mjm8787 Posted May 24, 2016 Report Share Posted May 24, 2016 Several years ago when first getting into yugioh I made custom cards of my brother as a joke, not understanding how the game worked yet, they were very bad cards lol. Now with much more experience Ive updated a few old cards and added many new ones to make this new deck. Zombies are my favorite deck arch type and this borrows from their swarming and g/y abilities while utilizing quick effs to maintain field advantage.The atk of these monsters is purposely underwhelming. I wanted their swarm abilities and card play abilities (which can boost atk) to shine. The main gang: Baseball Joe (the main squeeze)Once per turn during either players turn: you can target one equip spell card in your graveyard; equip it to a monster your opponent controls. You can only use this effect of "baseball joe" once per turn. At the start of the damage step: if this card battles an opponent monster that is equipped with an equip spell card, you can discard one spell card; destroy that monster. Fisherman Joe Outfielder #1If this card is normal summoned: you can send 2 "ball" equip spell cards with different names from your deck to your graveyard; draw 1 card. Once per turn during either players turn: you can target one equip spell on the field; equip it to another monster on the field. You can only use this effect of "Fisherman Joe Outfielder #1" once per turn. The magical Do-nothing-JoeYou can target one "Joe" monster in your extra deck: banish "ball" equip spell cards from your graveyard equal to its level; special summon that monster. You can only use this effect of "the magical do-nothing-joe" once per turn. If a face up "joe" monster would be destroyed by a card effect: you can shuffle one of your banished equip spell cards to the deck instead. The Magical Joe Do-Nothing-Rock2 warrior-type monstersIf this card is special summoned by the effect of a "joe" monster, you can return 1 of your banished spell card to your graveyard. Once per turn: you can shuffle up to 3 equip spell cards from your graveyard to your deck; special summon one "joe" monster from your deck who's level is equal to the number of cards shuffled by this effect. Joe the reckless outfield revivalist1 tuner monster + 1 or more non tuner monsters.Once per turn you can target one "joe" monster in your graveyard: destroy "ball" equip spell cards on the field equal to its level; summon that monster ignoring its summon condition. You can only use this effect of "joe the reckless outfield revivalist" once per turn. Once per turn when an equip spell card is equipped to this card; draw 1 card. Baseball Joe from the Stars2 level 2 monstersThis card gains 100 atk x the number of equip spells in your graveyard.Once per turn: you can detach one xyz material from this card; activate one effect depending on the type of xyz material monsters attached to this card.Fusion: Add one "ball" equip spell from your deck to your hand.Synchro: Add one "joe" monster from your deck to your hand. Joe the Mighty Seamstress Reviver1 tuner synchro monster + 1 or more non tuner monsters.This cards atk is equal to the number of your banished equip spell cards x 500. Once per turn during either players turn if a card is activated on your opponents side of the field: you can shuffle two banished equip card into your deck; negate that effect and if you do, destroy that card. This card cannot attack your opponent directly. The support crew: Joe of Baseballs Time PastIf this card is summoned by the effect of a "joe" monster: you (can...typo) equip one "ball" equip spell from your graveyard to this card. Can't be destroyed by battle while equipped with a spell card. During your turn except the turn that this card is sent to the graveyard: you can target one monster in your graveyard, banish this card, then banish"ball" equip spell cards equal to its level; special summon that monster. Joe the Baseball ProfitCan only be summoned by the effect of a "joe" monster. If this card is summoned: you can add one of your banished equip spell cards to your hand. Once per turn: you can destroy 1 equip spell card on the field; send one face up card your opponent controls to the graveyard. Joe Caught for CheatingMust first be summoned (from your hand) by returning 5 banished "ball" equip spell cards to your deck. If summoned this way: you can equip one "ball" equip spell card from your deck to a monster on the field. You can only use this effect of "Joe caught for cheating" once per duel. Decrease the level of this card by the number of cards equipped to it. Heat Absorbing Spike Ball1 level 2 or lower synchro monster + 1 level 2 or lower fusion monster.Must first be summoned by banishing the above materials from your graveyard. You do not use "polymerization". Monsters equipped with equip spell cards cannot be targeted by non equip spell and trap cards. Level 3 or lower monsters equipped with equip spell cards gain 1000 atk. When this card is sent to the graveyard: you can return one banished card to the graveyard. The Equip cards & Field Spell support. Mega Ball Factor SweatshopWhen this card is activated: you can reveal 3 "ball" equip spell cards from your deck with different names, your opponent randomly chooses one to add to your hand, then send the rest to the graveyard. Once per turn: you can activate these effects depending on the number of equip spell cards on the field.1+ your monsters gain 100 atk x the number of equip spell cards in the graveyard2+ During either players turn if a monster would be destroyed by a card effect: you can shuffle one of your banished equip sells into the deck instead.3+ You can reveal 1 equip card in your hand: shuffle it into the deck; draw 1 card.You can only activate 1 "Mega ball factory sweatshop" per turn. Boost BallA monster equipped with this card gains 700 atk and def. During the equipped monsters end phase: discard one card from your hand to the graveyard. You can banish this card from your graveyard: target one level 3 or lower monster you control; it gains 600 atk until the end phase. Shredded Ball of ReplacementsA monster equipped with this card has 0 atk and takes no battle damage. During the equip monsters end phase; draw 1 card. During your turn, except the turn that this card is sent to the graveyard: you can banish "ball" equip spell cards (including this card) from your graveyard; special summon one monster from your hand who's level is equal to cards banished by this effect. Spike Ball Metal HatA monster equipped with this card cannot be targeted by card effects except this card. During the equipped monsters end phase; the equipped monster loses 500 atk and def. During your turn, except the turn this card was sent to the graveyard: you can banish "ball" equip spell cards (including this card) from your graveyard; add one joe monster from your deck to your hand who's level is equal to the number of cards banished by this effect. Spike Bat the Unloyal Ball Destroyer.Once per turn: you can banish one other "ball" equip spell card from the field; draw 1 card and reveal it. If that card is an equip spell card; the equipped monster gains 1000 atk until the end phase. You can only use this effect of "spike bat the unloyal ball destroyer" once per turn. During the equipped monsters end phase: destroy 1 spell card you control (except this card) or all monsters on your opponents side of the field gain 500 atk until the next end phase. If a face up monster you control would be destroyed by battle: you can banish this card from your graveyard instead. Link to comment Share on other sites More sharing options...
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