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[spoiler= Dark Shini's Card Concepts]

 

[spoiler=Breaker Monsters]

[align=center]DefialAngelofRedemption.jpg

 

Breaker Monsters are first placed in the Extra Deck. Then you may add them to your hand after a certain effect has been activated, a monster has been destroyed, etc. You can only add 1 to your hand and Breaker Place once per turn. Breaker Monsters cannot be Summoned, but Breaker Placed. Breaker Placing is similar to Special Summoning, but by certain conditions. I'm going to also make different varieties of Breaker monsters, like ones that will be sent to the Graveyard instead of your hand, and you have to Breaker Place them from your Graveyard.[/align]

 

 

[spoiler=Chimera Monsters]

 

[align=center]Picture3-2.png

 

Chimera Monsters are Monsters that are more than one type. They have these things called Type-Combinations, which are the Types in the Parenthesis. Chimera's effects usually have to deal with it's Type-Combination.[/align]

 

 

[spoiler=Bringers]

[align=center]

Angelo.png

 

Bringers are placed in the Bringer Zone. When they come into play, the bring with them a certain effect that can have a impact on the game, or something that doesn't do anything to the game. Bringer Monsters cannot be Normal Summoned or Set. Bringer Monsters cannot be Special Summoned from your hand or Graveyard. If there are no Bringer Monsters in your Bringer Zone, you may place 1 Bringer monster in your hand into your Bringer Zone.[/align]

 

 

 

 

 

Meh, I'll add more later.

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This is to add onto my already "Patented" card ideas.

 

 

[align=center][spoiler= United/Split Monsters]

This is my new idea that has two card types in one. First, I made "United Monsters". United Monsters always have an effect that activates if you discard a monster with the same name from your hand. The second type is "Split Monsters". Split Monsters always come in pairs, the first of the 2 Split Monsters in a pair can only be Summoned by the effect of "Seperation Force", which requires you to send a specific United Monster on your side of the field to the Graveyard, and the second monster in the pair is Summoned by the effect of the first Split Monster.

 

Intinua - Psychic Shadow

 

zn38md.jpg

 

When you Summon this card you may discard 1 "Intinua - Psychic Shadow" from your hand to the Graveyard to activate the following effect:

- Destroy 2 face-down cards on the field.

 

Seperation Force

 

icmzde.jpg

Link: http://www.dreamsaddict.com/GarasuNoKamen/GnKImages/AnimeGallery/GnKAnime05Rivals.JPG

 

Send from your side of the field to the Graveyard, 1 United Monster on your side of the field that is listed on a Split monster card, and Special Summon that Split monster from your Extra Deck.

 

 

Intinua

 

331q0eg.jpg

 

This card can only be Special Summoned by "Sepperation Force". When this card is Special Summoned you may Special Summon 1 "Psychic Shadow" from your Extra Deck. When this card is Special Summoned you may destroy up to 2 face-down cards on the field.

 

Psychic Shadow

 

s2cjtj.jpg

 

This card can only be Special Summoned by "Intinua". Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to a monster on your side of the field as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. When a monster equipped with this card destroys a monster as a result of battle, send cards from the top of your opponent's Deck to the Graveyard equal to the level of the destroyed monster.

[/align]

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Adding my Zetas to the list of my ideas...

 

[spoiler=Zeta]

Zeta monsters have effects that increase in power the number of times the monster was Normal Summoned during the Duel. They usually also have an effect that returns them to your hand. A compilation of the cards is located here.

[spoiler=Terms of Usage]

I would like it if you don't use the "Zeta" name on your cards. You can use the general idea of the effect, though.

 

 

 

 

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Been meaning to add this one to the list for a while, but I was lazy.

 

[spoiler=Elemental Victory Set]

[spoiler=The Core Cards]

ENI-Adept-Air-1.png

Card Text:

FLIP: Destroy 1 Spell or Trap card on your side of the field and 1 Spell or Trap card on your opponent's side of the fied , this card's effect is changed to the following:

• This card is switched perminantly to Defense Position. This card cannot be destroyed by battle. All Battle Damage to this card's controller that he/she takes from a battle involving this monster becomes 0. This card's name is treated as "Elemental Master of Air" while it is face-up on the field.

 

ENI-Adept-Earth-1.png

Card Text:

During the End Phase of a turn in which this card was attacked by your opponent's monster but was not destroyed, this card's effect is changed to the following:

• This card is switched perminantly to Defense Position. This card cannot be destroyed by battle. All Battle Damage to this card's controller that he/she takes from a battle involving this monster becomes 0. This card's name is treated as "Elemental Master of Earth" while it is face-up on the field.

 

ENI-Adept-Fire-1.png

Card Text:

When this card Destroys an opponent's monster by battle and sends it to the Graveyard, this card's effect is changed to the following:

• This card is switched perminantly to Defense Position. This card cannot be destroyed by battle. All Battle Damage to this card's controller that he/she takes from a battle involving this monster becomes 0. This card's name is treated as "Elemental Master of Fire" while it is face-up on the field.

 

ENI-Adept-Water-1.png

Card Text:

This card can attack your opponent's Life Points directly. If this card successfully attacks directly, this card's effect is changed to the following:

• This card is switched perminantly to Defense Position. This card cannot be destroyed by battle. All Battle Damage to this card's controller that he/she takes from a battle involving this monster becomes 0. This card's name is treated as "Elemental Master of Water" while it is face-up on the field.

 

ENI-Baransu-DMotE-1.png

Card Text:

1 "Elemental Master of Air" + 1 "Elemental Master of Earth" + 1 "Elemental Master of Fire" + 1 "Elemental Master of Water"

This monster cannot be Special Summoned except by Fusion Summon. A Fusion Summon of this card can only be conducted with the above Fusion Material Monsters. Unite all of your opponent's cards in their Graveyard and removed from play with their Deck and shuffle them. Your opponent can draw up to 5 cards. If this card is on your side of the field during your next Standby Phase, you win the duel.

 

[spoiler=Explanation]

Here's how it works...

-Step 1: Summon an Adept.

-Step 2: Use it's effect, which turns it into an Elemental Master.

-Step 3: Get the 4 Elemental Masters(Air,Fire,Earth, and Water) on the field in face-up position).

-Step 4: Fusion Summon Baransu.

-Step 5: If Baransu is still on the field during your next standby phase...YOU WIN.

 

The system was made intentionally difficult because the payoff is that you win. It's 1 monster that you have to perform all of these tasks in order to be able to fusion summon and since the Elemental Master cards do not exist in the game unless you change an Adept into one it means there's only one real way to summon the big guy. Then you have to keep it alive. If not, you're basically back to square 1.

 

If there are still any questions after this then, please, feel free to PM me and I will do my best to edit this part of my submission to answer any questions that might still need answering. ;)

 

[spoiler=Terms of Usage]

Since I've already made the core system and the support cards, I'm not really allowing this concept to be built upon further by anyone except me. However, I'm not completely blind to the idea that someone might have a good idea so if you have something...PM it to me and I might approve it. In that case...I'd just want to be credited for the original idea. ;)

 

 

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  • 2 weeks later...

Please Update my ideas

 

[spoiler=God Hunter's Card Ideas]

 

[spoiler=Speeder Cards]

Speeder Cards are cards that can attack monsters on the field while in your hand. Battle and whatnot happens normally, but if they lose, or get destroyed by a Spell or Trap Card, they go to the Graveyard. They can also be targeted by card effects while in your hand.

soujaboycard.jpg

 

You must get my permission to use the type Speeder in your card. The idea may have been used before, if you have made cards like this before me, you may use your idea freely. You must also credit me as you use them.

 

 

[spoiler=Escape Monsters]

Escape Monsters can return to your hand when attacked. They have possible Summoning conditions to allow you to Special Summon them with ease when returned to your hand. When they return to your hand, the attack is negated and the attacking monster cannot attack again unless an effect sais it can. You must also pay Life Points to retreat them back to your hand.

n00bcard.jpg

 

These cards are free to use under my permission.

 

 

[spoiler=Equal Monsters]

Equal monsters are monsters with = ATK and DEF. = counts as no digit. It is not a stat. They cannot attack or be attacked when they have = ATK and DEF. When attacked, they take the ATK and DEF of the attacking monster. They are ALL Fire and Water attribute.

43114px1.jpg

 

I hereby forbid anyone to make = monsters, as it is my personal idea. I would like it to stay that way.

 

 

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  • 3 weeks later...

Hopefully this concept hasen't already been conceaved. Okay' date=' here goes...

 

[spoiler=Tyrranux' Card Idea']

Nemesis

volteface.jpg

 

When in Attack Position these monsters cannot be destroyed as a result of battle, whether they are face up or down, and when they battle with a monster controlled by the opponent they gain the same ATK as the opponent's monster, normally when two creatures with the same ATK battle, both of them are destroyed, but in this case only the Nemesis monster will remain while the other monster is destroyed, the effect that follows after this happens may vary but may typically involve the immediate removal of the Nemesis monster from the field.

I recently came across a pick of Ryo Kaiser on deviantART, the artist in question had listed all the possible card combos involving Ryo's monsters and spells/traps, each one equalling total pwnage. So I figured heck, why not just make a card that pretty much turns a player's super-powerful combo of total pwnage into a steaming pill of dog feeces. I also intend this type to be the anti-thesis for such cards as Armitael; Phantasm of Chaos.

 

You may use the Nemesis if you wish, be sure to give me permission if you do. Hopefully the idea isn't already taken, I would like to know if it has.

 

 

Sorry

 

you will NOT be added

 

I already used the Subtype of Nemesis, and Nemesis monsters.

 

...

 

Atonova, Nemesis Dragon

 

23h90k5.jpg

 

 

 

You need to check what ideas have been used before you create cards, thats the entire point of this thread.

 

^_^

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I hate dial-up internet, I doubt anyone here could imagine how painful it is waiting for a page on this forum to load>_<.

But anyway, I changed my card's Subtype.

 

[spoiler=Godra]

volteface2.jpg

 

When in Attack Position these monsters cannot be destroyed as a result of battle, whether they are face up or down, and when they battle with a monster controlled by the opponent they gain the same ATK as the opponent's monster, normally when two creatures with the same ATK battle, both of them are destroyed, but in this case only the Nemesis monster will remain while the other monster is destroyed, the effect that follows after this happens may vary but may typically involve the immediate removal of the Godra monster from the field.

I recently came across a pick of Ryo Kaiser on deviantART, the artist in question had listed all the possible card combos involving Ryo's monsters and spells/traps, each one equalling total pwnage. So I figured heck, why not just make a card that pretty much turns a player's super-powerful combo of total pwnage into a steaming pill of dog feeces. I also intend this type to be the anti-thesis for such cards as Armitael; Phantasm of Chaos.

 

You may use the Godra if you wish.

 

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[spoiler=Zeroshot's Creations]

World Monsters

 

[spoiler=Rules]

-World monsters are treated as Effect, Normal, Fusion, Ritual and Synchro, Spell and Trap cards.

-For Fusion and Synchro monsters, their Fusion Material monsters are 2 World Tokens (LIGHT/Fairy-Type/Level 4/0 ATK/0 DEF) so if you play a card like DeFusion that's what you get.

-For Spell and Trap parts, their effects can be cancelled by other cards that negate Spell and Traps and can be destroyed by cards that target Spell and Trap cards but are placed in the Monster Card Zone.

-You can fuse the 2 tokens together to Special Summon one of these monsters from your hand.

 

In the future I will make a ritual card that lets you summon these monsters.

-Besides that they are summoned like normal and effect monsters.

-They are also destroyed like monsters.

-Their attribute is treated as both of the attributes in the corner.

 

 

34hjj44.jpg

 

[spoiler=Permission] Like Dj, I allow you to use the merging but the rulings must be different.

 

 

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I hope it hasn't been taking...Anyone can do them ^^. Just don't want anyone claiming them...

[spoiler=Permission]I hereby grant permission to anyone on these forums, [yugiohcardmaker.net] as of today, are allowed to use any of my cards I have posted here, but you must give me credit and you cannot claim all of the credit for the cards. ^^

 

[spoiler=Element's Cards][spoiler=Clash Type Monsters][spoiler=Rules of the Clash]1) The card is treated as both of the Attributes that are VISIBLE on the card.

2) When the card is destroyed, it is not sent to the graveyard or removed from play. It is just treated as 1 of the attributes [you may choose].

3) When it is destroyed, it loses its effect [but it cannot be sent to the graveyard by contradicting its summoning conditions].

4) It can only be 2 attributes.

[spoiler=Clash Monster Example]30caeso.jpg

 

[spoiler=Syntrax Type Monsters][spoiler=Rules of the Syntrax]1) The card is basically the same as a Synchro.

2) The card's attribute MUST be dark.

3) There has to be at least some black areas on the card or some white.

[spoiler=Syntrax Card Example]12304qs.jpg

 

[spoiler=How to...?][spoiler= Create a Clash Type Monster][i did all of this on paint] To create a Clash type monster, you must copy 2 of the cards onto paint. Then split the attribute of 1 of the cards [using the selection tool] and drag it onto the other card until it fits in EXACTLY as it did on the other card. Save.

[spoiler=Create a Syntrax Type Monster][i did all of this on paint] Copy the card onto paint [must be Synchro type] and invert it. Then copy the card again [keep this one white] and select any part [using selection tool] of it and drag it onto the other part until it fits EXACTLY as it did on the other card. Save.

 

 

 

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[spoiler=Komui2's Card Idea] [spoiler=Nega]I am sorry if this is already taken so plz tell me if it is and I will change it. [spoiler=Card Example]

2j16gie.jpg

This card can be Normal or Special Summoned in your Monster Card Zone or Spell or Trap Card Zone. While this card is in your Monster Card Zone, you may tribute one Nega-Type monster in your Spell or Trap Card Zone to destroy one monster on your opponent's side of the field.

[spoiler=Rules] When a Nega Monster is Normal Summoned or Special Summoned, it can go into a Spell or Trap Card Zone. Different Nega monsters in Spell and Trap Card Zones or Monster Card Zones have different effects. For example, when Nega Warrior is in a Monster card Zone, you may tribute one Nega monster in your Spell or Trap card zone to destroy one of your opponents monsters. You can tribute Nega monsters in your spell or trap card zone to summon NEGA MONSTERS ONLY. You can only summon a nega monster in your spell or trap card zone once per turn along with normal summoning. A Nega monster cannot attack or be attacked in a spell or trap card zone.

 

 

 

 

[spoiler=Premission]I allow anyone to use these cards as long as I am in the credits

 

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Ok I'm gonna post mine.

 

[spoiler= Maginion Monsters]

[spoiler= Monster Card and Summoning Card] Sinttulo-1-1.png85482ra0.jpg

BTW the pics were found in deviantART, the Monster Card pic belongs to Koa chan and the Spell Card pic belongs to Magic girl

 

[spoiler= Rulings]

 

1.- Maginion Monsters are placed in the Extra Deck.

2.- A Magic Summon is considered as a Special Summon

3.- The Summoning Card to Magic Summon could be a Continuous Spell Card, a Continuous Trap Card or even an Effect Monster.

3.1.- To Magic Summon a Maginion monster, the Summoning Card MUST fulfill all the conditions written on it.

4.- If the Maginion monster would be returned to your hand it is returned to the Extra Deck.

5.- If the Summmoning Card is returned all conditions fulfilled up to that time are reseted, and when the Summoning Card is played again, you have to fulfill ALL conditions again.

6.- Once the Maginion monster is Magic Summoned the Spell or Trap Cards are sent to the Graveyard unless the Spell or Trap card says the opposite. If the Summoning Card is a Monster Card, the Monster remains face-up on the field, unless the Monster says the opposite.

 

 

 

 

[spoiler= Who can use them?] Everyone can use them, just give the credits, ok? If you need to make Maginion Card I can do it, just go to my shop, it is called "[sHP]Recolor Shop" I can do it for you. (for some points in return... mwahahaha)

 

 

 

 

 

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  • 3 weeks later...

[spoiler=TR_Headshot's Ideas]Hub and Attachment Card's

 

 

107967af2.jpg107967qv5.jpg

 

Hub card's usually gain effects depending on whether or not it is equipped with Attachment cards, which gain effects based on being attached to Hub cards.

 

 

You can use Hub/Attachment cards if you credit me

 

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  • 1 month later...

[spoiler=Vorrokhero1's idea]

[spoiler=Shielder]

[spoiler=example]1bbd5fa4.jpg1bbd5fa4-1.jpg

 

[spoiler=Rules]Monsters with shielder sub-types cannot attack unless by an card effect. All attacks and effects from your opponent are redirected to shielder monsters. If you have more than one shielder monsters on the field, you can choose which one gets targeted.

 

 

 

 

 

 

Hope this idea isn't taken.

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[spoiler=My Speed Cards]

orldo7.png

55843ay0.jpg

55843km0.jpg

55843uw3.jpg

 

 

 

[spoiler=Rulings]

There Are two Types of Speed Cards,Speed Synchro's and Speed Tuners.

Speed Synchro's can only be Summoned while Speed World is on the Field and they can only be Summoned by using Speed Tuners.

Speed Tuners can only be Summoned By Sacrificing a Tuner Monster while Speed World #2 is on the Field.

Permission:

You can use these cards freely as long as you credit me,and as shown Speed Synchro's are a blue Color so send it to me and I can do that for you.

 

 

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SecretAgentMan007's Card Ideas

SecretAgentMan007's Card Ideas

 

[spoiler= SecretAgentMan's [b]X Monsters] X is my new subtype. Why is it called X, you ask? Because of a new position I am creating, X Position. X Position is a position that is diagonal on the field in four ways, which I will explain in my vocab section. These monsters gain effectsbased on their positions, which can be accessed by one way. It is the same way for all X Monsters, though they each have different effects.

[spoiler= Concept card]106677eh1.jpg

 

[spoiler= Vocabulary] With all new concepts comes new vocabulary. So, I have my X Dictionary.

X Monster- a subtype created by SecretAgentMan007. The card background: a black X and normal effect monster color.

Cross: to place one X monster on top of the other to make it look like an X.

Flattened Monster: the card on the bottom of a Cross Formation.

Down Left X Position: the top of the card is facing toward the bottom of the field in the left corner.

Left X Position: the top of the card is in the top left corner of the field.

Right X Position:the top of the card is in the top right corner of the field.

Down Right X Position: the top of this card is in the bottom right corner of the field.

[spoiler= The Part Nobody Likes to READ a.k.a. The Rules]There arent really a lot of rules to this concept, but the rules I have set are very important.The first and most important rule is that these cards are always in X Position. They gain Effects based on whichever X Position they are in. You may be wondering, "How do I get the cards into each of the positions?". Your card always starts in Down Left X Position. To change into Left X Position, the switcher must have been on the field for four consecutive turns. To change to Right X Position, you must Tribute 1 X Monster in your control.To change into Down Right X Position, the following conditions must be present:

1) All your card Zones must be full.

2)Your hand must have 6 or more cards in your hand.

If these conditions are present, you must destroy all cards (excluding the shifter of course) on the field. You must also destroy your hand. Why do I make shifting so hard? The effects are POWERFUL as you can see in my concept card.

The only time you cant cross an X monster is when you have a Down Left Position, because that would be a cheap way to get your card into Down Right X Position. That would be a very unfair advantage.

Thats about it for the rules.

 

[spoiler=Permisison] Eh.. Anyone can use them as long as they give credit to me.

 

 

 

 

 

 

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I take no credit for the images on these cards.

[spoiler=Sword of Oblivion's Skilled Warrior cards]

[spoiler=5 Main Skilled Warriors]

137842uv4.jpg137842qs5.jpg137842qb3.jpg137842ko3.jpg137842xc0.jpg

These would be the rarest cards in the set due to the fact that they have the least drawbacks. The MASTER-type Warriors have effects that apply to the other four Types. SWORD usually involves Hand Destruction, SCYTHE is LP recovery, DAGGER involves Drawing and FIST returns cards removed from play.

[spoiler=Skill Levels]

The Skill Level is basically the amount of damage the card can deal to the opponent, regardless of wether they would do more or less without it. For example, a monster with Skill Level-2 has 2400 ATK, it destroys a monster with 1300 ATK (both are in ATK position). That the opponent would lose 1100 LP if it was any other creature, but since the attacking monster had a Skill Level of 2, the damage changes to 600. The same goes for if you would only deal 400 damage, your opponent would instead lose 600. There are 5 Skill Levels, 1 deals 200 damage, 2 deals 600, 3 deals 1000, 4 deals 1400 and 5 deals 2000. Any Level AFTER that just raises the damage by 100 (6=2100, 7=2200 and so on). Raising Levels will become part of some spells and traps as well.

The higher the Skill Level, the lower the ATK of the creature becomes. Crimson King Metatron would be the best Skilled Warrior card in terms of effect and power.

P.S. These 5 are limited to 1 per Deck.

 

[spoiler=Spells and Traps]

137842na6.jpg137842ch2.jpg137842kj6.jpg137842dn4.jpg

I'm trying to make all...30-35 cards tied together in a way that compliments the strategy I think would be best for them.

 

[spoiler=Synchros]

137842gq0.jpg137842ob2.jpg137842lw7.jpg137842ex7.jpg137842ya7.jpg

 

[spoiler=Permission]

I'm fine with anyone who would like to create Skilled Warrior cards. All I ask is to be given credit and that the cards follow thier respective Type ability (SWORD affects hand destruction and so on.)

 

 

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  • 3 months later...

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