Dandelo Posted July 10, 2010 Report Share Posted July 10, 2010 Attempting to make unique-ish cards! Comments and ratings are appreciated, etc. You know the drill. Have at them. (All image credit goes to various talented artists at deviantart.) This card cannot be Special Summoned. This card returns to its owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. This card can attack your opponent directly once for each Spell and Trap Card you control. If this card is in your Graveyard, you can remove it from play to inflict damage to your oppont equal to the number of Spell and Trap Cards you control x 200. You can Special Summon this card from your Graveyard by Tributing 1 Level 6 or higher Spellcaster-Type monster you control. If Summoned in this way, you can reveal a number of Set Spell Cards on your side of the field or in your hand (max. 3). If you do, destroy an equal number of Spell and Trap Cards your opponent controls. While this card is face-up on the field, whenever your opponent activates a Normal Spell Card, you can pay 500 Life Points. If you do, the effect of the card becomes "Take damage equal to the number of Spellcaster-Type monsters your opponent controls x 300". This card cannot be Special Summoned. This card can only be Normal Summoned by Tributing 1 face-up "Big Shield Gardna" you control. When this card is Summoned, it must be Set. When this card is Summoned, you can remove any number of Spell Cards in your Graveyard from play. If you do, this card cannot be targeted by the effects of your opponent's Spell Cards while in Defense Position for a number of turns equal to the number of Spell Cards removed from play. If this card is attacked, it is changed to Attack Position at the end of the Damage Step. Once per turn, if this card is in Attack Position, you can discard 1 Spell Card in your hand to switch it to Defense Position. If this card is removed from the field while in Attack Position, you can Special Summon 1 "Big Shield Gardna" from your Graveyard in face-up Defense Position. You can remove 1 Spell Card in your Graveyard from play to negate the Summoned monster's effect. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 "Endymion, the Master Magician" you control. When this card is Summoned, you can discard a number of Spellcaster-Type monsters in your hand or Tribute a number of Spellcaster-Type monsters on the field (exluding this card) to add an equal number of Spell Cards in your Graveyard to your hand. If this is the only monster you control, whenever you activate a Spell Card, inflict 600 damage to your opponent. Once per turn, you can send 1 Spell Card in your Deck to the Graveyard to destroy 1 card on the field. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by sending 1 card with "Jinzo" in its name to the Graveyard and Tributing 2 Trap Cards you control. Trap Cards cannot be activated and the effects of all Trap Cards on the field are negated. When this card is Summoned, destroy all face-up Trap Cards on your opponent's side of the field. Inflict 500 damage to your opponent for each card destroyed by this effect. Once per turn, you can reveal 1 Set Trap Card on your side of the field or in your hand. If you do, your opponent must reveal 1 Set Trap Card on their side of the field or hand if they can. If an opponent's Trap Card is revealed by this effect, you can shuffle 1 Set Trap Card or Trap Card in your hand into your Deck to destroy your opponent's Trap Card and inflict 500 damage to your opponent. When this card is removed from the field, you can send a number of Trap Cards from your Deck to the Graveyard to Special Summon 1 "Jinzo" from your hand, Deck, or Graveyard. After a number of turns equal to the number of Trap Cards sent to the Graveyard, destroy the Summoned monster. If you activate a Spell Card during your Main Phase while you control no other Spell Cards, you can Special Summon this card from your hand. If Summoned in this way, destroy 1 card your opponent controls. If this card attacks your opponent directly after this effect was activated, any Battle Damage is halved, and you and your opponent both discard 1 random card from your respective hands. Equip only to a Level 6 or higher Spellcaster-Type monster. Increase the ATK of the equipped monster by 100 for each FIRE, WIND, WATER, or EARTH monster your opponent controls. Whenever the equipped monster destroys a FIRE, WIND, WATER, or EARTH monster and sends it to the Graveyard, look at the top or bottom card (you choose) of your opponent's Deck. If the card is a Spell Card, you can discard 1 Spell Card or Spellcaster-Type monster in your hand to send your opponent's card to the Graveyard and inflict damage to your opponent equal to the number of FIRE, WIND, WATER, or EARTH monster they control x 200. If this card is removed from the field by a card effect, you can remove 2 Spell Cards or Spellcaster-Type monsters in your Graveyard from play to add this card to your hand. Activate only when your opponent destroys a card you control with the effect of a Spell or Trap Card. Remove a number of Spell Cards in your Graveyard from play to have your opponent reveal the same number of cards in their Spell & Trap Card Zone. Inflict damage to your opponent equal to the number of Spell Cards revealed x 600. If this card is destroyed by a monster with a higher Level, Special Summon this card to your opponent's side of the field during your opponent's next Standby Phase. As long as this card remains face-up on your opponent's side of the field, the effects of all face-up Effect Monsters your opponent controls (exluding this card) becomes "During each of your Standby Phases, take damage equal to the number of cards in your opponent's Spell & Trap Card Zone x 100". This card is destroyed 3 turns after this effect is activated. If your opponent selects a Level 4 or lower Warrior-Type monster you control as an attack target, you can decrease this card's Level by 1 to negate the attack. If this card inflicts Battle Damage to your opponent, increase its Level by 1. If this card's Level is 1, destroy it. This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand or Deck by Tributing 1 "Blue-Eyes White Dragon" on your side of the field when you succeed in the effect of "Time Wizard". When this card is Summoned, you can destroy all other cards you control to have your opponent send all Monster Cards in his/her hand and Deck with equal or more ATK than this card to the Graveyard. Once per turn, you can remove 2 cards in your Graveyard from play. If you do, this card is uneffected by your opponent's card effects until your next Standby Phase. When this card destroys a monster by battle and sends it to the Graveyard, destroy all other monsters on the field whose Level is equal to the destroyed monster's. Both players take damage equal to the number of cards destroyed by this effect x 500. This card is treated as a Continuous Spell Card after it is activated. Activate only when a DARK monster your opponent controls is Special Summoned. As long as this card and your opponent's DARK monster remain on the field, inflict 100 damage to your opponent during each of their Standby Phases. Double the damage inflicted every turn. If the DARK monster is removed from the field, destroy this card. If this card is removed from the field by a card effect, you can remove this card from play to destroy the DARK monster. This card cannot attack your opponent directly. You can discard 1 card in your hand to destroy a card on your opponent's side of the field whose Monster Card or Spell & Trap Card Zone is in the same column as the Monster Card Zone this card is in. Once per turn, you can skip your Draw Phase to have this card switch Monster Card Zones. Whenever a monster you control is destroyed by an opponent's monster by battle, decrease any Battle Damage inflicted by the attacking monster's Level x 100. Also, inflict damage to your opponent equal to the destroyed monster's Level x 100. If your opponent activates a Spell Card during your turn, you can Tribute this card to negate the activation. When that Spell Card is in your opponent's Graveyard, you can remove this card from play to add the Spell Card to your hand. After the Spell Card is removed from the field, it returns to your opponent's hand instead of their Graveyard. Activate only after you Special Summon a monster. As long as this card remains on the field, the activation of Spell and Trap Cards you control cannot be negated and cannot be destroyed by the effects of monsters your opponent controls. If the Summoned monster is destroyed, remove this card from play. Once per turn, you can reveal 1 card in your hand and send it to the top of your Deck to send 1 card on your opponent's side of the field that is the same card-type to the top of his/her Deck. This card cannot attack your opponent directly. During your Standby Phase, you can send this card to the Graveyard to Special Summon 1 "Dark Cygnus LV7" from your hand or Deck. Once per turn, you can reveal 1 card in your hand and send it to the top of your Deck to destroy 1 card on your opponent's side of the field that is the same card-type. If this card inflicts damage to your opponent and you have no cards in your hand, draw 1 card. This card cannot attack your opponent directly. During your Standby Phase, you can send this card to the Graveyard to Special Summon 1 "Dark Cygnus LV9" from your hand or Deck. This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Dark Cygnus LV7". Once per turn, you can reveal 1 card in your hand and send it to the top of your Deck to destroy 1 card on your opponent's side of the field that is the same card-type and remove it from play. If this card inflicts damage to your opponent and you have no cards in your hand, return 1 card in your Graveyard to your hand. This card cannot attack your opponent directly. Link to comment Share on other sites More sharing options...
hooglegumpum Posted July 10, 2010 Report Share Posted July 10, 2010 haha. very kool. i like bound seer the best =]. especially if he wuz equipped with that rod =]. there is a typo on brave knight. it sais level 40 instead of level 4 o the card. Link to comment Share on other sites More sharing options...
:^) Posted July 10, 2010 Report Share Posted July 10, 2010 Sexy Gold Series is Sexy. 9/10 Link to comment Share on other sites More sharing options...
Jamesgent111 Posted July 10, 2010 Report Share Posted July 10, 2010 not bad :P 8.6/10 Link to comment Share on other sites More sharing options...
Wanderley Posted July 10, 2010 Report Share Posted July 10, 2010 could you send me this original image ? Link to comment Share on other sites More sharing options...
Mercenary Ringleader Posted July 10, 2010 Report Share Posted July 10, 2010 All of these are extremely cool cards. My favorites are Necron Leech Wyrm and Yurei. Link to comment Share on other sites More sharing options...
Wanderley Posted July 10, 2010 Report Share Posted July 10, 2010 is it begger than the card picture? Link to comment Share on other sites More sharing options...
Parting Shot Posted July 10, 2010 Report Share Posted July 10, 2010 You need to post artist/location credits for the images you've used. Link to comment Share on other sites More sharing options...
Dandelo Posted July 12, 2010 Author Report Share Posted July 12, 2010 Buh-bump? Two cards added. Link to comment Share on other sites More sharing options...
Therrion Posted July 12, 2010 Report Share Posted July 12, 2010 1st-Awesome2nd-AWESOME, I would TOTALLY use it!3rd-Great, well thought of effect! Original!4th-F***ING AWESOME 500/10, I would use it! (Love Spellcasters :D)5th-Wow. Totally worth all of it. I would love to see this card in a Future Fusion Cyber Deck :D6th-Great. Original from my prespective. Maybe add "Only 1 Scorch Gremlin can be Special Summoned per turn."7th-I like the effect. High cost for such a weak effect. UPed in my eye, but UP is better then OP!8th-I would so use this card! I LOVE IT! Sexy for checking and a burn thrown in!9th-I believe this card needs reworded. I think it should be worded in a way it would effect you if you control it but while under opponent's control, you know what I'm saying?10th-Creative, and has a self destruct effect if you use his effect to much :P 5/511th-Woah. WTF! I love it! Mixture of many effects to equal one unique one! And Anti-Destruction? I would so use this card!12th-Awesome Effect :)13th-Cool :D I wouldn't use it though, 2 costs pretty much for 1 effect, so a -1 effect.14th-Ah, pretty cool effect. A reflector none the less :D15th-Pretty cool effect! 5/516th-Love it! But would probably get banned so 4/5 :D Link to comment Share on other sites More sharing options...
Dandelo Posted July 13, 2010 Author Report Share Posted July 13, 2010 Haha, thanks for actually looking at each card individually. The comments is appreciated. Link to comment Share on other sites More sharing options...
Dandelo Posted July 13, 2010 Author Report Share Posted July 13, 2010 Haha, thanks for actually looking at each card individually. The comments is appreciated. Link to comment Share on other sites More sharing options...
Dandelo Posted July 13, 2010 Author Report Share Posted July 13, 2010 Haha, thanks for actually looking at each card individually. The comments is appreciated. Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted July 13, 2010 Report Share Posted July 13, 2010 YureiCan deal decent amounts of damage while attacking directly. Can deal direct damage as high as 1000, which is pretty nice. You can also use it for infliction while it's in the Graveyard for yet again, as high as 1000. Decent for moderate burn damage. Could be used in Burn decks. 8.6/10 Bound Seer of Secret SorceryIt can be a target for Trade-In, which is good. Has great Spell and Trap Card destruction. It's like Heavy Storm, but only your opponent's card's get destroyed and you get to choose them. That last effect is kind weak IMO. Seeing it only can deal as high as 1500. What'd I do is change the 300 to 400, and if you do that, up the cost to 600. That way it can deal as high as 2000 damage, which is quite nice. Otherwise, 9.2/10 Enchanted Aegis VilyaBig Shield Gardna support? Let's see. The card can protect itself for a very, very, very long time from Spells if you Summon it at the right time. Decent drawback how when it's selected as an attack target it switches to ATK at the end of the damage step, which is really no worry if you discard a Spell Card for it's effect. Can get Big Shield Gardna on the field and negate it's effect, making it quite the wall to run over. Decent support for a card made a long time ago. 9/10 Endymion Unleashed, the Supreme SorcererEndymion support now? I'm loving that first effect. Recycling your Spells is always great. Seeing this card would be in a Spell Counter deck, the costs of getting some of your Spellcasters sent to the Graveyard is no biggy, seeing most Spell Counter decks run Magical Exemplar, which can get them back for you. Can deal quite the burn when it's the only monster on your field, which I like. That last effect is just lovely as well, discarding a Spell to destroy an annoying card on the field is just great, and you can recycle those cards with cards like Hidden Book of Spell, Recycle, etc. Great card in all. 9.8/10 Jinzo XNOW JINZO SUPPORT?!?! You're really supporting some certain cards here. Has the obvious Jinzo effect by destroying card cards. Can deal out minimal burn damage, since in the TCG, not much Continuous Traps are used except Royal Oppression, Royal Decree, and sometimes Skill Drain. Like what you did with the way it reveals there. Can deal out simple burn damage overtime. That last part can get Jinzo out for a certain amount of time, which makes it like a ghost. One minute it's there, the next minute it's gone. Decent card in all. 9.4/10 Scorch GremlinSimple summoning requirements, could work with the Endymion Unleashed. Mainly because this has card destruction as well in the effect. Both players get lose hand control from this card as well. Reminds me of Airbellum. This card really works well with that Endymion card. 9.3/10 Rod of Alchemist SupremacyGreat card for Spellcasters. Can make them as strong as a +500 ATK, which is quite nice. Has control over the deck as well. Probably would be used to look at the top of your opponent's deck though, knowing what they're going to draw before they do, so you have a chance to counter it if they place it on the field. It can deal out simple burn damage as high as 1000. Great how it can recycle itself at a simple costs. Decent support for Spellcasters in all. 9.7/10 Bladestorm BackfireCan deal some heavy burn damage as high as a whopping 3000. Helps you counter your opponent's cards before they use them. Seeing it's only activated when a card you control is destroyed, makes it really flexible. You can chain this to Dark Bribe, Solemn Judgement, etc. What I don't like though is that it says 'card'. It would be much better if it said 'card(s)'. Makes it far more flexible. Otherwise, 9.1/10 Necron Leech WyrmIt's pretty much like a disease your opponent gets when it destroys it by battle. Set this card and just wait for it to get destroyed. Your opponent's monsters with new effects can deal as high of a total of 2500 if I am correct in 1 turn. Then, to make it less OP'd, it gets destroyed 3 turns after. A bit slow though. Decent card is decent. 8.9/10 Brave Night PaltronI'm sure I've rated this card in the past. Archaic BEWDWill critique later, too long for me to read xD I will critique the other 6 cards tomorrow. Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted July 13, 2010 Report Share Posted July 13, 2010 YureiCan deal decent amounts of damage while attacking directly. Can deal direct damage as high as 1000, which is pretty nice. You can also use it for infliction while it's in the Graveyard for yet again, as high as 1000. Decent for moderate burn damage. Could be used in Burn decks. 8.6/10 Bound Seer of Secret SorceryIt can be a target for Trade-In, which is good. Has great Spell and Trap Card destruction. It's like Heavy Storm, but only your opponent's card's get destroyed and you get to choose them. That last effect is kind weak IMO. Seeing it only can deal as high as 1500. What'd I do is change the 300 to 400, and if you do that, up the cost to 600. That way it can deal as high as 2000 damage, which is quite nice. Otherwise, 9.2/10 Enchanted Aegis VilyaBig Shield Gardna support? Let's see. The card can protect itself for a very, very, very long time from Spells if you Summon it at the right time. Decent drawback how when it's selected as an attack target it switches to ATK at the end of the damage step, which is really no worry if you discard a Spell Card for it's effect. Can get Big Shield Gardna on the field and negate it's effect, making it quite the wall to run over. Decent support for a card made a long time ago. 9/10 Endymion Unleashed, the Supreme SorcererEndymion support now? I'm loving that first effect. Recycling your Spells is always great. Seeing this card would be in a Spell Counter deck, the costs of getting some of your Spellcasters sent to the Graveyard is no biggy, seeing most Spell Counter decks run Magical Exemplar, which can get them back for you. Can deal quite the burn when it's the only monster on your field, which I like. That last effect is just lovely as well, discarding a Spell to destroy an annoying card on the field is just great, and you can recycle those cards with cards like Hidden Book of Spell, Recycle, etc. Great card in all. 9.8/10 Jinzo XNOW JINZO SUPPORT?!?! You're really supporting some certain cards here. Has the obvious Jinzo effect by destroying card cards. Can deal out minimal burn damage, since in the TCG, not much Continuous Traps are used except Royal Oppression, Royal Decree, and sometimes Skill Drain. Like what you did with the way it reveals there. Can deal out simple burn damage overtime. That last part can get Jinzo out for a certain amount of time, which makes it like a ghost. One minute it's there, the next minute it's gone. Decent card in all. 9.4/10 Scorch GremlinSimple summoning requirements, could work with the Endymion Unleashed. Mainly because this has card destruction as well in the effect. Both players get lose hand control from this card as well. Reminds me of Airbellum. This card really works well with that Endymion card. 9.3/10 Rod of Alchemist SupremacyGreat card for Spellcasters. Can make them as strong as a +500 ATK, which is quite nice. Has control over the deck as well. Probably would be used to look at the top of your opponent's deck though, knowing what they're going to draw before they do, so you have a chance to counter it if they place it on the field. It can deal out simple burn damage as high as 1000. Great how it can recycle itself at a simple costs. Decent support for Spellcasters in all. 9.7/10 Bladestorm BackfireCan deal some heavy burn damage as high as a whopping 3000. Helps you counter your opponent's cards before they use them. Seeing it's only activated when a card you control is destroyed, makes it really flexible. You can chain this to Dark Bribe, Solemn Judgement, etc. What I don't like though is that it says 'card'. It would be much better if it said 'card(s)'. Makes it far more flexible. Otherwise, 9.1/10 Necron Leech WyrmIt's pretty much like a disease your opponent gets when it destroys it by battle. Set this card and just wait for it to get destroyed. Your opponent's monsters with new effects can deal as high of a total of 2500 if I am correct in 1 turn. Then, to make it less OP'd, it gets destroyed 3 turns after. A bit slow though. Decent card is decent. 8.9/10 Brave Night PaltronI'm sure I've rated this card in the past. Archaic BEWDWill critique later, too long for me to read xD I will critique the other 6 cards tomorrow. Link to comment Share on other sites More sharing options...
Dandelo Posted July 13, 2010 Author Report Share Posted July 13, 2010 Damn. Thanks for taking the time to be so thorough. Link to comment Share on other sites More sharing options...
Domi the Mystery Posted July 13, 2010 Report Share Posted July 13, 2010 Well, nice pics, unique effects and i couldn't find no OCG errors. Good job. BTW, isn't Gold Series 50 cards? But only 18 are GR.9.5/10 Link to comment Share on other sites More sharing options...
Anbu-of-Sand Posted July 13, 2010 Report Share Posted July 13, 2010 Ray of JudgementThis card shizzes on some of the current Meta. Just let it lay there, and when your opponent Summons a monster, activate it. If the monster hopefully stays on the field long enough, you can deal quite the damage to your opponent during the turns that past by. 100, then 200, then 400, 800, 1600...so it gets really big after 4 turns, if the monster can stay for that long. Can work against Blackwings at most. On Infernity's, not really because they can OTK as fast as hell. DAD can just pop it. It's nice how it can destroy the target monster when it's removed from the field. Decent card to put in the side deck in all. 9.3/10 TepeyollotlA card that involves columns :O Didn't see that in a long time. Is a decent beater too, which I like. The OCG is off though. Check out 'Columns' on the wikia for the correct OCG for these kinds of cards. Quite flexible in decks based on these cards. Overall, 8.6/10 Pain is an Illusion!Can save you a lot of Life Points this card can do. This card can save your Life Points, but at the same time inflict damage to your opponent's Life Points that is minimal - really high damage. Most of the time, this will inflict as high as 800 damage, seeing monsters are normally as high as Level 8 will be on the field. Can work with the Colossal Fighter and Armory Arm Loop quite well I think, speeding it up. 9.6/10 Sibyl of the SeasIt's pretty much a Dark Bribe but for Spell Cards. If you target the right Spell Card, you can add it to your hand and use it to your advantage. Decent drawback how it returns to your opponent's hand after you use it. This card can be used greatly to counter the Infernity Loop, and Froggy FTK, since they both rely on Spells quite heavily. 9.8/10 Auspicious IncantationPretty much protects from the Anti-Meta monsters like Thunder King Rai-Oh and Doomcaliber Knight. Can only be on for a certain period of time. This card would be great if you Special Summoned Stardust for this card to be activated. 9.6/10 Can't wait to see more of this Gold Series! Link to comment Share on other sites More sharing options...
Dandelo Posted July 14, 2010 Author Report Share Posted July 14, 2010 Thanks again for the in depth rating. + reputation for you, sir. "Dark Cygnus" LV5 - 9 added! Link to comment Share on other sites More sharing options...
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