Jump to content

Worldwide Set Submission


Icy

Recommended Posts

Guest JoshIcy

Umm... I'll just post here for the cards I'll agree to have added:

 

[spoiler=Engine Agrees]

Swarm Engine | *4 | FIRE

[Machine/Effect]

When this card is Normal or Special Summoned, you can Special Summon 1 Level 4 or lower "Engine" monster from your hand.

ATK/1400 DEF/200

 

Revive Engine | *3 | FIRE

[Machine/Effect]

You can Tribute this card to Special Summon 1 "Engine" monster from your Graveyard. It cannot attack during this turn.

ATK/1300 DEF/200

 

Toolbox Engine | *4 | FIRE

[Machine/Effect]

When this card is destroyed and sent to the Graveyard, you can Special Summon 1 Level 4 or lower "Engine" monster from your Deck.

ATK/1500 DEF/200

 

Engine Counter

Counter Trap Card

Tribute 1 "Engine" monster. Negate the activation and effect of your opponent's Spell or Trap Card or Effect Monster's effect and destroy it.

 

 

 

 

[spoiler=Watersworn Agrees]

Trekk, Watersworn Gigarocktite | *5 | WATER

[Reptile/Effect]

When you Tribute Summon this card by Tributing a "Watersworn" Monster, you can Set 2 Spell and/or Traps in your Graveyard to the field. Then, send the top 2 cards of your Deck to your Graveyard. Additionally, when this card is Tribute Summoned, you can change it to Defense Position.

ATK/1700 DEF/2300

 

 

Ryle, Watersworn Baby | *2 | WATER

[Aqua/Effect]

When this card is destroyed by battle, Special Summon 1 "Ryle, Watersworn Baby" from your Deck in face-up Defense Position. If there are 3 "Ryle, Watersworn Baby" in your Graveyard you can activate this effect (you can only activate this effect from 1 "Ryle, Watersworn Baby). Send the top 4 cards of your Deck to the Graveyard and Special Summon 1 Level 7 or lower "Watersworn" Monster from your hand or Graveyard other than "Ryle, Watersworn Baby".

ATK/200 DEF/1100

 

Zyer, Watersworn Scythist | *3 | WATER

[sea-Serpent/Effect]

Once per turn, during your Main Phase, you can Discard 1 card to Special Summon 1 Level 4 or lower "Watersworn" Monster from your Graveyard. During each of your End Phases, send the top 2 cards of your Deck to the Graveyard.

ATK/1100 DEF/500

 

 

 

I'm gonna say yes to all of .Kan's cards.

 

I'll get to the one after...

Link to comment
Share on other sites

Removing the last part still makes it effectively a NSable Wulf. I won't say how to balance it - that's your choice - but keep in mind that this is currently a lower-power game - Dark Scorpions and Ancient Gear Decks are part of the opening for cryin' out loud! We definitely don't want cards (Wulf) that some people would consider bannable in the current TCG format, where those Decks are oft considered worthless.

Link to comment
Share on other sites

Guest JoshIcy

To .Kan's Cards; Possessed King Agares and Possessed Duiwel will not be added.

 

I want you people to understand, that only with Single Card Submission will you be able to fix your card or suggest a new one if your card is declined (since obviously you've earned that one- I'm not going to take your hard earned work and penalize you for a mistake). But Sets are a mass at once, given as a luxury so you can add your own at a huge number at one time. Thus fixes are not advised.

 

And, this Set Submission will be labeled as WT1 on the YVD when it comes out. It stands for "World Terminal 1".

Link to comment
Share on other sites

 Can I submit a single card ?

 

 

 

 

Arkadiaria Mage

 

DARK / Level 4 / Spellcaster

 

ATK 1600 / DEF 1600

 

When this card is Normal Summoned, add 1 Spell Card from your Deck. That Spell Card cannot be used or Set until your next turn. During the end of the turn this card was Normal Summoned, you can return it to your hand to Special Summon 1 Level 4 or lower monster from your hand.

 

 

 

 

 

 

Link to comment
Share on other sites

Guest JoshIcy

Agares has a loop.

 

Since its first effect dictates that on attack it gains 100 ATK, even if you reduce its ATK to 0 as long as a monster is attacking you can repeat its effect. This makes numerous cards broken, especially Swarm Decks. Where each attack doubles the ATK of the monster.

 

Edit: I said in the first post that your initial post on your set is to be the ONLY one. No singles. Your card is automatically denied.

Link to comment
Share on other sites

Lets DO DIS!!!!

 

Heron Vortex - The Violent| *4 | DARK

[Warrior/Effect]

Destroy 1 monster you control. When this card is destroyed by the effect of a card you control, Special Summon it from your Graveyard during your next Standby Phase. When this card is Special Summoned by it's own effect, this card can attack your opponent directly.

ATK/1400 DEF/1900

 

Vortex Synchron| *3 | EARTH

[Machine/Tuner]

This card can only be used to Synchro Summon a "Heron Vortex" Synchro Monster. During the End Phase of the turn you used this card for a Synchro Summon, destroy the monster that you Synchro Summoned using this monster as a Synchro Material Monster.

ATK/400 DEF/2000

 

Heron Vortex - The Encounter| *7 | DARK

[Warrior/Synchro/Effect]

"Vortex Synchron" + 1 or more non-Tuner monsters

When this card is Sychro Summoned while you control 1 other monster, you can Special Summon 1 Level 4 or lower "Heron Vortex" monster from your Deck. That monsters effect(s) are negated. When this card battles a non-Synchro Monster, you can destroy this card to Special Summon a Synchro Monster from your Extra Deck whose Level is equal to this card's Level -1. This effect can only be used once.

ATK/2500 DEF/2600

 

Heron Vortex - The Judge| *6 | DARK

[spellcaster/Effect]

This card cannot be Normal Summoned or Set. You can Special Summon this card from your hand or Graveyard when a monster you control is destroyed. Once per turn, you can destroy a monster you control, except "Heron Vortex - The Judge". Each time a monster is destroyed by this card's effect, you draw 1 card. When this card is destroyed, this card is removed from play.

ATK/2000 DEF/2400

 

Heron Vortex - The Reaper| *5 | DARK

[Fiend/Effect]

When this card is Normal Summoned, destroy it. When this card is destroyed, inflict 1000 damage to your opponent. Special Summon 1 "Heron Vortex" monster from your hand or Graveyard. When this card is Special Summoned, destroy 1 monster on the field. When this card is Flip Summoned, negate the activation of Monster, Spell, and Trap Cards your opponent controls until the End Phase of your opponent's next turn.

ATK/0 DEF/0

 

Heron Vortex - The Wisdom| *6 | DARK

[Fairy/Effect]

You can Special Summon this card from your hand by destroying a monster you control. This card's ATK becomes equal to the ATK of the destroyed monster +500. This card cannot be destroyed by battle. When this card is destroyed, both player's draw 2 cards.

ATK/0 DEF/2200

 

Count 3

Continuous Trap Card

Activate of of the following effects:

---Destroy 3 cards you control. During each Standby Phase, destroy 1 card your opponent controls.

---Discard 3 cards. During each Standby Phase, draw 1 card.

---Pay 300 Life Points. Select 1 "Heron Vortex" monster that is currently removed from play and Special Summon it.

During your 3rd End Phase after this card's activation, this card is destroyed.

 

Vicious Fiend of the Ice Barrier| *4 | WATER

[Fiend/Effect]

Once per turn, return 1 card in your hand to your Deck. Add 1 "Ice Barrier monster in your Graveyard to your hand. If this is the only "Ice Barrier" monster you control, Special Summon 2 Level 3 or lower "Ice Barrier" monsters from your hand.

ATK/1800 DEF/1300

 

Coward's Retreat

Continuous Spell Card

Each time a face-up Attack Position Effect monster activates it's effect, that monster is switched to Defense Position immediately after the effect is resolved or negated.

 

Declaration of the Fiend King

Continuous Trap Card

Each time a card(s) is sent directly from a player's Deck to their Graveyard, add them to the bottom of the Deck during the turn player's End Phase. During each player's Standby Phase, both player's shuffle their Decks.

 

Dragin Ninja| *4 | EARTH

[Warrior/Synchro/Effect]

1 Warrior-Type Tuner + 1 or more EARTH non-Tuner monster(s)

This card is unaffected by Spell and Trap Cards you control. Each time your opponent sets a card, you can send the top 2 cards from your Deck to the Graveyard to destroy it. Each time a face-up monster your opponent controls switches Battle Positions, destroy it with this card's effect. Other monsters you control cannot attack the same turn this effect was activated.

ATK/2300 DEF/1550

 

Pestilence Neglection

Continuous Spell Card

While this card is face-up on the field, if your opponent would activate a card effect from their hand, you can send the top 3 cards of your Deck to the Graveyard to negate the card effect and return it to the top of your opponent's Deck.

 

RainDance Swordsman| *4 | WATER

[Warrior/Effect]

When this face-up card is switched to Defense Position by a card effect, switch this card to Attack Position. When this card is switched to Attack Position by it's own effect, you can send up to 2 cards from your opponent's hand to the Graveyard and inflict 400 damage to your opponent for each card sent. If your opponent has no cards in their hand, flip this card into face-down Defense Position.

ATK/1200 DEF/1700

 

Dimension Rocket Kid| *3 | LIGHT

[Machine/Tuner]

When this card is Special Summoned, you can draw 1 card. If that card is a Machine-Type monster, you can remove it from play. During your opponent's Battle Phase, if this card is selected as an attack target, you can remove it from play to Special Summon 1 Machine-Type monster that is removed from play (except "Dimension Rocket Kid"), and switch the attack target to the Special Summoned monster. When this card is removed from play by its own effect, it is treated as being destroyed by battle.

ATK/1150 DEF/1100

 

GomGom Elephontus| *6 | EARTH

[beast-Warrior/Effect]

This card cannot be Normal Summoned or Set. This card can only be Special Summoned during the turn you Special Summon a Beast-Warrior-Type monster. When this card would be destroyed by battle, you can destroy 1 face-up monster your opponent controls instead. All Battle Damage involving this card becomes 1000.

ATK/2600 DEF/1450

Link to comment
Share on other sites

These are some cards I had thought of/worked on before. I haven't played in a while so the OCG might be off a bit.

 

Desert Warrior | *4 | Earth

[Warrior/Normal]

A warrior who has learned to fight in the desert's shifting sands without flaw.

ATK:1800 DEF:1500

 

Desert Hunter | *4 | Earth

[Warrior/Effect]

Discard one card that includes 'Desert' in its card name from your hand. Destroy one monster card. You cannot declare an attack this turn if you activate this effect. No other 'Desert Hunter' can activate their effects this turn.

ATK:1600 DEF:1200

 

Mage of the Desert Sands | *4 | Earth

[spellcaster/Effect]

Discard this card from your hand. Search your deck and add one 'Desert Sands' card to your hand.

ATK:1200 DEF:1800

 

Desert Strike Force

[Warrior/Effect]

Discard one card the includes 'Desert' in its card name from your hand. Destroy one spell/trap card.

ATK:1500 DEF:1000

 

Desert Wanderer | *3 | Earth

[Warrior]

A man who was lost in the desert, along with his strength. Even a drop of water would restore his former glory.

ATK:500 DEF:500

 

Desert Wyvern | *6 | Earth

[beast/Effect]

This card can only be summoned if 'Desert Sands' is on the field. While 'Desert Sands' is on the field, this card cannot be the target of spells, traps, or monster effects. When 'Desert Sands' is removed from the field, change this card into defense position.

ATK:2400 DEF:800

 

Sandstorm

[spell]

This card can only be activated if 'Desert Sands' is on the field. Discard 1 card from your hand. Destroy all monster cards on the field.

 

Desert Strike

[spell]

Sacrifice any number of 'Desert Hunter' or 'Desert Strike Force' cards on your side of the field. Destroy a number of your opponent's cards up to the amount sacrificed. Then inflict damage to your opponents life points equal to half the combined ATK points of the destroyed monsters.

 

Buried Treasure

[Quick-play Spell]

Return one card in your graveyard to your hand.

 

Desert Sands

[Field Spell]

Decrease the ATK and DEF of all monsters on the field by 500 points. Monsters with 'Desert' in their card names are unaffected.

 

Refreshing Water

[Equip Spell]

A monster equipped with this card gains 500 ATK points. If the equipped monster is 'Desert Wanderer' it gains 2000 ATK points instead and loses 300 ATK points each turn until it returns to its original ATK value. When 'Desert Wanderer' returns to its original ATK value, this card is destroyed.

 

Fearless

[Counter Trap]

Activate only when an opponent's monster declares an attack. Select a monster. Reduce all battle damage to that monster to 0.

 

Mirage

[Counter Trap]

You can activate this card when your opponent's monster declares an attack. Choose another monster card on the field. That card is the new target of the attack.

 

Desert Sun

[Continuous Trap]

Monster cards may not be played face down. If 'Desert Sands' is on your side of the field this effect does not apply to you.

 

Sand Wall

[Continuous Trap]

This card can only be activated while 'Desert Sands' is on your side of the field. When your opponent declares an attack, you can pay 300 life points to negate the attack. If 'Desert Sands' is removed from the field, destroy this card.

Link to comment
Share on other sites

Guest JoshIcy

[spoiler=Lovely CC's Agrees]

Heron Vortex - The Wisdom| *6 | DARK

[Fairy/Effect]

You can Special Summon this card from your hand by destroying a monster you control. This card's ATK becomes equal to the ATK of the destroyed monster +500. This card cannot be destroyed by battle. When this card is destroyed, both player's draw 2 cards.

ATK/0 DEF/2200

 

Count 3

Continuous Trap Card

Activate of of the following effects:

---Destroy 3 cards you control. During each Standby Phase, destroy 1 card your opponent controls.

---Discard 3 cards. During each Standby Phase, draw 1 card.

---Pay 300 Life Points. Select 1 "Heron Vortex" monster that is currently removed from play and Special Summon it.

During your 3rd End Phase after this card's activation, this card is destroyed.

 

Coward's Retreat

Continuous Spell Card

Each time a face-up Attack Position Effect monster activates it's effect, that monster is switched to Defense Position immediately after the effect is resolved or negated.

 

Declaration of the Fiend King

Continuous Trap Card

Each time a card(s) is sent directly from a player's Deck to their Graveyard, add them to the bottom of the Deck during the turn player's End Phase. During each player's Standby Phase, both player's shuffle their Decks.

 

RainDance Swordsman| *4 | WATER

[Warrior/Effect]

When this face-up card is switched to Defense Position by a card effect, switch this card to Attack Position. When this card is switched to Attack Position by it's own effect, you can send up to 2 cards from your opponent's hand to the Graveyard and inflict 400 damage to your opponent for each card sent. If your opponent has no cards in their hand, flip this card into face-down Defense Position.

ATK/1200 DEF/1700

 

GomGom Elephontus| *6 | EARTH

[beast-Warrior/Effect]

This card cannot be Normal Summoned or Set. This card can only be Special Summoned during the turn you Special Summon a Beast-Warrior-Type monster. When this card would be destroyed by battle, you can destroy 1 face-up monster your opponent controls instead. All Battle Damage involving this card becomes 1000.

ATK/2600 DEF/1450

 

 

@Dante: Buried Treasure, Refreshing Water and Fearless (basically Waboku) will not be added.

Link to comment
Share on other sites

I want in as a Street Duelist

 

I like the Engines :(

Well, I would rather sumbit a bundle of single cards then a Set currently...

 

Phantom Creator | *7 | Dark

[Fiend/Synchro/Effect]

1 Fiend-type Tuner + 1 or more non-Tuner Fiend-type monsters

When this card is Synchro Summoned, by paying 1000 Life Points, activate 1 of the following effects:

-Destroy 1 of your opponent's cards for each non-Tuner monster used in this cards Synchro Summon, you cannot conduct your Battle Phase this turn.

-Draw 1 card for each non-Tuner monster used in this card's Synchro Summon. You cannot Normal Summon, Set, or Special Summon any of those cards this turn.

ATK/ 2300 DEF/1400

 

Phantom | *2 | Light

[Fiend/Tuner/Effect]

When this card is Summoned, you can discard 1 or more cards to increase or decrease this cards Level equal to the amount of cards discarded.

ATK/300 DEF/700

 

Trickster| *2 | DARK

[spellcaster/Effect]

FLIP: Activate 1 of the following effects based on when this card was flipped face-up:

-Main Phase: Destroy this card, both players take 1000 direct damage.

-Battle Phase: This card is not destroyed. Switch control of this card and the attacking monster. During this cards original owners End Phase after this effect, destroy the card that attacked this card.

ATK/ 600 DEF/300

 

Predator Tiger | *4 | Earth

[beast/Effect]

When this card destroys an opponents monster by battle, inflict 500 damage to your opponent. If this card destroys an opponents monster by battle and does not inflict any Battle Damage, destroy this card during the End Phase and inflict 1500 damage to this card's controller.

ATK/ 1900 DEF/ 800

 

Dragon Whelp | *3 | Fire

[Dragon/Effect]

When this card is Normal Summoned, both players draw 1 card and reveal it. If both cards revealed are monsters, Special Summon both monsters to the owners side of the field. If both revealed cards are Trap cards, remove them from play.

ATK/ 1300 DEF/ 1100

 

Troop Soldier | *3 | Earth

[Warrior/Effect]

When this card is destroyed, Special Summon 1 "Troop Soldier" from your hand or deck. That monster cannot be Tributed or used as Synchro Material this turn.

ATK/ 1000 DEF/ 800

 

Spirit Master | *5 | Light

[spellcaster/Effect]

When this card is Tribute Summoned, Special Summon 1 Level 3 or lower monster to your side of the field in face-down Defense-position. If that card is a Spirit-Type monster, you can Special Summon it in face-up Attack-position, and have its effect negated.

ATK/2300 DEF/1000

 

Circle of Life

Normal Spell

Pay 1000 Life Points and discard 2 cards. Then, draw 2 cards from your deck, and reveal them to your opponent. Those cards cannot be activated this turn.

 

Swarm of Creatures

Normal Spell

Activate during a Main Phase where you Normal Summoned a monster in face-up Attack-position. Discard 1 card and Special Summon 1 Level 4 or lower monster from your hand.

 

Hidden Grave

Quick Play Spell

Activate only during a turn when 1 monster on both your and your opponent's side of the field were destroyed. Special Summon both monsters in face-up Attack-position or face-down Defense-position. Those monsters may not declare an attack this turn.

 

Ghostly Weapon

Equip Spell

Pay 800 Life Points. Decrease the ATK of 1 face-up monster you control by 800. That monster can attack directly. When that monster attacks, if it has more then 1400 ATK, you take damage equal to the amount it inflicts to your opponent.

 

Earthquake

Continuos Spell

All Normal Summoned monsters are changed to Defense-position. All face-up monsters lose 500 DEF. If monsters DEF is 0, its effect is negated.

 

Life Force Barrier

Normal Trap

Activate only when your opponent declares an attack. Negate the attack and take damage equal to half the attacking monsters ATK. During your opponent's next Standby Phase, that monster is destroyed.

 

Ground Break

Counter Trap Card

You must activate this card when a monster is Normal Summoned to either side of the field. Destroy the Summoned monster and inflict 600 damage to that cards controller.

 

Secret Dimension Hole

Counter Trap

Activate only when your opponent Summons a monster. Negate that monsters Summon and remove it from play. During your opponent's next Standby Phase, add the removed card to their hand, and increase your opponent's Life Points by 1000.

Link to comment
Share on other sites

I'm a Street Duelist.

 

I'm sort of redoing my Iron archtype for this, but that will not be the only thing I'll make.

 

 

The Iron Prince

LV 4/LIGHT

[Machine/Effect]

When this card is Summoned, place 2 Iron Counters on it. While there are Iron Counters on this card, it cannot be destroyed by battle. When this card battles, remove a Iron Counter from this card.

ATK/1600 DEF/1800

 

The Iron Beast

LV 4/FIRE

[Machine/Effect]

When this card is Summoned, place 2 Iron Counters on it. This card gains 500 ATK for each Iron Counter on it. While there are Iron Counters on this card, it cannot be destroyed by battle. When this card battles, remove a Iron Counter from this card.

ATK/1000 DEF/0

 

Iron War Supporter

LV 2/WIND

[Machine/Tuner]

If you control 2 or more LV 4 or higher Machine-type Monsters, you can Special Summon this card from your hand in face-up Attack Position. Once per turn, you can place 1 Iron Counter on a "Iron" Monster you control.

ATK/500 DEF/200

 

The Iron Watchkeeper

LV 4/WIND

[Machine/Effect]

When this card is Summoned, place 1 Iron Counter on it. While there are Iron Counters on this card, it cannot be destroyed by battle. Once per turn, you can remove 1 Iron Counter from your side of the field to destroy a Spell or Trap card your opponent controls. When this card battles, remove a Iron Counter from this card.

ATK/1200 DEF/800

 

The Iron Conductor

LV 6/EARTH

[Machine/Synchro/Effect]

1 Tuner + 1 or more non-Tuner "Iron" Monsters with a total of 3 Iron Counters

When this card is Summoned, place 2 Iron Counters on it. While there are Iron Counters on this card, it cannot be destroyed by battle. By removing 4 Iron Counters from this card, it can attack your opponent directly until the End Phase. When this card battles, remove a Iron Counter from this card.

ATK/2500 DEF/2000

 

Spirit Binder

LV 3/WIND

[Fairy/Effect]

While this card is in the Graveyard, you can remove it from play to send Fusion Material Monsters that are listed on a Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon.)

ATK/300 DEF/0

 

Shadow Illustrator

LV 6/DARK

[spellcaster/Effect]

Once per turn, you can select a Monster in your Graveyard. Remove from play that Monster, and Special Summon a "Illustration Token". That Token's name, Level, Type, Attribute, ATK and DEF is treated as the selected Monster's. That Token cannot declare an attack, and is destroyed during the End Phase.

ATK/1000 DEF/1500

 

Iron Bringer

[Continues Spell]

During your Standby Phase, add a Iron Counter to a face-up "Iron" Monster you control.

 

Iron Conversion

[spell]

Discard a LV 4 or higher Machine-type Monster from your hand. Add 2 Iron Counters to a face-up "Iron" Monster you control.

 

Time Capsule

[spell]

Activate only during your Main Phase 1. Conduct a Standby Phase. Then, skip to Main Phase 2.

 

Book of Suffering

[Quick-play Spell]

Flip a face-down Monster you control into face-up Attack Position, and flip a face-up Monster your opponent controls into face-down Defense Position. None of those Monsters can be destroyed in battle, until the End Phase.

 

Queens and Aces

[Counter Trap]

Activate only when your opponent activates a Spell Card.

Toss a coin.

*Heads: Negate the activation of that Spell Card, and destroy it.

*Tails: Negate the activation of that Spell Card, and return it to it's owner's hand.

 

Destruction of Fate

[Trap]

Activate only during your own turn. Destroy 1 Monster you control. It is treated as being destroyed in battle.

Link to comment
Share on other sites

Archived

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

Guest
This topic is now closed to further replies.
×
×
  • Create New...