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shadowsapex

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Xyz Dimension Splash

Normal Trap

If this Set card is banished: You can Special Summon 2 Level 8 WATER monsters from your Deck. Their effects are negated, also they cannot declare an attack or be Tributed. You can only activate 1 "Xyz Dimension Splash" per turn.

 

Honestly, despite the fact that it's a Shark card, I'm 100% with leaving it as Level 8s, as Level 4s honestly are a lot more flexible. Making it an activatable Trap is enough of a stumbling block, and much stronger cards do a L O T more.

 

Splash Capture

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Splash Capture

Normal Trap Card

If your opponent Special Summons exactly 1 Monster from the Extra Deck, banish 2 Fish, Sea Serpent, or Aqua Monsters from your GY; Take Control of that card. If this Set Card leaves the field by Card Effect, you can banish 1 Monster from your Hand or GY, then target up to 2 banished Fish, Sea Serpent, or Aqua monsters; Special Summon them.

 

Changes:

  • Steals any Extra Deck Monster
  • Bigger choice on what you can banish
  • Special Summons banished Monsters if the Set Card leaves the field.

Next:

Amazoness Trainee

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Amazoness Trainee

EARTH

Warrior/Effect

4/1500/1300

If you control "Amazoness Queen", you can Special Summon this card (from your hand). At the start of the Damage Step, if this card battles a monster while you control another "Amazoness" monster; you can shuffle that monster into the deck, and if you do, this card gains 200 ATK.

 

Gave it a quick SS clause to make the second effect easier to activate, and made the second effect not directly clash with Onslaught by just pretending Onslaught doesn't exist.

 

Let's get back to Sharks

 

Number 32: Shark Drake

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Number 32: Shark Drake
WATER/Sea Serpent/Xyz/Effect/Rank 4/2800 ATK/2100 DEF
3 Level 4 monsters
When this card destroys an opponent's monster by battle and sends it to the GY: You can detach 1 material from this card; Special Summon that destroyed monster to either side of the field in face-up Attack Position, also it loses 1000 ATK for each time it was Special Summoned by this card's effect this turn, until the end of the turn. If you Special Summon to your opponent's field by this effect, this card can make another attack during this Battle Phase (although your opponent gains control of that Special Summoned monster). If this card that was Xyz Summoned using only WATER monsters as material battles, your opponent's cards and effects cannot be activated until the end of the Damage Step.

 

Notes: Revised the original effect to be like Vector Scare's, which is a more efficient PSCT version of this card's. Furthermore, I altered the effect to let Shark Drake keep attacking and reviving its victim over and over again, each instance making it weaker and weaker. Finally, I added in an effect that lets Shark Drake counter its rival, Utopia, by making Utopia unable to use its negation effect.

Next Card: Submersible Carrier Aero Shark

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Submersible Carrier Aero Shark
Rank 3 | WATER | Fish | Xyz | Effect
1900/1000
2 Level 3 monsters
Once per turn (Quick Effect): You can detach 1 material from this card; inflict 100 damage to your opponent for each banished card. During the End Phase, if this card has no materials: You can pay 1000 LP; attach 1 Level 3 or lower WATER monster you control or in your GY to this card as material.

 

Changes

- Quick Effect

- Burns more and accounts for all banished cards, regardless of position (or if someone played Desires)

- Attaches a material every turn if you got none.

 

I have to keep the burn small because Desires on its own is a min. 1000 for one detach, and that doesn't account for other stuff. (So...blame Desires for existing somewhat)

 


 

Shiranui Skillsaga

(uh, it's terrible right now, even as generic, so...remake it how you see fit)

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Shiranui Skillsaga

Level 4 FIRE Zombie Synchro/Effect

1 Tuner + 1+ non-Tuner Monsters

If this card is Special Summoned: Banish 1 "Shiranui" Card from your Hand, Deck, or Field and if you do, banish 1 card your opponent controls. If this card is banished: You can Special Summon 2 “Shiranui Tokens” (Zombie/FIRE/Level 1/ATK 0/DEF 0). You can only use this effect of "Shiranui Skillsaga" once per turn.

 

Changes:

  • Changed to Level 4 for even levels
  • instead of Position changing, it banishes Shiranui's from hand, Deck, or Field, including itself.
  • banishing removal reliant on Shiranuis in Deck
  • Summons 2 Tokens for instant Splendidsaga

Next:

Either Shark Stickers or Shiranui Sensei

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Let's fix Sensei because people are pissed that he does nothing for the Deck and isn't practical.

 

Shiranui Sensei

Level 2 | FIRE | Zombie | Effect

600/0

If this card is in your GY and you control a "Shiranui" monster: You can Special Summon this card and 1 "Shiranui" monster with a different name from your GY, but banish both when this card leaves the field. If this card is used as Synchro Material for a Zombie monster: You can draw 1 card. If this card is banished: You can target 1 Zombie monster you control; its ATK is doubled until the end of this turn. You can only use each effect of "Shiranui Sensei" once per turn.

 

Changes:

- Only need 1 "Shiranui" on field and floats another one too for Synchro stuff if needed.

- Draw if you Synchro with it.

- Doubles the ATK of a Zombie (obviously the payoff sucks if under 600 ATK, but...doubling is much better)

 

I don't play Shiranui so...hopefully this at least made Sensei less sucky.

 


 

How about "Danger! Dogman!"

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Danger! Wolfman!

DARK
Beast-Warrior/Effect

6/2400/1000

You can reveal this card in your hand; your opponent randomly chooses 1 card from your entire hand, then you discard the chosen card. Then, if the discarded card was not “Danger! Wolfman!”, Special Summon 1 “Danger! Wolfman!” from your hand, and if you do, draw 1 card. If this card is discarded: You can target 1 face-up monster your opponent controls; its ATK and DEF become 0. You can only use this effect of “Danger! Wolfman!” once per turn.

 

Instead of being a widespread ATK reduction, it makes 1 thing really small, which seems stronger than a widespread decrease.

 

Sacred Noble Knight of King Custennin

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Sacred Noble Knight of King Custennin

 

LIGHT/Warrior-Type Xyz Effect Monster/Rank 4/1500 ATK/2500 DEF

 

Lore: 2+ Level 4 "Noble Knight monsters

(Quick Effect): You can detach any number of materials from this card, then target that many cards on the field; return them to the hand. You can only use this effect of “Sacred Noble Knight of King Custennin” once per turn. If this Xyz Summoned card is sent from the field to the GY: You can Special Summon 1 Rank 5 or 6 Warrior Xyz Monster from your Extra Deck, and if you do, attach this card from the GY to that monster as material, also it gains this effect. (This is treated as an Xyz Summon.)

*All monsters on the field lose 500 ATK/DEF, except Warrior monsters.

 

 

BD'Switchlog: 

  • That returner effect is quick
  • AND IT RETURNS EVERYTHING ON THE FIELD NOW (which is why I made it keep targeting, it's now lesser Brionac)
  • Xyz transfer now goes to Summon any Rank 5/6 Warrior, which should offer some more usage on the opponent's turn (hullo Numer 12/73/94, Pleadies and Bounzer)
  • And it gives the floating monster an extra nega-stat boost.
  • And the ease of floating has never been better. Please don't make me regohwhatamIkidding Constellars are achieving orgasm as we speak.

 

NEXT UP: 

 

Dimension Slice (let's get in some work on some of the earlier fast-acting Traps of yonderdecade)

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Dimension Slice
Trap/Normal
When a monster(s) is Special Summoned to your side of the field (except during the Damage Step): Banish 1 face-up monster your opponent controls face-down. If the Summon was from the Extra Deck, and your opponent controls more monsters than you, you can activate this card from your hand. You can only activate 1 "Dimension Slice" per turn.

Notes: OPT, but can get rid of a pesky monster, and it works with Iblee.

Next Card: Black Ray Lancer

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Black Ray Lancer

Rank 3 WATER Beast-Warrior/Effect

2 Level 3 WATER Monsters

You can detach 1 Xyz Material from this card, then banish 1 Fish, Sea Serpent, or Aqua Monster from your Hand, Field, or GY; negate the effects of 1 face-up card on the field until your opponent's next End Phase. Once per Battle Phase, If this card battles a Monster with its effect negated, this card gains ATK equal to this card's original ATK until the end of the Damage Step, also if it destroys that Monster by battle, this card can make a second attack in a row.

ATK/2100 DEF/600

 

Changes:

• Now a WATER Monster

• Non-OPT on effect negation

• Helps banish Fish, Sea Serpents, and Aqua Monsters from Hand, Field, or GY.

• Non-targeting negation so it gets over Borreload

• Negation lasts until opponent's End Phase

• Basically doubles ATK when attacking negated Monster

• Attacks again in a row after destroying that monster.

 

Next:

Shark Stickers

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Shark Stickers

WATER - Level 3 - Fish/Effect - 200/1000

If a Fish, Sea Serpent, or Aqua-Type monster is Summoned to your side of the field: You can Special Summon this card from your hand. Once per turn, you can increase this card's Level by 1 or 2 until the End Phase: Special Summon 1 Level 5 or lower Fish-Type "Shark" monster from your Graveyard, except "Shark Stickers".

 

Changelog:

●Missing timing should not be a thing post-5Ds.

●Why, exactly, is this thing unusable as Synchro Material?

●Hello, new revival effect that helps make up for the scattered Levels of Shark's stuff.

 

Metabo-Shark.

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Jawsman
WATER/Beast-Warrior/Effect/Level 6/2600 ATK/1600 DEF
Cannot be Special Summoned. If you Tribute Summon this card, all Tributes must be WATER. This card gains 300 ATK for each face-up WATER monster you control, except this card. If this card leaves the field because of your opponent's card (by battle or by card effect): You can target any number of Level 4 or lower WATER monsters; Special Summon them, but their ATK and DEF become 0. You can only use this effect of "Jawsman" once per turn.

Notes: Not much that needed fixing. Just an incentive to use it.

Next: Deep Sweeper.

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[spoiler=as a wise man once said, GOING GHOST]

Assault Dog

EARTH/Beast-Type Effec1200 ATK/800 DEF

 

Lore: If this card is destroyed by battle, or discarded by or to activate an effect that Special Summons a monster(s) and is sent to the GY, when that effect resolves; You can Special Summon any Assault Dog(s)" from your Deck.

 

BD'Switchlog:

  • Since this was used by a Duelist who had a habit of scrapping it to make a bigger monster (Officer Trudge with the Montage Dragon on the Duel Racer Track) I allowed its effect to trigger on a similar tack. Enjoy your Beast Baobaboon, folks.

 

 

 

Full Armored Black Ray Lancer

WATER/Beast-Warrior-Type Xyz Effect Monster/Rank 4/2100 ATK/600 DEF

 

Lore: 3 Level 4 WATER monsters

You can also Xyz Summon this card by using a Rank 3 WATER Xyz Monster or "Black Ray Lancer" you control as the Xyz Material. When you do, if that Xyz Monster is this card's only Xyz Material: You can negate the effects of 1 face-up card on the field. Gains 200 ATK for each of its Xyz Materials. If this face-up card would be destroyed, you can detach all of its Xyz Materials instead. If this card destroys an opponent's monster by battle: You can target 1 Spell/Trap Card on the field; destroy that target.

 

BD'Switchlog

  • Gets its original version's effect for going on empty materials.
  • Allows it to actually USE its original form as well as a step-up ladder
  • And it can target Spells/Traps on either side of the field. CELLLLLLLLLLLEBRATE GOOD TIMES COME ON

NEXT UP: (1 Eye or Two, lads?)

 

Overpowering Eye or Shadow of Eyes

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Shadow of Eyes

Normal Trap

When a monster(s) is Set on your opponent's side of the field: Target 1 of those Set monsters; change that Set monster(s) to face-up Attack Position. Their ATK becomes 0, also negate their effects.

 

Targeting is dumb and bad, also it's called shadow of eyes but only works on 1 monster? L A M E

 

Skystarray

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Skystarray

Level 3 WIND Sea Serpent/Effect

You can target 1 Level/Rank 5 or lower Fish, Sea Serpent, or Aqua Monster you control; this turn it can attack directly, also other Monsters you control cannot attack. At the end of the Battle Phase, if that monster attacked directly, banish this card. During the Standby Phase of the next turn after this card was banished: Special Summon this banished card, and if you do, Special Summon 1 banished Level 5 or lower Fish, Sea Serpent of Aqua Monster. You can only use each effect of "Skystarray" once per turn.

ATK/600 DEF/300

 

Next:

Needle Sunfish

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Needle Sunfish

Level 3 WATER Fish/Effect

If this card is sent to the GY or banished, you can target Monsters on the field up to the number of your banished Aqua, Fish, or Sea Serpent Monsters; those targets gain 500 ATK for each Monster targeted if you control those monsters and lose 500 ATK for each Monster targeted if your opponent controls those Monsters. You can only use this effect of "Needle Sunfish" once per turn.

 

Changes:

  • Changed when to if, and triggers effect when banished.
  • targets multiple targets on the field depending on your banished Monsters
  • ATK gain/loss multiplied by total Monsters targeted
  • ATK gain if you targeted your Monsters
  • ATK loss if you targeted your opponent's Monsters
  • HOPT
Next:

So you know those old cards that countered very specific cards like Monster Reborn

 

Call of Darkness

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idk if it's against the rules to do your own card, but eh

 

Call of Darkness

Continuous Trap

Banish all monsters Special Summoned from the GY, also neither player can Special Summon monsters from the GY.

 

To follow up on that, remember when Konami had a huge hateboner for Monster Reborn?

Call of the Grave (not to be confused with Called by the Grave)

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Call of the Grave
Trap/Counter
When a Spell/Trap Card, or monster effect, is activated that includes an effect that Special Summons a monster(s) from the GY while you control no monsters that were Special Summoned from the GY: Negate the activation, and if you do, banish that card and the monster(s) that would have been Special Summoned from the GY by that card's effect. You can only activate 1 "Call of the Grave" per turn.

Notes: I very rarely change the actual Type, but I believe it was warranted with this. Now, it's a Counter Trap that stops anything that would Special Summon from the Grave.

Next Card: Let's get back on track with the Generation Fish. Flyfang.

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Flyfang

WIND
Fish/Effect

3/1600/300

Inflicts piercing battle damage if it attacks a Defense Position monster. At the end of the Battle Phase, if this card battles a monster: Banish it until the next Standby Phase. When it returns to the field this way: Special Summon 1 banished Level/Rank 3 or lower Sea-Serpent, Aqua, or Fish monster.

 

Just summon more dudes.

 

In fact, let's talk about their boss, Leviair the Sea Dragon

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  • 2 weeks later...

Leviair the Sea Dragon

Rank 3 WIND Aqua Xyz/Effect

2 Level 3 monsters

Once per turn: You can detach 1 material from this card, then target 1 banished Level 4 or lower monster; Special Summon that target to your field. If this card is sent to the GY, you can target up to 2 of your banished Level 4 or lower Monsters; add them to your Hand, and if the targeted monsters are Fish, Aqua, or Sea Serpent Monsters, Special Summon this card. You can only use this effect of "Leviair the Sea Dragon" once per turn.

ATK/1800 DEF/1600

 

Changes: Simply added a way to recover your banished Monsters to the Hand, and revives itself the above types of Monsters, albeit HOPT.

 

Next:

Blue Rose Dragon

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Blue Rose Dragon

DARK/Dragon/Level 4/Effect

1600/1200

If this card on the field is destroyed: You can target 1 "Rose Dragon" monster or 1 Plant monster in your GY, except "Blue Rose Dragon"; Special Summon it.

 

Now it doesn't miss timing, supports fellow Rose Dragons and the effect will apply even if it doesn't end in the GY.

 

 

Next:

D.D. Sprite

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