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shadowsapex

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D/D Pandora
DARK/Fiend/Pendulum/Effect/Level 5/1700 ATK/2100 DEF
0 < Scales > 0
Pendulum Effect: During your Main Phase, if you control no monsters: You can activate this effect; add 1 "D/D" Pendulum Monster or "Dark Contract" Spell/Trap Card from your Deck to your hand, except "D/D Pandora", and if you do, take 1000 damage, also you cannot Special Summon monsters for the rest of this turn, except "D/D" monsters (even if this card leaves the field). You can only use this effect of "D/D Pandora" once per turn. During your Standby Phase: Take 1000 damage.
Monster Effect: When this card is destroyed by battle, or when this card in your possession is destroyed by a card effect, and you control no monsters: You can draw 2 cards, and if you do, take 1000 damage. You can only use this effect of "D/D Pandora" once per turn. During your Standby Phase: Take 1000 damage.

Changelog: Well, first off, she's now a Pendulum Monster. Second, she's basically a D/D Mellow Madonna. Third, her effects only need for you to control no monsters, which is somewhat easier.

Next Card: Let's do another old Union twofer. Decayed Commander and Zombie Tiger.

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Decayed Commander

Level 4 EARTH Zombie/Effect

If this card is Normal Summoned, Special Summon 1 "Zombie Tiger" from your hand or GY. Each time this card inflicts Battle Damage by a direct attack, draw 1 card then discard 1 card from your opponent's hand.

ATK/1000 DEF/1500

 

Zombie Tiger

Level 3 EARTH Zombie/Effect

Once per turn, you can either: Target 1 "Decayed Commander" you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped Monster gains 1000 ATK/DEF also if it is the only Zombie Monster you control, it can attack directly. Each time the equipped Monster inflicts Battle Damage, draw 1 card, then discard 1 random card from your opponent's hand. If the equipped monster would be destroyed by Battle or Card effect, destroy this card instead.

ATK/1400 DEF/1600

 

Changes:

  • D. C. Now specials Summons Zombie Tiger from GY in addition to hand
  • D.C. Now allows controller to draw a card if inflicting direct Battle Damage
  • Zombie Tiger now gives a stronger buff
  • Zombie Tiger allows player to draw a card, then discard 1 from opponent's hand if it inflicts Battle Damage, instead of destroying opponent's Monster
  • Essentially, Pot of Greed + Delinquet Duo from direct attack.
  • ABC Union protection from Card Effects on Zombie Tiger

Next:

Priestess with Eyes of Blue

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Priestess with Eyes of Blue
Level 1 - LIGHT - Spellcaster/Tuner/Effect - 0/0

You can send 1 Effect Monster you control to the GY (Quick Effect): Add up to 2 "Blue-Eyes" or "with Eyes of Blue" monster with different names from your Deck to your hand. If this card is in your GY: You can shuffle 1 "Blue-Eyes" you control or in your hand into the deck; and if you do, Special Summon this card. You can only use each effect of "Priestess with Eyes of Blue" once each turn. 

 

Changes:
No longer requires being targeted, searches other eyes of blue monsters as well, can shuffle from hand not just from field, and can use both effects in one turn to make a 1 card level 9 synchro. 

 

Next: I don't play Blue Eyes so I dunno if this needs a rework, but my choice is
Master with Eyes of Blue

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Master with Eyes of Blue

Level 1 LIGHT Spellcaster/Tuner/Effect

When this card is Normal or Special Summoned: Target 1 LIGHT Tuner in your GY; add it to your hand. You can shuffle this card from your GY into the Deck, then send 1 Dragon Effect Monster from your Deck to the GY; Special Summon 1 "Blue-Eyes" monster from your GY. You can only use this effect of "Master with Eyes of Blue" once per turn.

 

Changes:

  • Triggers effect on Special Summon
  • No level restriction on LIGHT Tuner
  • Foolish Burials a Dragon Effect Monster to the GY
  • Can Special Summon the Foolish Burial'd Monster if it is a "Blue-Eyes" monster

Next:

Dark Flare Knight

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Dark Flare Knight

"Dark Magician" + "Flame Swordsman"

Must first be either Fusion Summoned or Special Summoned (from your Extra Deck) by banishing the above cards from your field and/or GY. This card also becomes a Spellcaster monster while it is on the field or in the GY. Your opponent takes anydamage you would have taken from battlesIf this card is destroyed by battle, or if this face-up card you control leaves the field because of a card effect: You can Special Summon 1 "Mirage Knight" from your hand, Deck or GY.

 

Changes:

  • Optional contact fusion condition because no one is playing poly for this (summon swordsman with IF)
  • Double type for Norito fodder
  • Instead no damage it redirects it to justify its low stats
  • Flexible conditions to summon M. Knight

Speaking of... Mirage Knight

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Mirage Knight

Level 8 - LIGHT - Warrior/Effect - 2800/2000

Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of "Dark Flare Knight". Unaffected by other card effects. During damage calculation only, this card gains ATK equal to the original ATK of the opponent's monster with the highest ATK. If this card battles an opponent's monster with the highest ATK, Banish both cards after damage calculation, then summon 1 "Dark Flare Knight" from your GY.

 

Now is only semi-nomi, has protection, better battle effect, and only goes away if your opponent feeds it their biggest monster. Also floats into Dark Flare Knight to keep going with it!

 

Next: Dark Magician Knight (And Knight's Title if you're feeling generous)

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Dark Magician Knight

DARK
Warrior/Fusion/Effect

7/2500/2100

"Dark Magician" + 1 Warrior monster

Must first be Fusion Summoned, or Special Summoned by the effect of "Knight's Title". This card's name is treated as "Dark Magician" on the field and in the GY. If this card is Special Summoned: Destroy 1 card on the field. If this card is sent from the field to the GY: You can Special Summon 1 Spellcaster "Dark Magician" monster from your GY. You can only use this effect of "Dark Magician Knight" once per turn.

 

- Fusion feels more appropriate, and opens up more possibilities for hybrid DM builds.

- Name becoming DM incorporates into the strategy that already exists, and the pop adds utility even without DM Circle.

- Replaces itself on death, but we're not colossal fighter-ing this thing.

 

Knight's Title

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Knight's Title

Quick-Play Spell

Tribute 1 "Dark Magician" you control: Special Summon 1 Fusion monster that specifically lists "Dark Magician" as Fusion Material from your Extra Deck or Graveyard (this is treated as a Fusion Summon). If a "Dark Magician" or monster with "Dark Magician" in its card text (including being listed as Fusion Material) destroys your opponent's card while this card is in your Graveyard after being activated on the field, you can select and activate 1 of the following effects:

●Draw 1 card.

●Add 1 Spell/Trap Card from your Graveyard or from among your banished cards to your hand that specifically lists "Dark Magician", or is named "The Eye of Timaeus".

You can only activate each effect of "Knight's Title" once per turn.

 

Changelog:

●Quick-Play Spell instead of Normal.

●Does the Fusion to work with the retrained Dark Magician Knight above.

●Sweet new Graveyard effect to boost comsistency and comeback potential.

●HOPT for balance reasons.

 

Illusion Magic

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Illusion Magic

Quick-Play Spell Card

Banish 1 Spellcaster Monster from your Hand, Field or Deck; add up to 2 Level 4 or higher DARK Spellcaster Monsters from your Deck or GY. During the End Phase, Special Summon the Banished Monster. You can only activate 1 "Illusion Magic" per turn.

 

Changes:

  • Banishes Monster instead of Tributing, and it can be from Deck or Hand.
  • Adds Level 5 or Higher DARK Spellcasters (which is the same as Dark Magicia, but can search Apprentice Illusion, Aleister, etc.)
  • Special Summons Banished Monster during End Phase.

Next:

Galaxy Dragon

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Galaxy Dragon

LIGHT
Dragon/Effect

4/2000/1200

Cannot attack directly. If a "Photon", "Galaxy", or "Cipher" monsters you control attacks an opponent's monster, that monster's effects are negated until the end of the Damage Step (even if it's in the GY). If this card on the field is used as Xyz Material, that monster gains the following effect:

~ If this card battles a monster with 2000 or more ATK: it gains 1000 ATK/DEF until the end of the Damage Step.

 

- Giant Rex effect is honestly a great way to balance 2k Lv4s

- Stops floating if Kaito monsters fight other monsters

- The effect when it fights dragons now is used on Xyz Monsters, and really supports the new photon dragon xyz

 

Cipher Twin Raptor

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Cipher Twin Raptor

LIGHT - Level 4 - Machine/Effect - 1600/800

If your opponent controls a face-up Special Summoned monster, you can Special Summon this card from your hand. You can discard 1 card; Special Summon 1 "Cipher" monster with a Level from your hand, Deck, or Graveyard. You can only activate this effect of "Cipher Twin Raptor" once per turn. If this card is detached from a "Photon", "Galaxy", or "Cipher" Xyz monster to activate its effect: You can add 1 "Cipher" or "Galaxy" card from your Deck or Graveyard to your hand.

 

Changelog:

●The Summon condition triggers off any kind of Special Summoned monsters, not just monsters Summoned from the Extra Deck. You also don't need an empty board.

●Can now rez monsters from the Graveyard, but obvious "with a Level" limitation.

●No longer locks you into Cipher monsters for the turn, to work better with the Kaito core.

●Searches on detach from any Kaito Xyz for consistency in an Xyz Deck.

 

Cipher Bit

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Cipher Bit
Trap/Normal
Target 1 "Galaxy-Eyes" or "Cipher" Xyz Monster you control; attach this card to it as an Xyz Material, and if you do, the next time it would be destroyed by battle or card effect, it is not destroyed. During your Main Phase, if this card is in your GY: You can banish 1 LIGHT monster in your GY; add this card to your hand. You can only activate this effect of "Cipher Bit" once per turn.

 

Changelog: Now it can recycle itself, making it much more versatile as a regular supply of Xyz Materials.

Next Card: Cipher Wing. Let's keep the Cipher train coming.

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Cipher Wing

LIGHT

Machine/Effect

4/1400/1200

If you control a LIGHT monster, you can Special Summon this card (from your hand). You can target 1 LIGHT monster you control; both it and this card increase their Levels by 4 until the End Phase. You can only use this effect of "Cipher Wing" once per turn.

 

No longer locking any of its effects to being archetypal makes it more flexible, and you don't hard minus to get the level increase.

 

Cipher Mirror Knight

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Cipher Mirror Knight

Level 4 LIGHT Warrior/Effect

If a "Cipher" monster is sent to your GY: You can reveal this card; Special Summon it (from your Hand), and if you do, Special Summon 1 "Cipher" Monster from your GY. During the End Phase, if this card is in the Graveyard because it was sent there this turn: You can add 1 "Cipher" card from your Deck to your hand. You can only use each effect of "Cipher Mirror Knight" once per turn.

ATK/0 DEF/0

 

Changes:

  • Triggers effect when "Cipher" Monster is sent to the GY, from anywhere.
  • Reveals itself to Special Summon itself and 1 "Cipher" Monster in your GY
  • HOPT on first effect to avoid abuse.
Next:

Double Cipher

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Let's get weird.

 

Double Cipher

Normal Trap

If your opponent controls more monsters than you: Target 1 Rank 8 or higher "Photon", "Galaxy" or "Cipher" Xyz monster you control; Special Summon this card as an Xyz Effect monster with the same Attribute, Rank, Type, ATK, DEF, and effects as that monster (This card is NOT treated as a Trap Card). If Summoned this way, you can transfer a material from that target to this card. During the End Phase, you can attach this card and any Xyz Material it has to an Xyz Monster you control, otherwise banish this card. If a "Cipher" monster(s) would be destroyed, you can banish this card from your GY instead.

 

- Instead of summoning an Xyz from your Extra and having MR4 hurt you, let's make a copy of an Xyz monster as a trap card (which imo is weird af)

- becomes material, but if you want to really utilize it to the fullest, you have to wait until your turn.

- Restrictions mostly for the benefit of Cipher Dragon, and to not abuse the heck out of the photon Xyz.

 

Rank-Up-Magic Cipher Acension

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Rank-Up-Magic Cipher Acension

(This card is always treated as a "Galaxy" card.)

During the Main Phase: Target 1 "Photon", "Galaxy" or "Cipher" monster you control; Special Summon from your Extra Deck, 1 LIGHT Xyz Monster that is either 1 Rank higher than that target or a Rank equal to that target's Level, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. If you used an Xyz, transfer its Materials to that monster) It gains this effect.

● If an Xyz Monster you control battles, your opponent cannot activate cards or effects until the end of the Damage Step.
 
Changes:
  • Turned into a Galaxy card for easy searchability with the new (and old) support.
  • It targets now any monster of the archetype giving you the option of evolution (if Xyz) or becoming a zoodiac, ciphers being lvl 4 means they can summon the starliege cards with ease.
  • Better additional effect, the deck makes beaters with ease, they need other things rather than a simple boost.

How about some love for the original Cypher Soldier (Kinetic Soldier formely)

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Kinetic Soldier

Level 3 EARTH Machine/Effect

Once per turn, you can target 1 Monster you control: if that Monster battles an opponent's Monster with a different Type, it gains 2000 ATK/DEF, during Damage Calculation only.

ATK/1350 DEF/1800

 

Changes:

  • Changed name so it becomes non-archetypal
  • Allows Stat increase to be granted to Other monsters you control
  • More flexible condition for Stat increased
Next:

 

Exodia Necross

Or

Contract with Exodia

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How about both?

 

Exodia Necross

DARK/Level 4/Spellcaster/Effect

1800/0

Cannot be Normal Summoned/Set. Must be Special Summoned with "Contract with Exodia", and cannot be Special Summoned by other ways. While "Right Arm of the Forbidden One" is in your GY, this card cannot be destroyed by battle, also you take no battle damage from battles involving this card. While "Left Arm of the Forbidden One" is in your GY, this card is unaffected by Spell/Trap cards, also you take no damage from card effects. While "Right Leg of the Forbidden One" is in your GY, once per turn, you can increase the ATK of this card by 1000. While "Left Leg of the Forbidden One" is in your GY, this card cannot be banished. If there are no "Forbidden One" cards in your GY, destroy this card.

 

Changes: Has more protection and more closely resembles its version in the show.

 

Contract With Exodia

Spell/Normal

If you have "Exodia the Forbidden One", Right Arm of the Forbidden One", "Left Arm of the Forbidden One", "Right Leg of the Forbidden One" and "Left Leg of the Forbidden One" in your GY: Special Summon 1 "Exodia Necross" from your hand. You can reveal this card in your hand: Shuffle this card into your deck, then send 1 "Forbidden One" card from your deck to the GY. You can discard this card: Add 1 "Exodia Necross" from your deck to your hand. You can only activate 1 effect of "Contract With Exodia" per turn, and only once that turn.

 

Changes: Now it doesn't brick.

 

Next: The Tricky

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The Tricky

Level 5 WIND Spellcaster/Effect

You can Special Summon this card from your hand or GY by discarding 1 card.

(Quick-Effect) You can Tribute this card; Special Summon 2 "Tricky Tokens" (Spellcaster-Type/WIND/Level 5/ATK 2000/DEF 1200) in Defense Position. Neither Player takes Battle Damage involving "Tricky Tokens" this turn, also for the rest of the turn, you can only Special Summon WIND Monsters from your Extra Deck. You can only use each effect of "The Tricky" once per turn.

ATK/2000 DEF/1200

 

Changes:

  • Can now be SS from GY
  • Fused "The Tricky" with "The Tricky Spell 4".
  • Flexible options around Tributing itself

Next:

Elemental HERO Escuridao

(Give him an actual effect please.)

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Elemental HERO Escuridao
DARK/Warrior/Fusion/Effect/Level 8/2500/2000 DEF
1 "Elemental HERO" monster + 1 DARK monster
Must be Fusion Summoned and cannot be Special Summoned by other ways. This card gains 100 ATK for each "HERO" monster in your GY. When this card leaves the field: You can target 1 "HERO" monster in your GY; Special Summon it. You can only activate this effect of "Elemental HERO Escuridao" once per turn.

Changelog: Basically, this not only serves as a deterrent for your opponent killing it, but it synergizes well with other HERO Decks.

Next Card: Elemental HERO Mariner, easily the worst of the E-HERO Fusions.

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I think Mudballman's worse since he literally doesn't have an effect and Nomi for whatever reason, but Mariner's also bad with low stats and requiring backrow on your end in 2018. Let's see what we can do for him now. 
 
Elemental HERO Mariner
Level 5 | WATER | Warrior | Fusion | Effect
1400/1000
"Elemental HERO Bubbleman" + "Elemental HERO Avian"

Must first be Fusion Summoned. Gains 200 ATK/DEF for each "HERO" monster you control. If there is a face-down card on the field, this card can attack directly. If this card inflicts battle damage to your opponent: You can target 1 card your opponent controls; destroy it. 

 

Changelog

  • Semi-Nomi, so you can at least revive him later if he dies or something. (Then again, it isn't like you're summoning this outside Instant Fusion otherwise since Avian's still trash)
  • 200 ATK/DEF for each HERO you have, including self (so 16/12 alone and possible 26/22 if you go all out with 5 more)
  • Face-down cards can be on the opponent's field too.
  • If you deal damage (which you probably will be), you get to pop a card. It targets though, but that's just the nature of this game nowadays.

 


 

Let's go remake Mudballman now. 

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Elemental HERO Mudballman
EARTH/Warrior/Fusion/Effect/Level 6/1900 ATK/3000 DEF
"Elemental HERO Bubbleman" + "Elemental HERO Clayman"
Must first be Fusion Summoned. Once per turn (Quick Effect): You can target 1 face-up monster on each side of the field; switch their respective original ATK and DEF, until the End Phase.

Changelog: Now, it can become a 3000 ATK beater while turning your opponents' monsters into wimps.

Next Card: E-HERO Steam Healer. Man, Bubbleman just has the worst luck with Fusions.

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Elemental HERO Steam Healer

Level 5 | WATER | Warrior | Fusion | Effect
1800/1000

"Elemental HERO Burstinatrix" + "Elemental HERO Bubbleman"
Must first be Fusion Summoned. Once per turn, during the Battle Phase: You can send 1 "HERO" monster from your hand to the GY; this card gains ATK equal to half that monster's ATK until the end of the Damage Step. If this card destroys a monster by battle: Gain LP equal to its ATK.

 

Changelog:

  • Semi-Nomi now
  • Some boosting of sorts (idk, you can go up to 3500 if you send something like Dogma [1800 + 3400/2 = 3500]; or go to 2300 and go chain off Shadow Mist if you ditch her)
  • Doesn't need to send monster to the GY, nor does destroyed monster actually have to be in the GY. (Also it's basically Flame Wingman's effect, but retooled for LP gain)

 


 

I guess we're going to remake Tempest next.

 

(And heaven knows where the one I got in a trade a long time ago is now)

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Elemental HERO Tempest
WIND/Warrior/Fusion/Effect/Level 8/2800 ATK/2800 DEF
3 "HERO" monsters with different Attributes
Must first be Fusion Summoned. Other "HERO" monsters you control cannot be destroyed by battle. During your Main Phase: You can target other 1 card you control, 1 Monster Card your opponent controls, and 1 Spell or Trap Card your opponent controls; send them to the GY. You can only activate this effect of "Elemental HERO Tempest" once per turn. Once per turn, if a "HERO" monster you control inflicts Battle Damage (Quick Effect): You can target 1 "HERO" monster in your GY; add it to your hand.

 

Changelog: OH MY GOD THIS CARD WAS SO BAD.

 

Next Card: Time for the biggest of all crappy E-HERO Fusions: Electrum.

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(And to think I have/had that one too)

 

Elemental HERO Electrum

Level 10 | LIGHT | Warrior | Fusion | Effect

2900/2600
4 "HERO" monsters with different Attributes
Must first be Fusion Summoned. While face-up on the field, this card is also WIND, WATER, FIRE and EARTH-Attribute. When this card is Special Summoned: Shuffle all banished cards into the Deck(s), then this card gains 200 ATK/DEF for each. Monsters your opponent controls with the same Attribute as this card cannot activate their effects.

 

Changelog

  • Materials are generic now, though still hard to do on a regular basis.
  • Semi-Nomi
  • Can re-trigger every time it's Special Summoned and gets power. (Uh yeah, if someone plays Desires or something; that's 2000 right there; oh god)
  • Everything that isn't DARK or DIVINE get negated, but I don't think it should be too much of an issue.

 


 

Now what else needs a remake? 

 

Let's redo Masked HERO Goka (because why the hell are we just investing in a mild power booster)

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