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Tinkerer

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Kraken
WATER 10*
Sea Serpent/Effect
Cannot be Special Summoned.  If you control "Umi" you can Normal Summon this card for 1 less Tribute.  Once per turn (Quick Effect): You can banish all other cards on the field.  You cannot activate or resolve this effect if you have monsters in the GY with the same name.
?/3000

 

Next:

- LIGHT Attribute

- Protects certain types (up to you)

- Interacts with face-up cards in the extra deck

- Link monster

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Majespecter Bear - Onikuma (WIND)
ATK/1500  LINK-2     [East-South/West-South]
[ Spellcaster / Link / Effect ] 
2 WIND monsters, except Tokens
If this card is Special Summoned: you can target 1 face-up "Majespecter" monster with a different name in your Extra Deck and 1 Special Summoned monster your opponent controls; return the targets to the hand and if you do, this card cannot attack and be destroyed by battle this turn. You can only use this effect of "Majespecter Bear - Onikuma" once per turn. Cannot be targeted or destroyed by your opponent's card effects. Your opponent cannot target for attacks any Spellcaster monsters in the zones this card points to. 


Next: 
- LIGHT Attribute
- Can banish cards you control (including itself)
- Has dice roll or coin flip in its effect
- Can attack directly or allows direct attacks (if a spell/trap)
 

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Wisdomancer Brahma, of the Many Arms

Rank     Rank Star.svgRank Star.svgRank Star.svg                                    LIGHT

Fairy / Xyz / Effect

2+ Level 3 monsters
If a monster is Special Summoned while your opponent controls more monsters than you do: You can target 1 monster your opponent controls; attach it to this card as material. If this card is targeted for an attack or by a card effect: You can banish this card until your next Standby Phase, and if you do, inflict damage to your opponent equal to the combined Levels of the materials sent to the GY when this card was banished x 300. You can toss a coin, then apply 1 of the following effects depending on the result.
* Heads: Banish all other monsters you control until the next Standby Phase, and if you do, this card is unaffected by your opponent's card effects until the end of this turn.
* Tails: This card can attack directly during this turn, and if battle damage is inflicted by your opponent by attacking directly with this card, you can target 1 monster in your opponent's GY, and if you do that, attach that target to this card as material.
You can only use each effect of "Wisdomancer Brahma, of the Many Arms" once per turn.

ATK 2000 / DEF 1400

 

Next:

* DIVINE Attribute (Anything is fine, but try to avoid anything related to the Egyptian Gods)

* Its Special Summoning is hard to pull off, but it cannot be negated

* Has an effect that grows stronger the more cards there are in the opponent's GY

* Targeting it is BAD for the opponent

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Decoy Wyrm
FIRE **
Wyrm/Effect
If this card is targeted for an attack: Target 1 card in your opponent's Graveyard; Set it, and if it is a monster, change the attack target to it and perform damage calculation.
300/200

 

Next:

- DIVINE Attribute (Anything is fine, but try to avoid anything related to the Egyptian Gods)
- Its Special Summoning is hard to pull off, but it cannot be negated
- Removes Spells/Traps in some way
- Has an effect that mills cards

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Convulsion of Nature/The True Name Deck Idea (sorry about the rusty OCG):

1646168654_ArchfiendImmortal.jpg.063dffb37fef6691beb13e1492df11d8.jpg

Next:

- Ritual Monster
- Requires a certain Spell/Trap to be on the field to use its effect(s)
- Interacts with cards that activate from the hand
- Interacts with the Sea Serpent, Aqua or Fish types
 

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Meredith, Murky Seas Quartermaster

WATER Level 6

Aqua/Ritual/Effect

You can Ritual Summon this card with "Murky Seas Rationing". If you control "Umi", you can activate one of these effects:

  • If your opponent activates the effect(s) of a card from their hand (Quick Effect): negate it, and if you do, banish it.
  • Target one Spell/Trap card on the field, destroy it, then set one Spell/Trap card from your deck.
  • If there is a Sea Serpent, Aqua, or Fish-type monster on the field (except this card): Special Summon one Sea Serpent, Aqua, or Fish-type monster from your GY, but it cannot attack this turn.

You can only use each effect of "Meredith, Murky Seas Quartermaster" once per turn.

2600/1900

Murky Seas Rationing

Ritual Spell Card

This card can be used to Ritual Summon any 1 "Murky Seas" Ritual Monster. You must also send monsters from the deck or field to the GY whose total levels are greater than or equal to the Level of that Ritual Monster. If this card is in your GY and a Ritual Monster you control would be destroyed by battle or card effects you can banish this card: negate the activation, and if you do: add one Ritual Monster from your deck to your hand.

Wording is probably not completely accurate or up-to-date, but I think that it should be clear enough.

Next:

-Must be a monster with non-effect monsters as its materials.

-Must interact with either players' deck (you can choose which)

-Must support Ritual monsters

-Must have no more than 1200 DEF.

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Depth Explorer (WATER)
Level 3   (ATK/800 DEF/1000)

[Aqua/Effect]
This card can attack your opponent directly. When this card inflicts damage to your opponent; you can shuffle this card in your Deck and add 1 Ritual Monster or Ritual Spell Card from your Deck to your hand, then place 1 "Treasure Counter" on your Deck. During your Draw Phase, if you draw this card: you can remove 1 "Treasure Counter" from your Deck; Special Summon this card. If this card is destroyed by battle while you control "Umi": you can banish this card from the GY; shuffle 1 Ritual Monster or Ritual Spell from your GY to the Deck.

NEXT:
- A monster with non-Effect monsters as its materials.
- Changes a Link Monster's arrow positions.
- Allows or forces player(s) to skip a certain Phase.
- Destroys cards on the field at random.

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How fun criteria! Let's go.

 

Eternia Tempus Sekundes

LIGHT                   ↙

Spellcaster / Link / Effect

3 Normal Monsters
If this card is Link Summoned: Target 1 Link monster this card points to; change its Link Arrows, moving all of them 1 direction clockwise, and if you do, you can apply 1 of the following effects, depending on the directions the Link Arrows of that target are now pointing to.
*Up: Your opponent skips their next Draw Phase.
*Right: Your opponent skips their next Standby Phase
*Down: Your opponent skips their next Main Phase.
*Left: Your opponent skips their next Battle Phase.
During your Standby Phase: You can roll a six-sided die. Treat your opponent's Main Monster Zones as numbers 1-5, counting from your right, and your opponent's Extra Monster Zone as 6 ,and destroy the monster that is in the same  zone as the result, or banish it if a Link Monster is pointing to that monster.
You can only use each effect of "Eternia Tempus Sekundes" once per turn.

ATK 2300 / LINK 3

 

Next:

* It's a 0 OR 13 scales Pendulum Monster

* It's a Ritual Monster

* When a Monster is pendulum summoned with this card, it gains something.

* You gain something depending on the monsters used as material for the card's Ritual Summon  

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Ceremonial Performance Of Sword

FIRE

Warrior

Ritual

Level 7

Pendulum Scale: 13

ATK 2450/DEF 2350

Pendulum Effect: A monster(s) Pendulum Summoned with this card is unaffected by your opponent's card effects during the Battle Phase.

Monster Effect: You can Ritual Summon this card using "Commencement Dance". You must also Tribute monsters from your hand or field whose Levels equal or exceed 7. If this card is Ritual Summoned using "Performance Of Sword" as one of the Tributes, double its ATK. If this card is Ritual Summoned using a Pyro monster as one of its Tributes, it inflicts piercing damage. If this card is Ritual Summoned using both "Performance Of Sword" and a Pyro monster, you gain a second Battle Phase as long as this card remains face-up on the field.

 

Figured my favorite Ritual monster deserved a retrain.

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------

Next up:

-must have 0 ATK

-must have a banishing face-down effect

-must reveal cards in your Extra Deck

-must reveal cards in your opponent's Main Deck

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Yellow Slime, Pro-Gambler

WATER                      Level 1

Aqua / Effect

Once per turn: You can toss a coin, then activate 1 of the following effects depending on the result.
*Heads: Reveal the top 5 cards of your Extra Deck, and if you do, this card gains ATK/DEF equal to the combined Level/Rank/Link Rating of the revealed monsters x 100 until your opponent's End Phase, then shuffle your Extra Deck.
*Tails: Declare a monster Level from 1 to 12, then reveal the top 5 cards of your opponent's Deck, and if you do, banish all the revealed monsters with the declare Level, face-down.

ATK 0 / DEF 0

*** If you understood the reference in the name, kudos to you xD

 

Next:

* It's a Spirit Monster with their typical restrictions

* Can banish itself until your next Standby Phase.

* A variable effect is applied depending on the cards on the field when it returns to the field

* This card supports Inaba White Rabbit

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Sorry, but i'm not feeling the spirit vibe today, so i'll snatch 2 out of 4

Nemeses Script (DARK)
Level 2  ATK/800 DEF/200
[Cyberse / Effect]
You can banish this face-up card you control; Special Summon this card during your next Standby Phase, then apply the following effect(s) depending on the number of type of cards on the field, (excluding "Nemeses Script) from the following: face-up Monster, face-down Monster, face-up Spell, face-up Trap, face-down Spell/Trap:
3 or more: This card gains 1000 ATK;
4 or more: This card cannot be destroyed by battle.
5: Draw 1 card, then discard 1 card OR banish 1 card from your GY. 
If this banished card is shuffled to the Deck; you can banish 1 "Nemeses" monster from your Deck (except "Nemeses Script").
You can activate each effect of "Nemeses Script" only once per turn. 


Next:

* It's a Spirit Monster with their typical restrictions
* Supports "Inaba White Rabbit"
* Extends your Normal Summon count, but limits other actions you can perform.
* Lets either player excavate cards from the top of their Deck.

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I can do all 4.

Inaba White Magician

Light

Spellcaster/Spirit

Lv1

100/100

Cannot be Special Summoned. This card returns to your hand during the End Phase of the turn it was Normal or Flip Summoned. When this card is Normal Summoned: Shuffle all face-up cards on the field into their respective owners' Decks. Each player then excavates 1 card from their Deck for each card returned to their Deck as result of this effect and Normal Summons as many Level 4 or lower monsters as possible. If "Inaba White Rabbit" is Normal Summoned as a result of this effect, you can return any number of face-up monsters you control (except "Inaba White Rabbit") to your Deck; "Inaba White Rabbit" can declare an additional attack for each monster. You cannot activate any additional effects (except "Inaba White Rabbit") or Special Summon the turn this effect is used.

 

Ok. So I allowed players to excavate cards as a result of the field being nuked. They must Normal Summon as many Lv4- monsters if possible. If you manage to get Inaba White Rabbit out due to this effect, you can return the other 4 monsters to your deck and give your cute little bunny 5 direct attacks totalling a whopping 3500 damage.

 

- Must be a Spirit monster

- Must further support Inaba White Rabbit

- Must be a Lv3 or lower

- Must be able to attack directly

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I have no desire to deal with the archetype that has somehow decided to exist, but I'll take the other 3.

 

Flashfire Fairy

FIRE

Fairy/Spirit

Level 1

ATK 500/DEF 500

Effect: This monster cannot be Special Summoned, except by its own effect. Once per turn, during the End Phase, if this card was Normal Summoned or flipped face-up this turn: Return this card to the hand. This card can attack your opponent directly. When a FIRE monster you control attacks your opponent's monster, after damage calculation, you can immediately Special Summon this monster from your hand (if it was there when the attack was declared) or GY (even if not). If Summoned this way, this card must immediately declare a direct attack on your opponent. If this card Special Summoned by its own effect cannot attack due to a card effect, destroy it and all monsters adjacent to it, as well as any Monster, Spell/Trap cards in its column.

 

Hopefully that's worded well enough. The point is it comes out quick but without an outlet for its aggression, it destroys anything nearby.

 

--------------------------------------------------------------------------------------------------------------------

-Must further support Inaba White Rabbit

-Must be Machine-type

-Must have an effect that allows it to be treated as two Types simultaneously

-Must have a restriction on Special Summoning it (if Ritual, Fusion, Synchro, Xyz, or Link, a restriction beyond the restrictions imposed by its Summoning method)

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Oh damn, I was preparing the Inaba card when the reply arrived T_T. Well, I didn't even have half of the card ready yet xD.

 

Spirit Bunny Force Field Trapping Generator Machine   <--- yeah, this is the card's name xD

Level  CG Star.svgCG Star.svgCG Star.svgCG Star.svg                  WIND

Machine / Effect

Cannot be Special Summoned unless you control a Spirit Monster. This card is also always treated as Psychic-Type. Target 1 "Inaba White Rabbit" you control; negate its effects and attacks while you control this card. While you control this card, that target cannot be destroyed by battle, or affected by other card effects. Note the number of Standby Phases that "inaba White Rabbit" has its effects negated. During your Main Phase: You can Tribute this card; Increase that "Inaba White Rabbit"'s ATK by the number noted x 1200.

ATK 0 / DEF 2200

 

***Last criterion says (if Ritual, etc. so I suppose that's just to explain what to do in case of, and it's not required, so I take it as fulfilled.

 

Next:

* It changes Attribute depending on something

* It has a column effect

* It's a Fusion Monster

* It requires 2 materials, but each of them is different from the other in Level, Type and Attribute

 

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Ukemet, Murky Seas and Striking Thunder Intelligence

LIGHT Level 6

[Aqua/Fusion/Effect]

1 Ritual Monster + 1 XYZ Monster

(This card is also treated as a Thunder-Type monster) You can Fusion Summon this card by sending these materials from the field to the GY (you do not use "Polymerization"). If this card is Fusion Summoned: flip up all face-down cards on the same column as this monster (Flip Effects are not activated), then apply one of these effects based on the type of cards revealed:

  • Spell: This card becomes DARK attribute, then banish cards equal up to the Spell Cards revealed by this effect.
  • Trap: This card becomes WATER attribute, then you can Special Summon one Level 6 or lower monster from your hand or GY, but it has its effects negated.
  • Monster: This card becomes EARTH attribute, then all monsters you control gain 500 ATK/DEF for each monster revealed by this effect.

You can only use this effect of "Ukemet, Murky Seas and Striking Thunder Intelligence" once per turn.

ATK/2800 DEF/2600

Wording is messy, but I got it done.

NEXT:

-Must have an effect that can make the card treat itself as a trap or quick-play spell.

-Must be WIND or WATER attribute

-Must have an effect that does not target, but is not destroying

-Must be a Synchro monster or effect monster

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Abyss Shark
WATER 3*
Fish/Effect
You can target 1 Xyz monster you control: Special Summon this card from your hand, and if you do, this turn you can use that target as an Xyz Material for an Xyz Summon using its Rank as if it were a Level.  An Xyz Monster whose original Attribute is WATER and has this card as Xyz Material gains this effect:
- When this card is Xyz Summoned: Flip 1 face-up monster on the field into face-down defense position.
1500/300

 

NEXT:

- Must have an effect that can make the card treat itself as a trap or quick-play spell.

- Must change ATK values in some way.

- Works better when the opponent has more cards/monsters than you do.

- Produces Tokens.

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Battle Armor Neo-Metgalef

Equip Spell

This card is also treated as Quick-Play while your opponent controls more monsters than you do. Equip this card to a Level 4 or lower/Link Rating 2 or lower monster. It gains ATK equal to the difference between the number of cards you control and the number of cards your opponent controls x 500, but only if your opponent controls more cards than you do. Once per turn: You can banish 1 Machine monster from your GY; Special Summon 1 "Scrap Metal Token" (Machine/EARTH/Level 1/ATK 0/DEF 1000) to your opponent's field in Defense Position. You can only control 1 "Battle Armor Neo-Metgalef".

 

Next:

*Has an effect that gets stronger the more Set Cards exist on the field

*It has a Spin effect that at the same time allows the opponent to Special Summon in faca-down Defense Position

*Has an immunity effect, but it has a cost

*Tuner monster

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Would have went all out, but i'm not sure what the "Spin" term is. 

Shroudknight (DARK)
Level 7   ATK/2500 DEF/2150
[ Warrior / Tuner / Effect ]
This card's Level (in your hand) is always reduced by 1 for each face-down card on the field. When this card is targeted by your opponent's effect (Quick Effect): send 1 face-down card you control to the GY; this card is unaffected by your opponent's effect (This is not optional). Gains 500 ATK for each Set card on the field. If your opponent controls 3 or more face-down cards: you can send 1 Set card you control and 2 of your opponent's face-down cards to the GY; Special Summon this card (from the GY). 


Next: 
- Has a Spin effect that at the same time allows the opponent to Special Summon in face-down Defense Position
- Its effects vary on the monster type it targets.
- Is itself or supports FLIP monsters.
- Based on a cute, criminally unpopular animal/species.

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I thought of posting this to help in case anybody wants to give it a go but doesn't know what's a spin effect n.n

 

Quoting from Yugipedia:
Spinning is an unofficial term that refers to the act of returning a card from the field to the top of its owner's deck; Extra Deck Monster Cards are instead returned to the Extra Deck when spun. Spinning is more powerful than bouncing because it both removes a card from the field and uses up its owner's next draw. Like bouncing, because most spin effects target monsters, spinning can also waste the owner's Normal Summon or Set for that turn, and can remove powerful but difficult-to-summon monsters such as "Stardust Dragon" or "Destiny HERO - Plasma". Spinning can work well in combination with bouncing effects such as those of "Begone, Knave!", "Neo-Spacian Grand Mole", and "Giant Trunade".

I posted recently, so I'll let somebody else participate using the above criteria.

Informative Capsule out xD

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2 hours ago, Dramatic Crossroad said:

Would have went all out, but i'm not sure what the "Spin" term is. 

Shroudknight (DARK)
Level 7   ATK/2500 DEF/2150
[ Warrior / Tuner / Effect ]
This card's Level (in your hand) is always reduced by 1 for each face-down card on the field. When this card is targeted by your opponent's effect (Quick Effect): send 1 face-down card you control to the GY; this card is unaffected by your opponent's effect (This is not optional). Gains 500 ATK for each Set card on the field. If your opponent controls 3 or more face-down cards: you can send 1 Set card you control and 2 of your opponent's face-down cards to the GY; Special Summon this card (from the GY). 


Next: 
- Has a Spin effect that at the same time allows the opponent to Special Summon in face-down Defense Position
- Its effects vary on the monster type it targets.
- Is itself or supports FLIP monsters.
- Based on a cute, criminally unpopular animal/species.

I don't know if axolotls are considered popular or not, but we had them as class pets in 4th grade and no one knew what they were back then so...

 

The Axolotl

WATER

Fish/Flip

Level 9

ATK 0/DEF 3300

Effect: If this card is flipped face-up, target 1 monster in your GY (or reveal a monster in your Main Deck and if you do, shuffle your Deck), then apply one of these effects depending on the Type of monster:

  • Fiend: Shuffle that monster back into the Deck face-up. When you draw the face-up monster, immediately Special Summon it, ignoring its Summoning conditions.
  • Aqua, Fish, or Sea Serpent: This card gains ATK and DEF equal to the combined ATK and DEF of the targeted/revealed monster.
  • Dragon or Spellcaster: Send 1 card on the field to the GY, then both players send 1 card from their hand to the GY.
  • Creator-God, Cyberse, Divine-Beast, Psychic, or Wyrm: Draw 1 card. If the card you drew is a monster of the same Type as the targeted/revealed card, draw 1 more card.
  • Beast, Beast-Warrior, Dinosaur, Insect, Reptile, Warrior, or Winged Beast: Monsters you control cannot be destroyed by battle as long as this card remains face-up on the field.
  • Fairy, Machine, Plant, Pyro, Rock, Thunder, or Zombie: Your opponent places 1 monster on their side of the field on top of their Deck, and then they may immediately Special Summon 1 monster from their GY in face-down Defense Position.

 

I think I covered all the points AND all the Types. Even threw Creator-God in there since it is technically an official Type.

Anyone who understands why Fiend gets its own effect gets 100 Internet points.

---------------------------------------------------------------------------------------------------------------------

 

-Has a self-bouncing effect but is not a Spirit

-Can destroy cards in the Extra Deck

-Affects a card to the right of it

-Has a very steep LP cost

 

 

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9 hours ago, TheWanderingMist said:

I don't know if axolotls are considered popular or not, but we had them as class pets in 4th grade and no one knew what they were back then so...

 

The Axolotl

WATER

Fish/Flip

Level 9

ATK 0/DEF 3300

Effect: If this card is flipped face-up, target 1 monster in your GY (or reveal a monster in your Main Deck and if you do, shuffle your Deck), then apply one of these effects depending on the Type of monster:

  • Fiend: Shuffle that monster back into the Deck face-up. When you draw the face-up monster, immediately Special Summon it, ignoring its Summoning conditions.
  • Aqua, Fish, or Sea Serpent: This card gains ATK and DEF equal to the combined ATK and DEF of the targeted/revealed monster.
  • Dragon or Spellcaster: Send 1 card on the field to the GY, then both players send 1 card from their hand to the GY.
  • Creator-God, Cyberse, Divine-Beast, Psychic, or Wyrm: Draw 1 card. If the card you drew is a monster of the same Type as the targeted/revealed card, draw 1 more card.
  • Beast, Beast-Warrior, Dinosaur, Insect, Reptile, Warrior, or Winged Beast: Monsters you control cannot be destroyed by battle as long as this card remains face-up on the field.
  • Fairy, Machine, Plant, Pyro, Rock, Thunder, or Zombie: Your opponent places 1 monster on their side of the field on top of their Deck, and then they may immediately Special Summon 1 monster from their GY in face-down Defense Position.

 

I think I covered all the points AND all the Types. Even threw Creator-God in there since it is technically an official Type.

Anyone who understands why Fiend gets its own effect gets 100 Internet points.

---------------------------------------------------------------------------------------------------------------------

 

-Has a self-bouncing effect but is not a Spirit

-Can destroy cards in the Extra Deck

-Affects a card to the right of it

-Has a very steep LP cost

 

 

The best target for the fiend effect is Summoned Skull or one of its many retrains. Also, there are the Sacred Beasts and Raviel becomes another good target for that fiend effect. Also, being able to bypass summoning conditions seems like it'd be right up the fiend's alley. Also, The Wicked Avatar is another good target for this. So many good Lv6+ fiends you can hit with this. I still feel there is a detail I'm missing though. I'm aware of Darkworld and Cyberdark decks. But still feels like I'm forgetting a card.

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Lol @TheWanderingMistI'd love to see a card with such a long effect. We'd probably require a magnifying glass to read, cool stuff.

 

Injection Fairy Poppy

Level 3.          EARTH

Fairy / Effect

Once per turn (Quick Effect): You can pay LP in multiples of 1000 (max. 3000) (except during the Damage Step); increase this card's ATK  by the amount of LP you paid and increase the ATK of the monster in the zone adjacent to the right of this card by half the amount of LP you paid until the end of your turn, also, if this card inflicts battle damage to your opponent, reveal the top 4 cards of your opponent's Extra Deck, and if you do, destroy 2 monsters among them. During your End Phase, if you activated this effect: Return this card and the monster in the zone adjacent to the right of this card to your hand.

ATK 400 DEF 2000

 

Next:

* Converts an opponent's monster's effect into something negative

* Can Tribute opponent's monster

* Likes to be accompanied by Normal Monsters

* Has an effect that changes its Level

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here goes nothing: 

Librasaurus Lex (FIRE)
Level 7   ATK/2400 DEF/2000
[ Dinosaur / Effect ] 
You can banish 1 Normal Monster in your GY; decrease this card's Level (in your hand) by the Level of that banished monster until the End Phase. You can Tribute Summon this card by Tributing 1 face-up monster your opponent controls whose Level is higher than this card's Level and if you do, this card cannot declare an attack this turn. If your opponent's Effect monster activates its effect (Quick): You can target that monster and Tribute 1 Normal Monster you control; the target's effect becomes "Tribute 1 Monster you control.". You can use each effect of "Librasaurus Lex" only once per turn. 



Next: 
- Pays homage to or parodies a real-life person. 
- Is a Union monster or supports Union monsters.
- Has ATK or DEF stat in the double digits.
- Cannot be Set.

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Nadia, the Melodious Maestra

LIGHT                            Level 7

Fairy / Union / Effect

Cannot be Set. The first time a "Melodious" monster would be destroyed by battle each turn, it is not destroyed. Once per turn (Quick Effect), you can either: Target 1 "Melodious" monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card is unaffected by your opponent's monster effects, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this card is sent from the field to the GY: You can target 1 "Melodious" monster you control; it gains 800 ATK.

ATK 50 / DEF 2950

 

@Dramatic Crossroad, this card is based on Nadia Boulanger, a very important teacher in the 20th Century. She's Union due to her desire to teach and protect their pupils.

 

Next:

* Destroys cards in adjacent left and right zones.

* Sets cards in the same column.

* Can move to other Main Monster Zones, inlcuding those of the opponent.

* Can change the location of 1 of your opponent's cards

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This is weird, this is funky, and i already can feel the headache that i would feel if anyone decided to slam down this monstrosity in a duel against me. Usually i would go through all the flavor with the Artillery series, as i've planned to do more of em, but i dont wanna clutter the comments so i'll leave it for another time. Also, quick important detail, if i understood the psct properly, on the second effect since the "Move" effect and the displacement of an opponents cards are separated by an "also", they should happen simultaneously and thus the opponents card should be set face down due to Breda's last eff, or at least, that was my intention

Also, hehe messy psct

Breda, the Artillery of the Sandtribes

Earth / Level 8

Spellcaster / Effect

2500 / 1700

 

Cards in this Card's column must be Set before being Summoned or Activated, and cannot be Activated or flipped face-up while in the same column as this card. During each of your Standby Phases, all Set card(s) on the field are destroyed

(Quick Effect): Tribute a card you control on a Main Monster Zone adjacent to this card (Left or Right); move this card to that zone, also if the tributed card was an Earth Monster, you can  move one of your opponents cards into an unused zone in this card's column, except the ones on your field

Whenever this card moves to another Main Monster Zone, any other card(s) in this card's column are Set face-down

 

Next:

- Destroys cards in adjacent left and right zones

- Can move to other Main Monster Zones, including those of the opponents

- Can change equip spell's target to a different monster

- Can add cards from the opponents deck to your hand

 

 

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