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The Elusive Future Knight Contest (Results posted on page 2)


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I want to again thank Pharoana, GameWorldLeader and achow198 for submititng cards to my "Dark Demons contest". The three of you did really well, and the winning card was amazing.

 

But once again, I need help. In my fanfiction "Yu-Gi-Oh Gx : The NExt Generation", the main character, Taizen Hiruka, uses an archtype called the Future Knights. In order to continue with my fanfic's second chapter, I need help with cards for this archtype.

 

They're effects must focus on removing them from play for a set amount of turns, then returning to the field, hand or deck, and having some other effect when they do return.

 

The contest will last for one week, ending on Monday, July 19th. I will have a list of card names to chose from, or you are permitted to submit your own.

 

The prize will be 20 points and three reps for the first place winner.

 

 

[spoiler=Rules]

 

1. The created card(s) must be from the list I have put up. If you chose to create one that isn't on the list, it must go with the same archtype.

 

2. No Dark Synchro monsters please

 

3. Have fun

 

 

 

[spoiler=End Date]

 

July 19th, 2010

 

 

 

[spoiler=Prize]

 

The winner gets 3 Reps and 20 Points.

 

 

 

[spoiler=Cards to Chose From]

 

Monsters

************

Future Knight - Avicia

Future Knight - Garbarol

Future Knight - Desiven

Future Knight - Catacam

Future Knight - Pieris

Future Knight - Syvinna

Future Knight - Ipsilon (fusion)

Future Knight - Luminata (Synchro)

Future Knight - Kamanes (Tuner)

 

Spells

********

Future Call

Time Warp

The Second Sun

Reversal of Time

STOP!

Blade of Six-Lives (Equip)

Future Synchronization

 

Traps

********

Future Trap Hole

The Trick Room

Power from Beyond

Life Insurance

Future Theft

Magic Past

Twice

Infinity Clause

 

 

 

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rembember i'm new, so my cards will be bad. but why not give a shot.

 

Future Knight - Avicia

WIND; ****; Warrior/Effect

 

When you Normal Summon this monster from your hand, if you control any other "Future Knight" monster, send this card to the Graveyard. This card is unnaffected by the effect of Spell/Trap Cards while on the Graveyard. You can Special Summon this card from your Graveyard 3 turns after its Normal Summoning with the following effect:

• Each time you Summon a "Future Knight" monster from your Graveyard, this card gains 200 DEF points.

 

 

----------

 

please kill me. it's horribad :(

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i am in.

[spoiler= CARD]

203181m.jpg

[spoiler= LORE]

This card is also treated as a Machine type. When this card is Normal Summoned, remove it from play for 3 turns. During the End Phase of the third turn that this card has been removed from play, Special Summon it to your side of the field and activate the appropriate effect based on the number of monsters your opponent controls.

0: Flip this card into face-down defense position.

1: This card gains 500 attack points.

2: Draw a card.

3: Your opponent loses 300 Life points

4: Destroy a Spell or Trap card on the field

5: All monsters your opponent controls lose 200 attack

 

 

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Here's my card:

 

 

[spoiler=My card]583569m.jpg[spoiler=LORE]Pay 500 Life Points to remove this card from play for 3 turns. After the first turn this card is activated, you can pay 200 Life Points to destroy one Spell or Trap card on your opponent's side of the field, After the second turn this effect is activated, destroy 1 Attack-Position monster your opponent controls, after the third turn this effect is activated, this card is Special Summoned to your side of the field in ATK position and can attack your

 

 

 

 

EDIT:: Here is another card... It's the Tuner monster.

[spoiler=Tuner]583569.jpg[spoiler=LORE]Pay 300 Life Points to remove this card from for 2 turns. The first turn this effect is activated, pay 100 Life Points to Special Summon 1 Level 5 or lower card with "Future Knight" in it's card name, the second turn this effect is activated, Special Summon this card and increase the ATK and DEF of this card by 300 until your next Standby Phase.

 

 

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Here's one of the Spells, hope you like evil looking cards for a LIGHT deck, or whatever kind of deck it is.

 

583569y.jpg

 

You can pay 200 Life Points to remove from play 1 DARK monster your opponent controls. The next turn after this card's activation, you can pay 500 Life Points to activate one the following effects.

●-Special Summon the removed from play monster to your side of the field and decrease the ATK and DEF of that card by 300.

●-Return the removed from play monster to it's respective owner's Deck, their deck is then shuffled.

●-Remove from play 1 monster you control to Special Summon 1 DARK monster from your opponent's Deck to your side of the field.

 

----------------------------------

 

Not the best, but I tried.

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This contest is addictive... =P

 

 

I'll post a few more later.

 

----------------------------------------

 

One of the trap cards.

 

[spoiler=Trap]583569vx.jpg[spoiler=LORE]Only activate this card during your opponent declares an attack, pay 1000 Life Points to remove from play 2 monsters that your opponent controls and inflict damage to your opponent's Life Points equal to the destroyed monsters Level Stars x300. Three turns after this card's activation, return the 2 monsters removed from play to their respective owners Deck, their Deck is then shuffled.

 

 

 

------------------------------------

 

Shelds, me and you are practically the only ones making cards for the contest, LOL!

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The focus of the "Future Knights" gave me many ideas, so I am here now with 5 monsters, including the Tuner and Synchro.

However, the Future Knights I did are focused on Special Summoning themselves during your next Standby Phase OR by gaining effects when they are Special Summoned while removed from play (that is, they go from removed from play to the field). Also, 1 trait I gave to them is that they have 300 more DEF than their ATK.

 

49703k.jpg

If this card would be destroyed by battle, remove it from play instead and Special Summon it during your next Standby Phase. (Damage calculation is applied normally). When this card is Special Summoned while removed from play, select 1 monster on the field. This card gains ATK equal to the Level of the selected monster x 100.

 

Basically, this is a revenge-killer: Your opponent destroys it, and he returns with an ATK boost to defeat the monster that destroyed him. As it lets you choose from both sides, this card can select itself to get a minimum of +400 ATK. Or combine it with "Metal Reflect Slime" for a 800 ATK boost.

 

49703p.jpg

During your Standby Phase, you can remove this card in you hand from play to Special Summon it during your next Standby Phase. When this card is Special Summoned while removed from play, it gains the following effect: - When using this card as a Synchro Material Monster, the other Synchro Material Monster(s) can be monsters in your hand.

 

The Tuner, who is fast, by the way. At the cost of waiting for a turn, you get to Special Summon it AND to use Synchro materials from your hand. And with 1400 ATK, it's searchable by cards such as Flying Kamakiri. It might be good for other Decks beside "Future Knights".

 

 

49703t.jpg

You can remove from play 1 "Future Knight" monster from your Deck to remove this card in your hand from play and Special Summon it during your next Standby Phase. When this card is Special Summoned while removed from play, it gains the following effect: - Any monster this card battles is removed from play at the end of the Damage Step.

 

I tried to make of Avicia a key member of the "Future Knights" and this is all I could think of: A Level 5 monster that Special Summons herself with a nice removal effect (she only has to battle to remove, regardless if the monster was not destroyed of if she was destroyed by attacking an stronger monster). The removal from the Deck as cost may be seen as a negative effect, but it works wonders with the next "Future Knight":

 

 

49703.jpg

During your Standby Phase, you can remove this card in your hand from play to Special Summon it during your next Standby Phase. When this card is Special Summoned while removed from play, Special Summon 1 of your removed from play "Future Knight" monster. That monster is removed from play during the End Phase.

 

Of course! You can't make a decent archetype unless you add an Special Summoner, which is exactly what Pieris does. Combine with Avicia to Special Summon any "Future Knight" from your Deck during your next turn. And an excellent target would be Kamanes for a quick Level 7 Synchro, or perhaps the next Knight:

 

 

49703.jpg

If this card would be sent to the Graveyard, remove it from play instead. When this card is Special Summoned while removed from play, remove from play 1 card on the field.

 

That's right, a generic card remover for the "Future Knights". The first effect is boring, I know, but it's the second effect what makes him valuable. In addition, its DEF is high enough to stall the generic Level 4 beatsticks and give you some Time to pull your combos.

 

 

49703z.jpg

1 Tuner + "Future Knight - Pieris"

When a Trap Card is activated, you must remove this card from play to negate the activation of that card and destroy it. Then, Special Summon this card during your next Standby Phase. When this card is Special Summoned while removed from play, it gains the following effect: - When this card destroys a monster by battle, Special Summon 1 of your removed from play "Future Knight" monster.

 

And finally, we have the Synchro, who is an upgraded version of Pieris. This formidable Knight is able to Summon removed Knights for swarming while granting protection from Trap Cards. However, this card negates your Traps as well, so use this Synchro with caution. Also, it is Level 7 so it can summoned with the Pieris-Kamanes combo mentioned above.

 

 

To sum it up, "Future Knights" are monsters that can swarm quickly by removing and Special Summoning themselves and gaining remover effects (Avicia, Desiven), at the cost of waiting a turn and of low original ATK (the strongest Knight, Luminata, only has 2500), but the latter can solved with Solidarity, Burden, etc. So, I think they would make a great Deck for Taizen.

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