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Vampire Kingdom

Field Spell Card

If this card is activated, send 1 Zombie Monster from your Deck to the GY, also for the rest of the turn, you can only Special Summon DARK Monsters from your Extra Deck. You can only use this effect of "Vampire Kingdom" once per turn. All "Vampire" Monsters gain 500 ATK/DEF. If this card would be destroyed, you can return 1 banished Zombie Monster to the GY, instead. If a "Vampire" Monster you control inflicts Battle Damage to your opponent: Gain LP equal to the damage inflicted. Once per turn (Quick-Effect), when an opponent's card(s) is sent to the GY: Target 1 card on the field; send 1 DARK "Vampire" monster from your hand or Deck to the Graveyard, and if you do, destroy that target.

 

Changes:

  • Dragon's Ravine: Zombie Edition with Extra DARK restriction
  • Flat boost to every Vampire on the field at all times
  • Lifelink when Vampire deals Damage
  • Protection by recycling Mezuki or Vampire that was Allure'd
  • Triggers destruction from any opponent's card sent to GY from anywhere

Next:

Gotterdammerung

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Exactly what the title sounds like. One person posts a (Yugioh) card they want remade (either it's too weak, it's broken, it's an interesting normal monster, whatever) and the next person writes a dif

Raidraptor - Wild Vulture DARK - Level 6 - Winged Beast/Effect - 1600/2000 During your Main Phase: You can tribute this card; Special Summon 2 "Raidraptor" monsters from your hand, deck, or GY with th

Thank you, Draconus. Spirit of the Pharaoh LIGHT/Zombie/Effect/Level 6/2500 ATK/2000 DEF If this card is in your hand or GY while you control "The First Sarcophagus", "The Second Sarcophagus", and "T

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Gotterdammerung

Normal Spell Card

 

Target 1 "Aesir" monster you control; give control of that monster to your opponent, and if you do, you can Special Summon 1 "Aesir" monster from your Extra Deck or GY with less ATK than that monster, then you can send 1 "Nordic" monster from your Deck to the GY. During your opponent's next End Phase, banish that monster you gave them control of and all cards your opponent controls.

 

BD'Switchlog:

 

  • Name of the card means "Battle of the Gods" (well, Ragnarok, but that's part of its usage): it should have a god on each side to battle with.
  • Also nets you a mill to possibly help your Aesir survive against the Aesir your opponent got. 
  • And it banishes that Aesir along with your opponent's cards, on an independent to make sure your opponent knows just why YOU DON'T STRIKE THE SON (OR BASTARD SON) OF ODIN OR ODIN HIMSELF

Next up:

 

Royal Writ of Taxation

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Royal Writ of Taxation

Continous Trap Card

During each of your opponent's Standby Phase, you can reveal 1 random card in your opponent's hand. During the End Phase, if the revealed card was not activated or Normal Summoned, Halve your opponent's LP. If the revealed card was activated or Normal Summoned, halve your LP instead. You can only control 1 "Royal Writ of Taxation".

 

Changes:

  • Becomes a Continous Trap to fit in more with the lore of doing taxes.
  • Punishes Trap Cards by End Phase
  • Halves LP to lead to more OTK, but can't actually End duel by itself, because you want to have your people alive to tax don't you?
  • Only 1 you control to prevent abuse.

Next:

Pyramid of Light, a card that doesn't do anything by itself.

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Pyramid of Light
Trap/Continuous
You can pay 500 LP; add 1 LIGHT Beast "Sphinx" card from your Deck or GY to your hand. If this Set card leave the field: You can pay 500 LP; Special Summon 1 LIGHT Beast "Sphinx" monster from your Deck. If this face-up card leaves the field: You can pay 500 LP; destroy all cards on the field. You can only activate each effect of "Pyramid of Light" once per turn. You can only control 1 "Pyramid of Light".

Changelog: I decided to give this thing a complete overhaul. It can now search and recycle the Sphinxes, punish your opponent for blowing it up before you're ready, and act as a field nuke for taking out Andro Sphinx and Sphinx Teleia, leaving a clear board for Theinen to hit the field.

Next Card: Any of the Sphinxes mentioned above. Or you can do all of them. I don't think anyone would mind if we remade multiple cards.

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Theinen the Great Sphinx

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand or Deck) by banishing 1 "Andro Sphinx" and 1 "Sphinx Teleia" from your GY, while you control "Pyramid of Light". If Summoned this way: You can pay 500 LP; until the end of the next turn, this card gains 3000 ATK, also it is unaffected by other card effects. If this card is destroyed by battle or card effect: You can target 1 "Sphinx" monster in your GY or that is banished; Special Summon it. You can only use this effect of "Theinen the Great Sphinx" once per turn.

 

Changes

  • Didnt realize the orignal summon effect is activated and can be from the deck as well, changed to a much flexible summon condition
  • Actual OTK potential
  • Due not being a disruption monster gave a little floating effect

 

Andro Shinx

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Andro Sphinx

LIGHT
Beast/Effect

10/3000/2500

You can Special Summon this card (from your hand) by paying 500 LP while you control "Pyramid of Light". You can only Special Summon "Andro Sphinx" this way once per turn. Cannot be destroyed by your opponent's card effects. If this card destroys a monster by battle: Your opponent takes damage equal to that monster's ATK. If this card is destroyed and sent to the GY: You can pay 500 LP; add 1 LIGHT "Sphinx" monster from your Deck to your hand.

 

Teleia Sphinx

LIGHT
Beast/Effect

10/2500/3000

You can Special Summon this card (from your hand) by paying 500 LP while you control "Pyramid of Light". You can only Special Summon "Teleia Sphinx" this way once per turn. Cannot be destroyed by battle. If this card battles an opponent's monster, at the end of the Damage Step: Banish that monster (even if this card destroyed it), and if you do, your opponent takes damage equal to that monster's DEF. If this card is destroyed and sent to the GY: You can pay 500 LP; add 1 LIGHT "Sphinx" monster from your Deck to your hand.

 

I decided to take Dan up on the 2 for 1 business, considering that the cards would be practically carbon copies of each other. The word sphinx being on opposite sides of the name bothered me, so that's changed. They both have battle related stuff and some minor boss monster protections. Since their bodies fuse into Thenien, I was going to set it up for a fusion monster, but I got beaten to it, so instead the sphinxes just search Thenien.

 

The Weather Sunny Canvas

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The Weather Sunny Canvas

Continous Spell Card

"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.

  • (Quick-Effect): You can banish this card; Special Summon 1 "The Weather" monster with a different name than this card from your hand, Deck or GY.
You can only control 1 "The Weather Sunny Canvas".

 

Changes:

  • Doesn't have to Tribute a monster
  • Now Special Summons from the Deck

Next:

B.E.S. Big Core

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B.E.S. Big Boi Core

DARK
Machine/Effect

6/2300/1100

If you control no monsters, you can Special Summon this card (from your hand). If this card is Normal/Special Summoned: Place 3 counters on this card. Cannot be destroyed by battle. At the end of the Damage Step, if this card battled: Remove 1 counter from this card. If you cannot, destroy it. If this card is destroyed: Add 1 "B.E." card from your Deck to your hand. You can only use this effect of "B.E.S. Big Core" once per turn.

 

The Weather Cloudy Canvas

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The Weather Sunny Canvas

Continous Spell Card

"The Weather" Effect Monsters in your Main Monster Zones of this card's column and its adjacent columns gain this effect.

● You can banish this card, then target 1 face-up monster on the field (Quick Effect); if its an opponent's Monster, its ATK becomes 0, or if it's a Monster you control, it can attack directly this turn.

You can only control 1 "The Weather Cloudy Canvas".

 

Changes:

  • Effect now changes depending on whose side that Monster it's on.
  • Half ATK becomes 0 ATK for opponent's Monster
  • Can now activate effect during Damage Step

Next:

Majestic Mech - Goryu

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Majestic Mech - Goryu

LIGHT/Fairy-Type Effect Monster/Level 8/2900 ATK/1800 DEF

 

Lore: You can Tribute Summon (but not Set) this card with 1 Tribute. If Summoned this way, during the End Phase: Send it to the GY. If this Tribute Summoned card that was Summoned by Tributing a LIGHT Fairy monster is sent to the GY by a card effect, you can Special Summon 1 Level 4 or 6 Fairy monster from your GY. If this card or a monster Summoned by its effect attacks or is attacked by a Defense Position monster, inflict piercing battle damage to your opponent.

 

BD'Switchlog:

  • This card just got a retrieval effect. Kinda gives more utility to it don't you think? 
  • And not only does the monster it Summons get piercing too...
  • But through the Majestic Mech's most powerful monster, your opponent will get to realize the power of purposefully selective wording.
  • In short, if this card or the monster it Summoned gets attacked in Defense Position by the opponent's attacking monster, YOUR OPPONENT STILL TAKES PIERCING BATTLE DAMAGE. The wording is like that on purpose.

 

NEXT UP:

 

Dora of Fate (GOD, how did I forget that this existed? Make it a marvel, folks, this is a wondrously powerful blast from the past, made impractical.)

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Dora of Fate
Trap/Normal
Place 1 Dead End Counter on the monster on the field with the highest ATK. Monsters with Dead End Counters are unaffected by card effects, cannot be Tributed, and cannot be used as a material for the Summon of a monster. If a monster is Summoned that has lower ATK than the monster that has a Dead End Counter: Inflict damage to its controller equal to the difference between the Summoned monster's ATK, and the ATK of the monster with the Dead End Counter. If a monster is Summoned that has higher ATK than the monster that has a Dead End Counter: Remove that Dead End Counter. You can only activate "Dora of Fate" once per turn.

Changelog: I forgot this existed, too. Basically, instead of dealing damage equal to the Level, it will deal damage equal to ATK, which Links and Xyzs, despite not having Levels, still have. There's an out to it, but since you're probably going to give your opponent, say, Jizukiru, then give that Kaiju a Dead End Counter to rack up as much burn as possible, I don't think many Decks can deal with this.

Next Card: You know what? Surprise us. Find a card you feel pretty certain no one remembers, and remake it. Variety is the spice of life, after all.

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Fatal Abacus

Continuous Trap Card

 

Lore: Each time a monster(s) is sent from the field to the GY, inflict 500 damage per card to the respective card owner's LP. If this face-up card on the field would leave the field by a card effect, you can destroy 1 monster in your hand instead. You can activate this card from your hand during the same turn that a monster(s) was Special Summoned from the Extra Deck.

 

BD'Switchlog:

  • Thought this would be obscure enough. A Continuous Trap from Legacy of Darkness, the way-back card pack that introduced us all to Spirits. Since everyone was focused on a specific spirit at its inception (coughYataGarasucough)....
  • Now the Abacus comes with protection, something that can trigger effects in certain destruction-happy Decks, like Nephthys, Fire Kings, Yang Zings, Dinos....
  • It also allows you to surprise the opponent with this on the first turn if they try to make the Duel run long with Knightmare plays.
  • Basically, some extra oomph to the Summon punishment that a Trickstar could love.

 

NEXT UP:  (this was essentially my second pick, but I'd like to see how you all handle it. I didn't think I could do it proper justice...) 

 

Corridor of Agony

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Corridor of Agony

Continous Spell Card

You can only activate this card at the start of Main Phase 1. Monsters Special Summoned from the Main Deck have their effects negated, cannot activate their effects, and cannot declare an attack, also they cannot be Tributed or used as Material for a Summon the turn they were Special Summoned. If this card would leave the field by an opponent's card effect, you can banish 1 other card you control instead. You can gain this effect of "Corridor of Agony" once per turn.

 

Changes:

  • Becomes a pseudo-floodgate against the effects of Needlefiber and Summon Sorceress.
  • Protection effect against any card effect that would make it leave the field.
  • Must be activated at the start of Main Phase 1 in order to avoid Royal Oppression or Vanity's Emptiness type of abuse.

Next:

Divine Dragon - Excelion

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These bloody ninjas ;(

 

[spoiler=Corridor of Agony]

Corridor of Agony

SPELL/Continuous

Monsters that were Special Summoned from the Deck, or that were Special Summoned while banished, cannot activate their effects, their effects are negated, and they cannot declare an attack. When your opponent Special Summons a monster from the Extra Deck or GY, you can apply this effect: That monster cannot be used as material for a Summon this turn, and during the End Phase, banish that monster. You can only use this effect of "Corridor of Agony" once per turn.

 

What I tried to do with this card is have it cause agony to anything that tries to make its way onto the field (Other than from the hand, where it's supposed to come from). By negating the effects of Main Deck and Banished monsters, it can quench big combos before they start. By preventing Extra Deck and GY monsters to be used as materials, it forces your opponent to do something other than Link Ladder or just play solitaire.

 

 

 

 

Divine Dragon - Excelion

Level 4/LIGHT/Dragon/Effect

 

When this card is Normal Summoned: For each LIGHT Dragon in your GY, this card gains 1 of the following effects, which activate(s) when this effect resolves (You can only select each effect once).

● This card gains 1000 ATK.

● If this card destroys your opponent's monster by battle, it can attack once again in a row.

● When this card destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent equal to the ATK of the destroyed monster.

● This card cannot be banished or returned to the hand or Deck.

● When this card attacks, cards and effects cannot be activated.

 

1500/900

 

Essentially, I decided this card needed to be not sheet, so I tried to make it that. I made it only Level 4 instead of the stupid Level 5 that it was, and turned it into a capable beatstick if you can get enough LIGHT Dragons in the GY (cough Blue-Eyes cough). I also though that the two extra effects I added on really give this thing what it needs to function in today's game.

 

Next: Gagaga Clerk

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okay so y'know the main thing that made this suck was quashed when Gagaga Sister was crafted right

 

That being said

 

ITS TIME TO BUILD THE OVERLAY NETWORK

 

Gagaga Clerk

EARTH/Warrior-Type Effect Monster/Level 2/400 ATK/800 DEF

Lore: If you control a "Gagaga" monster other than "Gagaga Clerk", you can Special Summon this card (from your hand). If this card is Normal or Special Summoned from your hand: You can target 1 Level 2 or 4 "Gagaga" monster you control; double its Level, then double this card's Level if you targeted a "Gagaga" monster whose original Type is Spellcaster this way.

 

BD'Switchlog:

  • Doubles the Level of your vanilla stuff.
  • And itself if you went for a Spellcaster with the effect. Makes for a lot more extensive play, especially if combined with Gagaga Sister.
  • Keep in mind Gagagawind triggers this too.

 

NEXT UP: 

 

Gash the Dust Lord

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Gash the Dust Lord

Level 4 DARK Fiend Tuner/Effect

Gains ATK equal to its level x 100. If this card has the lowest Level on the field, it can attack directly. Once per turn, if a Monster with a Level you control inflicts Battle Damage to your opponent, you can target that Monster; increase or decreaseits level by 1, and it can make a second attack in a row. During the Battle Phase: immediately after this effect resolves, Synchro Summon 1 Synchro Monster from your Extra Deck using this card as Synchro Material.

ATK/1000 DEF/1200

 

Changes:

  • Made a Tuner just like in the manga
  • Gains ATK equal to level and can attack directly if it has the lowest Level on field.
  • Changes Level based on whether on a Monster with a Level you control inflicted Battle Damage, and can now decrease levels
  • Allows second to Monster with changed level
  • Urgent Tuning Effect during Battle Phase

Next:

From 5Ds to GX, let's go with

Cyber Tutu

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Cyber Tutu

EARTH/Warrior/Tuner/Effect/Level 3

1000/800

If the ATK of a monster your opponent controls is higher than this card's original ATK, this card can attack your opponent directly. If this card is sent to the GY: You can Special Summon 1 EARTH Warrior or LIGHT Fairy "Cyber" monster from your Deck, except "Cyber Tutu". You can only use this effect of "Cyber Tutu" once per turn.

 

Next:

Dimension Jar

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Dimension Jar

Level 2 DARK Machine/Effect

FLIP: Both Player banished up to 3 cards from their opponent's GY. If your opponent activates the effect of a Monster from their hand and this is the only face-down Monster you control, You can send this card to the GY (Quick-Effect): Negate the activation and if you do banish that monster, and if you do that, neither player can activate cards with the same name as that banished card until the next End Phase.

ATK/400 DEF/400

 

Changes:

  • Can now banish cards instead of Monsters
  • Fights against Hand-Traps with a pseudo Called By the Grave Effect with the caveat of it being the only face-down Monster you control.
  • Also activated effect while face-down like Big Shield Gardna.
Next:

Mystical Beast of Serket

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Mystical Beast Of Serket

Level 6 Earth Fairy/Ritual/Effect

This card can only be Ritual Summoned with the Ritual Spell Card, "Seal Of Serket". You must also Tribute monsters whose total Levels equal 6 or more from the field or your hand. Banish any monster destroyed by battle with this card. If this card destroys a monster by battle: It gains ATK/DEF equal to the respective ATK/DEF of the destroyed monster.

 

Seal Of Serket

Ritual Spell Card

This card is used to Ritual Summon "Mystical Beast Of Serket". You must also Tribute monsters whose total Levels equal 6 or more from the field or your hand.

 

Next: Mokey Mokey '-'

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Mokey Mokey

LIGHT
Fairy/Pendulum/Normal

Scale 2

1/300/100

 

Pendulum Effect: If a Fairy monster you control is sent from the field to the GY or Extra Deck: You can Set 1 "Mokey Mokey" card from your Deck or GY, and if you do, Special Summon this card from your Pendulum Zone. You can only use this effect of "Mokey Mokey" once per turn.

 

Monster Effect: [Flavor Text]

 

It's hard to improve upon perfection, so I just added on it instead. Made it more consistent to get Smackdown, or if things work in your favor, you can get King out of the GY and use its effect again.

 

Specaking of which, Mokey Mokey King

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Mokey Mokey King

Level 6 LIGHT Fairy Fusion/Effect

"Mokey Mokey" + "Mokey Mokey" + "Mokey Mokey"

This card's name becomes "Mokey Mokey" while face-up on the field or in your GY. Gains 900 ATK/DEF for each "Mokey Mokey" card in your GY. Cannot be destroyed by battle. At the end of the Damage Step, if this card battled an opponent's Monster, send that Monster to the GY. If this card leaves the field, you can Special Summon as many "Mokey Mokey" as possible from your Hand, Deck, or GY except this card. You can only activate this effect of "Mokey Mokey King" once per turn.

ATK/300 DEF/100

 

Changes:

  • Dark Magician the Dragon Knight Clause
  • King of Skull Servant Stat boost
  • Can't be destroyed by battle and sends Monster to GY at end of Damage Step
  • Doesn't miss timing and can Summon Mokey Mokeys from anywhere.

Next:

Nekroz of Sophia

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Nekroz of Sophia
LIGHT/Spellcaster/Ritual/Effect/Level 11/3600 ATK/3400 DEF
You can Ritual Summon this card with any "Nekroz" Ritual Spell Card. Must be Ritual Summoned without using any Level 11 monsters, and cannot be Special Summoned by other ways. You can only use each of these effects of "Nekroz of Sophia" once per turn.
● During a player's Main Phase (Quick Effect): You can discard this card; your opponent cannot Special Summon monsters from the Extra Deck during this phase.
● When this card is Ritual Summoned: You can banish all other cards on the field and in each player's GY. You cannot Normal Summon/Set or Special Summon other monsters the turn you activate this effect.

Changelog: Made her much more playable. Her stun effect really isn't as powerful as people think it is, but it can still hurt, while her field nuke has enough restrictions on it already. So I simply made it a lot easier to get her out and to use her, at the cost of not making her spammable, but since she costs so much already, I think that's fine.

Next Card: As many of the Dragon "Nekroz" cards as you want. They are all sub-par in the Deck.

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Nekroz of Catastor

Level 5 WATER Dragon Ritual/Effect

You can Ritual Summon this card with any "Nekroz" Ritual Spell Card. Must be Ritual Summoned without using "Nekroz of Catastor", and cannot be Special Summoned by other ways. You can discard this card, then target 1 "Nekroz" card in your GY; if it is a Monster, Special Summon it, ignoring Summoning Conditions, or, if it is a Spell/Trap, add it to your Hand. You can only use this effect of "Nekroz of Catastor" once per turn. At the start of the Damage Step, if a "Nekroz" monster you control battles an opponent's face-up monster that was Special Summoned: Negate that monster's effects and if you do, destroy that monster.

ATK/2200 DEF/1200

 

Changes:

  • Allows you to either recur the Ritual Spells or Special Summon the Rituals, ignoring the Summoning Conditions
  • Helps negates the effects of any Special Summoned Monster before destruction applies, which can get over the likes of Chaos MAX, also they don't have to be Special Summoned from Extra Deck

Next:

Tri-Blaze Accelerator

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Tri-Blaze Accelerator

Continuous Spell

You can send 1 Pyro-Type monster from your hand to the Graveyard and target 1 monster your opponent controls; destroy it and your opponent takes 500 damage, but you cannot attack directly this turn. If this card leaves the field; take 1 "Volcanic" or "Blaze Accelerator" card from your Deck and either add it to your hand or send it to the GY.

 

Cleaned up some limitations, and made it gel more with Volcanic's existing playstyle.

 

Mekk-Knight Orange Sunset.

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Mekk-Knight Orange Sunset

Level 6 LIGHT Psychic/Effect

If 2 or more cards are in the same column, you can Special Summon this card (from your hand) in that column. You can only Special Summon "Mekk-Knight Orange Sunset" once per turn this way. If an opponent's card in a column of a "Mekk-Knight" monster leaves the field: You can Special Summon 1 "Mekk-Knight" monster from your hand or among your banished cards.

ATK/800 DEF/3000

 

Changes:

  • Triggers effect if any opponent's card in a Mekk-Knight monster's column leaves field
  • Now Special Summons from banished cards.

Next:

Horus the Black Flame Dragon LV4

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