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Leo's Yu-Gi-Oh! CCG ~ hey look a title that makes sense now. /ok


.Leo

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They can be a bit broken/weak, but whatever:

 

Pump Flamer | *3 | FIRE

[Machine/Effect]

When this card is Special Summoned, you can discard 1 card to inflict 1000 damage to your opponent. Then, destroy this card. If this card is destroyed by battle and sent to the Graveyard, you can add 1 "Pump Flamer" from your Deck to your hand.

ATK/1200 DEF/800

 

Link Resonator | *1 | LIGHT

[Machine/Union/Tuner]

Once per turn, during your Main Phase, you can equip this card to a Machine-Type monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. Increase the Level of the equipped monster by 1. This card can be used as a Synchro Material Monster while in Spell & Trap Card Zone. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

ATK/100 DEF/100

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Pump Flamer: Abusing with Fortissimo is fun :D. I also like how you can set it first turn and pass, and pretty much have the same hand next turn with another card :P.

 

Link Resonator: I don't think you can have a Union Tuner, though I may be wrong in saying this. I love card. Essentially makes it a Level 2 tuner and combined with the ability to spam the field with Fortissimo, this could cause a big threat.

 

Interesting ideas, but we are being very strict on what we allow into the CCG. We don't want many broken combos coming into the CCG.

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Pump Flamer was supposed to be abused with Fortissimo :P

 

Gear Shifter | *4 | EARTH

[Machine/Effect]

Once per turn, you can pay 500 Life Points and increase this card's Level by 1. You can Tribute this Level 7 or higher card to Special Summon 1 Machine-Type monster from your Deck with Level lower than the Level of this card.

ATK/1400 DEF/1500

 

Damage Veiler | *1 | EARTH

[Machine/Effect]

During either player's turn, you can discard this card. If you do, during this turn, you take no Battle Damage from battles involving Machine-Type monsters you control.

ATK/500 DEF/200

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Gear Shifter: Low ATK and DEF is a very good drawback. I really like this card :D.

 

Damage Veiler: Interesting, seems like it could be used. I don't expect it to be used in 3s. Maybe 1 or 2 would be good for a card like that.

 

http://forum.yugiohcardmaker.net/topic/234408-leomence-presents-magic-at-its-finest-watch-as-the-magyk-archetype-takes-over/

 

Would you mind taking a look at this archetype I made, that I plan on releasing in the future to this CCG?

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Aurora Pendulum | *4 | LIGHT

[Machine/Effect]

When your opponent declares a direct attack, you can Special Summon this card from your hand. Once per turn, you can reveal 1 Machine-Type monster in your hand to draw 1 card. You cannot activate Spell or Trap Cards during this turn.

ATK/1600 DEF/400

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Ok the X1 are Finally coming and are finished with their New effects and They all are coded yaaaaaaay

 

Horrah :D

 

 

HAPPY NEW YEARS EVERYONE!!!! (It's a little late because of timezones but whatever)

 

 

I am Finally done with coding FLFS!! Unfortunately, right now I can't code Naturalist or Magical Grasshopper. Now all we have to do is some testing! I'll go through 2-3 days of testing on my own before I release it for others to test.

 

ENIL Price will also be decreased to 300.

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FOR NEW SET\

 

|Reign of Magic|1|DIRB|Spell Card|Spell||Continuous|||Each time a Spell card is activated while you control a Spellcaster-type monster, draw 1 card.|

 

|Magi Tower|2|DIRB|Spell Card|Spell||Field|||When a Spellcaster-type monster is summoned, add 1 "Magic" counter onto this card. You can destroy this card to destroy cards equal to the amount of "Magic" counters on this card.|

 

|Phoenixian Sudden Bloom|3|DIRB|Spell Card|Spell||None|||Tribute 1 "Phoenixian" monster. Send 2 "Phoenixian" monster cards from your deck to your Graveyard. Draw 2 cards.|

 

|WereLord of the Dark Flame|4|DIRB|Beast-Warrior/Fusion/Effect|Light|11||4000|3000|"WereLord" + "Volcana the Dark Flame"

When this card is Fusion Summoned, destroy three cards on the field.|

 

|Bloodlust Beserker|5|DIRB|Warrior/Effect|Fire|4||1600|2000|Whenever a Warrior-type monster is destroyed, increase this cards ATK by 300.|

 

|Reinforce the Wall|6|DIRB|Spell Card|Spell||None|||Special Summon 1 Warrior-type monster from your hand.|

 

|Chaos Changer|7|DIRB|Machine/Synchro/Effect|Dark|4||2000|0|1 Tuner monster + 1 monster

When this card is Summoned, declare 1 level. Monsters with that Level cannot be Normal Summoned.|

 

|Ancient Power|8|DIRB|Spell Card|Spell||None|||Deal damage to both players equal to the combined levels of every monster on the field x100.|

 

|Fire-Breathing Drakon|9|DIRB|Dragon/Effect|Fire|3||1300|1400|You can discard this card from your hand to select 1 FIRE monster on the field. It cannot be destroyed by battle.|

 

|Ultimate Tornado of the Far East|0||Dragon/Effect|Wind|8||2600|1400|You can discard this card from your hand to Special Summon 1 WIND monster from your Graveyard.This card cannot be Normal Summoned or Set. This card can only be Special Summoned by returning 2 WIND monsters you control to your hand and paying 2000 Life Points. Once per turn, discard 1 card to return 1 card on the field to its owners hand.|

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FOR NEW SET\

 

|Reign of Magic|1|DIRB|Spell Card|Spell||Continuous|||Each time a Spell card is activated while you control a Spellcaster-type monster, draw 1 card.| Needs "once per turn", or else you'll run through your entire deck.

 

|Magi Tower|2|DIRB|Spell Card|Spell||Field|||When a Spellcaster-type monster is summoned, add 1 "Magic" counter onto this card. You can destroy this card to destroy cards equal to the amount of "Magic" counters on this card.| A little OP'd. What if it's changed to normal summons? Otherwise you just swarm / get major +1's.

 

|Phoenixian Sudden Bloom|3|DIRB|Spell Card|Spell||None|||Tribute 1 "Phoenixian" monster. Send 2 "Phoenixian" monster cards from your deck to your Graveyard. Draw 2 cards.| Good.

 

|WereLord of the Dark Flame|4|DIRB|Beast-Warrior/Fusion/Effect|Light|11||4000|3000|"WereLord" + "Volcana the Dark Flame"

When this card is Fusion Summoned, destroy three cards on the field.| Good

 

|Bloodlust Beserker|5|DIRB|Warrior/Effect|Fire|4||1600|2000|Whenever a Warrior-type monster is destroyed, increase this cards ATK by 300.| Good

 

|Reinforce the Wall|6|DIRB|Spell Card|Spell||None|||Special Summon 1 Warrior-type monster from your hand.| Good

 

|Chaos Changer|7|DIRB|Machine/Synchro/Effect|Dark|4||2000|0|1 Tuner monster + 1 monster

When this card is Summoned, declare 1 level. Monsters with that Level cannot be Normal Summoned.| Good. Especially like this one a lot

 

|Ancient Power|8|DIRB|Spell Card|Spell||None|||Deal damage to both players equal to the combined levels of every monster on the field x100.| Good

 

|Fire-Breathing Drakon|9|DIRB|Dragon/Effect|Fire|3||1300|1400|You can discard this card from your hand to select 1 FIRE monster on the field. It cannot be destroyed by battle.| Good.

 

These will still be counted, but let's wait until LeoMence sees the priority list and posts it.

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Which isn't that bad.

 

|Lasor Drake|10|DIRB|/Effect|Dark|2||1000|1900|Once per turn, Tribute 1 monster and increase this card's level by that cards level. When this card is destroyed by your opponent, destroy all monsters on the field with a lower level then this card.|

 

|Ancient Dweller of the Deep|11|DIRB|Sea Serphant/Effect|Water|8||2600|1400|You can discard this card to Special Summon 1 WATER monster from your Graveyard. Effects that target WATER monsters cannot be activated.|

 

|Ultimate Tornado of the Far East|12|DIRB|Dragon/Effect|Wind|8||2600|1400|You can discard this card from your hand to Special Summon 1 WIND monster from your Graveyard.This card cannot be Normal Summoned or Set. This card can only be Special Summoned by returning 2 WIND monsters you control to your hand and paying 2000 Life Points. Once per turn, discard 1 card to return 1 card on the field to its owners hand.|

 

|Valiant Warrior|13|DIRB|Warrior/Effect|Dark|4||1900|1400|When this card destroys a monster by battle and sends it to the Graveyard, equip it to this card. Cards equipped to this card are treated as being under your control. This card gains 100 ATK for each monster equipped to it.|

 

|Valiant Return|14|DIRB|Spell Card|Spell||None|||Special Summon 1 "Valiant Warrior" from your Graveyard. Equip 1 Tuner monster from either players field or Graveyard to it.|

 

|Activate END-SYSTEM|15|DIRB|Spell Card|Spell||None|||Remove from play all Machine-type monsters on the field, then discard your hand.|

 

|5-Combo Special|16|DIRB|Spell Card|Spell||Field|||Destroy this card 5 Standby Phases after its activation. During each of your Standby Phases, place 1 counter on this card. Once per turn, activate one of the following effects based on how many counters are on this card. Your opponent can activate these cards effects.

1- Draw 1 card.

2- Destroy 1 monster you control and 1 monster your opponent controls.

3-Discard 1 random card from your opponent's hand.

4-Special Summon 1 Level 3 or lower monsters from your Graveyard.

5-Destroy all cards on the field. This effect can activate during your Draw Phase.|

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Which isn't that bad.

 

 

Scenario: Start the duel with 6 cards in hand. Play this card. You summon a spellcaster, activate spell card. Draw 1 card. Activate another spell card. draw 1 card. rinse, repeat.

 

Even better is when you get 2 of these, each spell you play lets you draw 2 cards.

 

 

Lasor Drake needs a Type.

 

And LeoMence needs to post the Req. List. :o

 

 

[spoiler= My Cards, including some fulfilling the Req. List]

|Aesthetic Aeroart|17|DIRB|Spell Card|Spell||Continuous|||Activate only when this card is the only card in your hand. Select 1 WIND monster in your deck. When you have a number of cards in your hand equal to or greater than the WIND monster, destroy this card. Then, you can Special Summon that monster or add it to your hand.|

|Aftershocks|18|DIRB|Spell Card|Spell||Continuous|||Each time your Spell or Trap card(s) are destroyed you can destroy 1 Spell or Trap card on the field.|

|Frozone|19|DIRB|Spell Card|Spell||Field|||Spell and Trap cards stay on the field after being activated. Once per turn, a player can discard 1 card to destroy 1 Spell or Trap card they control.|

|Cross-Radiation|20|DIRB|Spell Card|Spell||Quick-Play|||Activate when a FIRE or LIGHT monster is destroyed. Special Summon 1 FIRE or LIGHT monster from your Graveyard with a different attribute than the destroyed monster in Defense Position.|

|Curse of the Staff of One|21|DIRB|Trap Card|Trap||Counter|||Negate the activation and effect of a Spell or Trap card that has the same name as a Spell or Trap card in your opponent's Graveyard, and remove it from play. After activation, you can discard 1 card and return this card to your hand.|

|Deserting the Ranks|22|DIRB|Trap Card|Trap|||||Return 1 Warrior-Type monster you control to the Deck, and draw 1 card. Return any Equip Spell cards equipped to that monster to your Hand.|

|Land Refreshment|23|DIRB|Trap Card|Trap||Continuous|||Whenever an EARTH monster you control battles, put 1 "Land" counter on this card. You can remove a number of counters on this card equal to the level of 1 EARTH monster in your graveyard. Return it to the deck, and draw 1 card.|

|Toxic Plume|24|DIRB|Spell Card|Spell|||||Flip 1 FIRE monster you control Face-up and destroy 1 Spell or Trap card on the field.|

|Black Raven of the Grave|25|DIRB|Winged Beast/Effect|Dark|2||900|400|Once per turn, if this card would be destroyed in battle, it is not destroyed. Neither player can remove cards in Graveyards from play or Special Summon monster from the Graveyard.|

|Sand Roller|26|DIRB|Machine/Effect|Earth|4||1400|500|If this card destroys a monster in Defense position, this card gains ATK equal to half that monster's ATK.|

|Squirrel Barracks|27|DIRB|Beast/Effect|Wind|2||1200|0|If your opponent controls 2 or more monsters than you do you can Special Summon 1 "Squirrel Barracks" from your hand or Deck.|

|Unknown Chartography|28|DIRB|Trap Card|Trap||Continuous|||Each time your opponent reveals a card(s) in their Hand or on their side of the Field, draw 1 card.|

|Economic Recession|29|DIRB|Trap Card|Trap||Continuous|||Costs of all cards which include discarding cards or paying life points are doubled.|

|Peacock Plume|30|DIRB|Trap Card|Trap|||||Activate only when your opponent declares an attack. Negate that attack and Special Summon 1 monster from your Hand with an ATK lower than the ATK of the attacking monster.|

|Hydrokinetic Hold|31|DIRB|Spell Card|Spell||Equip|||Equip only to a WATER monster. If it destroys a monster in battle, your opponent cannot activate Spell cards during their next turn.|

|Will of the Weak|32|DIRB|Trap Card|Trap|||||Level 3 or lower Normal monsters you control cannot be destroyed this turn.|

 

 

 

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How do you activate that spell card? You're presuming you can activate a spell any time.

 

If you have the right spells it isn't too hard. Pot of Insurance, Deck Reload, Enchanting Circle, Field Lock, Gentleman's Duel, Ice Cube to name a few. You just need to pack these kinds of spells and 3 copies of this card then you have a VERY fast draw engine.

 

3 more:

 

|Angel Tears|33|DIRB|Spell Card|Spell||Continuous|||Each time your Spell or Trap cards are destroyed, gain 700 Life points. This card cannot be destroyed by your opponent's card effects.|

 

|Arma Octopus|34|DIRB|Aqua/Effect|Water|2||500|0|This card can attack a number of times each turn equal to the number of cards in your hand.|

 

|Wave Whipper|35|DIRB|Winged Beast/Effect|Wind|4||1700|800|During your Battle Phase you can send this card from your hand to your Graveyard and increase the ATK of all WATER monsters you control by 500, until the End Phase.|

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[spoiler= My Cards, including some fulfilling the Req. List]

|Aesthetic Aeroart|1|DIRB|Spell Card|Spell||Continuous|||Activate only when this card is the only card in your hand. Select 1 WIND monster in your deck. When you have a number of cards in your hand equal to or greater than the WIND monster, destroy this card. Then, you can Special Summon that monster or add it to your hand.|

Equal to or greater then the WIND monster? So if you have cards in your hand it is SS'D?

 

|Aftershocks|2|DIRB|Spell Card|Spell||Continuous|||Each time your Spell or Trap card(s) are destroyed you can destroy 1 Spell or Trap card on the field.|

Useless.

 

|Frozone|3|DIRB|Spell Card|Spell||Field|||Spell and Trap cards stay on the field after being activated. Once per turn, a player can discard 1 card to destroy 1 Spell or Trap card they control.|

????????Why? Just to clog space? Not that useful, really, execpt maybe in lolololollockdown

 

|Cross-Radiation|4|DIRB|Spell Card|Spell||Quick-Play|||Activate when a FIRE or LIGHT monster is destroyed. Special Summon 1 FIRE or LIGHT monster from your Graveyard with a different attribute than the destroyed monster in Defense Position.|

Splash in Chaos, not useful in many other decks.

 

|Curse of the Staff of One|5|DIRB|Trap Card|Trap||Counter|||Negate the activation and effect of a Spell or Trap card that has the same name as a Spell or Trap card in your opponent's Graveyard, and remove it from play. After activation, you can discard 1 card and return this card to your hand.|

not dat useful. side for mirror matches

 

|Deserting the Ranks|6|DIRB|Trap Card|Trap|||||Return 1 Warrior-Type monster you control to the Deck, and draw 1 card. Return any Equip Spell cards equipped to that monster to your Hand.|

-1. Equip clause should be expanded upon.

 

|Land Refreshment|7|DIRB|Trap Card|Trap||Continuous|||Whenever an EARTH monster you control battles, put 1 "Land" counter on this card. You can remove a number of counters on this card equal to the level of 1 EARTH monster in your graveyard. Return it to the deck, and draw 1 card.|

WWWWWAAAAAAYYYYYYY too slow. Just use Reloading...

 

|Toxic Plume|8|DIRB|Spell Card|Spell|||||Flip 1 FIRE monster you control Face-up and destroy 1 Spell or Trap card on the field.|

Weird. Doesn't fit FIRE.

 

|Black Raven of the Grave|9|DIRB|Winged Beast/Effect|Dark|2||900|400|Once per turn, if this card would be destroyed in battle, it is not destroyed. Neither player can remove cards in Graveyards from play or Special Summon monster from the Graveyard.|

o.o. Crazy lockdown.

 

|Sand Roller|10|DIRB|Machine/Effect|Earth|4||1400|500|If this card destroys a monster in Defense position, this card gains ATK equal to half that monster's ATK.|

Jeez, you sure wanna make a lockdown.dek. Sand Roller, Frozenite, Black Raven, and any decent beatstick is a huge lock.

 

|Squirrel Barracks|11|DIRB|Beast/Effect|Wind|2||1200|0|If your opponent controls 2 or more monsters than you do you can Special Summon 1 "Squirrel Barracks" from your hand or Deck.|

Good. But provides 3 free fodder for any Tributing.

 

|Unknown Chartography|12|DIRB|Trap Card|Trap||Continuous|||Each time your opponent reveals a card(s) in their Hand or on their side of the Field, draw 1 card.|

Eh.... not good.

 

|Economic Recession|13|DIRB|Trap Card|Trap||Continuous|||Costs of all cards which include discarding cards or paying life points are doubled.|

Side against Mezzo.

 

|Peacock Plume|14|DIRB|Trap Card|Trap|||||Activate only when your opponent declares an attack. Negate that attack and Special Summon 1 monster from your Hand with an ATK lower than the ATK of the attacking monster.|

LOVE IT. Good in Valiant Special

 

 

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|Ultimate Beast Striker|36|DIRB|Beast/Effect|Fire|4||1700|1300|When this card is Special Summoned by the effect of a Spell or Trap Card you can select one level 3 or lower Beast-Type monster and Special Summon it from your Graveyard. Durning your End Phase Remove the Special Summoned monster from play.|

 

|Beast Deffender|37|DIRB|Beast/Effect|Fire|4||600|2000|You can Special Summon this card from your hand if your opponet controls 2 or more monsters this monster cannot be used as Synchro material for a Synchro Summon or a tribute for a Tribute Summon except for that of a Beast or Beast-Warrior-Type monster.|

 

|Blood Moon|38|DIRB|Spell Card|Spell||Continuous|||For every face-up Beast and Beast-Warrior-Type monster on your side of the field Increase the ATK and DEF of all Beast and Beast-Warrior-Type monsters on your side of the field by 200 points.|

 

|WereLords Deffender|39|DIRB|Beast-Warrior/Effect|Fire|4||800|2000|Your opponet can only select a face-up "WereLords Deffender" on the field as an attack target. You can only control one face up "WereLords Deffender".|

 

|Phoenixian Garden|40|DIRB|Spell Card|Spell||Field|||When a "Phoenixian" monster on your side of the field is destroyed you can inflict 800 to your opponet. Once per turn during your End Phase you can add one removed from play "Phoenixian" monster card to your hand.|

 

and thats a Start

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@ A.A. - you are correct.

 

@ Aftershocks - You said it could be used with Frozone.

 

@ Frozone - exactly. It's useful in control.

 

@ Cross-Radiaton. FIRE and LIGHT, not DARK and LIGHT....?

 

@ Curse of the Staff of One: It discourages multiple copies, and after your opponent has already used Splitting Cut it's hard to get rid of.

 

@ Deserting the Ranks : Meant to be used as anti-targeting or something. How should i expand the clause?

 

@ Land Refreshment: You're right. I have a different idea for it, i'll post it later.

 

@ Toxic Plume: I know, but i thought FIRE needed some S/T destruction.

 

@ Black Raven of the Grave: Depends what deck youre using. It discourages the reckless graveyard dumping.

 

@ Sand Roller: This could be the beatstick for that... so you take back what you said about Frozone and Aftershocks? ;)

 

@ Squirrel Barracks: Well, that would require your opponent to control 4 monsters to do that.

 

@ Unknown Chartography: I could see it creating a new decktype, revolving around making your opponent reveal cards. It's a start, at least.

 

@ Economic Recession: That would only be real useful against chiptune, though.

 

@ Peacock Plume: good :D

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