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shadowsapex

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Heroic Champion - Kusanagi

EARTH - Rank 4 - Warrior/Xyz/Effect - 2500/2400

2 or more Level 4 Warrior monsters

While this card has a "Heroic Challenger" monster attached as Xyz Material, your opponent cannot activate cards or effects in response to this card's attacks or effects. Once per turn, if a Trap Card or effect is activated (Quick Effect): You can detach 1 Xyz Material from this card; negate the activation, and if you do, destroy it, regardless, this card gains 500 ATK. If this card destroys your opponent's monster by battle, you can target 1 monster on your opponent's field or in their Graveyard: Attach that target to this card as Xyz Material.

 

Changelog:

●Made it a 2-mat with the option to use more Materials, making it piss-easy to field.

●With a member of its companion archetype attached, it becomes an easy finisher through response prevention.

●Ability to negate Trap effects, important for blocking Impermanence or certain Graveyard effects. However, even if it was used to block a Graveyard effect, Kusanagi still gets its boost.

●Running over something in battle allows for the devouring of any monster of your choice, giving you a board-breaking tool that can either prevent floating or take out two things at once.

 

Heroic Champion - Gandiva

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Heroic Champion - Gandiva 
2 Level 4 Warrior monsters
Gains 200 ATK for each "Heroic" monster attached to it as material. Once per turn, when your opponent would Special Summon a monster(s) while this card has a "Heroic" monster as material: You can detach 1 material from this card; negate the Summon, and if you do, destroy that card. If this card inflicts battle damage to your opponent: You can target 1 Set card on the field; banish that target.
 
Changes:
  • ATK boost cause your opponent can easily destroy it by battle.
  • It is now a "Laggia" (kind of) for warriors, as long as it has a "Heroic" monster as material.
  • A backrow destruction effect for the flavor (bow and stuff).

Next: Heroic Chance

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Heroic Chance

Spell Card

Target any number of face-up "Heroic" monster you control; this turn, they each can attack your opponent directly, but all damage it deals becomes 1000. You cannot reduce your opponents life points to 0 with the effect of this card (if you do their life points become 1000).
 
 
Next: Gold Gadget
 
 
S
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  • 4 weeks later...

Gold Gadget

LIGHT - Level 4 - Machine / Effect - 1700/800

When this card is Normal or Special Summoned: You can Special Summon 1 Level 4 Machine monster from your Deck. If this card is destroyed by battle or card effect: You can add 1 Level 4 "Gadget" monster from your Deck to your hand, except "Gold Gadget". You can only use 1 "Gold Gadget" effect per turn, and only once that turn.

 

A kind of a buff.

 

Next: Meklord Emperor Granel

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Meklord Emperor Granel

EARTH

Machine/Effect

1/0/0

Cannot be Normal Summoned/Set. Must be Special Summoned by a card effect. Cannot be used to Summon a monster, except a "Meklord" monster. If a card is destroyed by battle or card effect (Quick Effect): You can Special Summon this card from your hand. When this card is Special Summoned: Make its ATK and DEF equal to your current LP.  Once per turn: You can target 1 monster on the field or in the GY; equip it to this card. This card gains ATK equal to the combined ATK of the monsters equipped to it by this effect. Once per turn: You can target 1 monster equipped to this card; Special Summon that target to your side of the field in Defense Position.

 

- no bold changes because it's a rewrite.

- It triggers off any destruction now, and can be summoned with any card effect. One for One into a 4k beater sounds nuts, but remember it has 0 protection, so it dies to pretty much any disruption.

- ATK and DEF stick instead of fluctuate.

- It eats any monster and can spit it out, which at first I was panicking about, but I also realized you can't summon links back with it, and Xyz lose their materials when they're equipped (I think). plus, combined with the below, it's not super crazy.

-However, I decided to force it to be a boss rather than a strictly better thousand eyes, so I stopped it from being used to summon anything but a Meklord. it's not STRICTLY xenophobic, but it's not free reign either.

 

 

Let's talk about Vendread Nightmare

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Vendread Nightmare
Trap/Continuous
If you control "Vendread Nights", you can activate this card from your hand. Once per turn: You can Tribute 1 or more "Vendread" monsters with a Level(s) from your hand and/or field, then target 1 face-up monster with a Level; increase its Level by up to the combined Level(s) of the monster(s) Tributed, until the end of this turn. If a "Vendread" monster battles, your opponent's cards and effects cannot be activated until the end of the Damage Step. When your attacking "Vendread" Ritual Monster destroys an opponent's monster by battle: You can have your monster gain 1000 ATK. You can only use this effect of "Vendread Nightmare" once per turn.

Notes:
This card is not only WAY more efficient, but since it can target any monster with a Level, you can use this to disrupt Synchro and Xyz plays, or anything needing particular Levels. Also, it grants all Vendreads a blanket Citrine effect, which I think is pretty useful.

Next:
Let's go after what was supposed to be the Link version of one of my favorite cards, only to find out that it is one of the most useless cards in the game.
Duel Link Dragon, the Duel Dragon

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Crimson Link, the Duel Dragon

DARK

Dragon/Link/Effect

W SW E SE

0/LINK-4

 

2+ monsters with different names, including at least 1 Tuner

Cannot be used as Link Material. During the Main Phase (Quick Effect): You can banish 1 monster this card points to; Special Summon 1 "Power Tool" Synchro Monster or 1 Level 7 or 8 Dragon Synchro Monster from your Extra Deck with the same Type, Attribute, Level, ATK or DEF as the banished monster to a zone this card points to. You can only use this effect of "Duel Link Dragon, the Duel Dragon" once per turn. While you control a Synchro monster, your opponent's monsters cannot target this card for attacks, also your opponent cannot target this card with card effects.

 

~ Guardragons do literally the same thing as this card without anyone batting an eye, so surely turbo-ing into this thing isn't that big of a deal.

~ The tuner restriction over the synchro restriction is less flavorful but WAY easier to play (needlefiber etc etc)

~ No link material means that Guardragons probably won't want it, even though...

~ ...it turns a monster into a dragon synchro, which is tight, and way more appropriate than...making a token????

~ the last effect was reworded to better fit the new effect

~ Also changed the name because it's boring as sin.

 

Vendread Anima (100% going to keep pushing this one)

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Vendread Anima

DARK - Level 1 - Zombie/Effect - 0/0

If this card is Summoned: You can add 1 "Vendread" Spell/Trap Card from your Graveyard, or that is currently banished, to your hand. You can banish this card from your Graveyard, then target 1 "Vendread" monster that is banished or in your Graveyard (Quick Effect): Special Summon that target, but you cannot Summon monsters for the rest of the turn, except Zombie monsters. A "Vendread" monster Ritual Summoned using this card on the field gains the following effects. You can only activate each of the above effects of "Vendread Anima" once per turn.

●Banish any monster destroyed by battle with this card.

Once per opponent's turn, if your opponent activates a monster effect on the field: You can, during that effect's activation and before it resolves (except during the Damage Step); conduct battle between this card and the monster whose effect was activated.

 

Changelog:

●Get back those Ritual Spells, and any other backrow you've already used, just by Summoning this funker.

●You can now both revive archetypal monsters straight out of the Graveyard instead of only banished ones, and do so on your opponent's turn if you need somebody back ASAP.

●A secondary effect for Anima to provide- attacking your opponent's monsters when they activate their effects. Link laddering and on-Summon search effects become a lot easier to intercept and punish when you can punch something out of existence- remember, you banish what you kill in battle. Plus, due to the nature of the effect hopping straight into a battle, your opponent can't stop it without effects that are capable of stopping battles, which are a lot rarer than effect negation in competitive play.

 

Blast Sphere

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Blast Sphere 

If this face-down monster was attacked by an opponent's monster, before damage calculation, OR if your opponent activates a monster effect that targets this face-down monster: Equip this card to that monster. If that monster inflicts battle damage or activates its effect: Banish this card and destroy the monster this card is equipped to, and if you do, inflict damage to your opponent equal to the ATK the destroyed monster had on the field. The equipped monster cannot activate its effect(s) in response to this effect activation. If this card is destroyed by a card effect: You can destroy 1 card on the field.

 

Changes:

  • Can also trigger if your opponent targets it by a monster effect.
  • Detonate the equipped monster when it inflicts damage or when it activates its effect.
  • If destroyed by a card effect you get to pop a card on the field.

Next: Desperado Barrel Dragon

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  • 2 weeks later...

Desperado Barrel Dragon

DARK
Machine/Effect

8/2800/2200

If a face-up DARK Machine monster(s) you control is destroyed by battle or card effect: You can Special Summon this card from your hand. Once per turn, during the Battle Phase (Quick Effect): You can toss a coin 3 times; destroy face-up monsters on the field, up to the number of Heads, then if the result is 3 heads, draw 1 card. You can only use this effect of "Desperado Barrel Dragon" once per turn. This card cannot attack the turn this effect is activated. If this card is sent to the GY: You can add 1 Level 7 or lower monster that has a coin tossing effect, from your Deck to your hand.

 

flipped some restrictions around.

 

Bending Destiny in honor of Carly joining Duel Links

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Bending Destiny
Trap/Counter
If you control a "Fortune Lady" monster, when a monster would be Normal Summoned OR a Spell/Trap Card is activated: Negate the Normal Summon or activation, and if you do, banish that card. You can only activate 1 "Bending Destiny" per turn.

Next Card:
Since Carly is bae, Catoblepas and the Witch of Fate.

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u rite

 

Catoblepas and the Witch of Fate

EARTH

Spellcaster/Effect

Once per turn, if a monster(s) is Special Summoned to your opponent's field: you can send a Spellcaster monster with ? ATK or DEF from your Deck to your GY; send that monster(s) to the GY. If this card is destroyed by your opponent's card, or banished: Add 1 monster with ? ATK or DEF from your Deck to your hand. You can only use this effect of "Catoblepas and the Witch of Fate" once per turn.

 

The Carly train keeps going with Slip of Fortune

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Slip of Fortune

Normal Trap

If a monster your opponent controls targets a monster you control for an attack or effect: Negate that attack or effect, also banish both monsters, and return the monster banished from your field to your field during the next Standby Phase. If a "Fortune Lady", "Fortune Fairy", or "Earthbound Immortal" monster was banished from your field by this card's effect: Draw 1 card, and if you do, you can Special Summon 1 "Fortune Lady" or "Fortune Fairy" monster from your hand or Graveyard.

 

Moisture Creature

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  • 1 month later...

Moisture Creature

LIGHT/Fairy-Type Effect Monster/Level 9/2800 ATK/2900 DEF

Lore: You can Normal Summon this card without Tributing. When you do: This card's ATK becomes 1700, also you can Special Summon up to 2 Fairy monsters from your hand whose total Levels equal 9 or less, but the ATK of those monsters becomes 1700. You can Tribute Summon this card by Tributing 3 monsters. When you do: Destroy all Spell and Trap Cards your opponent controls.

 

Been a while, but I'm back. 

NEXT UP:

Sanguine Swamp

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Foolish Return
Spell/Quick-Play
Target 1 card in any GY; place it on the bottom of its owner's Deck. You can only activate 1 "Foolish Return" per turn.

Notes: Called By The Grave, you have some stiff competition in town.

Next: I'm not really sure what the point of this card is, but I figure you can do a better job. Desert Locusts.

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Desert Locusts

Level 6 | EARTH | Insect/Synchro/Effect

1500 ATK / 2400 DEF

1 Tuner + 1+ non-Tuner monsters

During your opponent's turn, if this card is in the GY (Quick Effect): You can banish 1 Tuner and at least 1 non-Tuner monster from your GY, whose levels equal 6; Special Summon this card from the GY. You can only use this effect of "Desert Locusts" once per Duel. If this card is Synchro Summoned: Both players discard 1 card. You can only use this effect of "Desert Locusts" once per turn. Once per Chain, during your opponent's Main Phase: You can (Quick Effect): Immediately after this effect resolves, Synchro Summon using this card you control.

 

Now has a way to summon itself during the opponent's turn so that the discard effect can actually be of use. Speaking of which, the discard effect now affects both players, so if you want to summon it during your turn, it isn't a pointless minus.

 

Next: Fragment Fusion

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Fragment Fusion
Trap/Normal
Fusion Summon 1 "Gem-Knight" Fusion Monster from your Extra Deck, by banishing Fusion Materials listed on it from your GY, but it cannot attack this turn. You can only activate 1 "Fragment Fusion" per turn.

Notes: I just used Necro Fusion as a template. Pretty easy.

Next: There are actually a fair amount of sub-optimal Gem-Knight cards. Let's go with Gem-Elephant.

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  • 2 weeks later...

Gem-Elephant

3/EARTH/Rock/400/1900

If you Fusion Summon: You can target 1 "Gem-" monster in your GY; add it to your hand. During damage calculation, if a "Gem-" monster you control is battling an opponent's monster: You can reveal any number of Normal Monsters in your hand with different names; your battling monster gains 1000 ATK/DEF for each monster revealed, during that damage calculation only. You can only use each effect of "Gem-Elephant" once per turn.

Next: Sylvan Mikorange

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Sylvan Mikorange/WATER/Plant-Type Effect Monster/Level 3/400 ATK/1100 DEF

Lore: If this card in its owner's possession is destroyed: You can excavate the top card of your Deck, and if it is a Plant monster, send it to the GY. Otherwise, place it on the bottom of your Deck. If this card is excavated from the Deck and sent to the GY by a card effect: All Plant monsters you currently control gain 300 ATK/DEF, then if those monsters gained 1200 or more ATK/DEF this way, you can Special Summon 1 Plant Xyz Monster from your Extra Deck, and if you do, attach those monsters to it as Xyz Materials. You can only use this effect of "Sylvan Mikorange" once per turn.

BD'Switchlog:

  • Decided to give the Plant-boosting some oomph; now if you effective have 2 or more Plants on the field ,you get a free Plant Xyz. By Special Summon though, so no GY shenanigans.
  • Now the destruction triggers if its sent anywhere; good news for Dragonic Diagram users.
  • And finally, it has a OPT on the second effect, a sign of it actually being worth using once.

NEXT UP:

Performapal Heavenly Magician

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Pendulum Effect: If exactly 1 Fusion, Synchro, Xyz, or Pendulum Monster, that was Special Summoned from the Extra Deck, is destroyed by battle or card effect; activate 1 of these effects, then destroy this card.
Choose 1 monster in your Deck or Extra Deck whose name includes "[the type of the destroyed monster] Dragon", and destroy it.
● Special Summon the destroyed monster.
You can only use this effect of "Performapal Heavenly Magician" once per turn.

Monster Effect: During the Main Phase, when a monster(s) is Special Summoned: Apply the following effects based on its types until the end of this turn.
● Fusion: Destroy 1 monster that cannot be Normal Summoned/Set.
● Synchro: Your opponent cannot activate monster effects.
● Xyz: Double the original ATK of 1 Special Summoned monster you control.
● Pendulum: Set 1 "Supreme Rage" directly from your Deck.
You can only use this effect of "Performapal Heavenly Magician" once per turn.

  • Note: I tried to give it more "Z-arc" vibes and make it a bit more meta-relevant.

NEXT: "Supreme Rage".

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Supreme Rage
Trap/Normal
Activate 1 of these effects:
● If you control a "Supreme King" monster in the Extra Monster Zone: Destroy as many monsters you control in the Main Monster Zones as possible, except "Supreme King" monsters, then, move the "Supreme King" monster in your Extra Monster Zone to an unoccupied Main Monster Zone, and if you do, Special Summon 1 "Supreme King Dragon" monster from your hand, Deck, Extra Deck, and/or GY, ignoring its Summoning conditions, also after that, Set this card face-down instead of sending it to the GY. If you do not control "Supreme King Z-ARC" and 4 "Supreme King Dragon" monsters with different names, this Set card can be activated during this turn.
● If you control a "Supreme King Dragon" Xyz Monster: Attach 2 "Supreme King" monsters to it as materials, from your GY and/or face-up from your Extra Deck.
You cannot Summon monsters during the turn you activate this card, except "Supreme King" monsters.

Notes: As you can see, the hoops I had to jump through to retain the spirit of this card in Master Rule 4 were substantial. I think this is the longest card text I have ever crafted, but, TL;DR, you use this to, one by one, get out the Supreme King Dragons, landing them into your Extra Monster Zone, then taxiing them away to let another one land.

Next: Because this was such a letdown, Odd-Eyes Wizard Dragon.

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Odd-Eyes Wizard Dragon

DARK

Dragon/Effect

7/2500/2500

If this card is in your hand: You can Tribute 1 DARK monster; send 1 "Odd-Eyes" monster from your hand, Deck, or face-up field to the GY, and if you do, Special Summon this card. If this card in your possession is destroyed by a card effect and sent to your GY: You can Special Summon 1 "Odd-Eyes" monster from your Deck or GY, except "Odd-Eyes Wizard Dragon", then you can add 1 "Spiral Flame Strike" from your Deck to your hand.

 

Really its biggest problem is that it's too restrictive. Loosen it up, and it does the deck a world of good.

Performapal Uni

 

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Performapal Uni

Once per turn, if this card was Normal or Special Summoned this turn: You can Special Summon 1 Level 4 or lower "Performapal" monster from your hand, except "Performapal Uni". (Quick Effect): You can banish 1 "Performapal" monster, except "Performapal Uni", and this card from your Graveyard; the next time you would take battle damage this turn, you do not (this is a Quick Effect).

 

Changelog:

  • It becomes now aRank 4 starter at the very least
  • GY effect now applies on both turns

Destiny HERO - Double Dude

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  • 2 months later...

Destiny HERO - Double Dude

Level 6 DARK Warrior/Effect

You can send this card from your hand or field to the GY; Special Summon 1 "Destiny HERO" monster from your hand or GY. This card can attack twice directly during each Battle Phase. During your Standby Phase, if this card is in your GY: You can Special Summon 2 "Double Dude Tokens" (Warrior-Type/DARK/Level 4/ATK 1000/DEF 1000). You can only use each effect of "Destiny HERO - Double Dude" once per turn.

ATK/1000 DEF/1000

 

  • Alluding to Jekyll and Hyde, Double Dude discards itself to summon another Destiny HERO from your hand or GY.
  • Can now attack directly.
  • Doesn't need to be destroyed, only need to be in the GY to special summon 2 tokens. 

Next:

Halfway to Forever

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