed this way, your opponent draws 1 card.

 

[spoiler=And a non-Themed Card]

Solar Mirror Force

Quick-Play Spell Card

Activate only when your opponent declares an attack. Negate the attack and destroy 2 cards on the field, except this card.

 

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|Wight Knight|1|CCG|Zombie/Effect|Light|4||1600|800|Once per turn, you can increase the ATK of this card by the number of different "Wight" monsters in your Graveyard x 100 until the End Phase. During the turn you activate this effect, you can only declare an attack with this card.|

|Wight Servant|2|CCG|Zombie/Effect|Light|1||400|200|You can remove from play this card from your Graveyard to increase the ATK of 1 "Wight" monster you control by 400 until the End Phase. This effect can be activated during your opponent's turn.|

|Wight Guard|3|CCG|Zombie/Effect|Light|3||1000|2000|As long as this card remains in face-up Defense Position, your opponent cannot select other "Wight" monsters, except "Wight Guard", as attack targets.|

|Wight Wisp|4|CCG|Zombie/Effect|Light|2||600|300|When this card is destroyed by battle and sent to the Graveyard, you can add 1 "Wight Wisp" from your Deck to your hand.|

|Wight Lord|5|CCG|Zombie/Effect|Light|5||2000|1000|This card gains 100 ATK for each different "Wight" monster in your Graveyard. When this card attacks a Defense Position card with a DEF lower than this cards ATK, inflict the difference as Battle Damage to your opponent.|

|Wight King|6|CCG|Zombie/Effect|Light|6||2400|1200|When this card is Tribute Summoned by Tributing a "Wight" monster, it gains ATK equal to the Level of the Tribute x 100 until the End Phase. Once per turn, you can return 2 different "Wight" monsters from your Graveyard to the Deck and draw 1 card.|

|Wight Whispers|7|CCG|Spell Card|Spell|||||Decrease the ATK and DEF of all monsters your opponent controls by the number of different "Wight" monsters you control and in your Graveyard x 100 until the End Phase. During your Draw Phase, you can add this card from your Graveyard to your hand instead of conducting your normal draw.|

|ReWight|8|CCG|Spell Card|Spell||Continuous|||Select 1 "Wight" monster in your Graveyard. Pay Life Points equal to its Level x 200 and Special Summon it. When this card is removed from the field, remove from play the Summoned monster. When the Summoned monster is removed from the field, remove it from play and destroy this card.|

|Wight Light|9|CCG|Spell Card|Spell||Quick-Play|||Select 1 "Wight" monster you control and reveal a different "Wight" monster in your hand. Return the monster on the field to the Deck and Special Summon the monster in your hand. If it was Special Summoned during your Battle Phase, end the Battle Phase.|

|Wight Out|10|CCG|Trap Card|Trap|||||Remove from play 1 "Wight" monster you control and 1 "Wight" monster from your Graveyard. During the End Phase of this turn, you can Special Summon 1 of those monsters.|

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10 Card Limit: 10/10

10 Non-Themed Cards: 10/10 (They don't count towards the 10 Card Limit)

 

EDIT (5/15/10): Added Earthquake Giant, Sonic Sounder, and Battle Beetle. These were cards off the top of my head since I am running out of time and am lazy. Removed Card Shop and Purescent Dragonfly. Added Shock Lizard and Shadow Assailant and Mutant Mantis. Finished! Hyper Blast Dragon added.

 

|Tidal Wave|42|ALT1|Spell Card|Spell|||||This card can only be activated if there is a face-up WATER monster on your side of the field. Return all Monster Cards on the field to their owner's hand. You cannot Normal Summon or Set a monster during the same turn this card is activated.|

|Liquid Glue|4|ALT1|Aqua/Effect|Water|3||700|900|When this card battles with your opponent's monster, this card becomes an Equip Card equipped to your opponent's monster, without applying damage calculation. The equipped monster cannot attack or change its battle position. If the equipped monster is destroyed as a result of battle, this card is returned to your side of the field.|

|Poison Viper|1|ALT1|Reptile/Effect|Earth|3||900|700|When this card inflicts Battle Damage to your opponent, inflict 500 points of damage to your opponent's Life Points during each of his/her Standby Phases as long as this card remains face-up on the field.|

|Dragon Rider|1|ALT1|Warrior/Union/Effect|Earth|4||1200|1000|Once per turn, during your Main Phase, if you control this card on the field, you can equip it to 1 face-up Dragon-Type monster on your side of the field as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, the equipped monster can attack your opponent's Life Points directly. (1 monster can only be equipped with 1 Union Monster at a time.)|

|Mini Mechanic|1|ALT1|Warrior/Effect|Light|3||400|300|When this card is Summoned, place 4 Repair Counters on this card (max. 12). At the end of each player's turn, place 1 Repair Counter on this card. You can remove a number of Repair Counters from this card to Special Summon 1 Machine-Type monster from your Graveyard with a Level equal to or lower than the number of Repair Counters removed.|

|Absorber - The Energy Drainer|1|ALT1|Plant/Effect|Dark|4||500|500|Each time a monster is Normal Summoned, Flip-Summoned, or Special Summoned, decrease the monster's ATK and DEF by 500 and increase this card's ATK and DEF by an equal amount as long as this card remains face-up on the field.|

|Prototype - R.E.D.|1|ALT1|Machine/Effect|Light|4||1000|500|Each time your Life Points are decreased, increase this card's ATK and DEF by an amount equal to the Life Points decreased.|

|Annihilator - Zealot|11|ALT1|Reptile/Effect|Fire|9||2600|2100|You must Tribute 3 monsters to Normal Summon, Special Summon, or Set this card. This card cannot attack a player directly. When this card declares an attack, destroy all cards on your opponent's side of the field. When this card is removed from the field, destroy all cards on your side of the field and send all cards in your hand to the Graveyard.|

|Coloreon|5|ALT1|Reptile/Effect|Earth|3||900|700|Once per turn, you can change the Attribute of this card. While at least 1 other monster with the same Attribute as this card's exists on your side of the field, this card cannot be selected as an attack target and cannot be targeted by card effects.|

 

So I've been told that I can add 10 non-themed cards. For now, I have this card. Normally I'm good at OCG corrections, but I don't know how to correct this one.

 

|Bomb Blaster|3|ALT1|Machine/Effect|Earth|5||1800|1900|This card cannot attack. Discard 1 card to Special Summon 1 "Bomb Token" (Machine-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position to your opponent's side of the field. The "Bomb Token" cannot be used as a Tribute for a Tribute Summon (or Set). During your next Standby Phase, destroy the "Bomb Token". When the "Bomb Token" is destroyed, the controller of that token takes 800 points of damage.|

|Life Force Sword|2|ALT1|Spell Card|Spell||Equip|||Increase the ATK of a Warrior-Type monster equipped with this card by 100 points for each face-up Monster Card on the field and in both players' Graveyards.|

|Infector Zombie|6|ALT1|Zombie/Effect|Dark|4||1200|0|If this card is destroyed by battle, this card becomes an Equip Card equipped to the attacking monster, after damage calculation. The equipped monster is treated as a Zombie-Type monster and its DEF becomes 0. If the equipped monster is destroyed by battle, this card becomes an Equip Card equipped to the attacking monster, after damage calculation.|

|Earthquake Giant|10|ALT1|Beast/Effect|Earth|6||2300|1800|When this card is Summoned, all Attack Position monsters on the field except this card are switched to Defense Position and their DEF becomes 0.|

|Sonic Sounder|7|ALT1|Machine/Effect|Light|4||1400|1200|Once per turn, you can change the battle positions of all face-up Attack Position monsters on the field except this card to face-up Defense Position and vise-versa. Flip Effects are not activated at this time. These positions cannot be changed during the turn you activate this effect except by the effect of a Spell, Trap or Effect Monster.|

|Battle Beetle|14|ALT1|Insect/Effect|Earth|5||1800|1500|This card cannot attack a player directly. This card can attack once again in a row for each Equip Card equipped to this card.|

|Shock Lizard|16|ALT1|Reptile/Effect|Earth|3||900|1100|All face-up Monster Cards that are on the field except this card during the turn this card is Summoned cannot declare an attack.|

|Shadow Assailant|27|ALT1|Fiend/Effect|Dark|4||1000|1000|Once per turn, you can select 1 face-up monster your opponent controls. This card gains the effect of the selected monster.|

|Mutant Mantis|12|ALT1|Insect/Fusion/Effect|Dark|7||2700|2400|The Fusion Material Monsters for this card are 1 Insect-Type monster and 1 Psychic-Type monster. This monster cannot be Special Summoned except by Fusion Summon. As long as this card remains face-up on the field, negate the effects of monsters that are Normal Summoned or Special Summoned. Decrease this card's ATK and DEF by 500 for each face-up Effect Monster on the field except this card.|

|Hyper Blast Dragon|1|ALT1|Dragon/Effect|Light|12|3000|2500|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing all cards in your Deck from play. You cannot Normal Summon or Set a monster during the same turn this card is Summoned. This card cannot attack a player directly. You can equip any card to this card as an Equip Spell Card. Increase the ATK of this card by 1000 points for each Equip Spell Card equipped to this card.|

 

Mutant Mantis was meant to only allow monsters to use their effects when they are flip summoned or flipped face-up when they are attacked. I added that little drawback at the end so you won't think it's overpowered. Also, the OCG for it was copied from Five-Headed Dragon.

 

Hyper Blast Dragon is my last card so I wanted to make it huge. Basically it's a big gain but a great loss. If you fail to use it you lose. I also added "you cannot normal summon or set a monster during the same turn" to prevent you from Summoning a 1900 attacker then Special Summoning this. And I didn't want to make it overpowered so I added "can't attack a player directly." So you should use it when your opponent has an Attack Position monster. But even then, your opponent can still activate Traps to stop you.

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Yes inferno, I'm accepting up to 10 cards per set, according to the posted guidelines. Dueling is not a requirement, though I hope a few people will want to duel once the first set is complete.

 

I really like what I'm seeing so far. A couple things I noticed in Ferret's:

 

1) I really dislike cards like Zodiac Stone that can't be destroyed at all. I could try it out at 1 per deck, but it might not stay there.

 

2) Monster burial - is this supposed to be Continuous, or just remain face-up on the field after activation?

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Here are mine:

|Devastated Realm |78;20|LOD;SD4|Spell Card|Spell||Field|||During a player's Standby Phase, send the top card of that player's Deck to the Graveyard. If the sent card is a "Devastated Realm" monster, Special Summon it to its owner's field and it is treated as if it were Special Summoned by the effect of a "Devastated Realm" monster.|

 

|Devastated Realm Archruler |26|HA01|Spellcaster/Synchro/Effect|FIRE|7||2500|1600|1 "Devastated Realm" Tuner + 1 or more non-tuner FIRE monster(s) When this card is succesfully Summoned, send the top 6 cards of your opponent's Deck to the Graveyard. During your End Phase, you may look at the top 6 cards of your Deck and rearrange them in any order. If a "Devasted Realm" monster is destroyed by battle and sent to the Graveyard, send the top 3 cards of your opponent's Deck to the Graveyard.|

 

|Devastated Realm Burning |78;20|LOD;SD4|Spell Card|Spell||Quick-Play|||Send the top 3 cards of both player's Decks to the Graveyard. Then you can Special Summon 1 FIRE monster sent to the Graveyard by this card's effect. The Special Summoned monster is treated as if it were Special Summoned by the effect of a "Devastated Realm" monster.|

 

 

|Devastated Realm Destroyer |26|HA01|Spellcaster/Effect|FIRE|4||1900|1200|If this card is Special Summoned by the effect of a "Devastated Realm" monster, send the top 5 cards of both players' decks to the Graveyard. If a FIRE monster is sent to the Graveyard by this card's effect, Special Summon it to its owner's side of the field. If this card is destroyed and sent to the Graveyard, send the top 5 card's of your Deck to the Graveyard. You can Special Summon any FIRE monsters sent to the Graveyard by this card's effect.|

 

|Devastated Realm Flame |26|HA01|Spellcaster/Tuner|FIRE|3||1000|1000|When this card is Special Summoned by the effect of a "Devastated Realm" monster, send the top 3 cards of your opponent's Deck to the Graveyard. When this card is Special Summoned, you can also Special Summon 1 Level 4 or lower "Devastated Realm" monster in your Graveyard. The Special Summoned monster is destroyed during the End Phase.|

 

|Devastated Realm Magi |26|HA01|Spellcaster/Effect|FIRE|4||1800|1600|When this card is Special Summoned by the effect of a "Devastated Realm" monster, send the top 3 cards of your opponent´s Deck to the Graveyard. If this card is destroyed by battle and sent to the Graveyard, you may send the top 3 cards of your Deck to the Graveyard. If 1 of the sent cards is a FIRE monster, you can Special Summon it.|

 

|Devastated Realm Necron Magus |26|HA01|Spellcaster/Effect|FIRE|4||1500|1000|Once per turn, you can send the top 3 cards of your Deck to the Graveyard to Special Summon 1 "Devastated Realm" monster from your Graveyard. If this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 "Devastated Realm" monster from your hand.|

 

|Devastated Realm Recharger |26|HA01|Spellcaster/Effect|FIRE|3||1500|0|If this card is Special Summoned by the effect of a "Devastated Realm" monster, select up to 6 Monster Cards in your Graveyard and add them to your Deck. If this card is destroyed, add 2 FIRE monsters from your Graveyard to your Deck.|

 

 

|Devastated Realm Sorceror |26|HA01|Spellcaster/Effect|FIRE|6||2300|1700|When this card is Special Summoned by the effect of a "Devastated Realm" monster, send the top 3 cards of your opponent´s Deck to the Graveyard. If this card is destroyed by battle and sent to the Graveyard, you can destroy the top 3 cards of your Deck. If one of the sent cards is a FIRE Monster, you can Special Summon it. If this card inflicts Battle Damage to your opponent's Life Points, send the top 2 cards of their Deck to the Graveyard|

 

|Devastated Realm Volcanic |26|HA01|Spellcaster/Tuner|FIRE|2||500|200|When this card is destroyed by battle and sent to the Graveyard, send the top 2 cards of bath player's Decks to the Graveyard. You can Special Summon any FIRE monster sent to the Graveyard by this card's effect.|

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Yes inferno' date=' I'm accepting up to 10 cards per set, according to the posted guidelines. Dueling is not a requirement, though I hope a few people will want to duel once the first set is complete.

[/quote']

 

all right, ill post my 10 cards

 

|Yuri, Siren of the Blazing Inferno|6|BGIO|Spellcaster|FIRE|7||2600|1700|You can Tribute 1 "Blazing Inferno" monster to Tribute Summon this card in face-up Attack Position. Once per turn, you can place 1 Inferno Counter on 1 face-up monster on your opponent's side of the field. All Attack Position monsters on your opponent's side of the field with an Inferno Counter cannot attack other "Blazing Inferno" monsters except "Yuri, Siren of the Blazing Inferno". If a monster with an Inferno Counter battles this card, it loses 200 ATK for each Inferno Counter during damage calculation only.|

 

|Reina, Taoist of the Blazing Inferno|7|BGIO|Spellcaster|FIRE|4||1700|1000|Once per turn, you can remove Inferno Counters from anywhere on the field to activate this card's effects. *Remove 1:Increase your Life Points by 500 points. *Remove 2:Select 1 "Blazing Inferno" monster on your side of the field, except this card. Increase the ATK of the selected card by 500 points until the End Phase. *Remove 3:Select 1 "Blazing Inferno" monster with 1000 or less ATK from your Graveyard and Special Summon it. Its effect(s) is negated until your next turn.|

 

|Archer of the Blazing Inferno|4|BGIO|Warrior|FIRE|4||1200|500|Once per turn, you can remove 1 Inferno Counter from anywhere on the field to inflict 700 damage to your opponent.|

 

|Kala, Oni of the Blazing Inferno|23|BGIO|Fiend/Tuner|FIRE|4||900|2200|When a face-up "Blazing Inferno" monster you control is selected as an attack target, you can change the target to this card. Once per turn, you can remove 2 Inferno Counters from anywhere on the field to switch the original ATK and DEF of this card until the end of this turn.|

 

|Lu Fan, Sentinel of the Blazing Inferno|25|BGIO|Spellcaster|FIRE|4||1700|800|As long as this card is in face-up Attack Position on the field, monsters cannot be Special Summoned, except "Blazing Inferno" monsters. Once per turn, you can remove 2 Inferno Counters from this card to Special Summon 1 "Blazing Inferno" monster from your Graveyard. Its effect(s) is negated and is destroyed during the End Phase. If this card is attacked by an opponent's monster, switch the original ATK and DEF of this card during the Damage Step only.|

 

|Hisana, Martyr of the Blazing Inferno|26|BGIO|Fairy|FIRE|1||0|0|If a face-up "Blazing Inferno" monster with 3 or more Inferno Counters would be destroyed, you can remove this face-up card from play instead. If you removed this card from play with this effect, draw 2 cards. While this card is removed from play, you cannot Normal Summon or Special Summon a "Hisana, Martyr of the Blazing Inferno".|

 

|Crimson Fighter of the Blazing Inferno|42|BGIO|Warrior|FIRE|4||1900|750|You can discard this card to the Graveyard to add 1 "Kingdom of the Blazing Inferno" from your Graveyard or Deck to your hand. If this card is discarded by this effect, you can place 1 Inferno Counter on 1 face-up monster your opponent controls.|

 

|Hyori, Kunoichi of the Blazing Inferno|16|BGIO|Warrior|FIRE|4||1600|1100|If this card is selected as an attack target, you can remove 2 Inferno Counters from anywhere on the field, to remove this card from play until the End Phase of the turn that this card's effect is activated. When this card is removed from the field by this effect, your opponent discards 1 card, if they do not, inflict 1000 damage to your opponent.|

 

|Lin, Master Archer of the BlazingInferno|43|BGIO|Warrior|FIRE|9||3200|1900|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 2 face-up "Archer of the Blazing Inferno" with 2 or more Inferno Counters. When this card destroys a monster by battle, place 1 Inferno Counter on this card (Max. 4). Once per turn, you can remove 2 Inferno Counters from this card to select and discard 1 card from your opponent's hand. If the discarded card was a Monster Card, inflict damage to your opponent equal to half the ATK of the monster. If this card is destroyed and sent to the Graveyard, you can remove 4 Inferno Counters from anywhere on the field to Special Summon this card in face-up Attack Position to your side of the field. If you do, its original ATK is halved until your 3rd Standby Phase after activating this effect. You cannot place or remove Inferno Counters from this card, except by its own effect.|

 

|Kingdom of the Blazing Inferno|40|BGIO|Spell Card|Spell||Field|||Each time Inferno Counter(s) are removed from the field, place 1 Inferno Counter on this card. When a card with a Inferno Counter(s) is destroyed, place its Inferno Counters on this card. Once per turn, you can move Inferno Counter(s) from this card to another face-up monster. All "Blazing Inferno" monsters gain 100 ATK and DEF for each Inferno Counter on this card. If this card would be destroyed, you can remove 2 Inferno Counters from this card instead.|

 

I think i did that correctly...

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I would like to add few cards..my archetype,,;D

[spoiler=Monsters]

|Amphibian Civil|01|AMPH|Aqua/Effect|WATER|3||1300|900|Once, during each player's turn, you can change this card's Attribute to either EARTH or WATER. Activate 1 of the following effects based on the Attribute of this card:

•WATER: If this card is the only monster you control, you can Special Summon 1 Level 3 or lower monster from your Deck or hand.

•EARTH: Once per turn you can negate the activation of an Effect, Spell or Trap Card and return 1 "Amphibian" you control to your Deck.

 

|Amphibian Lunatic|02|AMPH|Aqua/Tuner|WATER|3||1000|800|Once, during each player's turn, you can change this card's Attribute to either EARTH or WATER. Activate 1 of the following effects based on the Attribute of this card:

•WATER: If this card is used for a Synchro Summon of an Aqua-Type monster, increase it's ATK by 300.

•EARTH: During the turn this card was sent to the Graveyard, your monsters cannot be destroyed.

 

|Amphibian General|03|AMPH|Aqua/Effect|WATER|4||1900|1300|Once, during each player's turn, you can change this card's Attribute to either EARTH or WATER. Activate 1 of the following effects based on the Attribute of this card:

•WATER: Return 1 monster you control to your Deck and increase the ATK of all monster you control by 400 until the End Phase.

•EARTH: This card cannot be destroyed by battle. (Damage calculation is applied normally.) By decreasing this cards ATK by 1000 your monsters are unaffected by Spell and Trap Cards that targets 1 monster until the end of turn.

 

|Amphibian Captain|04|AMPH|Aqua/Synchro|WATER|6||2300|1800|Once, during each player's turn, you can change this card's Attribute to either EARTH or WATER. Activate 1 of the following effects based on the Attribute of this card:

•WATER: When this card is Synchro Summoned you can destroy cards on the field equal to the number of Synchro Material Monsters you used for the Synchro Summon of this card.

•EARTH: Return 1 card you control to your hand, halve this cards ATK and it can attack directly this turn. If you activate this effect other monsters cannot attack. After the End Phase the ATK returns to the original ATK.

 

*NEW*|Amphibian Tradesman|11|AMPH|Aqua/Effect|WATER|3||1200|500|Once, during each player's turn, you can change this card's Attribute to either EARTH or WATER. Activate 1 of the following effects based on the Attribute of this card:

•WATER: Once per turn you can return 1 card you control to your hand to return 1 card your opponent controls.

•EARTH: Return this card to your Deck to Special Summon 1 Level 3 or lower monster from your Deck.

 

*NEW*|Amphibian Rebel Leader|12|AMPH|Aqua/Tuner|WATER|2||200|500|Once, during each player's turn, you can change this card's Attribute to either EARTH or WATER. Activate 1 of the following effects based on the Attribute of this card:

•WATER: If you control a Synchro Monster you can Special Summon this card from your hand.

•EARTH: Select 1 monster in your Graveyard. Return it to your Deck and increase the Level of this card for the Level of the selected monster.

 

*NEW*|Amphibian King Lionheart|13|AMPH|Aqua/Synchro|WATER|8||3000|2000|1 Aqua-Type Tuner + 1 or more non-Tuner monsters

Once, during each player's turn, you can change this card's Attribute to either EARTH or WATER. Activate 1 of the following effects based on the Attribute of this card:

•WATER: When a "Amphibian" monster is attacked negate the attack and reduce this card's Level by 1. When the Level of this card reaches 0 it's automatically destroyed.

•EARTH: Increase the ATK of this card equal to the total ATK of all face-up "Amphibian" monsters. During the turn this effect is activated your monsters except this card cannot attack.

 

*NEW*|Amphibian Trooper|14|AMPH|Aqua/Effect|WATER|5||2000|1600|Once, during each player's turn, you can change this card's Attribute to either EARTH or WATER. Activate 1 of the following effects based on the Attribute of this card:

•WATER: When a monster is Summoned, you can discard 1 card to change the Battle Position of that monster.

•EARTH: When a monster is destroyed, you can add 1 card from your Graveyard to your hand. If the card was an "Amphibian" monster, change the Battle Position of this card.

 

*NEW*|Amphibian Deep Sea Serpent|15|AMPH|Sea Serpent/Synchro|WATER|6||2300|1800|1 "Amphibian" Tuner + 1 or more non-Tuner monsters

Once, during each player's turn, you can change this card's Attribute to either EARTH or WATER. Activate 1 of the following effects based on the Attribute of this card:

•WATER: Tribute 1 WATER monster you control and inflict damage to your opponent equal to the Tributed monsters ATK. This card cannot attack during the turn this effect was activated.

•EARTH: Tribute 1 EARTH monster you control and increase this card's ATK equal to the Tributed monster's DEF. You can remove this card from play to Special Summon it during your next Standby Phase. This card can attack twice during the turn it was Special Summoned by its own effect.

 

 

 

[spoiler=Spells]

|Amphibian Regeneration|05|AMPH|Spell Card|Spell||Equip|||Once per turn if one your monster would be destroyed by battle, reduce the equipped monsters ATK to 0, negate the attack and end the Battle Phase.

 

|New Habitat Acclimatization|06|AMPH|Spell Card|Spell||Continuous|||All face-up WATER monsters are also treated as EARTH monster and vice-verse. Once per turn you must return 1 card you control to your Deck, if not this card is destroyed.

 

|Amphibian Generosity|07|AMPH|Spell Card|Spell|||Return 1 "Amphibian" monster you control to your Deck. Draw 2 cards.

 

|River Square|08|AMPH|Spell Card|Spell|||Special Summon 1 Level 4 or lower "Amphibian" monster from your hand if you control just one monster.

 

*NEW*|Slime Cannon|16|AMPH|Spell Card|Spell||Equip||Each turn the equipped monster attacks and monster instead of destroying that monster place 1 Slime Counter on it. (Damage calculation is applied normally.) A monster with a Slime Counter cannot change it's Battle Position and cannot attack. When a monster with a Slime Counter is destroyed the controller loses 800 Life Points.

 

*NEW*|Amphibian City|17|AMPH|Spell card|Spell||Field||Each time a "Amphibian" monster is Summoned you can return 1 card your opponent controls to his/her hand. Once per turn when a "Amphibian" monster is attacked negate the attack, change it's Battle Position and reduce it's ATK and DEF to 0 until the end of Damage Step.

 

*NEW*|Amphibian Recruitment|18|AMPH|Spell Card||Spell||Return 1 monster you control to your Deck and Special Summon 1 Level 4 or lower "Amphibian" monster from your Graveyard.

 

*NEW*|Amphibian Resources|19|Spell Card|Spell||Activate only if you control a WATER monster and an EARTH monster. Discard 1 "Amphibian" monster to draw 2 cards.

 

 

[spoiler=Traps]

|Hiding in the Lake|09|AMPH|Trap Card|Trap|||When a WATER monster you control is targeted by an Effect, Spell or Trap Card that destroys it, return the monster to your hand and during your next Main Phase 2 Special Summon 1 Level 3 monster from your Deck.

 

|Amphibian Special Force|10|AMPH|Trap Card|Trap|Qucik-Play|||Activate this card only if you control 3 or more monsters. Select 3 monsters you control. Return 1 to your hand and send 1 to the Graveyard to increase the ATK of the 3rd monster by the amount of the Level of those 2 monsters x200. That monster can attack twice during this turn. After the End Phase destroy that monster and you take damage equal to the monsters ATK.

 

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All sets are accepted provided that a card doesn't break the rules or is banworthy. I haven't added it to the set file yet though. I usually look at the power of each card at that point, but until then anyone can discuss any potential problems here.

 

[EDIT] I'm looking at your Devastated Realm cards now, and the milling of some of these might be overkill. We'll have to test it, but I can see mill being potent.

 

[EDIT #2] I have playtested against a tcg deck, and had to hit these cards pretty hard. They milled over half my opponent's deck before they even took a turn, as well as the mass recursion the theme presents.

 

The ban list is in the main thread but I'll post the specific changes here:

 

Illegal: Devastated Realm Destroyer (you can change the card or submit a new one but this one is not accepted)

 

Limited: Devastated Realm Archruler, Devastated Realm Flame, Devastated Realm Necron Magus, Devastated Realm Sorceror

 

Semi-Limited: Devastated Realm Burning

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