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shadowsapex

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Evil HERO Infernal Sniper

FIRE - Level 6 - Fiend/Fusion/Effect - 2000/2500

"Elemental HERO Burstinatrix" + "Elemental HERO Clayman"

Must first be Fusion Summoned using "Dark Fusion". Unaffected by your opponent's Spell Cards and their effects. This monster can attack in Defense Position, using its ATK for damage calculation. If this monster leaves the field, you can add 1 "HERO" monster and 1 "Dark Fusion" or "Dark Calling" from your Deck or Graveyard to your hand.

 

Instead of just being not destroyed by Spell Cards, it's now immune to things like Book of Moon. Also, now it can just straight-up attack in Defense Position, meaning it got both buffed and nerfed- buffed because it can now smack for 2000, nerfed because it's easier to stop battle than burn. Also, recovery.

 

By the by, Tojin, it's "Dark Fusion".

 

Anyway . . . Evil HERO Wild Cyclone.

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Evil HERO Wild Cyclone

WIND

Level 8

Fiend/Fusion/Effect

1900/2300

"Elemental HERO Avian" + "Elemental HERO Wildheart"

Must first be Fusion Summoned using "Dark Fusion". If this card attacks, your opponent cannot activate any spell/trap cards until the end of the Damage Step. This card inflicts piercing damage. When this card inflicts Battle Damage to your opponent: Destroy all spell and trap cards your opponent controls. This card gains 400 ATK for each spell/trap card on the field. If this monster leaves the field, you can add 1 "HERO" monster and 1 "Dark Fusion" or "Dark Calling" from your Deck or Graveyartd to your hand

 

'cuz we seem to be stapling that effect on to all of them. Made it a bit more of a beater, and let it actually trigger its effect occasionally.

 

Next: Evil HERO Lightning Golem

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Evil HERO Lightning Golem

same stats

"Elemental HERO Sparkman" + "Elemental HERO Clayman"

Must first be Fusion Summoned using "Dark Fusion". You may target one Monster on the Field; Destroy it. You may discard one card; Destroy one Monster on the Field with less ATK than this card(if the Monster is Face-Down, treat its ATK as 0). You may only use each effect of "Evil HERO Lightning Golem" once per turn. While "Skyscraper" is on the Field, this card is also treated as an "Elemental HERO" Monster. If this card leaves the field as a result of battle or an opponent's card effect, you may add 1 "Dark Fusion" or "Dark Calling" from your Graveyard to your hand.

 

The second destruction effect is designed to not target, by the way.

I can't decide, so I'll let whoever goes next choose.

Destiny HERO - Blade Master or Over Destiny or Destiny HERO - Disk Commander(I want him off the Banned T-T)

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Giant Mech-Soldier

Level 6

EARTH
Machine/Effect

1750/1900

If you control a Machine type monster, you can special summon this card from your hand. This card can attack your opponent directly. If this card inflicts battle damage to your opponent, you may select one of their monster card zones. The selected zone may not be used. If your opponent already has two monster card zones that cannot be used, this effect cannot be activated.

 

I figured, it needs a summon condition, and it needs an effect based on the flavor text. can't be blocked and shakes the earth, apparently.

 

Next: Slot Machine

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Giant Mech-Soldier

Level 6

EARTH

Machine/Effect

1750/1900

If you control a Machine type monster, you can special summon this card from your hand. This card can attack your opponent directly. If this card inflicts battle damage to your opponent, you may select one of their monster card zones. The selected zone may not be used. If your opponent already has two monster card zones that cannot be used, this effect cannot be activated.

 

I figured, it needs a summon condition, and it needs an effect based on the flavor text. can't be blocked and shakes the earth, apparently.

This is actually kinda cool. Thanks <3

 

Slot Machine

(Same Stats.)

Lore: When a card or effect is activated that involves a coin toss or dice roll: You can Special Summon this card from your hand or Graveyard when that effect resolves. When a card or effect is activated that involves a coin toss or dice roll: You can pay 700 Life Points; choose the result of that coin toss or dice roll. You can only use this effect of "Slot Machine" once per turn.

 

Next Card: Cyber Soldier.

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Machine King's Soldier
Level 4

DARK
Machine/Effect

1500/2000

When this card is normal or special summoned, you may search your deck for a "Machine King" Monster and add it to your hand. "Machine King" monsters on your side of the field are unaffected by the effects of cards your opponent controls. For each other machine type monster you control, this card gains 500 DEF.  If this card is sent to the graveyard, you may special summon a "Machine King" monster from your hand or graveyard. 

 

Renamed it so it doesn't conflict with the Cyber archetype (dunno if that's alright). Flavor suggests it guards Machine King, so I made it support that series a bit.

 

Next: Launcher Spider

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Launcher Spider

FIRE - Level 7 - Machine/Effect - 2200/2500

If this monster battles, increase its ATK and DEF by 500. During either player's Battle Phase, you can toss a coin: If Heads, this monster can attack immediately. If Tails, this monster cannot activate this effect again for the rest of the turn.

 

It says "random fire", so I gave it a chance-based attacking effect. You can OTK with it if you toss enough Heads in a row, so that's a thing I guess.

 

Gather Your Mind

Currently literally just useless except for Deck thinning.

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. . . Okay, now it doesn't even do what it used to. Did you look up what it did to maybe add to it, instead of just completely rewriting the card?

 

Barrel Dragon

DARK - Level 7 - Machine/Effect - 2600/2200

If an effect that involves tossing 1 or more coins is activated, you can Special Summon this monster from your hand. Once per turn, you can toss a coin 3 times, and if you do, you can destroy a number of cards on the field equal to the number of Heads.

 

Gave it a fun SS condition and buffed its removal to be both nontargeting and able to hit multiple cards.

 

Delta Flyer.

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Delta Flyer

Level 3

WIND
Dragon/Tuner/Effect

1500/900

If you control exactly 1 monster, you can special summon this card from your hand. Twice per turn, you can select 1 face-up monster you control, and increase or decrease its level by 1. This card cannot be used as an xyz material.

 

synchroooooooo

 

Next: Savior Dragon (or either of the monsters it makes. I'm not picky)

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Using the TCG name.

 

Majestic Dragon

LIGHT - Level 1 - Dragon/Tuner/Effect - 0/0

If this monster is added to your hand during your Draw Phase, you can Special Summon it. You can banish this card from your Graveyard and reveal 1 "Majestic" Synchro monster from your Extra Deck: Special Summon that monster's named Synchro Material from your Graveyard.

 

Took away its asinine limitation and replaced it with two very useful effects, because at present you might as well just use King's Synchro to skip this thing altogether.

 

Block Attack

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Block Attack
Spell

Choose one of the following:

  • Select 1 face-up Attack Position monster your opponent controls. Change it to defense position.
  • Monsters your opponent controls cannot attack during your opponent's next turn

 

I wasn't really sure what to do with this, so I let it actually block attacks.

 

moar 5D's era stuff: Earthbound Immortal Aslla Piscu

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Earthbound Immortal Aslla Piscu

Level 10

DARK

Winged Beast/Effect

2800/2500

There can only be 1 "Earthbound Immortal" monster on the field. If there is no face-up Field Spell Card on the field, destroy this card. Once per turn, you can reveal this card in your hand: Special Summon 1"Ceremonial Token" (Level 1/Rock-type/EARTH/ATK 0/DEF 0). If you do, you cannot Special Summon monsters this turn, except for Tokens and "Earthbound Immortal" monsters. Your opponent cannot target this card for attacks. This card can attack your opponent directly. When this face-up card leaves the field, except by its own effect: Send as many monsters your opponent controls to the Graveyard as possible, and if you do, inflict 800 damage to your opponent for each monster destroyed.

 

Basically just gave it a general tune-up, as well as a nice Token-spawning effect.

 

Next: Offering to the Immortals

 

(Sorry about the weird font; I copied the text from another website.)

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Offering to the Immortals

Trap

Normal

When your opponent's monster declares a direct attack: End the battle phase, and if you do Special Summon 2 "Ceremonial Tokens" (Level 1/Rock-Type/EARTH/ATK 0/DEF 0), and if you do that, add 1 "Earthbound Immortal" card, or card that includes "Earthbound Immortal" in its card text, except "Offering to the Immortals", to your hand from your deck.

 

Made it a bit stronger, and removed the limitation on the tokens, as you seem to have done.

 

Next: Roar of the Earthbound

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Roar of the Earthbound

Continuous Trap

Once per turn, if your opponent declares an attack while you control a face-up "Earthbound Immortal" monster, you can destroy the attacking monster, and if you do, inflict damage to your opponent equal to the destroyed monster's ATK on the field.

 

Three relevant changes-

1. Doesn't check for the EBI to still be on the field at resolution, so monster removal won't stop the effect.

2. The monster doesn't need to be weaker than the EBI. That's just dumb.

3. It checks the monster's ATK on the field, so things like King of the Skull Servants can hurt.

 

Odin's Eye

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Odin's Eye

Trap

Continuous

Once per turn, before the battle phase: you can target 1 "Aesir" monster you control; negate its effects until the end of this turn, and look at all cards in your opponents's hand and all Set cards they control, then destroy one of those cards. Your opponent cannot activate cards or effects in response to this effect's activation.

 

Changed a couple things:
1. Now destroys one of the things it searches, letting you preventatively stop stuff

2. Now can be used at any time before the battle phase, not just in standby, making it a little faster

3. Now doesn't need to actually negate, just needs to try to negate. This means it works with any aesir, but better with Odin, as the name suggests.

 

Next: Meklord Emperor Wisel

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Meklord Emperor Wisel

LIGHT - Level 1 - Machine/Effect - 2500/2500

Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. If a monster you control is destroyed by an effect, you can Special Summon this monster from your hand. Once per turn, during either player's turn, you can target 1 Synchro monster your opponent controls: Equip that target to this card. This monster gains the combined ATK of those equipped monsters. Once per turn, during either player's turn, if a Spell Card or the effect of a Spell Card is activated, you can negate the activation and destroy it.

 

Change list:

1) The destroyed monster doesn't need to be face-up or have gone to the Graveyard- so Bottomless Trap Hole still triggers the Summon.

2) Attack restriction removed.

3) Equip effect can occur during your opponent's turn for disruption purposes.

4) Changed from nomi to semi-nomi.

5) Can negate effects of Spell Cards, so floating effects of Spells, as well as certain recurring Field/Continuous Spells, can be negated (notably, Kozmotown, Geartown, and Tenki).

 

Meklord Emperor Granel.

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Meklord Emperor Granel
Attribute: EARTH
Type: Machine/Effect
Level: 1
ATK: 0
DEF: 0

Cannot be Normal Summoned/Set. Must first be Special Summoned by its own effect. If a monster you control is destroyed by a card effect: You can Special Summon this card from your hand. This card gains ATK and DEF equal to half of your LP. Once per turn: You can target 1 face-up monster your opponent controls that was Special Summoned from the Extra Deck; equip that target to this card. This card gains ATK equal to the combined ATK of the monsters equipped to it by this effect. You can target 1 of these equipped monsters; Special Summon it.

 

 

Next:

Shaddoll Zefranaga

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Shaddoll Zefranaga

Level 2

DARK

Spellcaster/Pendulum/Effect

900/100

Scale: 1/1

Pendulum Effect: You cannot Pendulum Summon monsters, except "Shaddoll" and "Zefra" monsters. This effect cannot be negated.

Monster Effect: If this card is Pendulum Summoned or sent to the Graveyard: You can target 1 card in either player's Pendulum Zone or on their side of the fieldreturn it to the hand. You must have a "Zefra" card in your Pendulum Zone to activate and to resolve this effect. You can only use this effect of "Shaddoll Zefranaga" once per turn.

 

Just made one simple, but much-needed change.

 

Next: Dark Artist

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Dark Artist

Level 3

DARK
Fiend/Effect

600/1400

When this card leaves the field, you may Special Summon two Level 3 or lower DARK monsters from your deck, but their effects are negated. You can only activate the effect of "Dark Artist" once per turn.

 

Complete re-write. existing effect is awful, and it's a "dark artist" so I figured it should make some DARK things.

 

Next: Cyber End Dragon

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Cyber End Dragon

LIGHT - Level 10 - Machine/Fusion/Effect - 4000/2800

"Cyber Dragon" + "Cyber Dragon" + "Cyber Dragon"

This monster inflicts piercing Battle Damage. If this monster on the field is destroyed, you can Special Summon up to 3 Level 5 or lower "Cyber Dragon" monsters from your Graveyard.

 

Removed its restriction, added a powerful floating effect. Short, sweet, simple.

 

Chthonian Emperor Dragon

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Chthonian Emperor Dragon

Level 6

FIRE
Dragon/Gemini

2400/1500

This card is treated as a Normal Monster while face-up on the field or in the graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an effect monster with this effect:

  • This card can attack twice during each battle phase. If this card that is treated as an effect monster is sent to the graveyard, you may discard a card; Special Summon it.

 

Gave it a self-rez. wasn't really sure what else to put on it, sorry.

 

Next: Cyber Barrier Dragon

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Venom Swamp

field spell

 

All monsters on the field lose 500 ATK for each Venom Counter on this card. Destroy a monster if its ATK becomes 0 by this effect. Once per turn: You can place 1 Venom Counter on each face-up monster on the field, except "venom" monsters, up to the number of "Venom" monsters you control.

 

Made it faster at placing counters.

 

Next card-Pumpking, the King of Ghosts

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