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My Fanfic's Created Cards


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This is the list of my created cards in my fanfic, The Tournaments of Prestige. They have their effects written out in full, so they are in full card form.

 

PS: Go and check out the fanfic, and give me a review.

 

These are broken down into category:

 

JACOB'S CARDS:

 

Jacob vs Robert

 

Beserker Warrior of the Cards

Warrior/Gambler

****

When this card is summoned, draw 1 card from a regulation deck of playing cards. If they result is a number card, decrease the ATK and DEF of this card by the selected cards' number x 100. If it is not, draw another card in place of the drawn card.

2000/2000

 

Balance of Fate

Continuous Spell

Activate this only when you have no monsters on your side of the field, and your opponent has three or more monsters on their side of the field. While this card remains face-up on the field, you gain control of 1 monster on your opponents' side of the field. When the selected monster is destroyed, destroy this card.

 

Dice of the Draw

Normal Spell

Roll 1 six-sided die. Draw cards from the top of your deck equal to the result, then remove from play from the top of your deck the same number of cards drawn by this cards' effect.

 

Fusion of Fate

Quickplay Spell

Send to the graveyard, from your side of the field or you hand, monsters listed on a "Gamble"-type Fusion monster in your Fusion Deck and Special Summon the selected Fusion monster to your side of the field (this Special Summon is treated as a Fusion Summon).

 

Luxic, Lord of Spades

Warrior/Gambler

******

When this monster is successfully Normal Summoned, it is turned to defense mode. When an opponent's monster battles this defense position monster, draw two cards from a deck of playing cards. If one of the drawn cards is a Spade, switch the attacking monster to DEF mode. If both drawn cards are Spades, immediately destroy the attacking monster.

0/2300

 

Chancha, Lord of Clubs

******

Warrior/Gambler

You may Normal Summon this monster without a tribute. In that case, this monster is destroyed during the End Phase of the turn it is summoned. When this monster battles a defense position monster whose DEF is lower than this cards' ATK, draw 2 cards from a deck of playing cards. If one of the drawn cards is a Club, inflict damage equal to the the difference between this monsters' ATK and the defending monsters' DEF as damage to your opponents' Life Points. If both drawn cards are Clubs, destroy all defense position monsters on your opponents' side of the field. Your Battle Phase then ends.

2200/1000

 

Mega-Fate, King of Darksuit

Warrior/Gambler/Fusion

********

(Luxic, Lord of Spades + Chancha, Lord of Clubs) When this card battles, draw eight cards from a deck of playing cards. For each Spade or Club drawn by this cards' effect, this monster gains 500 ATK points.

?/?

 

Gamblers' Insurance

Normal Spell

This card cannot be activated. During the turn that this card is sent to the graveyard, this cards' controller cannot take any damage until the End Phase of their next turn.

 

Gamblers' Destiny

Normal Spell

Toss a coin and call it. If you call correctly, add 2 cards from your graveyard to your hand. If you call incorrectly, discard 2 cards from your hand to the graveyard. You then take 1000 points of damage to your Life Points.

 

Grand Casino

Field Spell

While this card remains face-up on the field, you may negate the effect of Gamble monsters that require you to toss a coin, roll a die, or draw a playing card, and instead you may choose a legal target depending on the effect.

 

Destroyer of the Dice #1

Warrior/Gambler

****

When this card is summoned, roll 1 six-sided die. This card gains ATK and DEF points equal to the roll, multiplied by 100.

1200/1200

 

Snake-Eyes, Lord of Dual Dice

********

(Any two cards with "Destroyer of the Dice" in their title) When this card is successfully summoned, roll two dice. This card gains ATK and DEF points equal to the total mutiplied by 200.

1000/1000

 

 

Jacob v Zaxla

 

The Legendary Gambler

****

Gambler/Warrior

When this card is destroyed by your opponents' card effect outside of battle, you may add 1 level 4 or lower "Gamble"-type monster from your deck to your hand. Your deck is then shuffled.

1200/700

 

Summon Dice

Normal Spell

Roll 1 six-sided die. You may Special Summon 1 "Gambler"-type monster from your hand whose level is equal to or less than the roll. Pay 100 Life Points for each level of the summoned monster.

 

Fataria, King of Diamonds

******

Warrior/Gambler

You may Normal Summon this card by tributing 2 face-up "Gamble"-type monsters on your side of the field. If you do, destroy all face-down cards on your opponents' side of the field. When this card is targeted by a Effect monster or trap card effect, draw 2 cards from a deck of playing cards. If one of the drawn cards is a Diamond, you may change the target of the card effect to another legal target on your side of the field. If both of the drawn cards are Diamonds, negate the effect of the card and destroy it.

2000/1600

 

Gamble Master - Bluff King

****

Warrior/Gambler

When this card is destroyed by your opponents' card effect outside of battle, your opponent may not enter his/her Battle Phase this turn.

1200/700

 

Full House

Normal Spell

Activate only when your opponent controls exactly 5 monster cards. Destroy all monsters on your opponents' side of the field.

 

Card Counter

****

Warrior/Gambler

Each time this card battles, guess the number of monsters in your opponents' graveyard (your opponent may refuse you the right to look at his graveyard). If you guess correctly, the original attack of this card is doubled during Damage Calculation only. If you guess incorrectly, the ATK of this card becomes 0 during Damage Calculation only. When this card battles, it is turned to defense position at the end of the Damage Step.

1000/0

 

Stacked Odds

Equip/Spell

This card can only be equipped to "Card Counter". While this card is face-up on the field, while you have more monsters in the graveyard then your opponent does, the equipped monster gains 1000 ATK during Damage Calculation only.

 

Gamblers' Debt

Quickplay Spell

Activate only when a face-up "Gamble"-type monster in defense position on your side of the field is the target of your opponents' attack. Roll 1 six-sided die. The attacked monster gains DEF equal to the roll multiplied by 100, and the attacking monster loses ATK points equal to the roll multiplied by 100.

 

Gamblers' Future

Normal Spell

Activate only when you have 1000 Life Points or less. Toss 1 coin and call it. If you call correctly, you may Special Summon 1 "Gamble"-type monster from your hand, deck, graveyard, RFG pile, or Fusion deck, ignoring all summoning conditions. If you call it incorrectly, destroy all cards on your side of the field, and your turn automatically ends.

 

Lady Luck

Warrior/Gambler/Fusion

***********

(Queen of Hearts + Lady of Diamonds + Duchess of Spades + Empress of Clubs) When this card is summoned, place 1 "Gamble-Game Token" on this card. During each of your End Phases, place 1 "Gamble-Game Token" on this card. If, after you have placed a "Gamble-Game Token" on this card during the End Phase, and this card has 4 "Gamble-Game Tokens" on it, remove three "Gamble-Game Tokens" from this card. During each of your Main Phases, apply the following effect, depending on the number of "Gamble-Game Tokens" on this card:

1) Toss 1 coin. If the result is heads, the original ATK of this card is doubled. If the result is tails, the original ATK of all monsters on your opponents' side of the field are doubled.

2) Roll 1 six-sided die. Inflict damage to both your and your opponents' Life Points equal to the amount x 500.

3) Draw 1 card from a deck of playing cards. If it is a number card, this cards' controller takes damage equal to the number x 300. If it is not a number card, select and destroy 2 cards on your opponents' side of the field.

3000/2500

 

Gamblers' Habit

Quickplay Spell

Activate only when you have less than 1000 Life Points. Tribute one monster on your side of the field, then destroy all monsters on your opponents' side of the field with more ATK points than the ATK points of the tributed monster.

 

ROBERT'S CARDS

 

 

Robert v Jacob

 

Mathematical Penalizer

Continuous Spell

When either player draws a card outside of their Draw Phase, inflict 200 points of damage to your opponents' Life Points.

 

Subtratius, the Mathematical Warrior

****

Warrior/Effect

When this card is Normal Summoned to your side of the field, draw 1 card. When this card is destroyed as a result of battle, your opponent selects and discards 1 card from their hand to the graveyard.

1400/1200

 

Magic Square

Field Spell

Both players may Normal Summon Level 5 monsters in face-up attack or defense position without a tribute. If either player uses this cards' effect, their opponent draws 1 card.

 

Multiplicious, the Mathematical Warrior

****

Warrior/Effect

When this card is Normal Summoned to your side of the field, draw 1 card. When this card destroys your opponents' monster in battle and sends it to the graveyard, draw 1 card from your deck.

1200/1000

 

Commutative Summon

Normal Spell

Tribute one monster on your side of the field. Special Summon monsters from your hand whose combined level stars are equal than or less to the level of the monster with the highest level on your opponents' side of the field.

 

Additius, the Mathematical Warrior

****

Warrior/Effect

When this card is Normal Summoned to your side of the field, draw 1 card. When this card is destroyed whilst in attack position and sent to the graveyard, draw 1 card from your deck.

1300/1100

 

Divisitor, the Mathematical Warrior

***

Warrior/Effect

When this card is Normal Summoned to your side of the field, draw 1 card. When this card is destroyed and sent to the graveyard, discard the top 2 cards from your opponents' deck to the graveyard.

1000/1000

 

Mathematical Formula

Normal Spell

Send, from your hand or side of the field, monsters listed on a Fusion Monster in your Fusion deck to your graveyard, and then Special Summon that one Fusion Monster from your Fusion deck. (This summon is treated as a Fusion Summoning).

 

Addivistor, the Mathematical Master

******

Warrior/Fusion/Effect

(Additius, the Mathematical Warrior + Divisitor, the Mathematical Warrior) When this card is successfully summoned to the field, draw 2 cards, and then your opponent draws 1 card. When this card destroys an opponents' monster in battle, draw 1 card. When this monster is destroyed and sent to the graveyard, discard the top 2 cards of your opponent's deck to the graveyard.

1750/1600

 

Mathematical Amplifier

Field Spell

While this card remains face-up on the field, all face-up monsters with "Mathematical" in their card names gain 200 ATK points for each empty monster card zone on your side of the field.

 

Divisitor's Undoing

Trap

Activate only when "Divisitor, the Mathematical Warrior", or a monster with "Divisitor, the Mathematical Warrior" in its' card text is face-up on your side of the field. Pay 1000 Life Poins, then discard all the cards in your opponents' hand to the graveyard. Your opponent then draws 2 cards from their deck.

 

Power Dice

Trap

Select 1 monster on both players' sides of the field. Roll 2 six-sided dice. If the first die's result is odd, double the attack of the selected monster on your side of the field. If it is even, halve the attack of the selected monster on your side of the field. If the second die's result is even, halve the attack of the selected monster on your opponents' side of the field. If it is odd, double the attack of the selected monster on your opponents' side of the field.

 

ZAXLA'S CARDS

 

Zaxla v William

 

Twin-Bladed Battleaxe - Hakslahs

Equip Spell

Equip only to a monster with an ATK of 1000 or less. Battle Damage inflicted to your opponent as a result of battle involving the equipped monster is doubled.

 

Guardian Hakslahs

****

Pyro/Effect

This card cannot be Normal Summoned, Flip Summoned or Special Summoned unless "Twin-Bladed Battleaxe - Hakslahs" is face-up on your side of the field. When this card inflicts Battle Damage to your opponent, inflict 500 points of damage to your opponent for each face-up Equip Spell card on the field.

800/1400

 

Guardian Devastation

Normal Spell

Select up to three monsters from your deck and place them in your graveyard.

 

Guardian Spiritoa

***

Zombie/Effect

This card cannot be Normal Summoned, Flip Summoned or Special Summoned unless "Staff of Soul-Sealing - Spiritoa" is face-up on the field. When this card is sent to the graveyard, until the End Phase of the current turn, all face-up monsters on your side of the field gain 1500 DEF.

0/1500

 

My Shield as a Weapon

Normal Spell

During the turn when this card is activated, all card effects that would increase the DEF of a monster on your side of the field instead increase that monsters' ATK by an equal amount.

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  • 2 weeks later...

Very interesting set. Let's take a detailed look, from a perspective of card balance/usefulness...

 

Beserker Warrior of the Cards: With this card's stats and effect, it should be Level 6 at least, probably Level 7 or 8. It's a minimum 2200/2200, average 2600/2600, maximum 3000/3000. Also, as a Level 4 Warrior, it's searchable by Reinforcements of the Army.

 

Balance of Fate: IMO, control-switching has always been a risky mechanic, but this card is well-balanced.

 

Dice of Draw: Now this looks familiar. Isn't this exactly what Joey's Roll of Fate did, in the DOMA arc? In any case, this card is VERY powerful -- a little too powerful, IMO. Fine for a fanfic, though.

 

Fusion of Fate: It took me a moment to see what was different between this and Polymerization -- this is a Quick-Play. Nice bonus in exchange for the limitation of targets.

 

Luxic, Lord of Spades: I like this one, even though it feels a little underpowered. It's a Tribute monster with 0 ATK and purely defensive effects, the first of which has a 1-in-4 chance of succeeding and the second of which has a 1-in-16 chance of success.

 

Chancha, Lord of Clubs: I think this one's a little better than Luxic. Let's see... 2200 ATK is decent for a Tribute, especially with the ability to Summon without Tribute. 1-in-4 chance of Trample, 1-in-16 chance of mass removal.

 

Mega-Fate, King of Darksuit: I like this one, though it's hard to evaluate without knowing its base ATK and DEF. The boost effect is good -- average 2000, maximum 4000.

 

Gamblers' Insurance: Useful! I really like this one.

 

Gamblers' Destiny: Hm. I actually see this being most at home in a Dark World deck. Very interesting. To clarify, is the 1000 damage supposed to happen only on the incorrect-call effect?

 

Grand Casino: Nice themed Field Spell. So basically, if a Gambler monster would have you roll a die, toss a coin, or draw playing cards, you can choose the result?

 

Destroyer of the Dice #1: Not bad, though it feels a little underpowered. Maybe it should have been 1500/1500.

 

Snake-Eyes, Lord of Dual Dice: Risky. Could be as low as 1400, or as high as 3400. Most often, it'll be somewhere around 2400. Not sure I'd use it myself, but it does look fun. And again, if I read Grand Casino right, you can make this be a 3400 without rolling.

 

The Legendary Gambler: A good searcher can help make any theme good, and this is a good searcher.

 

Summon Dice: As usual for these cards, risky, but with good potential.

 

Fataria, King of Diamonds: I like this guy. The first effect could be brutal if used right, and the protective effect is actually, well, effective.

 

Gamble Master - Bluff King: Feels a little underpowered maybe, but not bad.

 

Full House: There is a card with this exact effect and type -- Flash of the Forbidden Spell. The only difference is name.

 

Card Counter: A little underpowered, maybe.

 

Stacked Odds: I've never much liked single-target Equips, but this one's pretty decent. If I'm reading things right and remembering my Damage Step rules correctly, this + Card Counter = potential 4000-attacker.

 

Gamblers' Debt: Feels a little underpowered, but great as a fanfic card. Luck cards like this are always good for suspense, at least if written well.

 

Gamblers' Future: Risky... but then, risk is the name of the game for a Gambler deck. Great for a fanfic, though I doubt it'd see much use if it were actually printed.

 

Lady Luck: I'd like to see the Fusion Materials to really evaluate this, but as is, let's see... keeping in mind that, as written, each of these effects happens twice per turn (once for each Main Phase), assuming it lives long enough... hard to really evaluate, but it looks like it's worth the effort.

 

Gamblers' Habit: If it weren't for the activation condition, this would be broken. As is, it's still a good card.

 

 

And now, on to Robert's cards...

 

Mathematical Penalizer: Feels like a powered-down Greed, except that it "watches" both players yet only hits the opponent. Used right, this could be pretty effective.

 

Subtratius, the Mathematical Warrior: Holy...! This makes the Gadgets look weak. If this were ever printed, you'd see three of it thrown into every deck ever made.

 

Magic Square: Interesting. I could see this being used in a deck built around Appropriate -- you use the effect to bring out a Level 5 monster, they draw 1, you draw 2.

 

Multiplicious, the Mathematical Warrior: The second effect isn't incredibly likely to go off, but it can, and even the first effect makes this card worth playing. If these cards were ever printed, Mathematical Warriors would probably replace the Gadgets.

 

Commutative Summon: Not sure how useful this is. Feels a little weak.

 

Additius, the Mathematical Warrior: What I said about these being better than the Gadgets? I rest my case. Another powerful card.

 

Divisitor, the Mathematical Warrior: Not as strong as the other Mathematical Warriors, but still decent.

 

Mathematical Formula: Um... unless I missed something here, there is no difference between this and Polymerization, other than the name.

 

Addivistor, the Mathematical Master: Pull this off in an Appropriate deck, and you've pretty much won the game. Stats are low, but who cares? The effects more than make up for it.

 

Mathematical Amplifier: I normally don't like Fields that only boost stats, but this one can be up to +800 ATK. That's significant enough to give some leeway to.

 

Divisitor's Undoing: BRUTAL! Pull it off with Appropriate, and your opponent will really hate you. Even without that, it's still quite powerful. If you hadn't limited it to Divisitor and Addivistor, I'd bet that this card would be instantly banned.

 

Power Dice: OK, why is Robert using a dice card, and such a risky one at that? The rest of his deck suggests a type of player that wouldn't be taking such huge risks. 1-in-4 chance of being a major help (doubling yours, halving theirs), 1-in-2 chance of effectively doing nearly nothing (doubling both or halving both), and 1-in-4 chance of backfiring spectacularly (halving yours, doubling theirs). Nice for a fanfic, I guess, but I don't think it would see much play if printed.

 

 

 

Harsh though this review might have seemed, I do like the set overall. I look forward to seeing more of the cards.

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