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And so the trinity ends.

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go__by_bdsceptyr-db3eyst.png

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[spoiler=Go!: Info]

Continuous Trap Card

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Lore:Ā When this card is activated: Destroy a number of Spell/Trap Cards on the field, up to the number of Tokens on the field, and if you do, all Tokens you control gain 300 ATK and DEF for each destroyed card. Once per turn: You can banish 1 "Ready!" and/or "Set!" from your Graveyard and if you do, Special Summon a number of "High Mutate Tokens" (Thunder-Type/EARTH/Level 10/ATK ?/DEF ?) equal to the number of cards you banished this way. (When Summoned, its ATK and DEF becomes equal to the number of Tokens currently on the field x500.) During your End Phase, if all of the Main Monster Zones on the field are occupied by Tokens, you win the Duel. You can only control 1 "Go!"Ā 

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And now to push this in a new direction:Ā 

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Claiomh Solais - Arsenal of Justice (s'mentioned in A.O.J. Clausolas. Basically, good A.O.J/DARK Machine-Type monster support.)Ā 

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(Also its name literally translates to 'Sword of Light', so....)

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Claiomh Solais - Arsenal of Justice

Field Spell

Once per turn, you can Special Summon 1 Level 5 or lower DARK Machine-Type monster from your hand or Graveyard. DARK monsters on the field gain 500 ATK and DEF, and LIGHT monsters on the field lose 400 ATK and DEF. If you control a face-up "Ally of Justice" monster, or "Ally Salvo", all monsters your opponent controls and in their Graveyard are treated as LIGHT-Attribute.

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Masterful Fusion

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Claiomh Solais - Arsenal of Justice (s'mentioned in A.O.J. Clausolas. Basically, good A.O.J/DARK Machine-Type monster support.)Ā 

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(Also its name literally translates to 'Sword of Light', so....)

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Clausolas is actually based on Mist Bird Clausolas, in case you didn't know.

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Masterful Fusion

Spell Card

Type: Normal

Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. If there is a Fusion Monster on the field or in either player's Graveyard, you can also use 1 Fusion Monster in your Extra Deck as Fusion Material. You can only activate 1 "Masterful Fusion" per turn.

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Next:

Airblade Booster

A card that makes a reference or nod to "Airblade Turbo" deck, and preferably supports said deck if it were to be built in the latest formats.

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Airblade Booster

Normal Spell

Pay 1000 LP: Special Summon 1 Warrior-Type monster from your hand, Deck, or Graveyard with 800 or less DEF in face-up Defense Position, but it is banished during the End Phase. You can only activate 1 "Airblade Booster" per turn. During the turn you activate this card, you cannot activate a Spell Card that Summons a monster(s), including a Pendulum Spell Card.

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Blasting Pendulum Magician (retrain Blast Magician so that Yuya and Yugi can be pals!)

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Blasting Pendulum Magician

FIRE
Spellcaster/Pendulum/Effect

Scale 5

4/1400/700

Pendulum Effect: Each time a Spell Card is activated, place 1 Spell Counter on this card as it resolves. Once per turn: You can remove any number of Spell Counters on this card: destroy 1 monster on the field whose level is equal to the amount of Spell Counters removed.

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Monster Effect: Once per turn, if you put a Spell Counter on another card on the field: you can target 1 Spell/Trap card on the field; destroy it.

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Magical Evader

(Level 1 Pendulum monster that likes spell counters. I always wondered why Abductor only searched level 1s in the scale...)

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Magical Evader

DARK - Level 1 - Spellcaster/Pendulum/Tuner/Effect - 100/100 - Scale 8

Pendulum Effect - Each time a Spell Card is activated, place 1 Spell Counter on this card. Once per turn, you can remove 3 Spell Counters from this card to add 1 Spellcaster-Type Pendulum monster from your Deck or Graveyard to your hand.

Monster Effect - If you control a Pendulum Spell Card that would be a Spellcaster-Type monster, you can Pendulum Summon this monster regardless of your Pendulum Scales. If this monster is Special Summoned, place 1 Spell Counter on all face-up cards you can put a Spell Counter on. You can remove any number of Spell Counters from anywhere on the field (min. 2) to destroy this face-up monster, and if you do, you can Special Summon 1 face-up Pendulum monster from your Extra Deck whose Level is equal to the number of removed Counters -1.

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Swaying Dark Magician (more Pendulum retrains of existing Spell Counter Magicians!)

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swaying_dark_magician_by_bdsceptyr-db3ff

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[spoiler=Swaying Dark Magician: Info]

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Swaying Dark Magician

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DARK/Spellcaster-Type Synchro Pendulum Effect Monster/Level 7/500 ATK/2100 DEF

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Scales: 8/8

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Pendulum Lore: Once per turn: You can destroy 1 card in the Spell & Trap Zones.

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Lore: 1 Tuner + 1 or more non-Tuner Spellcaster-Type monsters

When this card is Synchro Summoned: You can place 2 Spell Counters on it. All non-Spellcaster-Type monsters on the field lose 1000 ATK for each Spell Counter on this card. Up to twice per turn, during either player's turn, if a monster on the field would activate its effect: You can remove 1 Spell Counter from this card: for the rest of this turn, all monsters you control are unaffected by that effect, then destroy 1 other card your opponent controls, also this card gains 1000 ATK (permanently). If this card is destroyed by battle, you can place it in your Pendulum Zone.

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One part DM retrain, one part Arcanite Magician made new again! GAME. BLOUSES.

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Next up!Ā 

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Breaker the DarkĀ Scale Warrior (second verse, same as the first-a Pendulum/Spell Counter themed retrain of Breaker. Either or is fine.)

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Breaker the Dark Scale Warrior

DARK - Level 4 - Spellcaster/Pendulum/Effect - 1600/1400 - Scale 1

Pendulum Effect - Each time a Spell Card is activated, place 1 Spell Counter on this card. Spellcaster-Type monsters you control gain 200 ATK for each Spell Counter on this card. If a Pendulum monster you control destroys your opponent's monster by battle, you can remove 3 Spell Counters from this card to add 1 Spellcaster-Type Pendulum monster from your Deck to your hand.

Monster Effect - When this monster is Normal Summoned, you place 1 Spell Counter on all face-up cards you control that you can place a Spell Counter on. Once per turn, during either player's turn, you can remove 1 Spell Counter from this card to target 1 Spell/Trap Card on the field: Destroy that target. During the End Phase of a turn you activated this effect, increase the ATK of all Pendulum monsters you control by 300.

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Endymion, the Pendulum Master Magician (verse number three is no different from me- Pendulum/Spell Counter retrain of Endymion)

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It's funny because this exists.

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Endymion, the Pendulum Master Magician

DARK
Spellcaster/Pendulum/Effect

Scale 0

7/2700/1700

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Pendulum Effect: You can only Pendulum Summon Spellcaster-type monsters. This effect cannot be negated. Once per turn, you can Set 1 "Endymion" Field Spell Card directly from your Deck.

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Monster Effect:

If this card is Pendulum Summoned: Add 1 Spell Card from your Graveyard to your hand, but it cannot be activated from the hand this turn. You can banish 1 Spell Card from your Graveyard, then target 1 card on the field; destroy it. Once per turn, you can remove as many Spell Counters from the field as possible (min 6); destroy this card, and if you do, you can Pendulum Summon Spellcaster-type monsters (and no other cards at the same time) during your Main Phase this turn, in addition to your normal Pendulum Summon. (You can only gain this effect once per turn.) You can only use each effect of "Endymion the Pendulum Master Magician" once per turn.

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Champion of Endymion

Pendulum Retrain of Crusader of Endymion. Bonus points if you can add some gemini flavor into it.

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Champion of Endymion

LIGHT - Level 4 - Spellcaster/Pendulum/Effect - 1900/1200 - Scale 0

Pendulum Effect - You can only Pendulum Summon Spellcaster-Type monsters (This effect cannot be negated). You can Normal Summon Spellcaster-Type monsters on the field to place 1 Spell Counter on all face-up cards you can put a Spell Counter on, and if you do, you gain an additional Normal Summon during your next turn.

Monster Effect - If this monster is Normal or Special Summoned from your hand, you can place 1 Spell Counter on all face-up cards you can put a Spell Counter on, and if you do, this monster gains 600 ATK. During the turn you Normal Summon a Pendulum monster, this monster can attack all monsters your opponent controls, once each, also it inflicts piercing Battle Damage.

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Siebold, the Master All-Chemist (let's start an archetype, guys!)

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Siebold, the Master All-Chemist

FIRE

Spellcaster/Link/Effect

E S SW

ATK 2400

Link 2 - Monsters with different Attributes - min. 2

Must first be Link Summoned. If a monster is linked to this card, this card cannot be attacked. During your Main Phase: You can Fusion Summon 1 "All-Chem" monster from your Extra Deck, using monsters linked to this card or linked to this card's Mutual Links as Fusion Material. You can only use this effect of "Siebold, the Master All-Chemist" once per turn.

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All-Chem Revivalist Haber

It's a Fusion monster that uses monsters with 2 specifically defined Attributes. Other than that it's fair game.

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All-Chem Revivalist Haber

LIGHT - Level 6 - Spellcaster/Fusion/Effect - 2300/2200

1 WATER monster + 1 LIGHT monster

For each "All-Chem" monster used as Material for this monster's Fusion Summon, you can target 1 Main Monster Zone on the field: A Linked target becomes Unlinked, and vice versa. You can use 1 monster your opponent controls in Unlinked Main Monster Zones as Fusion, Synchro, or Link Materials for a Summon, so long as the other Material is a face-up "All-Chem" monster you control (you can only activate this effect of "All-Chem Revivalist Haber" once per turn).

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All-Chemical Byproduct - Salamander

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All-chemical Byproduct - Salamander

Level 6 FIRE

Reptile/Fusion/Effect

600/1600

You can send this card in your Extra Deck to te Graveyard for the Fusion Summon of an "All-Chem" monster. When you Fuision Summon an "All-Chem" monster, you can Special Summon this monster from your Graveyard, except during the turn it was sent there from the Graveyard. During your opponent's Standby Phase, they take damage equal to the number of Linked monsters you control x 600.

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All-Chemical Byproduct - Adamantortois

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The above card doesn't have any Fusion Materials.

Anywho...

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All-Chemical Byproduct - Adamantortois

WATER / Lv. 6

[ Reptile / Fusion / Effect ]

ATK 1000 / DEF 1900

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1 WATER monster + 1 EARTH monster

You can send this card in your Extra Deck to the Graveyard for the Fusion Summon of an "All-Chem" monster. When you Fusion Summon an "All-Chem" monster, you can Special Summon this monster from your Graveyard, except during the turn it was sent there from the Graveyard. During your opponent's Standby Phase: You can negate the effect of face-up monsters your opponent controls equal to the number of Linked Monsters you control.

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Next Up: All-Chemichal Byproduct - Sylph

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All-Chemical Byproduct - Sylph

WIND | Fairy | Level 6 | Fusion | Effect

1 WIND monster + 1 LIGHT monster

You can send this card in your Extra Deck to the Graveyard for the Fusion Summon of an "All-Chem" monster. When this card is successfully Fusion Summoned, you can return up to 2 cards on the field to their owner's hands. During your Standby Phase: You can draw a card if you control a Linked "All-Chem" monster.

1800/1800

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All-Chemical Reaction

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All-Chemical Reaction

Trap

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Once per turn: You can tribute 2 or more "All-Chem" monsters with different attributes; destroy cards on the field equal to the number of tributed cards. Once per turn, except the turn that this card was sent to the Graveyard: You can banish this card from your Graveyard; Fusion Summon 1 "All-Chem" Fusion Monster from your Extra Deck, using monsters from your field or Graveyard as Fusion Material.

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Next Up: All-Chem Acolyte Nikolas

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All-Chem Acolyte Nikolas

LIGHT - Level 1 - Spellcaster/Tuner/Effect - 100/100

Once per turn, during either player's turn, you can change this monster's Attribute to any desired Attribute. You can Fusion, Synchro, or Link Summon an "All-Chem" monster from your Graveyard or Extra Deck by sending appropriate "All-Chem" monsters from your Deck or side of the field to the Graveyard (you can only activate this effect of "All-Chem Acolyte Nikolas" once per turn).

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All-Chem Acolyte Anna

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All-Chem Acolyte Anna

DARK / Lv. 1

[ Spellcaster / Tuner / Effect ]

ATK 100 / DEF 100

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Once per turn, during either player's turn, you can change this monster's Attribute to any desired Attribute. You can Fusion, Synchro, or Link Summon an "All-Chem" monster from your Graveyard or Extra Deck by banishing appropriate "All-Chem" monsters from your Graveyard or side of the field. You can only activate this effect of "All-Chem Acolyte Anna" once per turn.

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Next Up: Tycho, the Master All-Chemist

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Tycho, The Master All-Chemist

LIGHT | Spellcaster | Level 7 | Synchro | Effect

1 "All-Chem" Tuner + 1 or more non-Tuner monsters

Once per turn: You can draw cards equal to the number of monsters with different Attributes you control. You can only activate this effect of "Tycho, The Master All-Chemist" if all monsters you control are "All-Chem" monsters, also you cannot activate Spells or Traps for the rest of the turn. When you Special Summon an "All-Chem" monster, except "Tycho, the Master All-Chemist", you can send 1 "All-Chem" monster from your Deck to your Graveyard.

2400/1000

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All-Chemical Distillation

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All-Chemical Distillation

Quick-Play Spell

Target 1 "All-Chem" Fusion or Synchro monster on the field: Send it to the Graveyard, then Special Summon monsters from your Graveyard that match the material requirements of that target. You cannot Special Summon monsters with that target's name from your Extra Deck for the rest of the turn.

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All-Chemistry Professor Liebig

(Make it another Link Monster)

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All-Chemistry Professor Liebig

EARTH - Psychic/Link/Effect - Link 3 - Left, Bottom Left, Bottom Right

2 or more Effect monsters of different Attributes

For each "All-Chem" monster used as Link Material for this monster's Summon, you can give this monster an additional active Link Marker. Once per turn, you can Special Summon 1 "All-Chem" monster from your hand or Graveyard, and if you do, you can add 1 monster of a different Attribute from the Special Summoned monster from your Deck to your hand. You can only control 1 "All-Chemistry Professor Liebig".

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All-Chemical Byproduct Undine

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All-Chemical Byproduct Undine

WATER Level 6

Sea-Serpent/Fusion/Effect

1 WATER monster + 1 DARK monster

2200/1000

You can send this card in your Extra Deck to the Graveyard for the Fusion Summon of an "All-Chem" monster. When you Fusion Summon an "All-Chem" monster, you can Special Summon this monster from your Graveyard, except during the turn it was sent there from the Extra Deck. During your Standby Phase: Gain LP equal to the number of Linked monsters you control x 600.

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Flamel, the Legendary Grand All-Chemist

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Flamel, the Legendary Grand All-Chemist

DARK | Spellcaster | Link-3 | Link | Effect

Links SE SW N

2 or more "All-Chem" monsters

When this card is Link Summoned, you can Special Summon 1 "All-Chem" monster from your Graveyard. Once per turn, you can add 1 "All-Chem" card from your Deck to your hand. When you Fusion Summon an EARTH, WATER, FIRE or WIND monster, you can draw 1 card. During your Standby Phase: Gain LP equal to the number of monsters linked to this card x 300.

ATK 2000

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All-Chem Acolyte Frederick

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All-Chem Acolyte Frederick

FIRE - Level 1 - Psychic/Tuner/Effect - 100/100

Once per turn, during either player's turn, you can change this monster's Attribute to any desired Attribute. If this monster is used as Fusion, Synchro, or Link Material, you can add 1 "All-Chem" card from your Deck to your hand, except "All-Chem Acolyte Frederick".

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All-Chemist King Wygarde

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