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[Singles] Garland's Retrain Gallery.


GarlandChaos

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Howdy, folks! You might remember that I used to have a thread for generic cards on here. Well, now, I'll be posting a few retrains periodically. Here's some that I have right now:

 

[spoiler=Main Deck Monsters]

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Lore: (This card's original name is treated as "M-Warrior #1" while in the hand, field, or Graveyard.)

As long as this card remains face-up on the field, all "M-Warrior #2"s you control gain 1000 ATK and DEF. You take no damage from battles involving this card. At the end of the damage step, destroy any Level or Rank 4 or higher monster that battles this card. All Machine-Type monsters your opponent controls must attack this card.
 
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Lore: (This card's original name is treated as "M-Warrior #2" while in the hand, field, or Graveyard.)
As long as this card remains face-up on the field, all "M-Warrior #1"s you control gain 1000 ATK and DEF. Cannot be destroyed by battle. At the end of the damage step, if this Defense Position card was attacked by a monster with less ATK than this card's DEF, destroy that monster. All Machine-Type monsters your opponent controls must attack this card.
 
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Lore: You can Normal Summon/Set this card without tributing. If you do, cards with the same name cannot be Special Summoned for the rest of this turn. Once per turn, if this card is sent to the Graveyard for a Synchro Summon, you can Special Summon this card from your Graveyard, but its Level becomes 3 and its original ATK and DEF are halved.

 

BzIo4sC.jpg

 

Lore: Once per turn, when a Fiend-Type monster is Normal Summoned, you can Special Summon this card (from your hand) in Defense Position. Once per turn, you can activate one of these effects.

-Target 1 Fiend-Type monster on the field: Decrease its Level by 1.
-Target 1 Fiend-Type monster on the field: Increase its Level by 1.

 

D8EA5Wh.jpg

 

Lore: If this card is Normal or Flip Summoned: Change it to Defense Position. After this card is Normal or Flip Summoned, as long as it remains face-up on the field, all Fiend-Type monsters you control (except this card) cannot be targeted by your opponent's card effects. After this card is Normal or Flip Summoned, as long as this card remains face-up on the field, increase the ATK and DEF of all Fiend-Type monsters you control (except this card) by 500 during each of your Standby Phases.

 

 

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Lore: The summoning of this card cannot be negated. When this card is summoned, you can target 1 Set card in the Spell & Trap Card Zone; reveal that target, force its activation if it is a Trap Card, then negate its effect if the activation timing is incorrect, and if you do, destroy it. (If it is not a Trap Card, return it face-down.)

 

nEH26vm.jpg

 

Lore: Once per turn, this card cannot be destroyed by battle or card effects. You take no damage from battles involving this card. If this card is Normal or Flip Summoned: Change this card to Defense Position. During each of your opponent's End Phases, this card gains 500 DEF.

 

ODVMUhY.jpg

 

Lore: You can Normal Summon/Set this card without tributing. If you do, its effects are negated. Once per turn, during either player's turn, you can target 1 non-Xyz monster your opponent controls (The following effects last until the target leaves the field): This card gains the effects and half the ATK and DEF of that monster and its Level becomes the same. If this card would be destroyed by battle, after damage calculation, destroy the targeted monster instead.

 

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Lore: Cannot be Normal Summoned/Set. Must be Special Summoned by its own effect and cannot be Special Summoned by other ways. During your opponent's Main Phase 1, while they control 2 or more monsters than you do: You can Special Summon this card from your hand. As long as this card is face-up on the field, at the end of each phase, destroy all non-WIND monsters on the field.

 

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Lore: Once per duel, you can Normal Summon/Set this card from your banished pile. You cannot Normal Summon/Set the turn you activate this effect, except by card effect. When this card is destroyed, you can Special Summon it to your opponent's side of the field. If you do, banish it when it leaves the field.

 

tse4kMj.jpg

 

Lore: Once per turn, when a Level 7 or higher monster you control would be destroyed by battle, you can Special Summon this card (from your hand) in Defense Position. If you do, change the attack target to this card and increase its DEF by 1000 during that battle only. If this Defense Position card is attacked by a monster with less ATK than this card's DEF, destroy the attacking monster. This card can attack while it is in face-up Defense Position.

 

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Lore: This card is also treated as Warrior-Type. Cannot be destroyed by battle. After damage calculation, if this card attacked, if the monster that this card battled is in Attack Position, destroy it if it has more ATK than this card, and if it is in Defense Position, destroy it if it has more DEF than this card. If this card is attacked, place 1 Minomushi Counter on this card. Once per turn, you can send this card on the field with 2 or more Minomushi Counters to the Graveyard: Special Summon 1 Rock or Warrior-Type Synchro Monster from your Extra Deck with a Level equal to the amount of Minomushi Counters on this card. (This Special Summon is treated as a Synchro Summon.)

 

 

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Lore: You can Special Summon this card (from your hand) by discarding 1 monster. If this card battles a Warrior or Beast-Warrior-Type monster, at the start of the Damage Step: Destroy that monster. If a Machine-Type monster you control is targeted for an attack, you can change the attack target to this card: Negate the attack if the attacking monster's Level is lower than or equal to this card's original Level, and if you do, destroy the attacking monster.

 

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Lore: You can Special Summon this card (from your hand) by banishing 3 Spell Cards from your Graveyard. Once per turn, you can toss a coin 7 times and apply the appropriate effect.

-7 Heads: Destroy all monsters your opponent controls.
-6 Heads: This card gains 2100 ATK and cannot be destroyed by your opponent's card effects until the End Phase of your opponent's next turn.
-5 Heads: Discard 1 random card from your opponent's hand.
-4 Heads: You can Special Summon 1 Level 7 monster from your hand or Graveyard in Attack Position.
-3 Heads: Your opponent can Special Summon 1 Level 7 monster from their hand or Graveyard in Attack Position.
-2 Heads: Discard 1 random card from your hand.
-1 Head: This card loses 1400 ATK and is destroyed during the End Phase of your opponent's next turn.
-7 Tails: Destroy all monsters you control.

 

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Lore: Once per turn, when this card destroys an opponent's monster by battle, you can add 1 DARK Fiend-Type monster from your deck to your hand whose level is equal to this card's current level, and if you do, you can pay 500 Life Points: Increase this card's Level by 1 until the End Phase, but it is destroyed during your opponent's next Standby Phase.

 

L6mGR37.jpg

 

Lore: (This card's original name is treated as "Cycroid" while in the hand, field, or Graveyard.)

Once per turn, you can tribute 1 "roid" monster you control: Special Summon as many monsters with the same name as the tributed monster as possible from your hand or deck in Defense Position.

 

DXrWFOs.jpg

 

Lore: While this card is in face-up Attack Position, it cannot be destroyed by battle. After damage calculation, destroy any monster that battles this face-up Attack Position monster. Once per turn, you can target 1 monster in your opponent's Graveyard that was destroyed by this card's effect: Special Summon that monster to your side of the field in Defense Position, but its ATK and DEF become 0 and it becomes Zombie-Type.

 

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Lore: When this card is summoned, place 1 Loyalty Counter on it (max. 5). This card gains 500 ATK for each Loyalty Counter on it. When this card destroys an opponent's monster by battle, place 1 Loyalty Counter on it. If this card would be destroyed by your opponent's card, either by battle or card effect, you can remove 1 Loyalty Counter from it instead.

 

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Lore: If your opponent controls a monster and you control no monsters, you can Special Summon this card (from your Graveyard), and if you do, if it would be sent to the Graveyard, banish it instead. You can only Special Summon "Skull Sanctuary of Dokurorider" once per turn this way. Once per turn, during your Main Phase, if this is the only monster you control: You can Xyz Summon 1 "Dokurorider, the Ghost Biker Mirage" from your Extra Deck, using this card as Xyz Material.

 

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Lore: When this card is Special Summoned; you can add 1 Level 7 "Diabolos" monster from your Deck or Graveyard to your hand, and if you do, you can Tribute Summon 1 "Diabolos" monster in addition to your Normal Summon/Set. You can Tribute this Normal Summoned card; Special Summon 1 "Diabolos, King of the Abyss" from your hand or Deck, ignoring its Summoning conditions. You can only use 1 effect of "Diabolos, Fallen King of the Abyss" per turn, and only once that turn.

 

uawwAY6.jpg

 

Lore: Once per turn, this card cannot be destroyed by battle. When this card is Normal Summoned: You can equip 1 "Magnum Shield" from your hand or deck to this card. While this card's ATK is higher than its original ATK, when two or more "Igknight" cards are destroyed and sent to the Extra Deck, you can place 1 "Igknight" Pendulum Monster from your deck or Graveyard into an empty Pendulum Zone. You can only use this effect of "Igknight Squire Magnum" once per turn.

 

tMhq0QB.jpg

 

Lore: You can discard 1 Level 1 monster to Special Summon this card (from your hand), and if you do, its ATK and DEF are halved and its Level becomes 1. You cannot conduct your Battle Phase the turn you activate this effect. You can activate one of these effects. You can only use this effect of "Mystical Egg of the Stork" once per turn.

-Banish 1 Level 1 monster from your deck face-down. During your 2nd Standby Phase after this  effect's activation, add that card to your hand, even if this card leaves the field.
-Special Summon 1 Level 1 monster from your Graveyard. If you do, banish it when it leaves the field.

 

li8apUv.jpg

 

Lore: This card's name becomes "Sealmaster Meisei" while on the field or in the Graveyard. When this card is Normal Summoned, you can add 1 "Talisman of Spell Sealing" or "Talisman of Trap Sealing" from your deck to your hand, but it cannot be activated this turn. Once per turn, this card cannot be destroyed by battle or card effects.

 

TCCoN4S.jpg

 

Lore: If you control a face-up WATER Machine-Type monster, you can Special Summon this card (from your hand) in face-up Defense Position. If a WATER Machine-Type monster is sent to the Graveyard or to the Extra Deck face-up, you can: Immediately after this effect resolves, have all WATER Machine-Type monsters you control gain 500 DEF and all monsters your opponent controls lose 500 ATK. You can only use this effect of "Fish Droid Defender" once per turn.

 

Rwm8e96.jpg

 

Lore: If you control a WATER Machine-Type monster, you can Special Summon this card (from your hand) in face-up Attack Position. If a WATER Machine-Type monster is sent to the Graveyard or to the Extra Deck face-up, you can: Immediately after this effect resolves, have all WATER Machine-Type monsters you control gain 500 ATK, and all monsters your opponent controls lose 500 DEF. You can only use this effect of "Fish Droid Attacker" once per turn.

 

 

 

[spoiler=Pendulum Monsters]

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Lore: [Pendulum Effect] Once per turn, you can discard up to 3 cards: Destroy cards your opponent controls equal to the number of cards you discarded, and if you do, you can Special Summon this card from your Pendulum Zone and increase its ATK by 300 for each monster destroyed by its own effect. You must control no monsters to activate this effect.

[Monster Effect] A nightmare-inducing instrument of torture commonly used by demons, dictators, and bandits.

 

 

 

[spoiler=Xyz Monsters]

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Lore: 2 Level 4 Zombie-Type monsters

This card gains 400 ATK each time it destroys an opponent's monster by battle. Once per turn: You can detach 1 Xyz Material from this card; this turn, this card can attack all monsters your opponent controls once each.

 

vPpV3qz.jpg

 

Lore: 2 Level 7 monsters

You can only Summon "Lunar King of the Rings - Saturn" once per turn. Once per turn: You can detach 2 Xyz Materials from this card; attach 1 "Ring of" Spell or Trap card from your hand or side of the field to this card as a face-up Xyz Material. If this card would be destroyed, you can detach 1 Xyz Material from it instead. This card gains the following effects, depending on its Xyz Material:
-"Ring of Magnetism": Your opponent's monsters can only target this card for attacks and effects.
-"Ring of Defense": Once per turn, if you would take damage (by battle or by card effect): You can reduce that damage to 0. You must control this face-up card to activate and to resolve this effect.
-"Ring of Destruction": You can target 1 monster on the field: Destroy that target, and if you do, inflict damage to its controller's opponent equal to half its original ATK. You can only use this effect of "Lunar King of the Rings - Saturn" once per turn.

 

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Lore: 2 Level 3 monsters

You can detach 2 Xyz Materials from this card; draw 1 card, then both players gain 1000 Life Points. You can only use this effect of "Guardian Tree of Life - Trent" once per turn. Cannot be targeted by card effects. If this card would be destroyed by your opponent's card, either by battle or card effect, you can detach 1 Xyz Material from it instead.

 

 

 

[spoiler=Ritual Cards]

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Lore: (This card is always treated as an "Archfiend" card.)

You can Ritual Summon this card with any "Pandemonium" Ritual Spell Card. Must be Ritual Summoned, and cannot be Special Summoned by other ways. This card cannot attack. Cannot be destroyed by battle. You take no damage from battles involving this card. At the end of the Damage Step, destroy any monster that battles this card. If this card is destroyed by a card effect, you can Special Summon 1 Level 6 DARK Fiend-Type monster from your Graveyard, except "Pandemonium's Matador".
 
[spoiler=Ritual Spell]
WPoBu8j.jpg
 
Lore: This card can be used to Ritual Summon any "Pandemonium" Ritual Monster. Tribute Monsters from your hand or field, then Ritual Summon 1 "Pandemonium" Ritual Monster whose Level exactly equals the total Levels of those monsters. You can only activate 1 "Pandemonium's Descent - Dark Paseo" per turn. A "Pandemonium's Matador" Ritual Summoned with this card gains the following effect.
-You choose the targets of your opponent's attacks. Your opponent must attack with at least 1 monster per turn, if able.

 

 

 

 

EDIT1: "Tri-Attacking Yamadron" has been added to the gallery.

EDIT2: Retrains of 4 of PaniK's cards have been added to the gallery.

EDIT3: "Archfiend Emperor of Yamimakai" has been given a nerf.

EDIT4: "Dark Castle of the Archfiends" and "The Archfiends' Card Reaper" have been nerfed.

EDIT5: A very special retrain has been added to the gallery.

EDIT6: "Hazardous Oxygen Feeder" has been added to the gallery.

EDIT7: "Golgoil, the Iron Giant" has been added to the gallery.

EDIT8: "Loyal Guardian of the Royal Family" has been added to the gallery.

EDIT9: "Hazardous Oxygen Feeder" has been given an errata.

EDIT10: "Stone Cold Minomushi Warrior" has been added to the gallery.

EDIT11: "Terrorblade Pendulum Machine" has been added to the gallery.

EDIT12: "Grand Mechanized Sentinel" has been added to the gallery.

EDIT13: "Grand Mechanized Sentinel" has had its OPT battle immunity and Battle Position changing effects removed.

EDIT14: "Grand Mechanized Sentinel" has had its battle negating effect buffed.

EDIT15: "The Devil's Slot Machine" has been added to the gallery.

EDIT16: "The Devil's Slot Machine" has had its effects adjusted.

EDIT17: "Reliable Archfiend Soldier" has been added to the gallery.

EDIT18: "Cycroid, the Lovable and Friendly Bicycle" has been added to the gallery.

EDIT19: "Dokuroizo, the Soul Thief Shinigami" has been added to the gallery.

EDIT20: "Dokuroizo, the Soul Thief Shinigami" has had its battle protection nerfed.

EDIT21: "Loyal Samurai of the Far East" has been added to the gallery.

EDIT22: "Dokurorider, the Ghost Biker Mirage" has been added to the gallery.

EDIT23: "Skull Sanctuary of Dokurorider" has been added to the gallery.

EDIT24: "Diabolos, Fallen King of the Abyss" has been added to the gallery.

EDIT25: "Skull Sanctuary of Dokurorider" and "Dokurorider, the Ghost Biker Mirage" have been slightly adjusted.

EDIT26: "Lunar King of the Rings - Saturn" has been added to the gallery.

EDIT27: "Lunar King of the Rings - Saturn" has had its materials changed to generics so that it's easier to make. Its effects have also been buffed.

EDIT28: "Lunar King of the Rings - Saturn" now only requires 2 materials.

EDIT29: "Igknight Squire Magnum" has been added to the gallery.

EDIT30: "Mystical Egg of the Stork" has been added to the gallery.

EDIT31: "Pandemonium's Matador" and "Pandemonium's Descent - Dark Paseo" have been added to the gallery.

EDIT32: "Meisei the Master Onmyouji" has been added to the gallery.

EDIT33: "Fish Droid Defender" and "Fish Droid Attacker" have been added to the gallery.

EDIT34: "Guardian Tree of Life - Trent" has been added to the gallery.

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They seem like an interesting pair of retrains. The theme fits well and sticks to the originals. Although they are weak individually, if you can get multiple of them on the field they become very strong, for example 2 Stalwart M-Warriors and a Battle Hardened M-Warrior make a 3000 ATK monster and 2 2000 DEF monsters.

Their effects are interesting as well: Battle Hardened M-Warrior could be useful for removing problematic monsters, while Stalwart M-Warrior could be useful for stalling and making a powerful defence against Machine-Type decks if you boost its DEF somehow.

Just a quick question: Do you intend it that if you controlled multiple of these your opponent's Machine-Types wouldn't be able to attack at all (similar to controlling multiple Marauding Captains)? Or would they still be able to attack, they just had to attack either Stalwart M-Warrior or Battle Hardened M-Warrior?

 

If there is 1 thing I would change, I would make it so that they are only treated as "M-Warrior #1" or "M-Warrior #2" while on the Field, this way you can include the original M-Warriors into your deck if you wish.

 

Also, please make your next retrains of these ugly things:

 

http://yugioh.wikia.com/wiki/Twin_Long_Rods_1

 

http://yugioh.wikia.com/wiki/Twin_Long_Rods_2

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They seem like an interesting pair of retrains. The theme fits well and sticks to the originals. Although they are weak individually, if you can get multiple of them on the field they become very strong, for example 2 Stalwart M-Warriors and a Battle Hardened M-Warrior make a 3000 ATK monster and 2 2000 DEF monsters.

Their effects are interesting as well: Battle Hardened M-Warrior could be useful for removing problematic monsters, while Stalwart M-Warrior could be useful for stalling and making a powerful defence against Machine-Type decks if you boost its DEF somehow.

Just a quick question: Do you intend it that if you controlled multiple of these your opponent's Machine-Types wouldn't be able to attack at all (similar to controlling multiple Marauding Captains)? Or would they still be able to attack, they just had to attack either Stalwart M-Warrior or Battle Hardened M-Warrior?

 

If there is 1 thing I would change, I would make it so that they are only treated as "M-Warrior #1" or "M-Warrior #2" while on the Field, this way you can include the original M-Warriors into your deck if you wish.

 

Also, please make your next retrains of these ugly things:

 

http://yugioh.wikia.com/wiki/Twin_Long_Rods_1

 

http://yugioh.wikia.com/wiki/Twin_Long_Rods_2

Your opponent's machines can't attack at all.

 

I'll retrain those two pinheads, don't worry,

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I like Hazardous Oxygen Eater, if I became real, I would build a wind deck just to use it, Jessie's first turn blue-eyes deck wont stand a chance.

In hind-sight, if Hazardous OE was real, I'm pretty sure Yosenjus, Mist Valley, etc. would be more common than they already are, since removal effects are basically required otherwise.

 

Also, for context, he doesn't mean Jesse from the anime. He means our IRL friend Jessie, who uses a BEWD deck.

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Tri-Attacking Yamadron seems really awesome. If you can get it on the Field somehow (other than by it's Normal Summon without Tributing effect) it could be great for doing chain Synchro Summons. I don't think it's overpowered though as that relies on other cards.

 

I really like Golgoil, the Iron Giant. Being able to Normal Summon it from the banished zone is very interesting and original. A Level 4 Tuner is nice as well.

 

Archfiend Emperor of Yamimakai seems pretty neat in Fiend-Type decks for Rank 5 Xyz Monsters, or for a getting a variety of Synchros with say the Resonators.

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Have you considered adding these to the DP Tournament pool? Battle-Hardened M-Warrior is interesting as a non-targeting, slower variant of Exiled Force.

I haven't, actually. I'll go add 'em in. Thanks for the suggestion and feedback, Giga. ^^

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Just dropping in to say something about "The Devil's Slot Machine". The instance you toss 6 heads, you also toss 1 tails; this results in this monster losing quite some ATK (and blowing up if the opponent does not destroy it), as well as discarding your entire hand... Or can you select the effect in this instance? I have a feeling the discard effect is supposed to take place when you didn't toss any heads (7 tails). Other than that, keep in mind that some effects are far more likely to occur than the others.

 

After performing a little math, we get the following chances (same values apply for tails):

  • 0 Heads / 7 Heads: 1 / 128 = 0.78125%
  • 1 Heads / 6 Heads: 7 / 128 = 5.46875%
  • 2 Heads / 5 Heads: 21 / 128 = 16.40625%
  • 3 Heads / 4 Heads: 35 / 128 = 27.34375%

The 128 stems from the amount of different possible patterns you can create (0000, 0001, 0010, ..., 1110, 1111). The other - seemingly random - number is the amount of different patterns that constitute to given number of heads (or tails). I get that it is based on a slot machine, and thus have a really small chance at something nice. But the order of effects (or even effects) might need to be reworked according to the chances.

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Just dropping in to say something about "The Devil's Slot Machine". The instance you toss 6 heads, you also toss 1 tails; this results in this monster losing quite some ATK (and blowing up if the opponent should they not destroy it), as well as discarding your entire hand... Or can you select the effect in this instance? I have a feeling the discard effect is supposed to take place when you didn't toss any heads (7 tails). Other than that, keep in mind that some effects are far more likely to occur than the others.

 

After performing a little math, we get the following chances (same values apply for tails):

  • 0 Heads / 7 Heads: 1 / 128 = 0.78125%
  • 1 Heads / 6 Heads: 7 / 128 = 5.46875%
  • 2 Heads / 5 Heads: 21 / 128 = 16.40625%
  • 3 Heads / 4 Heads: 35 / 128 = 27.34375%

The 128 stems from the amount of different possible patterns you can create (0000, 0001, 0010, ..., 1110, 1111). The other - seemingly random - number is the amount of different patterns that constitute to given number of heads (or tails). I get that it is based on a slot machine, and thus have a really small chance at something nice. But the order of effects (or even effects) might need to be reworked according to the chances.

Yeah, you're right, it was supposed to be 7 Tails and not 1. Sorry, it was a misreading of a similar effect on my part.

 

Thanks for the list of chances. I'll adjust the monster accordingly.

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