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I'm here to break up the archetype, but I'll finish this one out, poorly or otherwise. I looked up Seker and he seems to be associated with the dead. Also a hawk, but when has being the wrong animal ever stopped Yu-Gi-Oh? Figured this archetype would want its own Fusion card anyway.

Sekerabbit, the Principled Scholastimal

DARK

Beast

Level 1

ATK 0/DEF 0

Effect: If this card is in your GY when the ATK of a Beast monster you control is changed so that it has 2000 or more ATK, Special Summon this card to your side of the field in face-up Defense Position. (Quick Effect): Once per turn and only once that turn, while this face-up card on the field has been Special Summoned by its own effect, you can Fusion Summon 1 Beast Fusion monster from your Extra Deck using this monster and other Beast monsters you control as material.

 

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Next up:

Wrong Move

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Wrong Move

Trap Card

If a card or the effect of a card is activated on the same column this card is on, negate the activation and destroy it, also, cards and their effects with the same name as the destroyed card can't be activated until your next End Phase. 

Next: Take a Sabbatical

or

Supersoaker Beast

 

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Supersoaker Beast
WATER 7*
Beast/Effect
You can banish 2 WATER monsters from your GY to Special Summon this card from your hand.  When this card is Normal or Special Summoned: Place 2 Aqua Ammo Counters on this card.  (Monsters with an Aqua Ammo Counter on them gain 500 ATK for each counter, but their effects are negated).  (Quick Effect): You can move 1 Aqua Ammo Counter from this card to another monster on the field; double this card's ATK until the End Phase of the next turn.  You can only use this effect of "Supersoaker Beast" once per turn.
1400/2100

Dark Hyacinth

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Supersoaker Beast

WATER

Beast

Level 11

 

ATK ?/DEF ?

 

Effect: This card cannot be Normal Summoned (but can be Normal Set). This card can only be Special Summoned by banishing 7 WATER and/or Aqua monsters from your GY, and cannot be Special Summoned in other ways. This card's original ATK and DEF are equal to the combined original ATK and DEF of your banished WATER and Aqua monsters. When this card battles an opponent's monster, at the end of the Damage Step, return 3 of your banished WATER and/ or Aqua monsters from your banished zone to the GY. If you return fewer than 2 cards to the GY by this effect, return this card to your hand.

 

Hopefully this isn't too strong.

------------------------------------------------------------------------------------------------

 

EDIT: Ninja'd. Leaving mine up though.

 

Dark Hyacinth

DARK

Plant

Level 2

ATK500/DEF 500

Effect: Once per turn, and only once that turn, you can banish 1 other DARK Plant monster you control. This card's ATK is increased by the original DEF of that monster until the end of your opponent's next turn.

------------------------------------------------------------------------------------------------------------------------------------

Next up:

At Wit's End

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Since I had just made this...

Dark Hyacinth

DARK 1*

Plant/Effect

If this card is banished or sent to the GY: You can Special Summon one "Dark Hyancith" from your Deck and one "Spring Token" with the same stats as this card. Both cards cannot be used as material, except for the summon of a DARK Plant-type Monster.

But also

At Wit's End

Continuous Trap Card

If a monster you control is sent to the GY, you can activate this card: Special Summon that monster, double its ATK, also its effects are negated and it cannot be  tributed or used as material to Special Summon monsters from the Extra Deck. If the monster is banished instead, you can activate this card from your hand. If this card is in your GY, you can banish it to target a monster on either side of the field: Double its ATK, but its effects are negated.

 

Next: Slightly Tilted Netdecker

or

Super Book of Moon

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Super Book of Moon

Quick-Play Spell

Target 1 monster on the field and pay 1000 LP; flip that target into face-down defense position. That target cannot change its battle position except by a card effect.

 

Mind Release

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Mind Release
Quick-play Spell

Banish your entire hand, then gain 500 LP for each.
------
Desolate Realm

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Desolate Realm

Normal Spell card

Discard 1 card. Target a Field Spell your opponent control, Banish it face-up. additionally if that Field Spell list a category, Banish all Monster(s) Your opponent control whose its names has that category face-up and then you take 300 Damage for each monster(s) banished this way

Harbinger's Hatchet

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Harbinger's Hatchet
Normal Trap
During your opponent's End Phase: Target 1 card your opponent controls; destroy it, and if you do, apply the following effect based on the card type of the destroyed card in the GY.
* Monster: Double all battle damage inflicted to your opponent from battles involving 2 monsters during your next Battle Phase.
* Spell: You draw 2 cards instead of 1 for your normal draw during your next Draw Phase.
* Trap: Your opponent cannot activate Trap Cards during your next Main Phase.
You can only activate 1 "Harbinger's Hatchet" per turn.

Next: Relayer

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Relayer
DARK
Cyberse/Effect
Level 1 - 200/200

You can Special Summon this card by detaching 1 Xyz material from a Xyz monster on the field. You can Special Summon "Relayer" once per turn this way. Cannot be used as Link Material, except for Link-3 or higher monster.

Code Dampening
 

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Code Dampening

Spell Card

Flip all cards on your opponent's side of the field face-down. Cards that cannot be flipped face-down are sent to the GY instead.

 

Next: Sightseeing on Dangerous Land

or

Jemni, the Two-Faced Principal

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Sightseeing on Dangerous Land

 

Trap

Normal

When an opponent's monster declares an attack, Special Summon 1 monster with 1500 or less ATK from your hand in Attack Position and make it the attack target. This turn, that monster cannot be destroyed by battle and your opponent must target it for attacks. If you have no cards on the field, you can activate this card from your GY.

 

If I got any text grammar wrong with the attack switching, feel free to correct it.

----------------------------

 

NEXT UP:

 

Weathered Wyvern of the Tundra

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Weathered Wyvern of the Tundra

WATER 4*

Wyrm/Effect

If you control a WATER Monster, you can Special Summon this card from your hand. During your Main Phase, you can discard 1 card: All monsters on the field and GY become WATER-type. When this card leaves the field, you can Special Summon one Level 4 or lower WATER Monster from your GY.

 

Next: Ultimate Sanwitch (Look up Sanwitch for reference)

or

Pickpocketer Joe

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Flamboose (Flamberge + Moose)
FIRE ****
Beast/Effect
When this card is equipped with an Equip Spell, inflict 300 damage to your opponent for each Equip Spell on the field.  Once per turn: You can send all Equip Spells equipped to this card to the GY then target an equal number of monsters on the field; destroy those targets.
1500/1600

 

The Ninth Celestial

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The Ninth Celestial

Quick-play Spell Card

Banish 9 cards from the top of your deck face-down, then call a card type. Excavate the top card of your deck and reveal it. If you called the card type correctly, you can apply an effect based on the type of the card you called:

  • Monster: Special Summon the card, ignoring its summoning conditions.
  • Spell Card: You can activate the card's effect, ignoring its activating conditions.
  • Trap: You can set the card. It can be activated this turn.

If you wrongly called the card type, banish that card and other copies of it on your deck face-down.

Next: Beware, because I activate my Trap Card!

or

Two Destinies Reunite

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Two Destinies Reunite

Trap

Activate when 1 monster you control is destroyed by an opponent's card (by battle or card effect) and sent to your GY. Target that monster then Special Summon 1 monster from your Deck with the same type, Attribute, and Level as that monster but with a different name. If the monster Summoned by this effect is destroyed and sent to the GY while this card and the target are in the GY, you can banish this card from the GY; Special Summon both monsters, then, immediately after this effect resolves, Special Summon 1 Fusion, Synchro, Xyz, or Link monster using those 2 Summoned monsters as materials. This Summon is treated as its appropriate Summon.

 

Poultry-Geist

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Poultry-Geist

DARK - Level 3 - Zombie/Effect - 1000/0

Zombie monsters you control that were Summoned from the Graveyard gain ATK equal to their Level x200. If this card is sent from the field to the Graveyard: You can Special Summon this card from your Graveyard with its Level changed to the Level it had on the field +1. If your opponent activates the effect of a Zombie monster in their hand or Graveyard: You can Tribute this card; negate that effect, then Special Summon the monster whose effect was negated in Defense Position, with its effects negated. You can only activate each effect of "Poultry-Geist" once per turn. 

NEXT:

Malicious Chaos Reborn

OR

Twin Laser Lancer

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Malicious Chaos Reborn
Equip Spell

Target 1 monster with "Chaos" in its name from your GY, Special Summon it, then equip it to that monster. Equipped monster gains 800 ATK and DEF, but its effects are negated, and banish when that monster leaves the field.
-------------

Twin Laser Lancer

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Twin_Laser_Lancer.png

Twin Laser Lancer/LIGHT/Reptile-Type Xyz Effect Monster/Rank 3/1500 ATK/1500 DEF

Lore: 2+ Level 3 monsters, including a Reptile monster
If a player controls exactly 2 monsters, this card cannot be destroyed by card effects, and neither player can target it with card effects. Once per turn (Quick Effect): You can target 1 Spell/Trap in your GY or 1 monster in your opponent's GY; Set that card to your opponent's field. Once per turn, if a player controls the same number of monsters and Spell/Trap Cards: You can detach 1 material from this card; destroy 1 monster and 1 Spell/Trap on the field. This is a Quick Effect, if this card has exactly 1 material.

 

NEXT UP: 

To The Fairest

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To the Fairest

Trap

If your opponent controls 2 or more face-up monsters, banish 1 "Apple" Spell/Trap from your GY, except "Pineapple Blast"; take control of 1 monster your opponent controls with the lowest ATK, then all monsters your opponent controls gain ATK equal to the ATK of that monster.

 

Frontline Warbear

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Frontline Warbear
5/EARTH/Beast/2300/2200
If you control no monsters: You can Special Summon this card from your hand, also you cannot Normal or Special Summon monsters for the rest of this turn, except Warrior monsters. Your opponent cannot activate cards or effects in response to the activation of your Warrior monsters' effects.

Next: Border Lion

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Border Lion

EARTH 4*

Beast/Link/Effect

Direction: DL

1 Beast-type Monster

Any Beast-Type monster that is summoned on the direction this card is pointing is unaffected by card effects.

1200/Link-1

 

Next: A retrain of an old Normal Monster as an Effect/Fusion/Ritual/Synchro/XYZ/Pendulum/Link Monster

or

The Reverse Inverted Turnabout

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The Reverse Inverted Turnabout

Normal Trap Card

When an opponent's monster declares an attack, negate the attack and switch control of those monsters. Both players take damage equal to the original ATK of the monsters switched by this effect.

Dark Drive Magician

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[spoiler=Ninja'd]

Serpent Dragon Knight

DARK - Link-3 - Warrior/Link/Effect - 2350 - U/BL/BR

2+ DARK Dragon monsters

This card is also always treated as Dragon-Type (This effect cannot be negated). While this card has higher ATK than all monsters it points to (min. 1), it cannot be destroyed or targeted by card effects, nor can your opponent use it as Material for a Summon. If this card destroys your opponent's monster by battle: You can banish that destroyed monster, the top card of your opponent's Deck, and the bottom card of your opponent's Graveyard, face-down. Once per turn, you  can target 1 monster this card points to (Quick Effect): Reduce that target's ATK by 700 (or all of its ATK if less than 700), and increase this card's ATK by that lost ATK, also, if it is your turn, this card gains 1 additional attack during each Battle Phase this turn. 

The ATK drop effect comes from Serpent Night Dragon's effect from Duelists of the Roses, btw.

[/spoiler]

Dark Drive Magician

DARK - Level 4 - Spellcaster/Effect - 1800/1400

If you control a face-up Continuous Spell Card, you can Special Summon this card (from your hand). If you control a face-up Continuous Trap Card: You can Special Summon this card from your Graveyard, but shuffle this card into your Deck when it leaves the field. Once per turn, if you control a face-up Continuous Spell/Trap Card(s): You can negate the effects of a number of face-up cards on the field equal to the number of face-up Continuous Spell/Trap Cards you control (this change applies until the End Phase). If only monsters had their effects negated this way, draw 1 card. You can only activate each effect of "Dark Drive Magician" once per turn.

NEXT:

Queen of the Feral Imps

OR

Double Demise Draw

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