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Delibirb

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My archetype submission for my starting template. Tweaked this for the current TCG meta. Hope it isn't OP in 2099 format.

[spoiler=Monsters]
EoD - Alan Rhodes
LVL 4 / DARK / Spellcastor / Effect
700/1500
This card is changed to Defense position if you Summon this card successfully. While "Citadel of Azazel" is on the field, double the original ATK and DEF of this card. Once per turn: If one of your "EoD" monster(s) is to be destroyed, it is not destroyed. If "Release the Weapons" is played while this card is face-up on the field, gain this effect:
● "While you control this face-up card, any opponent's monster that battles this card, but is not destroyed by battle, returns to its owner’s Deck at the end of the Damage Step."

EoD - Alexandra Lorraine
LVL 4 / DARK / Warrior / Effect
1300/1200
While "Citadel of Azazel" is on the field, double the original ATK and DEF of this card. Apply these effects based on the number of "Release the Weapons" played while this card is face up on the field:
● 1+: If this card attacks, your opponent cannot activate card effects until the end of the damage step.
● 2+: Once per turn, this card can attack all of your opponent's monsters on the field once OR this card can attack your opponent directly.

 

EoD - Zigfried Blackhart:
LVL 4 / DARK / Warrior / Effect
1400/1000
While "Citadel of Azazel" is on the field, double the original ATK and DEF of this card. Once per turn: You can discard an "EoD" card to negate the effects of all face-up Cards your opponent currently controls. This effect is applied until your next Standby Phase. (This is a quick effect). If "Release the Weapons" is played while this card is face-up on the field, this card gain this effect:
● "Once per turn, on either player's turn: change the battle positions of all monsters your opponent controls."

 

EoD - King of Drakenheim
LVL 4 / DARK / Fairy / Effect
1500/1500
You cannot Special Summon this card. You can only Normal Summon this card when "Citadel of Azazel" is on the field. Your opponent cannot target this card for attacks. When "Citadel of Azazel" is removed from the field, Banish this card. This monster cannot be Set or switch to Defense position. Each time your opponent activates a card effect that targets a face-up card(s) on your side of the field, toss a coin; If the result is heads, negate the activation and destroy it. Once per turn: You can discard a card to search for 1 "Release the Weapons" and add it to your hand.

 

Artificial Black Knight of the EoD
LVL 4 / DARK / Warrior
1800/0
If this card is Summoned: You can add 1 "EoD" monster with 1500 or less ATK and DEF from your Deck to your hand. Once per Turn, if "Citadel of Azazel" is face up on the field, you can discard 1 card: Destroy all monsters your opponent controls with DEF less than this card's ATK.

Ninja of the EoD
LVL 4 / DARK / Warrior
500/500
On either player's turn, discard this card; all "EoD" monsters sent to your graveyard from the field this turn are added back to your hand at the End Phase. You can banish this card from your graveyard to set 1 "Assembling the Demon Lords", 1 "The Dark Corruption", OR 1 "Shadow Walk" from your deck.

EoD – Carlisle of the Scythe
LVL 4 / DARK / Warrior / Effect
1200/1400
While “Citadel of Azazel” is on the field, double the original ATK and DEF of this card. Once per turn: You can discard a card; Special Summon an "EoD" monster from your graveyard except "EoD - Carlisle of the Scythe". If "Release the Weapons" is played while this card is face-up on the field, this card gains this effect:
● "At the end of the Damage Step, if this card battled an opponent's monster: You can banish that opponent's monster on the field."

EoD - Gideon Nightingale
LVL 4 / DARK / Fairy / Effect
1900/1000
You can discard this card to search for “Citadel of Azazel” OR "Embodiment of the Counter-Divine Force – Archangel Lucifer" from your deck and add it to your hand. You can banish this card from the graveyard to send up to 2 "EoD" monsters from your deck to the graveyard other than "EoD - Gideon Nightingale". As long as this card is face up on the field, you can activate "EoD" monster effects without discarding a card.

Embodiment of the Counter-Divine Force – Archangel Lucifer
LVL 10 / DARK / Fairy / Effect
4000/4000
Cannot be Normal Summoned. You must first Tribute 3 DARK Fairy-Type monsters, DARK Warrior-Type monsters, and/or DARK Spellcaster-Type monsters to Special Summon this card. The Special Summon of this card cannot be negated. Your opponent cannot activate a Spell or Trap card or monster effect in response to the Special Summon of this card. Your opponent cannot select another card other than this card as a target for attacks or card effects. As long as this card remains face-up on the field, the field is treated to have "Citadel of Azazel" active.

 

 

 

[spoiler=Spells]

Citadel of Azazel
Field Spell
As long as this card is face-up on the field, there can only be 1 copy of cards with "EoD" in its name on the field at a time (monsters that are already on the field at the time of this card's activation do not apply). If a DARK Fairy, Warrior, or Spellcaster-Type monster is Summoned, you can add one Citadel Counter on this card. Once per turn, you can remove 1 Citadel Counter on this card to Special Summon 1 "EoD" monster from your hand, Deck, or Graveyard. You cannot use this effect the same turn a Citadel Counter is put on this card. Monsters Summoned this way cannot be used as material for Xyz, Synchro, or Fusion Summon. You can remove 3 Citadel Counters on this card to Special Summon "Embodiment of the Counter-Divine Force - Archangel Lucifer" from your Deck, Graveyard, or Banished Zone (ignoring its summoning conditions) then destroy this card. If this card would be destroyed, you can remove 1 Citadel Counter from this card instead.

 

The Dark Corruption
Continuous Spell
During your opponent's Standby Phase, put a "Corruption Counter" on this card. Your opponent's monsters lose 500 ATK for every "Corruption counter" on this card. When "Citadel of Azazel" is on the field, this card's effect changes to: "The activation and effects of "EoD" monsters on the field cannot be negated. If an "EoD" monster's effect is negated, it is not negated." You must have a face-up "EoD" monster on the field to activate this card. Destroy this card when there is no face-up "EoD" monster on the field.

 

Release the Weapons
Quick Play spell
Every "EoD" monster currently on the field gains 500 ATK and DEF.

 

 

 

[spoiler=Traps]
Shadow Walk
Counter Trap
When an "EoD" monster would be targeted or destroyed by a card effect, pay 500 Life points to negate the activation and destroy the card. You can banish this card from the graveyard to target one "EoD" monster on the field, that monster can attack directly this turn. You can only use one "Shadow Walk" effect per turn.

 

Assembling the Demon Lords
Normal Trap
Activate only when your opponent controls a monster and you control no monsters. Pay half of your Life points; Special Summon as many "EoD" monsters with different names from your hand and/or Graveyard as possible that have 1000 or more DEF. Monsters summoned by this effect cannot be used as material in a Xyz, Synchro, or Ritual Summon and are returned to the Deck at your End Phase. You cannot Normal Summon monsters the turn you activate this effect. You can Banish this card from the Graveyard, then you can add 1 "EoD" monster from your Graveyard to your hand. You can only activate 1 effect of "Assembling the Demon Lords" per turn and only once that turn.

 

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Rank-Up-Magic Storming Evolution

Normal Spell

Target 1 WIND Xyz Monster you control; Special Summon from your Extra Deck, 1 WIND monster up to 2 Ranks higher than that target, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster). A monster Summoned by this card's effect gains this effect:

When this card is Summoned: Target 1 Spell/Trap on the field; Place it on the top of the Deck.

When an WIND Xyz Monster is Special Summoned to your side of the field while this card is in your Graveyard (except during the Damage Step): You can Set this card from your Graveyard, but banish it when it leaves the field.

 

Rank-Up-Magic Wave Evolution

Normal Spell

Target 1 WATER Xyz Monster you control; Special Summon from your Extra Deck, 1 WATER monster up to 2 Ranks higher than that target, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster). After this effect resolves, you can attach 1 banished WATER monster or WATER monster from your Graveyard to the Summoned monster as an Xyz Material. When an WATER Xyz Monster is Special Summoned to your side of the field while this card is in your Graveyard (except during the Damage Step): You can Set this card from your Graveyard, but banish it when it leaves the field.

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Rank-Up-Magic Storming Evolution

Normal Spell

Target 1 WIND Xyz Monster you control; Special Summon from your Extra Deck, 1 WIND monster up to 2 Ranks higher than that target, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster). A monster Summoned by this card's effect gains this effect:

When this card is Summoned: Target 1 Spell/Trap on the field; Place it on the top of the Deck.

When an WIND Xyz Monster is Special Summoned to your side of the field while this card is in your Graveyard (except during the Damage Step): You can Set this card from your Graveyard, but banish it when it leaves the field.

 

Rank-Up-Magic Wave Evolution

Normal Spell

Target 1 WATER Xyz Monster you control; Special Summon from your Extra Deck, 1 WATER monster up to 2 Ranks higher than that target, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster). After this effect resolves, you can attach 1 banished WATER monster or WATER monster from your Graveyard to the Summoned monster as an Xyz Material. When an WATER Xyz Monster is Special Summoned to your side of the field while this card is in your Graveyard (except during the Damage Step): You can Set this card from your Graveyard, but banish it when it leaves the field.

I love the WIND one, but personally I feel that the WATER RUM is rather weak. Personally I think the effect should be something that affects the gamestate directly, rather than only potentially allowing an extra use on an effect. Also, if you want OCG/PSCT corrections, I can help with that.

 

EDIT: Oh actually I think the WIND one should remove the card more permanently, such as a destroy, shuffle or banish.

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Liberated Liberator
Level 4 / Earth/ Warrior/ Synchro
2000/2000
1 Tuner + 1 or more non-Tuner monsters
When this card is Special Summoned, you can Special Summon 1 Level/ Rank 4 monster from your Graveyard, and then equip this card to it. That Monster’s effects are Negated, while equipped to this card. If this face-up card is destroyed while it is in a Spell/Trap Card Zone, you can Special Summon it, instead of sending it to the Graveyard. During the End phase of each Player’s turn, Banish the Equipped Monster. You can only control 1 "Liberated Liberator" on the field. 

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Liberated Liberator

Level 4 / Earth/ Warrior/ Synchro

2000/2000

1 Tuner + 1 or more non-Tuner monsters

When this card is Special Summoned, you can Special Summon 1 Level/ Rank 4 monster from your Graveyard, and then equip this card to it. That Monster’s effects are Negated, while equipped to this card. If this face-up card is destroyed while it is in a Spell/Trap Card Zone, you can Special Summon it, instead of sending it to the Graveyard. During the End phase of each Player’s turn, Banish the Equipped Monster. You can only control 1 "Liberated Liberator" on the field. 

Eek it looks a bit like Synchro Norden.

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Eek it looks a bit like Synchro Norden.

Except it equips right after so it isn't exactly a R4 play. It still feels rather abusable though, and I don't see a lot of ways to make it decent without it being too much. Anyway, posting changes to the Incinerating Dragons, mostly wording them so their restrictions work like how I want them to. Changes are bolded:

 

Incinerating Daemon Dragon

4/DARK/Dragon

2000/0

Decrease the ATK of this card by 100 for each monster you control. Increase the ATK of this card by 200 for each monster your opponent controls. If you have not activate the effect of an "Incinerating" Dragon-Type monster this turn: You can change this card from Attack to Defense Position, and if you do, target 1 DARK Fiend-Type Monster with 0 DEF in your Graveyard; Special Summon that target in face-up Defense Position, also monsters you control cannot attack for the rest of this turn, except DARK Dragon-Type monsters.

 

Absolute Incinerating Archfiend Dragon

8/DARK/Dragon

4000/0

Decrease the ATK of this card by 1000 for each monster you control. (This effect cannot be negated) Increase the ATK of this card by 500 for each monster your opponent controls. If you have not activate the effect of an "Incinerating" Dragon-Type monster this turn: You can change this card from Attack to Defense Position, and if you do, target 1 Level 8 DARK Dragon-Type Monster in your Graveyard; Special Summon that target in face-up Defense Position, also monsters you control cannot attack for the rest of this turn, except DARK Dragon-Type monsters.

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My archetype submission for my starting template. Tweaked this for the current TCG meta. Hope it isn't OP in 2099 format.

 

[spoiler=Monsters]

EoD - Alan Rhodes

LVL 4 / DARK / Spellcastor / Effect

700/1500

This card is changed to Defense position if you Summon this card successfully. While "Citadel of Azazel" is on the field, double the original ATK and DEF of this card. Once per turn: If one of your "EoD" monster(s) is to be destroyed, it is not destroyed. If "Release the Weapons" is played while this card is face-up on the field, gain this effect:

● "While you control this face-up card, any opponent's monster that battles this card, but is not destroyed by battle, returns to its owner’s Deck at the end of the Damage Step."

 

EoD - Alexandra Lorraine

LVL 4 / DARK / Warrior / Effect

1300/1200

While "Citadel of Azazel" is on the field, double the original ATK and DEF of this card. Apply these effects based on the number of "Release the Weapons" played while this card is face up on the field:

● 1+: If this card attacks, your opponent cannot activate card effects until the end of the damage step.

● 2+: Once per turn, this card can attack all of your opponent's monsters on the field once OR this card can attack your opponent directly.

 

EoD - Zigfried Blackhart:

LVL 4 / DARK / Warrior / Effect

1400/1000

While "Citadel of Azazel" is on the field, double the original ATK and DEF of this card. Once per turn: You can discard an "EoD" card to negate the effects of all face-up Cards your opponent currently controls. This effect is applied until your next Standby Phase. (This is a quick effect). If "Release the Weapons" is played while this card is face-up on the field, this card gain this effect:

● "Once per turn, on either player's turn: change the battle positions of all monsters your opponent controls."

 

EoD - King of Drakenheim

LVL 4 / DARK / Fairy / Effect

1500/1500

You cannot Special Summon this card. You can only Normal Summon this card when "Citadel of Azazel" is on the field. Your opponent cannot target this card for attacks. When "Citadel of Azazel" is removed from the field, Banish this card. This monster cannot be Set or switch to Defense position. Each time your opponent activates a card effect that targets a face-up card(s) on your side of the field, toss a coin; If the result is heads, negate the activation and destroy it. Once per turn: You can discard a card to search for 1 "Release the Weapons" and add it to your hand.

 

Artificial Black Knight of the EoD

LVL 4 / DARK / Warrior

1800/0

If this card is Summoned: You can add 1 "EoD" monster with 1500 or less ATK and DEF from your Deck to your hand. Once per Turn, if "Citadel of Azazel" is face up on the field, you can discard 1 card: Destroy all monsters your opponent controls with DEF less than this card's ATK.

 

Ninja of the EoD

LVL 4 / DARK / Warrior

500/500

On either player's turn, discard this card; all "EoD" monsters sent to your graveyard from the field this turn are added back to your hand at the End Phase. You can banish this card from your graveyard to set 1 "Assembling the Demon Lords", 1 "The Dark Corruption", OR 1 "Shadow Walk" from your deck.

 

EoD – Carlisle of the Scythe

LVL 4 / DARK / Warrior / Effect

1200/1400

While “Citadel of Azazel” is on the field, double the original ATK and DEF of this card. Once per turn: You can discard a card; Special Summon an "EoD" monster from your graveyard except "EoD - Carlisle of the Scythe". If "Release the Weapons" is played while this card is face-up on the field, this card gains this effect:

● "At the end of the Damage Step, if this card battled an opponent's monster: You can banish that opponent's monster on the field."

 

EoD - Gideon Nightingale

LVL 4 / DARK / Fairy / Effect

1900/1000

You can discard this card to search for “Citadel of Azazel” OR "Embodiment of the Counter-Divine Force – Archangel Lucifer" from your deck and add it to your hand. You can banish this card from the graveyard to send up to 2 "EoD" monsters from your deck to the graveyard other than "EoD - Gideon Nightingale". As long as this card is face up on the field, you can activate "EoD" monster effects without discarding a card.

 

Embodiment of the Counter-Divine Force – Archangel Lucifer

LVL 10 / DARK / Fairy / Effect

4000/4000

Cannot be Normal Summoned. You must first Tribute 3 DARK Fairy-Type monsters, DARK Warrior-Type monsters, and/or DARK Spellcaster-Type monsters to Special Summon this card. The Special Summon of this card cannot be negated. Your opponent cannot activate a Spell or Trap card or monster effect in response to the Special Summon of this card. Your opponent cannot select another card other than this card as a target for attacks or card effects. As long as this card remains face-up on the field, the field is treated to have "Citadel of Azazel" active.

 

 

 

[spoiler=Spells]

Citadel of Azazel

Field Spell

As long as this card is face-up on the field, there can only be 1 copy of cards with "EoD" in its name on the field at a time (monsters that are already on the field at the time of this card's activation do not apply). If a DARK Fairy, Warrior, or Spellcaster-Type monster is Summoned, you can add one Citadel Counter on this card. Once per turn, you can remove 1 Citadel Counter on this card to Special Summon 1 "EoD" monster from your hand, Deck, or Graveyard. You cannot use this effect the same turn a Citadel Counter is put on this card. Monsters Summoned this way cannot be used as material for Xyz, Synchro, or Fusion Summon. You can remove 3 Citadel Counters on this card to Special Summon "Embodiment of the Counter-Divine Force - Archangel Lucifer" from your Deck, Graveyard, or Banished Zone (ignoring its summoning conditions) then destroy this card. If this card would be destroyed, you can remove 1 Citadel Counter from this card instead.

 

The Dark Corruption

Continuous Spell

During your opponent's Standby Phase, put a "Corruption Counter" on this card. Your opponent's monsters lose 500 ATK for every "Corruption counter" on this card. When "Citadel of Azazel" is on the field, this card's effect changes to: "The activation and effects of "EoD" monsters on the field cannot be negated. If an "EoD" monster's effect is negated, it is not negated." You must have a face-up "EoD" monster on the field to activate this card. Destroy this card when there is no face-up "EoD" monster on the field.

 

Release the Weapons

Quick Play spell

Every "EoD" monster currently on the field gains 500 ATK and DEF.

 

 

 

[spoiler=Traps]

Shadow Walk

Counter Trap

When an "EoD" monster would be targeted or destroyed by a card effect, pay 500 Life points to negate the activation and destroy the card. You can banish this card from the graveyard to target one "EoD" monster on the field, that monster can attack directly this turn. You can only use one "Shadow Walk" effect per turn.

 

Assembling the Demon Lords

Normal Trap

Activate only when your opponent controls a monster and you control no monsters. Pay half of your Life points; Special Summon as many "EoD" monsters with different names from your hand and/or Graveyard as possible that have 1000 or more DEF. Monsters summoned by this effect cannot be used as material in a Xyz, Synchro, or Ritual Summon and are returned to the Deck at your End Phase. You cannot Normal Summon monsters the turn you activate this effect. You can Banish this card from the Graveyard, then you can add 1 "EoD" monster from your Graveyard to your hand. You can only activate 1 effect of "Assembling the Demon Lords" per turn and only once that turn.

 

 

Citadel is way too much, the double ATK is a bit borderline, and Assembling is ridic. There are a few other things, perhaps we can speak on these in PM? I can see where TCG standard comes in for sure, but 2099 lacks Pendulum megalomania, which goes down things a lot.

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zzHlRku.jpg?1

Netrunners Remastered

[spoiler=Awaiting Approval]

===

Monsters

===

Netrunner Moderator

1Lv/Earth/Warrior/Tuner/Pendulum<4<>8>

300/1000

During either player's turn, if you have no cards in your other Pendulum Zone: You can banish this card; Special Summon 1 Level 4 or Higher "Netrunner" monster from your hand.

(If this card was Special summoned it's treated as a Normal summon. When this card is Normal summoned: You can conduct 1 extra Normal Summon/Set this turn. During either player's turn: You can Banish (from your hand) this card Face-up, Add 1 "Netrunner" monster from your Deck to your hand, except "Netrunner Moderator". You can only activate 1 effect of “Netrunner Moderator” per turn.)

---

Netrunner Humanity's Shadow

2Lv/Earth/Machine/Tuner

900/900

If this card was Special summoned it's treated as a Normal Summon. When this card is Normal summoned: You can add 1 Level 5 or Higher "Netrunner" monster from your Deck to your hand. If you control 1 or more “Netrunner” monsters, you can Special Summon this card (from your hand) in face-up Attack Position.

---

Netrunner Stimhack

3lv/Earth/Warrior/Effect

1600/800

If this card was Special summoned it's treated as a Normal Summon. If this card was sent to the Graveyard the turn it was Normal summoned, during either Player's turn: You can banish this card from your Graveyard, Special Summon 1 Level 4 or lower "Netrunner" monster from your Deck. During your Main phase: You can Banish (from your hand) this card Face-up, Add 1 "Netrunner" Spell/Trap card from the Deck to the hand. You can only activate 1 effect of “Netrunner Stimhack” per turn.

---

Netrunner Plascrete Carapace

4Lv/Earth/Machine/Effect

1900/600

If this card was Special summoned it's treated as a Normal summon. When this card is Normal summoned: Once per Main phase, you can target 1 of your banished "Netrunner" monsters, except "Netrunner Plascrete Carapace"; add it to your hand. During either player's turn: You can Banish (from your hand) this card Face-up, then target 1 "Netrunner" monster you control; it gains 1500 ATK or DEF. Banish it during the End Phase of this turn.

---

Netrunner Film Critic

5Lv/Earth/Warrior/Effect

2000/500

If this card was Special summoned it's treated as a Normal Summon. When this card is Normal summoned: Special Summon up to 2 "Netrunner Tokens" (Machine-Type/Earth/Level 1/ATK 0/DEF 0) in Defense Position. During either player's turn: You can Banish (from your hand) this card Face-up, then target 1 "Netrunner" monster you control; if its targeted for an attack or by a card effect this turn, you can change the target to another Face-up card on the field(if able), until the End phase. Banish it during the End Phase of this turn.

---

Netrunner Core Programmer

6Lv/Earth/Machine/Effect

2400/0

If this card was Special summoned it's treated as a Normal summon. When this card is Normal Summoned, you can Special Summon 1 "Netrunner" monster from your hand or graveyard, and then equip it with this card. When this card is sent to the Graveyard/Banish pile, while equipped to a monster, Special summon that monster and then select 1 card on the field, and destroy it. During the End phase, if this card was sent to the graveyard or Banish pile (except by battle), the turn this card was Normal summoned: Special summon it.

===

Spell/Trap

===

Netrunner Data Base

[Field] Spell card

When this card is activated: Excavate 1 card from your Deck, and if a "Netrunner" Monster card is shown, add it to your hand. Otherwise, send it to the Graveyard. Once per turn: When you Normal summon a “Netrunner”, you can then activate 1 of these effects;

● Conduct 1 extra Normal Summon/Set this turn.

● Target 1 monster you control/ in your Graveyard; equip it to 1 Face-up “Netrunner” monster you control, OR: Unequip it and Special Summon it.

When sent to the graveyard: You can banish this card and 1 "Netrunner" monster from your Graveyard; add 1 "Netrunner Data Base" from your Deck to your hand. You can activate only 1 "Netrunner Data Base" per turn. 

----

Netrunner Diesel

Trap card

If your opponent would activate a card or effect(s) that would destroy 1 or more card(s) on the field, including 1 "Netrunner" monster you control; you can negate the activation, and if you do, destroy it. You can only activate 1 "Netrunner Diesel" per turn.

===

Extra

===

Netrunner Core Hacker A.I- Mich 

4Rank/Earth/Machine/ Xyz

2200/2000

2 Level 4 monsters

If this card was Special summoned it's treated as a Normal summon. When this card is Normal Summoned, you can Special Summon 1 "Netrunner" monster from your Banish pile or Graveyard, and then equip it with this card. Once per turn: You can detach 1 Xyz Material form this card; place 1 “Netrunner” Pendulum monster from your face-up Extra Deck Zone or Main Deck in your Pendulum Zone. If unable, Add that Pendulum Monster card to your hand.

---

Netrunner Hacker- Kash

5Lv/Earth/Warrior/Synchro

2400/1500

1 Tuner + 1 or more non-Tuner monsters

If this card was Special summoned it's treated as a Normal summon. When this card is Normal Summoned, you can Special Summon 1 "Netrunner" monster from your Banish pile or Graveyard, and then equip it with this card. Target 1 monster you control or in your Graveyard/Banish pile; equip it to 1 Face-up “Netrunner” monster you control, OR: Unequip it and Special Summon it. When sent to the graveyard: You can banish this card and 1 "Netrunner" monster from your Graveyard; add 1 "Netrunner Data Base" from your Deck or Graveyard/Banish pile to your hand. You can activate only 1 "Netrunner Hacker- Kash" per turn.

---

Netrunner Hacker Program- Dragon  

8Lv/Earth/Machine/ Synchro/ Pendulum<6<>6>

3000/2500

1 “Netrunner” Tuner + 1 or more non-Tuner monsters

(During either player’s turn, if you have no other cards in your Pendulum zone: You can Special summon this card in Face-up Attack position.)

If this card was Special summoned it's treated as a Normal summon. When this card is Normal Summoned, Target 1 monster you control or in your Graveyard/Banish pile; equip it to 1 Face-up “Netrunner” monster you control, OR: Unequip it and Special Summon it. During either Player’s turn: When a card effect is activated that target(s) or would destroy a card(s) on the field: You can return this card to your Pendulum Zone(if able); Negate the activation, and if you do, destroy it. You can only use this effect of "Netrunner Hacker Program- Dragon" once per turn.

 

 

Not liking the "treated as a Normal Summon" gimmick. Its really weird and in the case of Moderator completely irrelevant. Just make it when their Normal Summoned, or Special Summoned by certain means.

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Not liking the "treated as a Normal Summon" gimmick. Its really weird and in the case of Moderator completely irrelevant. Just make it when their Normal Summoned, or Special Summoned by certain means.

I'd prefer to discuss on skype, for the mere moment that is if you want?

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Gilasaurus-LON-NA-R-1E.png

Precisely. The rulings regards to the Netrunners would be: Once summoned as either by Normal means or Special means it would still be counted as when you simply normal summon; i.e if they choose to SS them before their free(once per turn) NS, then sadly they wouldn't be able to NS freely. 

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Gilasaurus-LON-NA-R-1E.png

 

 

Precisely. The rulings regards to the Netrunners would be: Once summoned as either by Normal means or Special means it would still be counted as when you simply normal summon; i.e if they choose to SS them before their free(once per turn) NS, then sadly they wouldn't be able to NS freely. 

That Gilasuarus is not PSCT. Here is his Oracle Text:

 

You can Special Summon this card (from your hand). When you do: Your opponent can target 1 monster in their Graveyard; your opponent Special Summons that target to their side of the field.

 

There is no existing example of 1 type of Summon being treated as a Normal Summon instead of a Special Summon as it would cause far too many rulings issues that take more effort than is needed.

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That Gilasuarus is not PSCT. Here is his Oracle Text:

 

You can Special Summon this card (from your hand). When you do: Your opponent can target 1 monster in their Graveyard; your opponent Special Summons that target to their side of the field.

 

There is no existing example of 1 type of Summon being treated as a Normal Summon instead of a Special Summon as it would cause far too many rulings issues that take more effort than is needed.

True enough. I'd want to know how that ties with the notion of my archetype not being approved? Would it be that it's gonna take more effort? If that's the case, elaborate. I am sure my such stated rulings of Konami regards to the set(archetype) wouldn't be of such drastic measures of trouble. It seems to me you hold to the idea of 2099, being fully reliant on the current ideas at the very stage in Yu-Gi-Oh. I understand, but are you saying users can't explore the means of such effects that interact on normal basis (without the ridiculousness) of how Yu-gi-oh(konami) eventually makes rulings? Simply, show your prove of "it would cause far too many rulings issues that take more effort than is needed."

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Seeing that my Rifts were accepted, it's time to add muh generics.

 

Generics (8/10)

 

[spoiler=]

Monsters (3)

[spoiler=]

Main Deck (2)

[spoiler=]

Tuning Sorceress

Level 2/LIGHT/Spellcaster/Tuner/Effect
200/500

During your Main Phase 1, if this card is in your hand and you control no cards, you can: Immediately after this effect resolves, Synchro Summon 1 Level 8 or lower Synchro Monster, using only monsters in your hand, including this card. That Synchro Summoned monster cannot attack this turn. You cannot Special Summon other monsters during the turn you activate this effect. You can only use this effect of "Tuning Sorceress" once per turn.

 

En, Master of Typhoons

Level 7/WIND/Psychic/Effect

2400/1200

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 2 WIND monsters from your Graveyard, and cannot be Special Summoned by other ways. Once per turn: You can target 1 card on the field; return that target to the hand. This card cannot attack during the turn you activate this effect.

 

 

 

Extra Deck (1)

[spoiler=]

Doomstar Sorcerer

Rank 8/DARK/Spellcaster/Effect

2700/2200

2 Level 8 Pendulum Monsters

You can detach 1 Xyz Material from this card; Special Summon 1 Pendulum Monster from your Graveyard or face-up from your Extra Deck. You can detach 2 Xyz Materials from this card; destroy all Pendulum Cards on the field. This card cannot attack during the turn you activate any of these effects. You can only use 1 "Doomstar Sorcerer" effect per turn, and only once that turn.

 

 

 

 

 

 

Spell Cards (3)

[spoiler=]

Symphony of Tranquility

Normal Spell Card

Tribute 1 face-up monster you control that was Special Summoned from the Extra Deck; apply this effect, depending on the monster tributed. After you activate this card, neither player takes damage until the end of your next turn. You can only activate 1 "Symphony of Tranquility" per turn.

*Fusion Monster: All monsters currently on the field gain 400 ATK until the end of this turn.

*Synchro Monster: Each player gains 1000 LP.

*Xyz Monster: Each player draws 1 card.

*Pendulum Monster: Each player can return up to 2 of their banished cards to the Graveyard.

 

Ancient Magic Script

Normal Spell Card

Target 2 of your banished Spellcaster-Type monsters whose combined Levels equal 6 or less; Special Summon from your Extra Deck, 1 Spellcaster-Type Xyz Monster whose Rank equals the total combined Levels of those targets, and if you do, attach them to it as Xyz Materials. You cannot activate other Spell Cards during the turn you activate this card.

 

Well-Served Justice

Quick-Play Spell Card

Activate only if 2 or more monsters on your side of the field were destroyed by your opponent's card (either by battle or card effect) previously this turn: Target the monster with the highest ATK in your Graveyard; gain LP equal to that target's original ATK, and if you do, inflict damage to your opponent equal to the LP you gained. You can only activate 1 "Well-Served Justice" per turn.

 

 

 

 

Trap Cards (2)

[spoiler=]

Fissure Encounter

Counter Trap Card

When an Xyz Monster would be summoned OR when an Xyz Monster that is face-up on the field activates its effect: Tribute 1 Xyz Monster you control; negate the summon or activation, and if you do, banish that monster, and if you do that, neither player can Special Summon a monster with that name for the rest of this duel.

 

Rushing Boulders

Normal Trap Card

Banish up to 2 Rock-Type monsters from your Graveyard, then target that same amount of face-up Attack Position monsters you control; change them to Defense Position, and if you do, they cannot be destroyed battle or card effects this turn. You can only activate 1 "Rushing Boulders" per turn.

 

 

 

 

 

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Soul Destruct Dragon

7/DARK/Fiend/Synchro/Effect

2500/1000

1 DARK Tuner + 1 or more non-Tuner monsters

Once per turn, during your Main Phase 1: You can target 1 monster your opponent controls; reduce its ATK and DEF to 0, and if you do, its name becomes "???", also, Special Summon 1 "Unknown Token" (Zombie-Type/DARK/?/ATK ?/DEF ?) in Defense Position. Its Level, name, ATK, and DEF become the same as the monster targeted with this effect. If this card leaves the field: Destroy all "Unknown Tokens" Summoned by this effect.

 

Ghoul's Lament

Normal Spell Card

If you control a Normal Summoned monster: Send 1 Special Summoned monster on the field to the Graveyard, and if you do, both players draw 1 card. You can only activate 1 "Ghoul's Lament" per turn.

 

Submitting generics

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Generic:

 

Overlay Overseer

4/LIGHT/Spellcaster/Xyz/Effect

2100/2100

2 Level 4 monsters

You can target 1 other Xyz monster you control, and 1 monster in your Graveyard: Attach the second target to the first target as Xyz material. You can only use this effect of "Overlay Overseer" once per turn. Once per turn: You can detach 1 Xyz Material from this card and target 1 monster originally from your Extra Deck in your Graveyard: Return it to the Extra Deck, and, if you do, draw 1 card.

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Mirage Coordinator
Level 6 / Water / Fairy / Synchro
0/2500
1 Tuner + 1 or more non-Tuner monsters
During either Player’s turn: Banish 1 monster you control (except this card),

then until your next turn, while this card is Face up on the field, monsters that are banished,

as well as monsters in the hand or Graveyard, cannot activate their effects.

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Seeing that my Rifts were accepted, it's time to add muh generics.

 

Generics (8/10)

 

[spoiler=]

Monsters (3)

[spoiler=]

Main Deck (2)

[spoiler=]

Tuning Sorceress

Level 2/LIGHT/Spellcaster/Tuner/Effect

200/500

At the start of your Main Phase 1, if this card is in your hand and you control no cards, you can: Immediately after this effect resolves, Synchro Summon 1 Level 8 or lower Synchro Monster, using only monsters in your hand, including this card. You cannot activate Spell, Trap or other monster effects during the turn you activate this effect.

 

En, Master of Typhoons

Level 7/WIND/Psychic/Effect

2500/1500

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 2 WIND monsters from your Graveyard, and cannot be Special Summoned by other ways. During either player's turn: You can target 1 face-up card on the field; return that target to the hand. You can only use this effect of "En, Master of Typhoons" once per turn.

 

 

 

Extra Deck (1)

[spoiler=]

Doomstar Sorcerer

Rank 8/DARK/Spellcaster/Effect

2700/2200

2 Level 8 Pendulum Monsters

You can detach 1 Xyz Material from this card; Special Summon 1 Pendulum Monster from your Graveyard or face-up from your Extra Deck. You can detach 2 Xyz Materials from this card; destroy all Pendulum Cards on the field. This card cannot attack during the turn you activate any of these effects. You can only use 1 "Doomstar Sorcerer" effect per turn, and only once that turn.

 

 

 

 

 

 

Spell Cards (3)

[spoiler=]

Symphony of Tranquility

Normal Spell Card

Tribute 1 face-up monster that was Special Summoned from the Extra Deck; apply this effect, depending on the monster tributed. After you activate this card, neither player takes damage until the end of your next turn. You can only activate 1 "Symphony of Tranquility" per turn.

*Fusion Monster: All monsters currently on the field gain 400 ATK until the end of this turn.

*Synchro Monster: Each player gains 1000 LP.

*Xyz Monster: Each player draws 1 card.

*Pendulum Monster: Each player can return up to 2 of their banished cards to the Graveyard.

 

Ancient Magic Script

Normal Spell Card

Target 2 of your banished Spellcaster-Type monsters whose combined Levels equal 6 or less; Special Summon from your Extra Deck, 1 Spellcaster-Type Xyz Monster whose Rank equals the total combined Levels of those targets, and if you do, attach them to it as Xyz Materials. You cannot activate other Spell Cards during the turn you activate this card.

 

Well-Served Justice

Quick-Play Spell Card

Activate only if 2 or more monsters on your side of the field were destroyed by your opponent's card (either by battle or card effect) previously this turn: Target the monster with the highest ATK in your Graveyard; gain LP equal to that target's original ATK, and if you do, inflict damage to your opponent equal to the LP you gained. You can only activate 1 "Well-Served Justice" per turn.

 

 

 

 

Trap Cards (2)

[spoiler=]

Fissure Encounter

Counter Trap Card

When an Xyz Monster would be summoned OR when an Xyz Monster that is face-up on the field activates its effect: Tribute 1 Xyz Monster; negate the summon or activation, and if you do, banish that monster, and if you do that, neither player can Special Summon a monster with that name for the rest of this duel.

 

Rushing Boulders

Normal Trap Card

Banish any number of Rock-Type monsters from your Graveyard, then target that same amount of cards on the field; destroy those targets. You can only activate 1 "Rushing Boulders" per turn.

 

 

 

 

 

 

 

Soul Destruct Dragon

7/DARK/Fiend/Synchro/Effect

2500/1000

1 DARK Tuner + 1 or more non-Tuner monsters

Once per turn, during your Main Phase 1: You can target 1 monster your opponent controls; reduce its ATK and DEF to 0, and if you do, its name becomes "???", also, Special Summon 1 "Unknown Token" (Zombie-Type/DARK/?/ATK ?/DEF ?) in Defense Position. Its Level, name, ATK, and DEF become the same as the monster targeted with this effect. If this card leaves the field: Destroy all "Unknown Tokens" Summoned by this effect.

 

Ghoul's Lament

Normal Spell Card

If you control a Normal Summoned monster: Send 1 Special Summoned monster on the field to the Graveyard, and if you do, both players draw 1 card. You can only activate 1 "Ghoul's Lament" per turn.

 

Submitting generics

 

 

Generic:

 

Overlay Overseer

4/LIGHT/Spellcaster/Xyz/Effect

2100/2100

You can target 1 Xyz monster you control, and 1 monster in your Graveyard: Attach the second target to the first target as Xyz material. You can only use this effect of "Overlay Overseer" once per turn. Once per turn: You can detach 1 Xyz Material from this card and target 1 monster originally from your Extra Deck in your Graveyard: Return it to the Extra Deck, and, if you do, draw 1 card.

 

 

Mirage Coordinator

Level 6 / Water / Fairy / Synchro

0/2500

1 Tuner + 1 or more non-Tuner monsters

During either Player’s turn: Banish 1 monster you control (except this card),

then until your next turn, while this card is Face up on the field, monsters that are banished,

as well as monsters in the hand or Graveyard, cannot activate their effects.

 

Everything but the Okami atre accepted. Althrough these are more clearly balanced than their predecessors, the Dragon Rulers, I think, for the time being, we will keep them away. But hold onto them, they may be accepted in the future.

 

Everything else for all of you is accepted on my end.

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Generic: 
Mind & Matter
Quick Spell card
Pay 2000 Life Points: Target 1 Psychic-Type monster you control, it cannot be a target for effects of Spell/Trap cards

while Face-up on the field; then Special Summon 1 LIGHT Level 4 or lower Spellcaster-Type monster from your Deck in face-up Attack Position.

The Level of the Special summoned monster is equal to or less than the total number of Spell Counters you control, Until the End Phase.

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Tr'alformath, Forest Guardian

5/EARTH/Beast-Warrior/Fusion/Effect

1800/2300

1 EARTH monster + 1 Beast or Warrior-Type monster

If an EARTH monster(s) is destroyed and sent to your Graveyard; You can Special Summon this card from your Extra Deck by banishing the Fusion Materials required for this card's Fusion Summon from your Graveyard (You do not use "Polymerization". This Special Summon is treated as a Fusion Summon.). You can only Special Summon 1 "Tr'alformath, Forest Guardian" per turn. EARTH monsters you control cannot be destroyed by battle or by card effects.

 

Another Generic.

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Generic: 

Mind & Matter

Quick Spell card

Pay 2000 Life Points: Target 1 Psychic-Type monster you control, it cannot be a target for effects of Spell/Trap cards

while Face-up on the field; then Special Summon 1 LIGHT Level 4 or lower Spellcaster-Type monster from your Deck in face-up Attack Position.

The Level of the Special summoned monster is equal to or less than the total number of Spell Counters you control, Until the End Phase.

Fix your cost.

 

Tr'alformath, Forest Guardian

5/EARTH/Beast-Warrior/Fusion/Effect

1800/2300

1 EARTH monster + 1 Beast or Warrior-Type monster

If an EARTH monster(s) is destroyed and sent to your Graveyard; You can Special Summon this card from your Extra Deck by banishing the Fusion Materials required for this card's Fusion Summon from your Graveyard (You do not use "Polymerization". This Special Summon is treated as a Fusion Summon.). You can only Special Summon 1 "Tr'alformath, Forest Guardian" per turn. EARTH monsters you control cannot be destroyed by battle or by card effects.

 

Another Generic.

That ";" should be a ":". Otherwise accepted.

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