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Some new cards to get back into the swing.


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After a frankly too-long hiatus, I've finally got some free time on my hands so I made some cards to get back into it. These cards were made rather off the cuff so don't expect the greatest quality or balance. The pandora cards were made to be a small take on how Rituals could get a lot weirder if they wanted to. It isn't good bit it's really funny.

 

Riotous Red-Eyes

Quick-Play Spell

Show level 6 or higher "Red-Eyes" monsters on your field and in your hand up to the number of cards your opponent controls; Destroy cards your opponent controls equal to the number of cards shown. You can shuffle this card from your GY into the Deck; Add 1 card that mentions "Red-Eyes" in its card text from your GY to your hand, then both players take 500 damage. You can only use each effect or "Riotous Red-Eyes" per turn and only once that turn.

 

XYZ MELTDOWN

Spell

Target 1 EARTH or Machine monster you control: Xyz Summon 1 EARTH or Machine monster from your Extra Deck with a Rank equal to the targeted card's level using all monsters you control as material ignoring it's summoning conditions.

 

Convergence of the Wilds

Ritual Spell

This card can be used to Ritual Summon any number of Ritual monsters from your hand, including "Paladin of Pandora". You must also send Continuous or Field Spell/Trap cards from your hand or field to the GY that mention all attributes of the Ritual monsters summoned by this effect. Any Ritual monster summoned by this card has its effects negated until the Nth End Phase after this turn, where N equals that monster's level divided by 3 rounded down, except "Paladin of Pandora".

 

Paladin of Pandora

Level 9 LIGHT

Warrior/Ritual/Effect

2200 / 1900

Must be Ritual Summoned by "Convergence of the Wilds" and cannot be Special Summoned in other ways. This card is not treated as having the original attribute of LIGHT. This Ritual Summoned card gains the attributes of all other Ritual monsters on the field. This card gains the following effects based on the number of attributes it has.
2+: All Ritual monsters gain 900 original ATK/DEF.
3+: Once per turn, when a card or effect is activated (Quick Effect): Destroy cards on the field equal to the number of attributes this card has.
4+: Ritual Monsters cannot be targeted or destroyed by card effects.
6: During the End Phase: Banish all cards on the field and in both players' GYs. (This is not optional)
7: You win the Duel.

 

Primite Vane Vein

Continuous Spell

When this card is activated: you can add up to 2 Normal monsters with different names from your Deck to your hand. You can only use this effect of "Primite Vane Vein" once per turn. While you control a normal monster, neither player can target "Primite" cards with effects. Once per turn: You can add one Normal monster from your GY to your hand, then you can Normal Summon 1 Dragon monster from your hand.

 

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