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Random card ideas :o


Kyakan

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This is just a bunch of cards I made on my spare time, they're probably not balanced in the slightest, but here they are.
If you notice any mistakes in my card grammar etc, feel free to point them out.


Genesis Archer:
Monster, Light Attribute, Level 4
Warrior/Effect
1600 Attack / 1000 Defense
When this card is Drawn, you may Special Summon it to your side of the field. If you Special Summon this card with this effect, you must discard 1 card from your hand. You can tribute this card and pay 1000 Life Points to increase the ATK of one 'Genesis' monster on your side of the field by 1000 until the End Phase. If you use this effect, you cannot attack on your next turn.

Genesis Disciple:
Monster, Light Attribute, Level 6
Spellcaster/Effect
2400 Attack / 2000 Defense
Once per turn, you can pay 1000 Life Points to Draw one card. When this card attacks an opponent's monster, increase this card's attack by 200. If this card is in the Graveyard, you may Remove it from Play and pay 800 Life Points to add one 'Genesis' monster from your Deck to your hand.

Genesis Fury
Monster, Light Attribute, Level 9
Warrior/Ritual/Effect
2000 Attack / 2000 Defense
This monster can only be Ritual Summoned with the Ritual Spell Card, "Genesis Ritual". When this card is Ritual Summoned, increase the attack of all monsters on your side of the field by 200 x the number of 'Genesis' monsters used to Ritual Summon this card. This card cannot be destroyed by battle.

Genesis Mage
Monster, Light Attribute, Level 4
Spellcaster/Effect
1300 Attack / 1500 Defense
If this card is Drawn, you may Special Summon it to your side of the field. If you Special Summon this card with this effect, you must Discard 1 card from your hand. You can tribute this monster to select one Spell or Trap Card, or one 'Genesis' monster in your Deck and place it on the top of your Deck.

Genesis Swordsman
Monster, Light Attribute, Level 4
Warrior/Effect
1500 Attack / 1200 Defense
When this card is Drawn, you may Special Summon it to your side of the field. If you Special Summon this card using this effect, you must Discard 1 card from your hand. Increase the ATK of all 'Genesis' monsters on your side of the field by 200 x the number of monsters on your side of the field. When this card destroys an opponent's monster by battle, Draw 1 card, if the drawn card is a 'Genesis' monster, you may pay 1000 Life Points to Special Summon it during the Battle Phase. If this card is destroyed by battle, inflict damage to your Life Points equal to half the attack of this card.

Genesis Synchron
Monster, Light Attribute, Level 4
Warrior/Effect
1600 Attack / 1800 Defense
If this card is Drawn, you may Special Summon it to your side of the field. If you Special Summon this card using this effect, you must Discard 1 card from your hand. If this card is used for a Synchro Summon, you can add or subtract up to 2 Levels from this monster. Once per turn, if this card would be destroyed by a card effect, you may pay 800 Life Points to negate the activation of that card's effect and destroy it.

Lord of the Skies - Shal'Vaken
Monster, Wind Attribute, Level 10
Dragon/Synchro/Effect
5000 Attack / 3000 Defense
Genesis Synchron + 1 or more non-tuner monsters
When this card is summoned, destroy all Spell & Trap cards on your opponent's side of the field, and increase the ATK of this card by 200 for each card destroyed. This card cannot attack your opponent's Life Points directly. Whenever this card declares an attack, your opponent cannot activate Spell&Trap card effects. Once per turn, you can discard 1 Spell or Trap card from your hand to increase your Life Points by 5000. For every card discarded by this effect, this card gains 200 attack. This card cannot attack on the turn it is Summoned.

Lord of the Oceans - Vie'Khel
Monster, Water Attribute, Level 10
Dragon/Synchro/Effect
3000/5000
Genesis Synchron + 1 or more non-tuner monsters
When this card is summoned, destroy all cards in your opponent's hand. Increase this card's DEF by 800 x the number of cards destroyed by this card's effect. This card cannot attack your opponent's Life Points directly. When this card destroys a monster by battle, increase your Life Points by half that monster's DEF. When this card is removed from the field, increase your Life Points by 500. Once per turn, if this card is in Defense position, you can force 1 monster on your Opponent's side of the field to Attack this monster. This card cannot attack on the turn it is Summoned.

Lord of the Earth - Ikc'Elsu
Monster, Earth Attribute, Level 10
Dragon/Synchro/Effect
4000 Attack / 4000 Defense
Genesis Synchron + 1 or more non-tuner monsters
When this card is summoned, destroy all monsters on your opponent's side of the field. Increase your Life Points by 500 x the number of cards destroyed by this card's effect. This card cannot Attack your Opponent's Life Points directly. When this card if removed from the field, destroy 1 Monster on the field. This card cannot attack on the turn it is Summoned. For every other monster on your side of the field, this card loses 300 ATK and DEF.

Genesis Rift Wave
Counter Trap Card
This card can only be activated if there are no cards in your hand, and no monsters on your side of the field, and only when an opponent's monster declares an attack. Destroy all Attack Position monsters your opponent controls, and Remove from Play as many monsters from your Graveyard as the Attacking monster's Level, and inflict 800 damage to your Opponent's Life Points for every monster Removed from Play.

Comment if you want :o
Noone? :(

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It's a sad reality, but not many people look at written cards around here. I'll give you a rundown of my first impressions of your cards, though.

Archer - When it's draw? By effect, Draw Phase, or both? It is extremely overpowered in my opinion. Being able to be Special Summoned AND doubling the power of ANY monster?

Disciple - Way too many effects for one monster to be having, and a lot of them are too powerful to begin with.

Fury - Way too much ATK power, especially since he'll automatically have at least 3300 ATK by his own effect.

Mage - Same problem as with Archer, and also has too many effects that have nothing to do with one another.

I'm seeing a pattern here of the monsters being too easy to Summon and having too many powerful effects... All the way down the list still. You need to tone your cards down, and make them more of an archetype. As is, their effects don't fit together well.
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