Stan Alda Posted February 27, 2011 Report Share Posted February 27, 2011 I made this thread to hold my experimental cards that don't really belong in full-blown sets/archetypes. None of these cards are meant to be directly related to each other. If they receive enough good reviews, I might post the successes to Realistic Cards. I won't update this according to any regular schedule, but if I have an idea for a single card, it'll probably go here at some point. Until then, please read and review. [spoiler=Elemental Prism] [spoiler=Card Image][img]http://img715.imageshack.us/img715/5240/190391k.jpg[/img][/spoiler] [spoiler=Lore] SPELL/Continuous As long as this card remains face-up on the field, all monsters on the field are treated as DARK, LIGHT, FIRE, WATER, EARTH, and WIND monsters. At each your Standby Phases, pay 300 Life Points. If you cannot pay, this card is destroyed.[/spoiler][/spoiler] [spoiler=Territorial Disgust] [spoiler=Card Image][img]http://img30.imageshack.us/img30/2901/190391e.jpg[/img][/spoiler] [spoiler=Lore] TRAP/Continuous As long as this card is on the field, the effects of Field Spell Cards are negated.[/spoiler][/spoiler] [spoiler=Piledriver Machine] [spoiler=Card Image][img]http://img541.imageshack.us/img541/4109/190391.jpg[/img][/spoiler] [spoiler=Lore] Piledriver Machine Level 5 EARTH/Machine Select 1 face-up monster on your side of the field. If the selected monster is in face-up Attack Position, change its position to face-up Defense Position. The selected monster's position cannot be changed, and it cannot be destroyed by battle for the rest of the duel. 1900/1500[/spoiler][/spoiler] [spoiler=Kuribomb] [spoiler=Card Image][img]http://img6.imageshack.us/img6/4109/190391.jpg[/img][/spoiler] [spoiler=Lore] SPELL/Quick-play Activate only when you discard "Kuriboh" from your hand by its own effect. Inflict damage to your opponent's Life Points equal to half the ATK of the attacking monster.[/spoiler][/spoiler] [spoiler=Screaming Mimi] [spoiler=Card Image][img]http://img806.imageshack.us/img806/4109/190391.jpg[/img][/spoiler] [spoiler=Lore] [i]Screaming Mimi[/i] EARTH Level 6 Machine/Fusion/Effect "Overdrive" + "Black Salvo" This monster can attack 5 times per Battle Phase. Skip your next 2 Battle Phases. 2000/1500[/spoiler][/spoiler] [spoiler=Sealed Evil in a Can] [spoiler=Card Image][img]http://img843.imageshack.us/img843/8430/190391n.jpg[/img][/spoiler] [spoiler=Lore] [i]Sealed Evil In A Can[/i] DARK Level 8 Fiend/Effect When you draw this monster from your Deck, it is immediately sent to the Graveyard. 2700/2300[/spoiler][/spoiler] [spoiler=Grand Casino] [spoiler=Card Image][img]http://img806.imageshack.us/img806/9320/190391g.jpg[/img][/spoiler] [spoiler=Lore] [i]Grand Casino[/i] SPELL/Field Once per turn, during your Main Phase, you may activate one of the following effects: -Negate the effects of a card requiring a coin toss or die roll once per turn and redo the coin toss or die roll. -Toss a coin 3 times. If all 3 results are heads, inflict 1000 damage to your opponent's Life Points. If all 3 results are tails, pay 1000 Life Points. If 2 out of three results are heads, inflict 500 damage to your opponent's Life Points. If 2 out of 3 results are tails, pay 500 Life Points.[/spoiler][/spoiler] Link to comment Share on other sites More sharing options...
Sorin Markov Posted February 28, 2011 Report Share Posted February 28, 2011 As long as this card [s]is[/s] [u]remains face-up[/u] on the field, all monsters on the field are treated as DARK, LIGHT, FIRE, WATER, EARTH, and WIND monsters. (At each of your Standby Phases pay 200 Life Points, if not destroy this card.) [s]Strike[/s]= Taken out [u]Under[/u]= added [b]([/b]k[b])[/b]= The price to keep the card on the field. IMO I'll give it a 8/10 Link to comment Share on other sites More sharing options...
Stan Alda Posted February 28, 2011 Author Report Share Posted February 28, 2011 Yeah, that makes more sense. I'll change it. By the way, i think the influence has worn off, so I think this will be my only card for this thread. Link to comment Share on other sites More sharing options...
Stan Alda Posted March 2, 2011 Author Report Share Posted March 2, 2011 Anyone else got critiques? Link to comment Share on other sites More sharing options...
Stan Alda Posted March 11, 2011 Author Report Share Posted March 11, 2011 Finally made a card I was planning for this thread: Territorial Disgust. Its effect is really boring (just a field spell counter), but I'm taking a break from genuine sets after "Malicious Software". Pink Floyd makes me do weird things. [spoiler=Territorial Disgust] [spoiler=Card Image][img]http://img30.imageshack.us/img30/2901/190391e.jpg[/img][/spoiler] [spoiler=Lore] TRAP/Continuous As long as this card is on the field, the effects of Field Spell Cards are negated.[/spoiler][/spoiler] Link to comment Share on other sites More sharing options...
Stan Alda Posted April 2, 2011 Author Report Share Posted April 2, 2011 The latest JaegerLab project is revealed: Piledriver Machine. [spoiler=Piledriver Machine] [spoiler=Card Image][img]http://img541.imageshack.us/img541/4109/190391.jpg[/img][/spoiler] [spoiler=Lore] Piledriver Machine Level 5 EARTH/Machine Select 1 face-up monster on your side of the field. If the selected monster is in face-up Attack Position, change its position to face-up Defense Position. The selected monster's position cannot be changed, and it cannot be destroyed by battle for the rest of the duel. 1900/1500[/spoiler][/spoiler] I have a feeling the first part of the OCG is wrong, but I can't think of any other way to put it. The idea is that it takes one monster on your side of the field, puts it in face-up Defense Position [i]if it isn't already in Defense Position[/i], and makes it stay there. Link to comment Share on other sites More sharing options...
Stan Alda Posted April 30, 2011 Author Report Share Posted April 30, 2011 Jaegerlab has been taken over and replaced with [size="4"]Betaqh Alemkhetber[/size], the laboratory of the great En Alhmjbat Wahd. As a celebration, here are a few written cards: [spoiler="Tabula Rasa": A nuclear intercontinental ballistic missile--in the palm of your Hand!] [b]U-238[/b] LIGHT Lvl 1 Rock/Normal This container of uranium-238 seems innocent enough, but many nations are willing to start wars over it and its hidden power... 0/200 [b]Centrifuge of Enrichment[/b] LIGHT Lvl 4 Machine/Effect You can equip this card from your hand as an Equip Spell Card to a face-up "U-238" on the field. If equipped, the ATK and DEF of "Centrifuge of Enrichment" is applied to "U-238". 0/2000 [b]"Tabula Rasa" ICBM[/b] FIRE Lvl 9 Machine/Effect This monster cannot be Normal Summoned or Set. This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing "U-238" on the 3rd of your turns after "U-238" has been equipped with "Centrifuge of Enrichment". You cannot declare an attack with this card. You may offer this card as a Tribute to select 1 Monster Card Zone on your opponent's side of the field. Your opponent cannot use the selected zone. If the selected Monster Card Zone is occupied by a Monster Card, destroy the monster. If this card is sent to the Graveyard for any reason except for its own effect, inflict 500 damage to your Life Points as long as this card is in the Graveyard. 3000/3000 [b]MIRV Upgrade[/b] FIRE Lvl 3 Machine/Union Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "'Tabula Rasa' ICBM" as an Equip Card, OR unequip the Union equipment and send this card to the Graveyard. If this card is sent to the Graveyard by this effect, select 3 Monster Card Zones on your opponent's side of the field. The selected zones cannot be used for the next 5 turns. If there are Monster Cards on the selected Monster Card Zones, destroy those monsters. (1 monster can only be equipped with 1 Union Monster at a time.) 0/1000[/spoiler] [spoiler=Unlikely Partners: A few low-level Fusions of familiar monsters and my new creations!] [b]Strangler Fig[/b] DARK Lvl 1 Plant/Effect FLIP: Equip this card as an Equip Spell Card to 1 Plant-type monster on your opponent's side of the field. Decrease the ATK of the equipped monster by 500. Destroy this card and the equipped monster after 5 turns. 0/0 [b]Mad Strangler[/b] DARK Lvl 6 Warrior/Fusion/Effect "Strangler Fig" + "Battle Warrior" You may Equip this card as an Equip Spell Card to 1 Level 6 or lower monster on your opponent's side of the field. The monster equipped with this card cannot attack. Destroy the equipped monster and return this monster to your side of the field after 5 turns. [b]Sentient Chili Pepper[/b] FIRE Lvl 1 Plant/Effect If this monster is destroyed in battle, inflict 500 damage to your opponent's Life Points. 0/500 [b]Pepper Spray Maiden[/b] Fire Lvl 6 Warrior/Fusion/Effect "Sentient Chili Pepper" + "The Unhappy Maiden" If an opponent's monster declares an attack on this monster, the attacking monster cannot attack next turn. If this monster is destroyed in battle, inflict 500 damage to your opponent's Life Points. 1500/2000[/spoiler] [spoiler=Stupid/Strained Summons: Screw with your opponent's Fusion/Ritual/Synchro Summons and buff your own--but beware...] [b]Gone Horribly Wrong[/b] TRAP When your opponent summons a Fusion Monster, decrease the ATK and DEF of the summoned Fusion Monster by 700. [b]Gone Horribly Right[/b] SPELL/Quick-Play When you summon a Fusion Monster, increase the ATK and DEF of the summoned monster by 700. As long as the summoned monster is on the field, you must flip a coin during your Standby Phase; if tails, destroy the summoned monster. [b]Poorly Executed Ritual Dance[/b] TRAP Activate when your opponent summons a Fusion Monster. For the next 3 turns, your opponent cannot declare an attack with the summoned monster. [b]Exhaustingly Choreographed Ritual Dance[/b] SPELL-Quick-Play Activate when you summon a Ritual Monster. Increase the ATK and DEF of the summoned monster by 500. You cannot summon any monsters for the next 3 turns. [b]Discordant Synchronization[/b] TRAP Activate when your opponent summons a Synchro Monster. On every 3rd turn after the monster is summoned, your opponent cannot declare an attack with the summoned monster. [b]High-Fidelity Synchronization[/b] SPELL/Quick-Play Activate when you summon a Synchro Monster. The summoned monster may attack twice per Battle Phase. You cannot declare an attack with any other monster for the next 3 turns.[/spoiler] Link to comment Share on other sites More sharing options...
Stan Alda Posted May 7, 2011 Author Report Share Posted May 7, 2011 The picture uploader has reactivated and I can produce more real cards. Gen. Juhiziz suggested I make an exploding YGO card. I hoped he didn't mean it literally, so behold--"Kuribomb"! [spoiler=Kuribomb] [spoiler=Card Image][img]http://img6.imageshack.us/img6/4109/190391.jpg[/img][/spoiler] [spoiler=Lore] SPELL/Quick-play Activate only when you discard "Kuriboh" from your hand by its own effect. Inflict damage to your opponent's Life Points equal to half the ATK of the attacking monster.[/spoiler][/spoiler] Link to comment Share on other sites More sharing options...
Stan Alda Posted May 19, 2011 Author Report Share Posted May 19, 2011 The latest inventions: [spoiler=Screaming Mimi] [spoiler=Card Image][img]http://img806.imageshack.us/img806/4109/190391.jpg[/img][/spoiler] [spoiler=Lore] [i]Screaming Mimi[/i] EARTH Level 6 Machine/Fusion/Effect "Overdrive" + "Black Salvo" This monster can attack 5 times per Battle Phase. Skip your next 2 Battle Phases. 2000/1500[/spoiler][/spoiler] [spoiler=Sealed Evil in a Can] [spoiler=Card Image][img]http://img843.imageshack.us/img843/8430/190391n.jpg[/img][/spoiler] [spoiler=Lore] [i]Sealed Evil In A Can[/i] DARK Level 8 Fiend/Effect When you draw this monster from your Deck, it is immediately sent to the Graveyard. 2700/2300[/spoiler][/spoiler] Link to comment Share on other sites More sharing options...
Stan Alda Posted May 23, 2011 Author Report Share Posted May 23, 2011 Another new product: [spoiler=Grand Casino] [spoiler=Card Image][img]http://img806.imageshack.us/img806/9320/190391g.jpg[/img][/spoiler] [spoiler=Lore] [i]Grand Casino[/i] SPELL/Field Once per turn, during your Main Phase, you may activate one of the following effects: -Negate the effects of a card requiring a coin toss or die roll once per turn and redo the coin toss or die roll. -Toss a coin 3 times. If all 3 results are heads, inflict 1000 damage to your opponent's Life Points. If all 3 results are tails, pay 1000 Life Points. If 2 out of three results are heads, inflict 500 damage to your opponent's Life Points. If 2 out of 3 results are tails, pay 500 Life Points.[/spoiler][/spoiler] Link to comment Share on other sites More sharing options...
Stan Alda Posted May 25, 2011 Author Report Share Posted May 25, 2011 It would be really nice if I got some reviews. I know I've gotten 500 views on this thread, but without reviews, it feels like I'm necrobumping. Link to comment Share on other sites More sharing options...
Stan Alda Posted May 29, 2011 Author Report Share Posted May 29, 2011 Reviews? Anyone? Link to comment Share on other sites More sharing options...
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