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Monkey's Generic Card Pool


themonkeyspower

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This is just a list of the generic cards i have made.
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 [spoiler='Lore']When this card is Normal or Special Summoned: You can change its battle position. You can Tribute 1 level 4 or higher monster on your side of the field: if you do you can add 1 Trade Counter on this card (max 2). If you activate this effect this card's level becomes 4 until the End Phase. During your End Phase, you can remove all trade counters from this card: draw cards equal to the number of Trade Counters removed.[/spoiler]uOmFRc8.jpg[spoiler='Lore']If you control more face-up Spell/ Trap cards than your opponent you can Special Summon this card(from your hand). You can only Special Summon "Pacifist Golem" this way once per turn.[/spoiler]jYwZQMj.jpg[spoiler='Lore']"Pacifist Golem" + 1 or more non-Tuner Rock-Type monsters

Once per turn, during either player's turn: if a Rock-Type monster would leave the field by a card effect you can leave it on the field instead. Once per turn, at the end of the Damage Step, if a Rock-Type monster battles an opponent's monster: You can return the opponent's monster to the deck.[/spoiler]JZeruAp.jpg[spoiler='Lore']1 Tuner + 1 or more non-Tuner monsters

If this card is Summoned: target up to 3 Monsters in either player's Graveyard; shuffle all 3 into the Deck. During your Main Phase 2; return this card to your Extra Deck, then Special Summon (from your Graveyard) all of the monsters used for the Synchro Summon of this card.[/spoiler]T01tt6q.jpg[spoiler=Lore]If this card is attacked: Synchro Summon a monster using this card and the attack monster as materials with a level that is equal to the level of the attacking monster minus the level of this monster, if able.[/spoiler]k6kIPED.jpg[spoiler=Lore]1 Tuner + 1 or more non-Tuner monsters
If this card is Synchro Summoned; you can target 1 Spell Card in your Graveyard; add it to your hand during your next Standby Phase. This effect of "Shimmer JADE Dragon" can only be activated once per turn. This card gains 100 ATK for each of that type of Spell Card in your Graveyard.[/spoiler]
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[spoiler=Lore]This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Assault Mode Activate".If this card is summoned; you can target 1 Spell Card in your Graveyard; add it to your hand during your next Standby Phase. This effect of "Shimmer JADE Dragon/Assault Mode" can only be activated once per turn. This card gains 100 ATK for each Spell Card in your Graveyard. If this card on the field is destroyed, you can Special Summon 1 "Shimmer JADE Dragon" from your Graveyard.[/spoiler]YsJnb30.jpg[spoiler=Lore]"Majestic Dragon" + "Shimmer JADE Dragon" + 1 non-Tuner monster
If this card is Synchro Summoned; you can add 1 Spell Card from your graveyard to your hand. This card gains 100 ATK for each Spell Card in your Graveyard. If your opponent activates a Spell Card: you can negate that card’s effect. Negate the effect of all face-up Spell cards your opponent controls.During the End Phase, return this card from the field to the Extra Deck, and Special Summon 1 "Shimmer JADE Dragon" from your Graveyard. [/spoiler]3YfQFsZ.jpg[spoiler=Lore]1 Tuner + "Shimmer JADE Dragon" + 1 or more non-Tuner 
Synchro Material monsters used for the Synchro Summon of this card are Banished instead of being sent to the Graveyard. If you would Synchro Summon this card you must Banish a Spell Card from your hand, field, or Graveyard. Must be Synchro Summoned, and cannot be Special Summoned by other ways. If this card is Synchro Summoned: add 1 Spell Card from your Graveyard to your hand during your End Phase. This card gains 100 ATK for each Spell/Trap card in either player’s Graveyard. You can only activate 1 of the following effects per turn, and only once per turn:
*If this card was Synchro Summoned this turn: You can target 1 card on the field; Banish that card. 
[/spoiler]NoTixw5.jpg[spoiler=Lore]Once per turn, you can target 1 monster on the field to activate 1 of these effects:
*Increase its Level/Rank by 1. Then target 1 other monster: Decrease its Level/Rank by 1.
*Decrease its Level/Rank by 1. Then target 1 other monster: Increase its Level/Rank by 1.[/spoiler]3Or99EV.jpg[spoiler=Lore]"Last Injector" + 1 or more non-Tuner monsters
Once per turn, you can target 1 monster on the field to activate 1 of these effects:
*Increase its Level/Rank by up to 2, and if you do, that monster gains ATK equal to halve its ATK until the End Phase. Then target 1 other monster: You can decrease its Level/Rank by the same amount.
*Decrease its Level/Rank by up to 2, and if you do, halve its ATK until the End Phase. Then target 1 other monster: You can increase its Level/Rank by the same amount.[/spoiler]sZHiFF7.jpg[spoiler=Lore]You can discard this card during either player's Standby Phase; this turn, when your monster(s) are destroyed by a card effect, draw 1 card.[/spoiler]OKRtbpH.jpg[spoiler=Lore]1 Tuner + 1 or more non-Tuner monsters
Once per turn, you can either: Target 1 monster on the field; equip this card to that target, OR: Unequip this card and Special Summon it in Attack Position. While equipped by this effect, once per turn, if that target would leave the field by an opponent's card effect, it is not. You take no battle damage from battles involving that target. If that card inflicts battle damage to your opponent: Draw 1 card.[/spoiler]3cgZJTn.jpg[spoiler=Lore]1 tuner monster + 1 or more non tuner monsters
Once per turn, you can equip this to a monster OR unequip it to Special Summon this card in attack position. As long as you control the monster equipped with this card, your opponent cannot use the effect of a Spell, Trap, or Effect Monster that targets 1 monster, except the equipped monster and your opponent cannot attack other monsters other than the equipped monster. Once per turn, if the equipped monster is targeted by an attack or card effect you can target 1 monster your opponent controls and make that the target of that attack/effect. If the equipped monster is attacked; it gains 800 ATK if in attack position OR gains 800 DEF in defense position, these effects last until the end of that battle.[/spoiler]

3obc606.jpg[spoiler='Lore']You can Special Summon this card (from your hand) by sending 1 face-up Spell/Trap you control to the Graveyard. You can only Special Summon 1 "Wandering Gargoyle" per turn.[/spoiler][/spoiler][spoiler='Written Monsters'][/spoiler][spoiler=Spells]pMLjcwJ.jpg[spoiler=Lore]Special summon 2 “Boom Tokens” (Warrior-type/ EARTH/ level 1/ ATK 0/ DEF 0) in Attack Position. These tokens can attack your opponent directly and if 1 of these tokens inflict battle damage it is changed to Defense Position at the end of the Battle Phase,. These Tokens cannot be Tributed for a Tribute Summon. You can only activate 1 "Command Squad" per turn.[/spoiler]

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[spoiler=Lore]Add from your Graveyard to your hand all spell cards sent to your Graveyard from you hand or deck. You cannot activate the effects of any of the added cards. Send cards added to your hand by this effect to the Graveyard during your End Phase. This card is Banished instead of going to the Graveyard.[/spoiler]iYpVQK3.jpg[spoiler=Lore]Once per turn: You can Tribute 1 monster; add 1 Level 4 or lower Rock-Type monster from your Deck to your hand, then reveal it until the End Phase. This turn, you can Normal Summon the revealed monster in addition to your Normal Summon/Set.[/spoiler]1aSctw1.jpg[spoiler=Lore]If the equipped monster attacks or is attacked, your opponent cannot activate any Spells, Traps, or card effects until the end of the Damage Step. Negate the effect of any monster destroyed by battle with the equipped monster.[/spoiler]
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[spoiler=Lore]Flip all face-down monsters face-up and reveal all set Spell/Trap Cards and both players reveal their hand.[/spoiler]
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[spoiler=Lore]Once per turn if a defense position monster(s) you control are targeted by an opponent's card effect you can negate the effect.[/spoiler]
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[spoiler='Lore']Reveal 1 monster on your side of the field and banish it face down then Special Summon 1 “Decoy token” with the same Level, Type and Attribute with 0 ATK and DEF. You can also activate this effect during your Standby Phase. During your Standby Phase Special Summon all monsters banished by this card in the same position it was banished in.[/spoiler]

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[spoiler='Lore']The equipped monster gains 300 ATK. If the equipped monster is destroyed: add 1 monster from your Graveyard to your hand.[/spoiler]

UXZnmvl.jpg[spoiler='Lore']Excavate 5 cards and add 2 effect monsters from those to your hand; then, shuffle the rest into the deck. You cannot Summon the added cards and the effects of those cards in the Graveyard are negated. You cannot Special Summon from your Extra Deck during the turn you activate this card.[/spoiler]JQ8AOJx.jpg[spoiler='Lore']Declare 1 monster card name; that card's name becomes "Nameless Face" for your opponent. You can only control 1 "Pact of Normality".[/spoiler]

VHJgY9N.jpg[spoiler='Lore']The equipped monster cannot be targeted for an attack by monsters with a higher Level/Rank, also it cannot be targeted by other card effects. During your opponent's End Phase; Destroy this card unless you discard 1 card from your hand.[/spoiler]

sj78sVR.jpg[spoiler='Lore']Equip only to a Non-Xyz Monster. When this card is activated, target 1 monster you control and 1 monster in your Graveyard with the same Level; attach that target to the equipped monster. The equipped monster gains ATK equal to half the ATK of the attached monster with the highest ATK. During either player's turn, you can detach 1 attached monster from the equipped monster, then activate one of the following effects depending on whose turn it is:

- Your turn: Target 1 card on the field; destroy it.
- Your opponent's turn: Target 1 card you control; This turn, it cannot be destroyed by battle or by card effects.

You can only use this effect of "Symbiotic Infusion" once per turn.[/spoiler]

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[spoiler='Lore']When this card is activated, target up to 2 monsters you control and the same amount of monsters your opponent controls; destroy the first target(s), and if you do, destroy the remaining targets. Any monster summoned in the zone that the destroyed monsters occupied will immediately be destroyed. During your 3rd End Phase: destroy this card.[/spoiler][/spoiler][spoiler='Written Spells']Delusional Exchange (Quick-play Spell)

Banish a Spell/Trap and monster from your hand; you and your opponent switch LP.

 

Enchanted Crown (Equip Spell)

The equipped monster cannot change control or be destroyed by card effects.

 

Futility of the Doomed (Quick-Play)

If a monster you control is destroyed: Pay half of your LP and Banish a monster from your hand and graveyard; Special Summon 1 level 10 monster from your Deck or Extra Deck. Its effects are negated and cannot be activated untill the end of the next players turn and it is Banished at the end of the turn. The summoned monster cannot attack. Both players take 100 X the Level/Rank of their highest leveled/ranked monster's level damage.

 

Imminent Doom (Quick- Play)

Send all cards from your Deck and Extra Deck to the Graveyard and make your LP become 100 and Send all cards on your side of the field to the Graveyard. You do not need to pay LP, discard, or send cards from your Deck anywhere for a cost. You can ignore summoning conditions and do not need to tribute monsters for a tribute summon. Skip your next 3 Draw Phases and you take no battle damage during your turn.

 

Pemuli - the Healing Fists (Equip Spell)

The equipped monster loses 500 ATK. If the equipped monster inflicts battle damage to your opponent: draw 1 card.

 

Pendant of Honor (Continuous Spell)

Pay 1000 Life Points. Monsters on your side of the field cannot change control and you take no battle damage during your turn.

 

Pot of Elements (Spell)

Target a WIND, WATER, FIRE and EARTH monster in your Graveyard; shuffle all 4 into the Deck, then draw 2 card. You can only activate 1 "Pot of Elements" per turn.

 

Rod of the Blooming Sun (Spell)

Reveal all of your face down cards; banish all monsters you control face down. Special Summon Sprout Tokens (0/0 level 1 Light plant) equal to the number of Banish monsters. During your next Standby Phase: destroy all Sprout Tokens; Special Summon a monster(s) with the same level but with a different type as 1 of the Banished monster(s) from your Deck for as many destroyed Sprout Tokens. The summoned monster(s) cannot activate their effects this turn or attack.

 

Ruins of Orichalcos (Field Spell)

At the end of each players turn: that player chooses 1 monster on their side of the field; destroy all monsters except the selected monster. Monsters cannot be destroyed by battle or change control. Summoning requirements of monsters in players' hands are negated. Monsters in the hand can be special summoned by tributing 1 monster.

 

Ultra Power Seal (Continuous Spell)

Discard a card; the ATK and DEF of monsters you control cannot be lowered.

 

Union Pact (Continuous Spell)

If a Monster Card(s) that was equipped to another Monster Card leaves the field from a Spell/ Trap Card Zone; add that card(s) to your hand during the End Phase.

[/spoiler][spoiler=Traps]zJWk3Va.jpg

[spoiler=Lore]Target 1 card you control; this turn, when any card effect resolves that targeted that card at activation, negate that effect.[/spoiler]wDnHfrJ.jpg[spoiler=Lore]Pay 2000 Life Points; each player declares 1 type of monster (Pendulum, xyz, Synchro or Fusion). Each player can only Special Summon or control that kind of monster in addition to Normal and Effect Monsters. Send all other face-up Extra Deck monsters each player controls to the Graveyard.[/spoiler]

fGhsM3Q.jpg[spoiler='Lore']Your opponent must pay the cost for their cards twice.[/spoiler][/spoiler][spoiler='Written Traps']Apocalyptic Exchange (Trap)

Pay a multiple of 100, you must remain above 1000 life points after this resolves or the effect is not applied. Face-up monsters on your side of the field gain ATK equal to the amount paid till your end phase. During your battle phase you must pay 1000 Life Points for a monster to attack. This turn your opponent takes half battle damage.

 

Century Exposure (Continuous Trap)

During each End Phase, that player’s monsters lose 200 ATK and DEF, when an opponent's monster reaches 0 ATK or DEF its effect is negated.

 

Destruction of Strength (Continuous Trap)

Pay 1000 Life Points; any monster your opponent controls that is level 5 or higher and/or a monster with an ATK of 1900 or higher cannot attack a monster with an original ATK and/ or DEF thats lower than 1900.

 

Double Play (Trap)

If a Spell/Trap Card without a cost is activate, if it is a card you control it must be the first card you activated this turn: After the effect resolves you can activate the effect again. You cannot activate any more Spell/Trap Cards this turn.

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CnC, and discussion please

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Lawl, well it's kind of brutal but..for starters, you have to nerf the effect please.

Like really...well I won't mention how much for now, but please do?

In other cases, I guess you're trying to go with some....thing, but having funky attack stats like 3880 is just kinda bad?

Otherwise, Majestic Jade doesn't need two negation effects when one technically supersedes the other

For one, I'd say the ATK boosts can be cut out, having an effect is enough

Jade Crash is also probably too strong.

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I don't know about you but it still is pretty powerful to the point that it might be too much

For starters, triggering on any kind of summon is a little too strong potentially etc, and I generally slap once per turn restrictions on effects to prevent them from being used too much.

BTW the assault mode doesn't actually summon itself so you the summoning condition should be changed anyway, besides the fact that it's not in PSCT form.

Jade crash preventing the card from being used doesn't really matter that much since it's still adding the card.

...Then again I dunno but...honestly speaking....

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