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Card "Remakes"


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I don't really know, where this thread belongs, sorry if it's wrong.

 

Since yesterday, after I watched some videos about useless Yu-Gi-Oh!-Cards, I thought, what about making some modified original cards? There are many cards in the game, most of them old, which maybe have a good artwork, or need really high efforts to activate them, but have no or just really weak effects, which causes that they don't last really long on the field.

 

I will start now with some "remakes" and wanted to ask, if some of you have any ideas too, to make certain cards (more) useful (but please not overpowered).

 

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The first card I have is Cocoon of Evolution

[spoiler=Cocoon of Evolution]

 

 

UDlPhWx.jpg

The reason I changed its effect is because it's too easy to ruin the attempt of summoning a bigger moth just by equipping the fragile petite moth with the Cocoon. Even a twister can destroy the Cocoon, and then everything is ruined. Also, after activating the petite moth, it has to be face up to be able to be equipped with the cocoon, so it's not only easy to destroy, but the player also gets a lot of damage after the battle. With 2000 DEF the cocoon is still not invincible, but it's a bit easier to survive at least one turn without any special protection.

 

[/spoiler]

 

[spoiler=perfectly ultimate great moth]
 

wOUOewK.jpg

Following up with its final form, the perfect ultimate great moth. It's a matter of luck and preparation to have this card on the hand before or in the 6th turn along with the Cocoon of evolution on the field. And after 6 turns sweating his shirt and praying that the opponent won't destroy the cocoon, the perfectly ultimate great moth can finally show itself - and is usually destroyed in the same turn, because the opponent expected this monster already and prepared some really bad traps for that monster. So the 3500ATK monster is nothing more than a wasted effort. On this reason, I have shrinked his vulnerability, so the moth can only be destroyed by cards like eradicating aerosol. But still, there are some easy ways to disarm this card by returning him back to the hand or deck and making him totally useless.

 

[/spoiler]

These are the first two cards I would to share with the community (I have three more)
Thank you and sorry for the extra work.

Greetings.

 

 

[spoiler=The metalmorphed monsters]

 

dy1idMg.jpg

 

Cannot be normal summoned/set. Can only be special summoned from your hand or deck by tributing 1 "Metalzoa" equipped with Metalmorph. When this card attacks a monster, increase its ATK by half of the ATK of the attacked monster, during damage calculation only. Once per turn, you can negate the activation and the effect of a normal spell card and destroy it.

 

 

ZTafgs5.jpg

 

 

Cannot be normal summoned/set. Can only be special summoned from your hand or deck by tributing 1 "Red Eyes B. Dragon" equipped with Metalmorph. When this card attacks a monster, increase its ATK by half of the ATK of the attacked monster, during damage calculation only. Once per turn, you can negate the activation and the effect of a normal trap card and destroy it.

 

 

Finally, the Metal monsters became a little bit useful, and the death draw risk is lowered.

 

[/spoiler]

 

 

[spoiler=zone eater]

 

51h7912.jpg

 

In the 5th turn after this card was destroyed, destroy the current card on the card zone of the card that destroyed this card.

 

 

yeah, I don't know how to write the effect of the card, so the words "destroy" and "card" wouldn't be repeated so ridiculously. "Zone Eater" is still weak, but a little bit more interesting than before.

[/spoiler]

 

[spoiler=gate guardian]

 

FIJGQvg.jpg

 

Cannot be normal summoned/set. Can only be special summoned by tributing 1 "Sanga of the Thunder", "Kazejin" and "Suijin". Your opponent cannot attack other monsters. During a battle between this card and an opponent monster card, the effect of the opponent's monster is negated and its ATK becomes its original ATK. This card cannot attack directly.

 

[/spoiler]

 

[spoiler=Return of the Doomed]

 

eQk4IMW.jpg

 

"Discard 1 Monster Card from your hand to the Graveyard. Special summon 1 of your monsters destroyed and sent to your Graveyard as a result of battle during this turn."

 

[/spoiler]

 

[spoiler=battle steer]

 

tyPHHdR.jpg

 

Whenever you take damage, activate one of the following effects:
- battle damage: increase the ATK of this card by half of the damage.
- effect damage: this card stays unaffected by card effects until the end of the turn.

 

[/spoiler]

 

[spoiler=castle of dark illusions]

 

ngdvApN.jpg

 

When "Yami" is on the field, this card gains the following effects:
- Instead of changing battle position, you can change any of your face-up monsters to face-down defense position (These monsters cannot be flip summoned in the same turn)
- DARK monsters can only be destroyed by LIGHT monsters and stay unaffected by any effects except effects of LIGHT monsters.

 

[/spoiler]

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Let's go on with the dragons:

 

oDdsJEX.jpg

When this card is fusion summoned by using all the required fusion material monsters, it gets the following effect:
- once per each players' turn, you can negate the effect of a card, that would remove this card from the field, and destroy it.

 

since "Future fusion" got banned, it's not that easy anymore to summon the blue eyes ultimate dragon on the field in one turn. Also, foolish burial is limited and the only way to have all three blue eyes white dragons ready in the hand (Polymerization), field or graveyard (dragon's mirror) you need still lots of work to get the cards in these areas.

 

Still, there are lots of cards to get the blue eyes white dragons easily ready to fuse on the field ("Dragonic Tactics"), hand ("Summoner's Tactics") or graveyard ("Elemental HERO Prisma").

 

But what after you succesfully summoned the "Blue-Eyes Ultimate Dragon" on the field? This card can easily be destroyed or banished by lots of cards, and 4500ATK are not that much nowadays. So all the effort can be ruined easily with one dimensional prison or bottomless trap hole, raigeki break or other cards, already in the turn, this card was summoned. So, to make the Blue-Eyes Ultimate Dragon a little bit stronger, I gave him the effect to be immune to any card effects that would destroy, banish, or return him to the extra deck once per turn. Still, there is a requirement: he needs to be fusion summoned with three original Blue-Eyes White Dragons. So, to get this effect, you can not use cards like "Elemental HERO Prisma" or "Versago the Destroyer" as replacement.

 

 

XEvPjF1.jpg

 

"Blue Eyes Ultimate Dragon" + "Black Luster Soldier"
Increase the ATK of this card by 500 for each dragon-type monster on the field.
When this card is fusion summoned with the required fusion material monsters, it gains the following effects:
. Increase the ATK of this card by 500 for each dragon type monster on all players' graveyard.
- This card stays unaffected by any card effects, except effects that explcitiely affect dragon type monsters.

 

 

Even if this card is really easy to summon ("King of the Swamp", "Versago the Destroyer", "The Light Hex-Sealed Fusion", they all can replace the "Blue Eyes Ultimate Dragon", so you only need the "Black Luster Soldier", also there are way more combos to summon this monster), I thought it would be a good motivation to give him the chance to be a stronger monster. So, if you want a really mighty "Dragon Master Knight" you can accept the challenge and try fusing him with all its fusion material monsters - the "Blue Eyes Ultimate Dragon" and the "Black Luster Soldier".

 

 

eFvkXxh.jpg

 

"Petit Angel" + "Mystical Sheep"
You can tribute this card to select one fusion monster in your extra deck. Send one of the required fusion material monsters from your hand or field to the graveyard and special summon the fusion monster. This special summon counts as fusion summon.

 

I still wonder, who would ever fusion summon this card. The "Fusionist" is not only one of the weakest Fusion monsters but also it has no effect. The only way you would summon it is by using "Instant Fusion". So I thought it would be nice to make his name its ability. Because this card is already a fusion monster (not to mention a really useless, maybe with one, or two exceptions), it would be interesting, if the "Fusionist" has the ability to fuse itself with another monster. Its effect is like the stronger version of the "Hex-Sealed Fusion" cards.

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