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Yu-Gi-Oh Key of the Mind Cards (updated 21/9/08)


Wyhe

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These cards are used in my 1st fanfic here-Yu-Gi-Oh Key of the Mind!

To see it,go to the link in my sig.

 

[spoiler=Monster Cards]

Astral Plane Dragon

LIGHT/Dragon-Synchro/LV 7/ATK 2000/DEF 1000

1 Tuner monster+1 or more non-Tuner monster(s)

This card cannot be Special Summoned except with Synchro Summon. When this card is Synchro Summoned, you can remove every Monster Card in both players’ Graveyards. If you do that, this card gains 300 ATK for every card removed by this effect. Any monster this card destroys are removed from play instead. Once per turn, you can return 1 Psychic-Type monster that is removed to your Deck to gain 1000 Life Points.

 

Exodus the Forbidden Servant

DARK/Spellcaster-Effect/LV 4/ATK 1400/DEF 1000

When this card inflicts Battle Damage to your opponent, you can add 1 "the Forbidden One" card from your graveyard to your hand. If this card is destroyed in battle, add 1 "Forbidden One" card from your deck to hand.

 

Black Market Merchant

DARK/Warrior-LV 4/ATK 1000/DEF 1600

Once per turn, you can send the top 3 cards to your graveyard. You gain 200 Life Points for every monster sent by this effect.

 

Cursed Doll

DARK/Fiend-Effect/LV 1/ATK 0/DEF 0

During your End Phase, inflict 300 points of Damage to your opponent for every Spell & Trap Card on your side of the field. When this card is attacked, you only take half of the Battle Damage taken & inflict the same amount of Damage to your opponent. (The Damage is treated as Battle Damage.)

 

Mind Annihilator

DARK/Psychic-Synchro/LV 6/ATK 2400/DEF 1100

1 Tuner monster+1 or more non-Tuner monsters

When this card attacks a monster, you can pay Life Points equal to its attack target's Level x 100, so that this card gains ATK equal to half of its attack target's Level. When this card is attacked, you gain 500 Life Points.

 

B.E.S Magma Core

FIRE/Machine-Effect/LV 6/ATK 2400/DEF 1100

When this card is Normal Summoned, it gains 3 counters. This card cannot be destroyed in battle. When this card battles, it loses a counter. When this card battles without a counter, it is destroyed. Once per turn, you can remove 1 counter from this card to inflict 500 points of Damage to your opponent. If you do this, it cannot attack this turn.

 

Destiny Hero-The Dreadful PLUTO

DARK/Warrior-Effect/LV 9/ATK 2800/DEF 2100

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Releasing 3 monsters on your side of the field. After a Battle Phase that this card inflicted Battle Damage, destroy every monster on the field whose ATK or DEF (depending on battle position) is equal or lower the Battle Damage this card has inflicted this turn. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.

 

Gladiator Beast Caesar

EARTH/Beast-Effect/LV 7/ATK 2600/DEF 2200

This card cannot be Special Summoned from your Deck, except by the effect of "Gladiator Beast Dimacari". When this card is Special Summoned by the effect "Gladiator Beast Dimacari", this card is unaffected by Trap Cards. After a Battle Phase when this card battles, return this card to your Deck & Special Summon 1 "Gladiator Beast" monster.

 

Immortal Ice Statue

WATER/Aqua-Effect/LV 1/ATK 0/DEF 0

This card cannot be Released for an Advance Summon. During your End Phase when 1 of your Card Zones is blocked, you can Special Summon this card from the Graveyard in Attack Position.

 

Spotlight Fighter

LIGHT/Warrior-Effect/LV 4/ATK 800/DEF 0

As long as this card is face-up on the field, your opponent cannot Set any monsters.

 

Shield Angel

LIGHT/Fairy-Effect/LV 3/ATK 800/DEF 1800

You can remove this card in your graveyard from play to negate all Effect Damage dealt to you by a card effect.

 

Frenzy Cricket

WIND/Insect-Effect/LV 4/ATK 1700/DEF 1200

Once per turn, during your opponent's Battle Phase, you can negate 1 attack. No card effects (other than this card's)can be activated during the Battle Phase as long as this card is face-up on the field.

 

Bak, Archer of Dark World

DARK/Fiend-Effect/LV 1/ATK 300/DEF 100

If this card is discarded BY a card effect, inflict 1000 points of Damage to your opponent.

 

Necro Puppeteer

DARK/Psychic-Tuner/LV 1/ATK 400/DEF 100

Once per turn, you can pay 800 Life Points to Special Summon 1 Psychic-Type monster from your Graveyard. The Special Summoned monster's effect is negated & it cannot attack this turn.

 

Neo Jinzo

DARK/Psychic-Synchro/LV 6/ATK 2800/DEF 1100

1 Tuner+1 or more non-Tuner(s)

You can pay 1000 Life Points to destroy 1 Trap Card that is on the field (If it is face-down, place it face-up.) Your opponent cannot activate any Trap Cards as long as this card is on the field.

 

Garda, Lightsworn Defender

LIGHT/Warrior-Effect/LV 4/ATK 300/DEF 2400

When this card would be destroyed in battle, you can send the top 2 cards from your deck to the Graveyard. If you do so, it will not be destroyed. All Battle Damage involving this card is halved.

 

Dark Nova Golem

DARK/Warrior-Synchro/LV 7/ATK 2400/DEF 1700

1 Tuner+1 or more non-Tuner(s)

Once per turn, by removing 1 monster in your Graveyard from play, remove 1 face-up monster on your opponent’s side of the field from play.

 

Howler Ape

WIND/Beast-LV 4/ATK 1500/DEF 1200

When this card destroys a monster in face-down position, inflict 500 points of damage to your opponent.

 

Dasher Ape

WIND/Beast-Effect/LV 2/ATK 800/DEF 1200

You can Special Summon this card from your hand if you control at least 1 monster, while your opponent control more monsters than you & their total Attack Points are more than yours.

 

Colorless, Chaos King of Dark World

DARK/Fiend-Fusion/LV 12/ATK ?/DEF 0

“Reign-Beaux, Overlord of Dark World”+1 LIGHT Monster

This card cannot be Special Summoned except by the effect of “Super Polymerization” with the above Fusion Material Monsters. This card’s Attribute is also treated as LIGHT. This card’s original Attack is equal to the total Attacks of the Fusion Material Monsters. Any card this card destroys are removed from play instead. When this card attacks a Defense Position monster with lower Defense than this card’s Attack, inflict Damage equal to the difference as Battle Damage to your opponent. Once per turn, you can negate 1 card effect affecting this card by removing 1 DARK Monster in your Graveyard from play. When this card is removed from the field, you can Special Summon 1 “Reign-Beaux, Overlord of Dark World” from your Graveyard. (The Special Summoned “Reign-Beaux, Overlord of Dark World” is treated as being Special Summoned by its own effect.)

 

Dark Returner

DARK/Fiend-Effect/LV 2/ATK 1000/DEF 1000

When this card has been Released for the Advance Summon of a DARK Monster, you can return this card to your hand instead.

 

Spiria

EARTH/Fairy-Effect/LV 3/ATK 1200/DEF 1600

When this card is declared as an attack target, you can discard 1 card. If you do so, this card will not be destroyed. (Damage calculation is still applied.)

 

Psychic Berserker

DARK/Psychic-Effect/LV 4/ATK 2000/DEF 100

This card cannot be Special Summoned. This card cannot be Summoned when there i no monster on your side of the field. During each of your Standby Phase, pay 500 Life Points. If you do not, this card will be destroyed.

 

Dark Oppression Lord

DARK/Warrior-Effect/LV 9/ATK 2900/DEF 2000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned excpet by Releasing 3 monsters that you control or by its own effect. When this card attacks, all other card effects on the field are negated. When this card destroys a monster in battle, inflict 300 points of Damage. When this card has been removed from field, you can send the top 3 cards of your deck to the Graveyard in order to return it to the field in Attack Mode.

 

Mind Crusher

EARTH/Psychic-Effect/LV 4/ATK 1600/DEF 500

Pay 800 Life Points to destroy 1 face-dip monster that your opponent controls.

 

Mad Swordsman

DARK/Warrior-Effect/LV 4/ATK 1800/DEF 600

When this card attacks a Defense Position monster with lower Defense than this card’s Attack, inflict Damage equal to the difference as Battle Damage to your opponent. After this card destroys a monster in battle, it can attack once again by halving its Attack & sending 1 card you control to your Graveyard.

 

Dark Tuner Cyber Glitch

DARK/Machine-Dark Tuner/LV 9/ATK 1500/DEF 1700

When you control only 1 face-up DARK Machine-Type Monster while this is the only card removed from play, you can Special Summon this card. If you do so, its original Attack & Defense become 0.

 

Neo-Cyber Matrix

DARK/Machine-Dark Synchro/LV -5/ATK 2200/1500

1 non-Tuner-1 Dark Tuner

This card cannot be Special Summoned except by Dark Synchro Summon when the Level of a Dark Tuner Monster subtracted from a non-Tuner Monster must equal to this card’s Level. When this card destroys a monster in battle, equip the destroyed monster to this card as an Equip Card. (Only 1 Monster can be equipped to this card at 1 time. If this card is equipped with a monster when it destroyed a monster in battle, you can choose to send the equipped monster to the Graveyard & equip the destroyed monster as an Equip Card.) This card gains Attack equal to half of the equipped monster’s Attack & its effect. (if any) During your opponent’s Standby Phase, he gains Life Points equal to the Level of the equipped monster x100.

 

Forsaken Life-Aikia

DARK/Warrior-Effect/LV 9/ATK 0/ DEF 0

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Releasing 3 Life Monsters on your side of the field. This card cannot be destroyed in battle or by card effects. When your opponent controls a monster in Defense Mode, destroy that monster. This card must attack every monster your opponent controls during the Battle Phase of your turn. When a monster battles with this card, its Attack & Defense are decreased by 1000. Any monster that battles with this card are removed from play after the Battle Phase. During your opponent’s End Phase, inflict 1000 points of Damage to your opponent. Your opponent can negate this effect by Releasing 1 monster he controls. As long as this card is on the field, you cannot Summon a Monster.

 

Oceanic Terror-Daemon Kraken

 

 

 

[spoiler=Spell Cards]

Destiny Masquerade

Normal Spell

Select 1 monster on your side of the field. Send 1 "Destiny Hero" monster from your deck to the graveyard, so that the selected monster's name is treated as the "Destiny Hero" monster's name until the end of the turn.

 

Sideline Blockade

Continuous Spell

As long as this card is in play, all Monster Effects that are activated from the hand are negated & Spell Cards cannot be activated from your hand.

 

Cursed Needle

Continuous Spell

Activate only when there is a "Cursed Doll" on your side of the field. Once per turn, you can inflict 100 points of Damage to your opponent for every card in his hand. This card is sent to the graveyard if "Cursed Doll" is removed from the field. Only 1 "Cursed Needle" can only activated in 1 turn.

 

Inverse Sacrifice

Quick-Play Spell

Select 1 monster on your side of the field that is Summoned by Releasing monsters from either your side of the field or your hand. Release the selected monster & Special Summon all monsters Released to Summon it.

 

Battleship Shield Base

Continuous Spell

Activate only when you have "Boss Rush" on your side of the field. When a "B.E.S" monster or "Big Core" is Special Summoned by the effect of "Boss Rush", it gains the same number of counters it would have gained by its own effect. When "Boss Rush" is removed from the field, this card is sent to the Graveyard.

 

Destiny of Destruction

Continuous Spell

This card can only be activated when there is a "Destiny Hero-The Dreadful PLUTO" on your side of the field. You can activate this card from your hand if a "Destiny Hero-The Dreadful PLUTO" is targeted by a Trap Card. As long as this card remains on the field, "Destiny Hero-The Dreadful PLUTO" is not affected by any of your opponent's Spell or Trap Cards.

 

Mirror World

Field Spell

When "Mirror Shadow" is destroyed in battle by a monster with the same ATK, it is Set on the field & inflict 400 points of damage to your opponent.

 

Mirror Shard

Continuous Spell

When a monster you control attacks & is destroyed by a monster with the same ATK, inflict 500 points of damage to your opponent.

 

Promotion

Equip Spell

The equipped monster's Level is increased by 2.

 

Lightning Conductor

Normal Spell

Activate only when you control a Thunder-Type monster. Your opponent takes 200 points of damage for every card in his hand.

 

Nightmare Temptation

Equip Spell

Equip this card to a "Yubel" monster only. The equipped monster can attack to activate its effect. During your opponent's Battle Phase, they must attack this card. If not, they will take 1000 points of Damage. When this card is sent to the Graveyard when the equipped monster is destroyed by a card effect, you can pay 1000 Life Points to return this card to your hand.

 

Emergency Swapping

Quick-Play Spell

Return 1 face-up monster you control to your hand. Special Summon 1 monster with the same Level as the returned monster from your hand in the same Battle Position as the returned monster's. (It cannot be switched until your next turn)

 

Heated Soul

Normal Spell

Select a monster you control. During this turn, the selected monster can attack regardless of any other card effects. Spell & Trap Cards cannot be activated in response to this card's attack.

 

Sonic Roar

Normal Spell

Select 1 monster you control. Inflict Damage equal to half of this monster's Attack to your opponent. (This card's effect cannot be used to reduce one's Life Points to 0.)

 

Dark World Arena

Field Spell

All face-up Monsters that are in Attack Position must battle during the Battle Phase of their controller’s turn. After a Battle Phase where a Monster had inflicted Battle Damage on the opponent, the controller of the attacking Monster must discard 1 card for every time you had declared an attack.

 

Instant Synchronize

Normal Spell

Pay 1000 Life Points. Special Summon 1 Level 5 or below Synchro Monster from your Extra Deck. The Special Summoned monster cannot attack this turn & cannot be Released. During the end of the turn, it is removed from play. Only 1 "Instant Synchronize" can be activated per turn.

 

Cyber Net World

Field Spell

Both players do not to pay Life Points to activate to activate Monster Effects. If this card is in your Graveyard during your Draw Phase, pay 1000 Life Points to return this card to your hand.

 

Revolutionary Willpower

Equip Spell

Equip this only to either "People Running About", "Oppressed People" or "United Resistance". The equipped monster gains 1000 Attack Points & when the equipped monster attacks a monster in Defense Mode which has a lower Defense, inflict the difference as Battle Damage to your opponent.

 

Draw of Fate

Normal Spell

Activate only when your Life Points are lower than your opponent's. You must guess a Type (Monster, Spell, Trap) & draw a card. Both players then check the drawn card. If you are correct, your opponent's Life Points will be halved. If you are wrong, you take 2000 points of damage.

 

D.D. Blade

Equip Spell

Equip only to a "D.D." Warrior-Type monster you control. The equipped monster gains 700 Attack Points & during an End Phase when this card has been removed from play, you can return this card to your hand.

 

Ectoplasmic Overload

Quick-Play Spell

Send the top 5 cards of your deck to the Graveyard. Target Zombie-Type monster gains 200 Attack Points for every Monster Card sent to the Graveyard this way.

 

System Reboot

Quick-Play Spell

The effects of all face-up Continuous Spell or Trap Cards are negated until your next Standby Phase.

 

Poison Wings

Equip Spell

Equip only to an Insect-Type monster you control. When the equipped monster attacks, the attack target loses 500 Attack & Defense Points. When the equipped monster destroys a monster in battle, inflict 300 points of damage to your opponent.

 

Tribute Draw

Normal Spell

Release 1 monster on your side of the field. Draw 2 cards.

 

Drunken Daze

Continuous Spell

Select 1 monster on your opponent's side of the field. The selected monster gains 300 Attack Points & moves to Attack Mode. (This cannot be changed.) During the controller of the selected monster's Standby Phase, inflict Damage equal to half of the selected monster's Attack Points to your opponent.

 

Intimidating Roar

Normal Spell

Activate only when you control a Beast-Type monster. Flip 1 of your opponent's face-up monsters face-down. The monster could not be flipped until the end of your next turn.

 

Decisions of the Ruthless Lord

Normal Spell

Pay 1000 Life Points. Both players discard all Monster Cards in their respective hand. You can draw a card after this card resolves.

 

Justice Wave

Continuous Spell

When a LIGHT Monster destroys a DARK or Fiend-Type monster, inflict 300 points of damage to your opponent.

 

Fallen Wings

Equip Spell

Equip only to a Fairy-Type monster. When the equipped monster is destroyed by a card effect, you can Special Summon it during your End Phase.

 

Déjà Vu Battle

Continuous Spell

When a monster destroyed in battle has returned to the field, the monster that destroyed it must battle it. (If that monster is not on the field, this effect will not activate.)

 

Tiamut's Nest of Fortunes

Field Spell

During your Main Phase 1, if you control a face-up a Level 7 or higher Dragon-Type Monster. When you discard a card due to a card, you can draw a number of cards equal the cards discarded during the End Phase.

 

Darkest Depths-Ocean's Abyss

Field Spell

All Aqua, Sea-Serpent & Fish-Type Monsters gain 300 Attack & Defense Points. When an Aqua, Sea-Serpent or Fish-Type Monster you control is declared an attack target, you can change its Battle Position.

 

 

[spoiler=Trap Cards]

Backstabbing

Counter Trap

This card can only be activated in your opponent’s Battle Phase of a Triangle Duel or a Double Duel when 1 of your opponent’s monster is attacking you directly when both opponent have the same number of monsters in ATK Position on their side of the field. Your opponents’ monsters must attack another monster of the opponent’s. After that Battle Phase, inflict 800 points of Damage for every monster on the field to both opponents.

 

Protection Charm

Continuous Trap

Activate this card only during your opponent's Battle Phase. After activation, this card is treated as an Equip Card & it is equipped to a Level 1 monster on your side of the field. The equipped monster cannot be destroyed in battle.

 

Reaper's Toll

Continuous Trap

When your opponent's Monster is sent to the graveyard, you must pay 100 Life Points. If not, it is removed from play instead.

 

Lava Mancy

Normal Trap

Pay 1000 Life Points. Remove 1 FIRE & 1 Rock-Type monster on your side of the field & in your graveyard from play to Special Summon 1 “Lava Golem” to your side of the field, ignoring all Summoning conditions. Its effect is negated & it gains the following effect: -When this card destroys a monster in battle & sends it to the graveyard, inflict 1000 points of damage to the opponent.

 

Mirror Shadow

Continuous Trap

This card can only be activated when there is a face-up "Mirror World" on the field. After activation, this card is treated as an Effect Monster Card (LIGHT/Fiend-Effect/LV ?/ATK ?/DEF ?) and is Special Summoned to a Monster Card Zone in face-up ATK Position. Its Level, ATK & DEF are equal to that of 1 monster of your opponent's side of the field.

 

Fall from Grace

Normal Trap

Activate only when a Fairy-Type monster is destroyed. Remove it from play to Special Summon 1 DARK Fiend-Type or DARK Fairy-Type monster whose Level is the same as the destroyed monster's.

 

Duck in Cover

Counter Trap

Activate only when your opponent's monster declares an attack. The attack target is changed to Defense Mode.

 

Great Blizzard

Normal Trap

All face-up monsters on the field cannot attack & their effects will be negated until your next Standby Phase.

 

Soul Barrier

Counter Trap

Activate only when you are attacked directly. Remove 1 monster in your graveyard from play to negate the attack.

 

Stop Attack

Normal Trap

Activate only during your opponent's Battle Phase when a monster he controls has attacked your monster. End the current Battle Phase.

 

Resource Loss

Normal Trap

 

Activate only when a monster you control is destroyed in battle & you took Battle Damage from it. Discard 1 card for every 500 points of Battle Damage.

 

Battle Paradox

Continuous Trap

As long as this card is face-up on the field, you can only attack during your opponent's Battle Phase & your opponent can only attack during your Battle Phase. You can rmove this card in your graveyard from play to negate an attack.

 

Half Barrier

Normal Trap

Activate only when you are attacked directly. Reduce all Battle Damage dealt to you by half.

 

Soul Tuning

Normal Trap

By removing 1 Tuner monster & 1 or more non-Tuner monster(s) in your graveyard from play, Special Summon 1 Synchro Monster whose Level is equal to the total Levels of the removed monsters from your Extra Deck. (This is considered as a Synchro Summon.)

 

Immortal Ecstasy

Normal Trap

During this turn, all monster are not destroyed in battle & all Battle Damage will be doubled.

 

Attack Director

Counter Trap

Activate only when your opponent's monster declares an attack. All of his monsters must attack & you can select the attack target out of the monsters that you control.

 

Blessings of the Nature Goddess

Normal Trap

Activate only when you control a face-up Field Spell Card & being attacked directly by a monster with over 2000 Attack Points. Negate the attack & you gain Life Points equal to that monster's Attack.

 

Backup Charger

Normal Trap

Remove any number of "Batteryman" monsters in your graveyard from play. Target Machine or Thunder-Type monster gains 300 Attack Points for each monster removed by this effect.

 

Surprise!

Normal Trap

Activate only when your opponent declares an attack. Flip 1 face-down monster face-up. (Flip Effects are activated at this time.)

 

Revival Gale

Normal Trap

Special Summon 1 WIND Monster in your graveyard. During the End Phase of the turn this card has been activated, remove the monster from play.

 

Destruction Follow-up

Normal Trap

Activate only when you destroyed an opponent's monster. Inflict damage equal to half of the destroyed monster's Attack.

 

Life Release

Normal Trap

Release 1 "Life" Monster you control to inflict Damage equal to the Released monster's original Attack.

 

Nemesis Deflector

Counter Trap

Activate only when you are taking Damage from your opponent's card effects. By Releasing a monster whose Attack is equal to the Damage, negate your opponent's card effect & inflict your opponent the same amount of Damage.

 

Rebirth Wheel

Normal Trap

Activate only when a "Life" monster you control is destroyed in battle. Special Summon 1 "Life" monster that has a lower Level than the destroyed monster's in face-up Defense Mode.

 

Psycho-Necromancy

Continuous Trap

Pay 300 Life Points to Special Summon 1 Psychic-Type Monster from your Graveyard in Attack Mode. Its Attack & Defense Points will be halved. You must pay 300 Life Points during each of your End Phase. If you do not do so, this card is destroyed. When this card is removed from the field, the monster Special Summoned by this effect is destroyed. When the monster Special Summoned is removed from the field, this card is sent to the Graveyard.

 

Star Level Crash

Continuous Trap

Declare a Monster Level. When your opponent Summons a monster with the declared Level, you can send this card to the Graveyard & inflict Damage equal to the declared Level x 300 to the opponent.

 

 

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Makes sense. Your fanfic looks like it will be BIG! So this is a smart move, do it before you have added so many original cards that you can't write them all down. I almost had to learn that the hard way...

 

Anyway, they all look pretty good so far.

 

Heh, and a sneak peek on the kind of cards will be used in the next chapter :).

Link to comment

Makes sense. Your fanfic looks like it will be BIG! So this is a smart move' date=' do it before you have added so many original cards that you can't write them all down. I almost had to learn that the hard way...

 

Anyway, they all look pretty good so far.

 

Heh, and a sneak peek on the kind of cards will be used in the next chapter :).

[/quote']

actually those cards are experimental...which is to say that they may be changed over time...

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