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Elemental HERO Shining Phoenix Enforcer

LIGHT
Warrior/Fusion/Effect

8/2500/2100

"Elemental HERO Phoenix Enforcer" + 1 "HERO" monster

Must first be Fusion Summoned or Special Summoned by revealing 1 Normal Spell in your hand and banishing the above cards from your field or GY when you control no Fusion Monsters (in this case, you do not use "Polymerization"). Cannot be destroyed by battle. Gains 300 ATK for each "HERO" monster in your GY. If this card is sent to the GY; you can Special Summon 1 of this card's Fusion Materials from your GY.

 

Figure we might as well keep the summon condition consistent for each form, and loosening the HERO restriction helps with the whole E-/D-HERO synergy thing going on.

 

EDIT: this thread has too many ninjas

 

Sword of Dark Rites

Equip Spell

Equip only to a DARK monster. You can Tribute 1 other DARK monster you control; the equipped monster gains ATK equal to the original ATK of the Tributed monster. If the equipped monster battles a DARK monster; you can Tribute the equipped monster; Special Summon 1 "Torment Token"  (Fiend/DARK/Level 3/ATK 1000/DEF 1000) in Defense Position. If this card is sent to the GY because the equipped monster was Tributed; target 1 DARK monster on the field; equip this card from your GY to that target. You can only use each effect of "Sword of Dark Rites" once per turn.

 

Basically a total rewrite, making the ATK boost more relevant, the elma-like effect being tuned up, and a little torment bonus if it latches on to an opponent's monster.

 

Speaking of ninjas, let's tackle White Ninja.

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Sword of Dark Rites

Equip Spell Card

Equip only to a DARK monster on either side of the field. It gains 300 ATK for each DARK Monster in the GY. If you Ritual Summon this turn, the equipped Monster can be used as the entire Tribute. When the equipped monster is Tributed and this card is sent to the Graveyard, return this card to your hand.

 

Sword of Dark Rites would make you think Ritual Support

 

Changes:

Potentially higher ATK then original

Non-targeting non-Destruction removal

Ritual Support that can fulfill an entire Tribute

Now synergizes with last effect when tributed.

 

Infernity Randomizer

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Elemental HERO Shining Phoenix Enforcer

LIGHT

Warrior/Fusion/Effect

8/2500/2100

"Elemental HERO Phoenix Enforcer" + 1 "HERO" monster

Must first be Fusion Summoned or Special Summoned by revealing 1 Normal Spell in your hand and banishing the above cards from your field or GY when you control no Fusion Monsters (in this case, you do not use "Polymerization"). Cannot be destroyed by battle. Gains 300 ATK for each "HERO" monster in your GY. If this card is sent to the GY; you can Special Summon 1 of this card's Fusion Materials from your GY.

 

Figure we might as well keep the summon condition consistent for each form, and loosening the HERO restriction helps with the whole E-/D-HERO synergy thing going on.

 

EDIT: this thread has too many ninjas

 

Sword of Dark Rites

Equip Spell

Equip only to a DARK monster. You can Tribute 1 other DARK monster you control; the equipped monster gains ATK equal to the original ATK of the Tributed monster. If the equipped monster battles a DARK monster; you can Tribute the equipped monster; Special Summon 1 "Torment Token" (Fiend/DARK/Level 3/ATK 1000/DEF 1000) in Defense Position. If this card is sent to the GY because the equipped monster was Tributed; target 1 DARK monster on the field; equip this card from your GY to that target. You can only use each effect of "Sword of Dark Rites" once per turn.

 

Basically a total rewrite, making the ATK boost more relevant, the elma-like effect being tuned up, and a little torment bonus if it latches on to an opponent's monster.

 

Speaking of ninjas, let's tackle White Ninja.

For your sake, I'll do this one, too.

 

White Ninja

 

FLIP: Destroy 1 Defense Position monster on the field. This card cannot be destroyed by battle. This card can attack directly. If this card attacks, it is changed to Defense Position at the end of the Battle Phase.

 

Changes

- Non-Targeting Destruction

-Can't be destroyed by Battle

- Can now attack directly at the cost of switching to Defense Position

 

Next: Infernity Randomizer

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Infernity Randomizer

Once per turn if you have no cards in your hand: You can draw 1 card, then you can apply the following effect based on the card type (Monster, Spell or Trap) drawn by this effect:

  • Monster: Special Summon 1 "Infernity" monster from your GY
  • Spell: Inflict 300 damage to your opponent for each card they control
  • Trap: Negate the effects of 1 face-up monster on the field

 

Destiny HERO - Fear Monger

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Destiny HERO Fear Monger

If this card is sent directly from the Hand or Deck to the GY, you can Special Summon this card. During your next Main Phase after this card was sent to the GY: You can target 1 "Destiny HERO" monster in your GY, except "Destiny HERO - Fear Monger"; Special Summon it. You can only use each effect of "Destiny HERO - Fear Monger" once per turn.

 

Changes:

Special Summon effect working in Conjucture with Destiny Draw and Foolish Burial.

Now can Special Summon monster during the next Main Phase instead of Standby Phase.

 

Next up:

Infernity Beetle

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Infernity Beetle

You can Tribute this card; Special Summon up to 2 "Infernity" monsters with different names from your Deck, also you cannot Special Summon monsters for the rest of this turn, except DARK monsters. You must have no cards in your hand to activate and to resolve this effect. You can only use this effect of "Infernity beetle" once per turn.

 

Changes:

  • 2 new targets instead reproducing itsellf, added a Dark summonig clause to avoid crazy boards, (ironically diverse element extra deck is one of the problems with infernity)
  • Hard OPT, the actual main problem with infernities
  • No hand clause is obligatory at activation and resolution to be more susceptible to disruption, because if this resolves you are pretty much screwed

Kaiser Glider

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Kaiser Glider

Cannot be destroyed by battle or by the activated effects of monsters with an original ATK equal or less than this card's original ATK. At the start of the Damage Step, if this card battles an opponent's face-up Attack Position monster: You can make this card's ATK and DEF become equal to the ATK of the opponent's monster it is battling, until the end of this turn. After damage calculation, if this card battled an opponent's monster: Inflict damage to your opponent equal to that monster's original ATK. If this card is destroyed and sent to the Graveyard; Return 1 card on the field to the hand.

 

Changes:

*Destruction immunity extends to monsters with lower or equal original ATK than Kaiser Glider's original ATK and also extends to card effects of monsters with equal or less ATK than Glider's.

*Gains Moon Mirror Shield Effect to overcome most monsters

*Burn Damage to your opponent regardless of who's attacking

*Non-targeting non-Destruction removal of destroyed regardless.

 

 

Next:

The Phantom Knights of Cursed Javelin

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The Phantom Knights of Cursed Javelin

DARK

Warrior/Xyz/Effect

R2/1200/0

2 Level 2 monsters

(Quick Effect) You can detach 1 Xyz Material from this card, then target 1 face-up monster your opponent controls; until the end of this turn, change its ATK to 0, also it has its effects negated. If this card has a "The Phantom Knights" card as Xyz Material, your opponent cannot activate cards/effects in response to this effect. If this card is sent to the GY: Target 1 other "Phantom Knights" card in your GY; add it to your hand. You can only use this effect of "The Phantom Knights of Cursed Javelin" once per turn.

 

-Made it always and forever a quick effect, but made it SS4 if you're using a Phantom Knight.

-Also made it good to link, which will be useful once the PK Link happens

 

Phantom Spear

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This is as close as I got to the name I think you were going for for the card you suggested Cake, and considering the trend of the previous card made, I'm gonna venture this is the right one. Lemme know if it isn't.

 

Phantom Knights' Spear

Continuous Spell Card

Lore: Each time your opponent activates a card or effect that targets a "Phantom Knights" card(s) you control, inflict 500 damage to your opponent immediately after it resolves (even if this card leaves the field). If that activated effect is a Spell/Trap effect, you can negate it instead, then banish this card. If this card is sent to the GY: You can Set 1 "Phantom Knights" Spell from your Deck, but it cannot be activated this turn. If a DARK monster you control would be destroyed by battle or an opponent's card effect, you can banish this card from your GY and inflict 500 damage to your opponent instead.

 

BD'Switchpanel:

  • The field effect? It now triggers if the effect targets a "Phantom Knights" card, not just a monster. 
  • Also, it negates and destroys the card if it's a Spell or Trap alongside a banishment effect, much like its anime counterpart. 
  • Sending it off to the GY allows you to Set another Phantom Knights Spell, like this little ditty that was rather fun to use for a certain Xyz Dragon.
  • And the 500 damage also carries off to its banish from GY effect-again, just like the anime version. 

 

N/C: Shiny Black "C"

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My bad, yeah, it was PK Spear, for some reason I thought it wasn't part of the PK archetype or I was thinking of the anime or something.

 

Shiny Black "C"

EARTH

Insect/ Effect

2/200/500

If you activate the effect of an EARTH Insect monster in your hand; you can Special Summon this card from your hand. You can only Special Summon 1 "Shiny Black "C"" this way. If exactly 1 monster is Special Summoned from the Extra Deck to your opponent's field: You can banish this card from your GY; Negate the Summon of that monster. You can only use this effect of "Shiny Black "C"" once per turn.

 

Helps tie itself in to the overall "C" shenanigans, and has upgraded capability to deal with more than just Synchro monsters.

 

The Phantom Knights of Shade BrigandineShadow Veil

 

How do I words

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The Phantom Knights of Shadow Veil

Target 1 face-up monster you control; it gains 300 ATK and DEF, also, until the End of this turn, if that Monster battles an opponent's Monster, at the start of the Damage Step, banish that Monster. When an opponent's monster declares a direct attack while this card is in your Graveyard: Special Summon this card in Defense Position as a Normal Monster (Warrior-Type/DARK/Level 4/ATK 0/DEF 300) then end the Battle Phase. (This card is NOT treated as a Trap Card.) If Summoned this way, banish this card when it leaves the field.

 

Changes:

Allows the targeted Monster to get over cards that can't be destroyed by card effects or be targeted

Built-in Battle Fader effect

 

Soul Release

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Soul Release
Spell/Normal
Target up to 5 cards in any Graveyard(s); banish them, and if you do, the player who had the greatest number of cards banished by this effect can draw 1 card (each player draws a card if tied).

Changelog: I think the card is perfectly serviceable as it is, but this adds an extra factor. Banish all of your opponent's cards, or a majority of them, and you get them a draw. Banish your own, and you get a card. It makes the card actually have a bit of a hidden cost, though I figure this might make some lulzy loops.

Next Card: On the subject of crappy old cards, lets go with one of the worst cards ever printed: Two-Pronged Attack.

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Speedroid Terrortop
WIND/Machine/Effect/Level 3/1200 ATK/600 DEF
If you control no monsters, you can Special Summon this card (from your hand). When this card is Normal or Special Summoned: You can add 1 "Speedroid" monster from your Deck to your hand, except "Speedroid Terrortop", also you cannot Special Summon monsters for the rest of this turn, except monsters with Levels. You can only use this effect of "Speedroid Terrortop" once per turn.

Changelog: I have successfully turned out of the most powerful cards of the past few years into a total gimp. No Xyz plays. No Links. Just Synchros and Fusions.

Next Card: I like bringing powerful monsters down a peg. Toadally Awesome.

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Toadally Awesome

 

Once per turn, during the Standby Phase: You can add 1 "Frog" monster from your Deck to your hand. When your opponent activates a Spell/Trap Card on the field: you can detach all Xyz Material this card has (min. 2); the activated effect becomes "Your opponent Special Summons 1 "Frog" monster from their Deck", then Set that Card but it cannot be activated again this turn. You can only use this effect of "Toadally Awesome" once per turn. If this card is sent to the Graveyard: You can target 1 WATER monster in your Graveyard; add it to your hand.

 

Always thought it was weird that the effects aren't the reverse, where the negation should have required the detaching.

 

Changes:

Standby Phase effect adds a "Frog" from your Deck instead of Special Summoning it, so no Dupe Frog on opponent's turn.

Instead of straight-up negation, changes effect to original Standby effect of Special Summoning "Frog" monster.

Can no longer activate against Monster Effects, and the Spell/Trap has to be on the field.

The Card is set on the opponent's field, where it can't be activated again the same turn.

 

Next Card: Speaking of cards that need to be taken down a peg;

Master Peace, the True Dracoslaying King

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Master Peace, the True Dracoslaying King
LIGHT/Wyrm/Effect/Level 8/2950 ATK/2950 DEF
Cannot be Normal Summoned/Set. Must first be Special Summoned by Tributing a Tribute Summoned monster and a face-up Continuous Spell/Trap Card you control. You can banish 1 Continuous Spell/Trap Card from your GY, then target 1 other card on the field; destroy it. If this card in its owner's control is destroyed by an opponent's card (by battle or card effect): You can Special Summon 1 non-LIGHT Wyrm monster from your hand, Deck, or GY.

 

Changelog: This was actually pretty easy. I just made Master Peace into an upgraded version of his original self: Master Peace, the True Dracoslayer. He still fits the theme of the Deck, but has a few different tools. Instead of being a Tribute Monster, he's a Semi-Nomi that can still ditch their backrow, but needs for you to get a Tribute Summoned monster out first. Instead of being able to use his destruction effect as a Quick Effect, he can use it during his controller's turn, but as much as he likes, as long as they have ammo. Instead of blanket immunity from effects, he can get out a Wyrm that isn't LIGHT from almost anywhere upon croaking, but most of the True Dracos and True Kings won't get any benefits from that method of Summon.

TL;DR, he's still potent, but he's a lot more fair and balanced boss.

Next Card: Ooh. This is quite enjoyable. Dante, Traveler of the Burning Abyss.

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Dante, Traveler of the Burning Abyss

(Same Stats)

You can only control 1 face-up "Dante, Traveler of the Burning Abyss". Once per turn: You can detach 1 Xyz Material from this card and choose a number from 1 to 3, then send that many cards from the top of your Deck to the Graveyard; until the end of this turn, this card gains 500 ATK for each card sent to the Graveyard this way. If this card is sent to the Graveyard: You can target 1 "Burning Abyss" Card in your GY except this card; shuffle it into the deck.

 

Changes:

You can only control 1 Dante at a time

Doesn't switch to Defense Position after attacking

Shuffle "Burning Abyss" card into deck instead of adding to the hand.

 

Notes: This was actually kind of hard, since Dante got powercreeped, and it was usually the Malebranche that made him potent.

 

Now for the real Dodger of the Banlist:

 

Blaze Fenix, the Burning Bombardment Bird

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Blaze Fenix, the Burning Bombardment Bird

1 Machine-Type monster + 1 Pyro-Type monster

During your Main Phase: You can inflict 300 damage to your opponent for each card on the field. You can only activate this effect of "Blaze Fenix, the Burning Bombardment Bird" once per turn.

 

WOAH SUCH ERRATA MUCH BURN

 

Elemental HERO Stratos

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Elemental HERO Stratos
WIND/Warrior/Effect/Level 4/1800 ATK/200 DEF
When this card is Normal Summoned: You can add 1 "HERO" monster from your Deck to your hand. When this card is Special Summoned: You can destroy Spell/Trap Cards your opponent controls, up to the number of "HERO" monsters you control. You can only activate each effect of "Elemental HERO Stratos" once per turn. You cannot Special Summon monsters, except "HERO" monsters, during the turn you activate either of these effects.

 

Changelog: Still powerful, but now you actually have to waste a Normal Summon on Stratos, and you get restricted to HEROs for the turn.

 

Next Card: Astrograph Sorcerer

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Astrograph Sorcerer

 

Pendulum effect

Same, doenst need any "fix"

 

Monster effect

If a card(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand (if it was there when is destroyed), then you can choose 1 monster in the Graveyard, Extra Deck or that is banished, and that was destroyed this turn, and add it to your hand. You can only use this effect of "Astrograph Sorcerer" once per turn. You can banish this card you control, plus 4 monsters from your hand, field, and/or Graveyard (1 each with "Pendulum Dragon", "Xyz Dragon", "Synchro Dragon", and "Fusion Dragon" in their names); Special Summon 1 "Supreme King Z-ARC" from your Extra Deck. (This is treated as a Fusion Summon.)

 

Changes:

  • Loops are over, hard OPT
  • BS acticvation clartified, no more electrumite shenanigans (by itself at least)
  • No more searches, it recovers instead

Card of Demise

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Card of Demise

Normal Spell Card

If this card is the only card in your hand, Draw until you have 3 cards in your hand. Until the End of the 3rd turn after this card resolves, your opponent takes no damage, also, you can not activate cards or effects that would negate the effects of cards your opponent activates. During the End Phase of this turn, banish your entire hand face-down. You can only activate 1 "Card of Demise" per turn. You cannot Special Summon during the turn you activate this card.

 

Changes:

Extends the no damage clause to 3 turns.

You can't negate Card effects your opponent activates until then, either.

Banishes entire Hand face-down instead of sending to the Graveyard.

 

Majespecter Unicorn - Kirin

 

Or

 

PSY-Frame Driver, if you want enhance a card instead

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Finally. Nerfs hurt my soul.

 

PSY-Frame Driver

WIND - Level 6 - Psychic/Effect - 2500/0

If this card is Special Summoned by the effect of a "PSY-Framegear" monster: You can select 3 "PSY-Frame" cards with different names from your Deck; your opponent selects one at random to add to your hand, and the remaining 2 are shuffled back into your Deck. You can shuffle this banished card into your Deck: Add 1 banished "PSY-Frame" card to your hand. You can only activate each effect of "PSY-Frame Driver" once per turn.

 

No changelog because obvious changes are obvious.

 

Cyber Ogre

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Cyber Ogre

EARTH - Level 5 - Machine/Effect - 1900 ATK/1200 DEF

While an attack involving a "Cyber Ogre" you control is occurring (Quick Effect): You can discard this card; negate the attack, and if you do, it gains 2000 ATK until the end of its next battle.

 

Cyber Ogre (edited)

EARTH - Level 5 - Machine/Effect - 1900 ATK/1200 DEF

If you control a Level 5 or higher Machine monster, you can Special Summon this card (from your hand). You can only Special Summon "Cyber Ogre" once per turn this way. When a monster you control battles an opponent's monster: You can target another monster you control; it gains 500 ATK until the end of its next battle.

 

 

Made it more Cyber Dragon friendly and tried to keep the interesting PSCT on it ("until the end of its next battle"). Other than that I thought it would be fun to garner ATK on the monster attacking last, and if used correctly could help OTKs.

 

 

Outstanding Dog Marron

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Outstanding Dog Marron

Level 1 LIGHT Beast

(Quick-Effect): If your opponent activates a card or effect: Send this card to the GY. If this card is sent to the GY, you take no further damage this turn, also immediately after this effect resolves, shuffle this card into the Deck.

 

Changes:

Like a dog for its owner, Marron protects you

Handtrap FTW

 

Next:

Number 103: Ragnazero

Or

Red Dragon Archfiend (The 5Ds one)

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Number 103: Ragnazero
WATER/Fairy/Xyz/Effect/Rank 4/2400 ATK/1200 DEF
2 Level 4 monsters
Once per Chain (Quick Effect): You can detach 1 material from this card, then target 1 face-up monster your opponent controls, whose current ATK and/or DEF is different from its original ATK and/or DEF; attach it to this card as material, and if you do, draw 1 card. If this face-up card in its owner's control leaves the field because of an opponent's card effect while it has a material attached to it that is originally owned by your opponent: You can target 1 monster in either player's GY that was attached to this card as material; Special Summon it to your side of the field.

 

Changelog: #MakeBarianGreatAgain

Next Card: Let's get back on track. There's a lot of really crappy Numbers out there that aren't worth the cardboard they're printed on, so let's start with the most worthless of them all. Number 56: Gold Rat.

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