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President Claire Underwood

Legalize Anime/Manga Cards

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Vision HERO Poisoner

Level 3 DARK Warrior/Effect

If this card is Normal or Special Summoned, you can add 1 "Vision HERO" monster from your Deck to your hand, and if you do, take damage equal to its ATK/DEF (whichever is lower). While this card is in your Graveyard, if you take damage: Place this card in your Spell/Trap Zone as a Continuous Trap Card. While this card is treated as a Trap Card, you can target 1 monster you control: Special Summon this card, then Tribute that target and if you do, you can halve the ATK/DEF of 1 monster your opponent controls. You can only use this effect of "Vision HERO Poisoner" once per turn. 

ATK/900 DEF/700

 

You do need something to trigger your self-damage right?

 

Next:

 

Vision HERO Faris

(Level 5 DARK Warrior/Effect)

(ATK/1600 DEF/1800)

(Manga Effect: You can send 1 Level 4 or lower "Vision HERO" monster from your hand to the GY; Special Summon this card (from your hand). If this card is Summoned: Send 1 "Vision HERO" monster from your Deck to the GY. )

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Vision HERO Faris

DARK - Level 5 - Warrior/Effect - 1600/1800

You can send 1 "HERO" card from your hand to the Graveyard: Special Summon this card from your hand. If this card is Normal or Special Summoned: You can send 1 "Vision HERO" monster from your Deck to the Graveyard. While this card is in your Graveyard, if you take damage: Place this card in your Spell/Trap Zone as a Continuous Trap Card. While this card is treated as a Trap Card, you can target 1 monster you control: Special Summon this card, then Tribute that target, and if you do, you can make both players take 500 damage. You can only activate this effect of "Vision HERO Faris" once per turn.

 

Opened up the discard to literally any HERO, made the dump optional, and gave it the archetype clause with a tiny bit of burn to put everybody in the backrow where they need to be.

 

Vision HERO Gravito

(DARK - Level 4 - Warrior/Effect - 500/2000

If this card is Tributed: You can Special Summon 2 "Vision HERO" monsters from your Spell/Trap Zone.)

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Vision HERO Gravito

DARK/Warrior-type

 

You can discard this card; you take 1000 damage, also you can add 1 Level 4 "Vision HERO" monster from your Deck to your hand, except "Vision HERO Gravito". You can only use this effect of "Vision HERO Gravito" once per turn.  (Quick Effect): You can Tribute this card; Special Summon up to 2 "Vision" HERO" monsters from your Spell & Trap Zone, but banish them when they leave the field. You can only Summon "Vision HERO Gravito(s)" once per turn.

 

 

BD'Switchlog:

  • Allows you a chance to trigger some Vision HERO stuff on a discard, and search the other Vision HEROs of its Level.
  • (caps start) HARD OPT, THO, BOTH ON THAT EFFECT AND SUMMON, I'M NOT TRYING TO REPEAT LEVEL EATER'S MISTAKES (caps end)
  • also it can use that first effect as a Quick Effect, in case you want to get more value out of them. Okay, cuz Summon lock.

 

NEXT UP: 

 

Apparition (let's see if we can't make something dope out of the Vision HERO Traps, then, shall we?)

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I mean, you wouldn't need the military grade restrictions if Gravito retained the Tribute as a condition for a frontrow load instead of as a Quick Effect cost. Just a thought.

 

Apparition

Normal Trap

If a "Vision HERO" monster(s) is destroyed: You can place 1 of those monsters directly into your Spell/Trap Zone as a Continuous Trap Card and/or Special Summon 1 Level 4 or lower "Vision HERO" monster from your hand or Deck. If your LP are lower than your opponent's by 1500 or more, you can activate this card from your hand. You can banish this card from your Graveyard (Quick Effect): Halve the ATK of the monster your opponent controls with the highest ATK, and Special Summon 1 "Vision HERO" monster from your Graveyard with ATK less than or equal to that lost ATK, and if you do; gain LP equal to double the ATK of the Summoned monster. You can only activate this effect of this card's name once per turn.

 

Gives the option to Set the destroyed thing into your backrow so you're not forced to tank damage, a handtrap condition if you're playing the Deck right, and carries a strong Graveyard effect that refunds some of the damage you are taking.

 

Last Vision HERO card I'll ask for, promise.

 

Vision HERO Multiply Guy

(DARK - Level 3 - Warrior/Effect - 900/700

[Vision HERO clauses], and if you do, double this card's original ATK.)

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Vision HERO Multiplier

Level 3 DARK Warrior/Effect

If this card is Normal or Special Summoned: you can draw 2 cards, then place 1 “Vision HERO” Monster from your Hand to your Spell/Trap Zone as a Continuous Trap Card. Otherwise, shuffle your entire hand into the deck. While this card is in your Graveyard, if you take damage: Place this card in your Spell/Trap Zone as a Continuous Trap Card. While this card is treated as a Trap Card, you can target 1 monster you control: Special Summon this card, then Tribute that target, and if you do, original ATK of one “HERO” Monster you control becomes double its original ATK. You can only activate each effect of “Vision HERO Multiplier” once per turn.

ATK/900 DEF/700

 

Everyone loves power, but it comes at the cost of playing Vision HEROs if they ever became a thing, making it a more high risk version of Allure. In addition it can permanently make Vision HERO Trinity into a 5K beater.

 

Next:

Time Chain

(Continuous Trap Card)

(When a monster you control is targeted for an attack by an opponent's monster: Activate this card by targeting both those monsters; make them unable to be destroyed by that battle, and if you do, from the end of the Damage Step until the 2nd Standby Phase of each player's own turn, they are treated as if they are not on the field, they have their effects negated, cannot attack, nor be targeted for attacks or by card effects. Destroy this card during your opponent's 2nd Standby Phase after this card's activation.)

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Time Chain 

Continuous Trap 

When a monster you control is targeted for an attack by an opponent's monster, or by the effect of an opponent's monster that would destroy it: Activate this card by making both battling monsters unable to be destroyed by that battle or effect, and if you do, until the 2nd Standby Phase of their controller's turn, place them in their owner's Spell & Trap Zone as Continuous Spell Cards, but they cannot be targeted by card effects. Destroy this card during your opponent's 2nd Standby Phase after this card's activation. When this card leaves the field, return all monsters placed in the Spell & Trap Zone by this effect to the field in Attack Position.

 

BD'Switchlog:

  • Made the effect a bit more spruced up, turning the attacking monsters into Continuous Spells. Course they already can't attack and their effects don't apply as Cont. Spells.
  • Does return the monsters to the field in Attack Position if this card gets destroyed, though.
  • Also, it triggers on monster effect targeting too, so unless it's a Borrel, this can help get past spot removal with your own form.

 

NEXT UP:

 

Vision Fusion (That'll be MY last Vision HERO suggestion, hand on heart.)

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Vision Fusion

Quick-Play Spell

Fusion Summon 1 Fusion monster from your Extra Deck using cards from your hand or field or as Fusion Material, including at least 1 "Vision HERO" card. If you use a "Vision HERO" monster(s) currently being treated as a Continuous Trap Card as Fusion Material, the Fusion Summoned monster gains the following effect:

●When this card is Fusion Summoned: You can draw 1 card, and if the drawn card is a "Vision HERO" monster or "Vision Fusion"; you can destroy a number of cards your opponent controls up to the number of Fusion Materials used for this card's Fusion Summon -1.

You can only activate 1 "Vision Fusion" per turn.

 

Because I like unusual Fusion Spells, and this gives the Deck a bit more effect removal that also incentivizes Fusion bosses.

 

NEXT:

 

Captain Lock

(WATER - Level 6 - Fiend/Fusion/Effect - 0/0

"Skull Mariner" + "Skull Knight #2

Neither player can Summon/Set monsters from their hand. If a monster with 1000 or more ATK is face-up on the field, destroy this card. )

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Captain Lock 

WATER/Fiend-Type Fusion Effect Monster/Level 6/0 ATK/0 DEF

"Skull Mariner" + "Skull Knight" or "Skull Knight #2"

Must be either Fusion Summoned, or Special Summoned by Tributing "Archfiend" monsters you control or in your hand whose total Levels/Ranks equal 12 or more (in this case, you do not use "Polymerization".) Neither player can Summon monsters from their hand, except "Archfiend" monsters, also neither player can Set monsters. If a monster with 1000 or more ATK is face-up on the field, except an "Archfiend" monster, destroy this card.) 

 

BD'Switchlog:

  • Why no I'm not bitter over how haphazard the support for Archfiends has been, why do you ask? Really, though, the alternate Summoning conditions are in regard to Skull Knight #2's interaction with Archfiends in the set it debuted in, Legacy of Darkness. There was a method to the madness.
  • Speaking of which, both Skull Knights can be used as Fusion Materials now. Alternate conditions can be fulfilled as easy as putting away two Skull Archfiend monsters.
  • Has a window out for Fiend monsters, so blaze out those Archfiends at will.
  • And, thanks to the interaction, those Archfiends won't blow up Lock.

 

NEXT UP, TO KEEP UP THE TEMPO:

 

Archfiend Matador 

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Archfiend Matador

DARK - Level 6 - Fiend/Ritual/Effect - 0/0

Must first be Ritual Summoned using "Ritual of the Matador". Cannot be destroyed by battle or card effects. Your opponent cannot attack "Archfiend" monsters, except this one. You take no damage from battles involving this card. A monster that battles this card, and your opponent's other cards in the same column as that monster, are destroyed after the Damage Step.

 

Ritual of the Matador

Ritual Spell

This card is used to Ritual Summon "Ritual of the Matador". You must also Tribute monsters from your hand or field whose combined Levels equal or exceed 6. At the start of the Battle Phase, you can banish this card from your Graveyard and target 1 "Archfiend" monster you control: That target gains the following effect:

●All cards destroyed by battle with or the effect of this card are banished instead, also, if a card(s) is banished this way, you can add 1 "Archfiend" card from your Deck to your hand. At the end of the Battle Phase, if this card battled, you can Special Summon 1 "Archfiend" monster from your hand or Graveyard.

 

Removed its idiotic restriction, gave it a magnet effect, extended its protection to effect destruction, and now it cleans a column each battle. Made the Ritual Spell and gave it a Graveyard effect which lets you use it as Foolish Burial Goods fodder even if you don't want to play Matador.

 

NEXT

 

E/N Shuffle

(Normal Spell

Shuffle 1 "Elemental HERO" monster you control into the Deck: Special Summon up to 1 "Neo Spacian" monster each from your hand and/or Deck with their effects negated.)

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E N Shuffle

Normal Spell Card

 

Lore: Place 1 "Elemental HERO" monster you control or 1 "Elemental HERO" monster in your hand on the bottom of your Deck; Special Summon 1 "Neo-Spacian" monster from your Deck, but it cannot activate its effects this turn. If you returned a Fusion or Normal "Elemental HERO" monster this way, you can Special Summon 1 Level 7 or lower "HERO" Fusion Monster from your Extra Deck that specifically lists the returned monster as 1 of its Fusion Materials instead, ignoring its Summoning conditions.

 

 

BD'Switchlog:

  • Gives an option to turn out Fusions from the Extra Deck. Apologies, though; it won't count as a Fusion Summon...
  • ....and considering Mask Change 3: The Maskqueradening E N Shuffle de la BD'S now allows you to return stuff in the hand too, it kinda needs to not let the Fusion recur.
  • But fret not, for if it brings out a Neo-Spacian, it will only prevent its activation effects from going off for one turn: so that Grand Mole will be ready to go on your opponent's turn!

 

NEXT UP: 

 

Twin Pillars of Ice (Really curious to see how this concept gets incorporated into TCG/OCG circulation)

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Twin Pillars of Ice

Normal Spell

Special Summon 2 "Ice Pillar Tokens" (WATER/Level 5/Aqua/0 ATK/0 DEF) as Effect monsters with the following effect:

●Cannot be used as Material for a Summon. Once while this card is face-up on the field, and your opponent's monster attacks: You can negate that attack, and this card's effects.

You can banish this card from your Graveyard, except during the turn it was sent there: Add 1 "Twin Pillars of Ice" from your Deck to your hand.

 

Gimmicky? Yes. Bad? A little. But a very interesting option in a casual match, making for a way to absorb two attacks and then make some sort of Link or Synchro play with the Token(s) that survives.

 

NEXT:

 

Fog Castle

(Field Spell

If a monster you control would be destroyed by battle, you can move that monster to another unused Monster Card Zone on your side of the field instead. If you do, place 1 Beacon Counter on this card (max. 5). For each Beacon Counter on this card, you cannot use 1 of your Monster Card Zones. If you have monster(s) in any Monster Card Zones you can't use, send any number of monsters you control to the Graveyard equal to or less than the number of Beacon Counters on this card. If there are 5 Beacon Counters on this card, you can send this face-up card and all cards in your hand to the Graveyard to select 4 cards in your Graveyard and add them to your hand. If you do, you cannot conduct your Battle Phase this turn.)

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Fog Castle
Field Spell Card

Once per turn, if a monster you control would be sent to the GY: You can move that monster to an unused Main Monster Zone on your side of the field instead, and if you do, place 1 Beacon Counter on this card (max. 5). Each time a Beacon Counter is placed on this card, target 1 Main Monster Zone on your field: Send any monster in that Zone to the GY if possible, then that Zone cannot be used while this card is face-up on the field.   You can send this card with 5 Beacon Counters on it and all cards in your hand to the GY; add 4 cards from your GY to your hand.  You cannot conduct your Battle Phase the turn you activate this effect.

 

Let's see how many people I can make hate me with this next one: Nibelung's Treasure.

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Your wish is my command.

 

Because wit beyond measure is...

 

dczehsh-f2269924-0995-4a37-a076-a9ece2a6

 

Nibelung's Treasure

Normal Spell Card

 

Lore: When you have exactly 3 cards in your hand: Reveal 1 "Valkyrie" card in your hand; equip 1 face-up monster your opponent controls with 1 appropriate Equip Spell from your hand or Deck, and if you do, draw 1 card, plus 1 more card if that equipped Equip Spell has an effect that draws a card(s). You can only activate 1 "Nibelung's Treasure" per turn.

 

 

BD'Switchlog:

  • So, the main gimmick of Nibelung's Treasure is to equip an Equip Spell to a monster, then get you a 5-card hand. Through the magical property of card-to-hand ratio, Valkyries now have a pot of Greed for the low-low cost of a card-drawing Equip-Lucky Iron Axe, Necklace of Command, Hercules Base...
  • Hard OPT because, yeah, this is a +1 to a Deck that already benefits from TWO BATTLE PHASES
  • Also, it doesn't care which Ring you equip, so even if "Nibelung's Ring" isn't made a thing, you've got some stuff to work with

 

NEXT UP, SINCE WE'RE NOW TURNING TO DRAW-ENABLING EQUIPS: 

 

Cyber Roar

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Cyber Roar

Equip Spell

Can only be equipped to a LIGHT Machine-Type monster. The equipped monster gains 300 ATK, and cannot be targeted by other card effects. If this card is equipped to "Cyber Dragon", or a Fusion monster that uses "Cyber Dragon" as Material: Draw 1 card (you can only activate this effect of this card's name once per turn). If the equipped monster destroys your opponent's monster (by battle or its own effect): You can banish that card and 1 other card on your opponent's field or in their Graveyard.

 

Helps a lot more with your desired goal of an OTK with CyDras, gives more technical application to Cyber Twin on top of making CDI have increased value as a removal tool.

 

Retribution of the Antlion

(Continuous Spell

When a card on the field is destroyed and sent to the Graveyard, its owner takes 800 damage.)

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Retribution of the Ant Lion

Continuous Spell

 

Lore: During your Main Phase: You can add 1 LIGHT or DARK Insect monster from your Deck to your hand, and if you do, destroy 1 card in your hand. You can only use this effect of "Retribution of the Ant Lion" once per turn. When a monster(s) is destroyed and sent to the GY, inflict 800 damage to its controller. When you do, if the destroyed monster is an Insect monster: You can target 1 Insect monster you control; it gains 400 ATK/DEF, until the end of the next turn.

 

 

BD'Switchlog:

  • This card now gives you Chaos Insect Power. 
  • And helps boost an Insect if the destroyed monster is an Insect, doesn't matter where. 
  • And it definitely helps expand the pool for Parasite Paranoid shenanigans.

 

NEXT UP: 

 

Martyr Curse

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Martyr Curse
Normal Trap Card
If a monster you control is destroyed, except during the Main Phase 2 or End Phase: Target 1 monster you control and 1 monster your opponent controls; the turn player must enter their Battle Phase this turn, and those monsters must battle this turn, if able.  If a monster you control is destroyed during the Main Phase 2 or End Phase: Inflict damage to your opponent equal to that monster's original ATK.

 

Gave it a use for when the opponent gets slick on you.

 

Next Up: One of the three White Rainbow Assault Blackwing Synchros.

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Assault Blackwing - Kunisada the White Rainbow

DARK - Level 3 - Winged Beast/Synchro/Effect - 1000/1000

1 Tuner + 1 or more non-Tuner monsters

If this card is Synchro Summoned using a "Blackwing" monster(s) as Material: This card becomes a Tuner. Once per turn, you can target 1 Level 4 or lower "Blackwing" monster in your Graveyard (Quick Effect): Add that target to your hand, and increase the ATK of all "Blackwing" monsters you control by the ATK of that monster. "Blackwing" monsters cannot attack your opponent directly during the turn this effect is activated. If this card is sent from the field to the Graveyard: You can activate any number of "Black Whirlwind" directly from your Graveyard (you can only activate this effect of this card's name once per turn).

 

NEXT:

Brutal Red

(FIRE - Level 3 - Fiend/Effect - 1000/1000

If a "Red" monster(s) you control would be destroyed, you can discard this card (Quick Effect): That monster(s) is not destroyed, also it gains 1000 ATK and DEF until the end of the next turn.)

 

For context, in Arc-V, Jack had a FIRE Fiend-Type archetype called "Red", which was designed to turbo out Red Dragon Archfiend Synchros. Brutal Red is explicitly worded to work with both, and should still be in whatever redesign that is made.

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Brutal Red

FIRE/Fiend-Type Effect Monster/Level 3/1000 ATK/1000 DEF

 

Lore: If you control exactly 2 Fiend monsters; You can Special Summon this card from your hand as a Level 4 or 6 monster. If a FIRE Fiend monster and/or DARK Dragon Synchro Monster(s) you control would be destroyed (by battle or card effect), you can discard this card instead. When you do: You can target 1 FIRE Fiend monster or DARK Dragon Synchro Monster you control; it gains 1000 ATK or DEF (your choice) until the end of the next turn.

 

BD'Switchlog:

  • Actually no, folks, I'm not concerned with giving a non-OPT Special Summon condition to a Fiend monster, especially considerin' the rest of the effect puts it out of the Extra Deck Summoning range of the Fiend Deck most likely to abuse such monsters. Also, people need to use Wave High King Caesar more. 
  • Now that that small bit of pomposity is over with (my apologies), the monster verifications fit all the "Red" monsters that have been released so far, even the Synchros. A way to verify the series, without necessarily turning it into an Archetype.
  • ATK or DEF gains, but not both.

 

NEXT UP: 

 

Road Raven Red Queen

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Road Raven Red Queen

Level 6 | DARK | Fairy/Effect

2000 ATK / 2000 DEF

Once per turn: You can target any number of monsters your opponent controls; until the End Phase of this turn, take control of them, also their ATK become 100 and this card's ATK becomes half its original ATK. For the rest of the turn after this effect resolves, you cannot Special Summon monsters, except DARK Fairy monsters.

 

Next: New Order 8: Etheric Sebek

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New Orders 8: Etheric Sebek

LIGHT - Rank 8 - Reptile/Xyz/Effect - 3000/2000

2 Level 8 monsters

If this card is Xyz Summoned: You can reveal 3 Spell/Trap Cards from your Deck with different names, and your opponent selects 1 to add to your hand (the remaining two are shuffled into your Deck in any order). You can only activate this effect of "New Orders 8: Etheric Sebek" once per turn. Once per turn, you can detach 1 Xyz Material from this card (Quick Effect): Activate 1 Spell/Trap Card from your hand.

 

Left it mostly unchanged, bar making it harder to get literally any S/T in your Deck.

 

Giant Flood

(Normal Spell

Send all cards in both players' hands and on their fields to the GY.)

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Giant Flood

(Normal Spell

Send all cards in both players' hands and on their fields to the GY.)

 

Actually, this is the lore from the wiki: Activate only during your Main Phase 1. Send all monsters on the field and from both players' hands to the Graveyard.

 

Giant Flood

Normal Spell

Activate only during your Main Phase 2. Send all non-WATER monsters on the field to the GY. You cannot Summon or Set monsters the turn you activate this card. You can only activate 1 "Giant Flood" per turn.

 

Can only use it in MP2 now. Still sends, but only non-WATER monsters. Removed the send from hands part. Freezes summons and sets for the turn. Only 1 can be used per turn.

 

IMO: Still good but not too good, more balanced and has more flavor now as well.

 

Next: Mirror Knight Calling

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Mirror Knight Calling (DARK)

✪✪✪✪✪✪
[spellcaster/Ritual/Effect]
You can Ritual Summon this card with "Orichalcos Mirror". If this card is Ritual Summoned: You can Special Summon as many "Mirror Knight Tokens" as possible (Warrior/DARK/Level 1/ATK 0/DEF 0). Cannot be destroyed by battle or card effects while "The Seal of Orichalcos" is in a Field Zone. The first time each "Mirror Knight Token" you control would be destroyed each turn, by battle or card effect, it is not destroyed. If a "Mirror Knight Token" you control battles an opponent's monster, it gains ATK equal to the ATK of the opponent's monster it is battling, during damage calculation only.
ATK/0 DEF/0

Orichalcos Mirror
Ritual Spell
This card is used to Ritual Summon "Mirror Knight Calling" from your hand or Deck. You must also Tribute monsters from your hand or field whose total Levels equal 6 or more. If you have no card in your Field Zone, except the turn this card was sent to the GY: You can banish this card from your GY; place 1 "The Seal of Orichalcos" from your hand, Deck, or GY face-up in your Field Zone. You can only use this effect of "Orichalcos Mirror" once per turn.

 

Next: Impact Revive

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Impact Revive

Normal Spell

 

Neither player can activate cards or effects in response to this card’s activation. At the start of your Main Phase 2, if you control a monster with ? original ATK: You can target 1 monster in your opponent's GY that was sent there this turn: Special Summon it, ignoring its Summoning conditions and if you do, it gains 500 ATK/DEF, then your Main Phase 2 ends. After this effect resolves, skip to the start of the Battle Phase of your next turn. If you do, you cannot activate “Impact Revive” until the end of that turn, also you cannot attack directly.

 

BD'Switchlog:

  • Spell Speed 4, because yeah, imagine something negating this effect and you still get the resolution effect. Busted enough already, don't you think?
  • Immunity to direct attacks, because seriously have you seen the Turn 1 boards these days? 
  • And finally you have to control a monster with 0 original ATK, like our Divine Serpent Geh has right now, and what Dartz had when he used this card in the Doma arc to give Geh another chance at attacking.

 

NEXT UP: 

 

Catastrophe Draw

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