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Listing Fair Deckmaster abilities for DM Duels


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This idea came into my head after hearing one duelist at my school (who's a judge...) blabber about nonsensical rulings that didn't exist for deckmasters. This is a list of balanced Deckmaster abilities that still resemble the card. I'll also list DM selection challenges. Suggest any cards for me to add and their appropriate abilities. Feel free to also discuss changes to already posted abilities.

 

Deckmaster Abilities:

[spoiler=Click me!]

Anteatereatingant: Each face-up monster you control can destroy 1 Spell or Trap Card on your opponent's side of the field, but it cannot attack this turn if you activate this effect.

Castle Gate: Once per turn, you can Tribute 1 Level 5 or lower monster to inflict damage to your opponent equal to that monster's original ATK. This card cannot be destroyed by battle. (practically no change)

 

Prime Material Dragon: Any effect that would inflict damage to a player instead increases their Life Points by the same amount. When a card's effect to destroy a monster(s) on the field is activated, you can send 1 card from your hand to the Graveyard to negate its activation and destroy the card. (no change)

 

Ghost Gardna: When a face-up monster you control is selected as an attack target, you can change the target to another face-up monster you control. When a monster you own is destroyed and sent to the Graveyard, 1 face-up monster your opponent controls loses 1000 ATK, until the End Phase.

 

Horus (lv8): This card cannot be Special Summoned except by the effect of "Horus the Black Flame Dragon LV6". Once per duel, you may negate 1 Normal Spell Card and destroy it. Control of your monsters can't switch (probably put a limit on that)

DaD: This card can only be Special Summoned from the Deck Master Zone while there are 3 DARK monsters in your Graveyard. Once per duel, you may remove from play 1 DARK monster in your Graveyard to destroy 1 monster on the field.

 

JD: This card cannot be Special Summoned from the Deck Master Zone except while there are 4 or more "Lightsworn" monsters in your Graveyard. Once per duel, you can select 1 "Lightsworn" monster you control and pay 1000 Life Points to destroy all other monsters on the field.

 

Gyzarus:

"Gladiator Beast Bestiari" + 1 "Gladiator Beast" monster

 

You can only Special Summon this card from your Deckmaster Zone by returning the above cards you control to the Deck. When this card is Special Summoned, you can destroy up to 2 cards on the field. At the end of the Battle Phase, if this card attacked or was attacked, you can return this card to the Deckmaster Zone.

 

Heraklinos:

Once per duel, you can discard 1 card from your hand to negate the activation of a Spell or Trap Card and destroy that card.

Mezuki: When this card is sent to the Graveyard, you can remove this card from play to Special Summon 1 Zombie-Type monster in your Graveyard. That monster is treated as your Deckmaster for the remainder of the duel. (barely a change)

 

Penguin Knight: Justice Survival: Once per turn, by paying 500 life points, you can add one card from your graveyard to your deck .( doubt it would be used often, no-one liking deck fattening and all, but meh)

Kotodama: Naming Death: Once per turn, you can select one monster on the field. You and your opponent cannot summon another card with the same name.

 

Pendulum Machine: Impending Swing: If you control a Machine-type monster on the field, then you can activate this effect during either player's Battle Phase. Halve the ATK of one face-up monster on the field by paying life points equal that monster's ATK.

 

Kuriboh: Once per duel, you may negate a direct attack on your Life Points. By discarding 1 card from your hand, decrease the Battle Damage your opponent attacks a monster you control. (Seems like he needed a second effect)

 

Five-Headed Dragon: Once per turn, a Level 8 or higher Dragon-Type monster on your side of the field is not destroyed as a result of battle by a non-LIGHT monster.

 

Nurse Reficule the Fallen One: Any effects that would cause your opponent to gain Life Points instead inflicts the same amount of damage to your opponent. (same)

 

Injection Fairy Lily: During the Damage Step of either player's turn, you may 1000 Life Points to increase the ATK of this monster by 2000 points only during the Damage Step. This effect can only be activated once.

Gigobyte: When a Normal Monster on your side of the field is selected as the target of an Effect Monster Effect, you may discard a Normal Monster from your hand to negate that card's effect until the End Phase of this turn.

 

Dark Necrofear: Once during the duel, you may take control of 1 monster your opponent controls until the End Phase of this turn. That monster cannot declare an attack or have its effect activated.

 

Hayabusa Knight: All monsters you control with 1000 or less ATK can attack twice during the same Battle Phase.

 

Shapesnatch: Once per turn, select 1 monster your opponent controls. Special summon a shape snatcher token eith the same name, attribute, type, ATK, DEF and effect of that monster. It is destroyed at the end of the turn.

 

Gorz the Emissary of Darkness (DARK)

*******

[Fiend / Deck Master / Effect]

While this card is in your Deck Master zone, it gains the following effect: •When you take Effect Damage, inflict damage to your opponent equal to half the effect damage received. When you take Battle Damage, if you control a monster, increase that monster's ATK by an amount equal to half the Battle Damage received.

 

Spear Dragon (WIND)

****

[Dragon / Deck Master / Effect]

While this card is in your Deck Master zone, it gains the following effect: •During battle between your attacking monster and a Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent.

 

Breaker the Magical Warrior (DARK)

****

[spellcaster / Deck Master / Effect]

While this card is in your Deck Master zone, it gains the following effect: •You can half the ATK of a Level 6 or higher monster you control to destroy 1 Spell or Trap Card on the field.

 

Cyber Dragon (LIGHT)

*****

[Machine / Deck Master / Effect]

While this card is in your Deck Master zone, it gains the following effect: •Once per turn, when you draw a monster that can be Normal Summoned, you control no monsters, and your opponent controls a monster(s), you can Special Summon that monster.

 

 

 

 

Deckmaster selection challenges:

1. It MUST be from your opening hand...if you do not have a monster, then shuffle your hand into your deck and draw a new hand. After picking the Deckmaster, draw an extra card.

 

2. It MUST be from the bottom of your Deck. Keep looking through the bottom until you come across your first monster. Choose it, shuffle your deck, and resume starting the Duel as normal.

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I think the GOOD Deckmaster abilities should belong to the horrid cards. e.g. Shapesnatch (usually i thought Deck Masters could be chosen from your deck then shuffle, but i like your way, Forces people to adapt). The good cards may have ok effects, but meh.

 

Of course Shapesnatch is a NORMAL monster. So to figure out his deck master ability you'd have to be a bit... creative.

 

Some Deck Master card Ideas:

 

Penguin knight: Justice Survival; Once per turn at the cost of 500 life points you can add one card from your graveyard to your deck (doubt it would be used often, no-one liking deck fattening and all, but meh).

Kotodama: Naming Death; Once per turn, you can select one monster on the field. You and your opponent cannot summon another card with the same name.

Pendulum Machine: Impending Swing; If you have a Machine-type monster on the field you can activate this effect during either players battle phase. Halve the attack of one face-up monster on the field at the cost of paying life points equal to the amount of decreased attack by this card's effect.

 

 

Horrid OCG, but it was never my strong point. Anyway, hope you like it.

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I came up with the idea of actually making Deck Master cards, and was gonna post them at one point, but was too lazy.

 

Kuriboh

Once per duel, you may negate a direct attack on your Life Points. By discarding 1 card from your hand, decrease the Battle Damage your opponent attacks a monster you control. (Seems like he needed a second effect)

 

Five-Headed Dragon

Once per turn, a Level 8 or higher Dragon-Type monster on your side of the field is not destroyed as a result of battle by a non-LIGHT monster.

 

Nurse Reficule the Fallen One

Any effects that would cause your opponent to gain Life Points instead inflicts the same amount of damage to your opponent. (same)

 

Injection Fairy Lily

During the Damage Step of either player's turn, you may 1000 Life Points to increase the ATK of this monster by 2000 points only during the Damage Step. This effect can only be activated once.

 

Gigobyte

When a Normal Monster on your side of the field is selected as the target of an Effect Monster Effect, you may discard a Normal Monster from your hand to negate that card's effect until the End Phase of this turn.

 

Dark Necrofear

Once during the duel, you may take control of 1 monster your opponent controls until the End Phase of this turn. That monster cannot declare an attack or have its effect activated.

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Aren't Deck Masters supposed to come into the Deck Master Zone? And they usually lose their effects if they had any, in place for their new effects. Plus, by DM rules, if your DM goes anywhere but the field and the DM zone (with few exceptions, like if it says something else becomes your DM), you lose... >>

 

I guess I might not understand this DM mechanic.

 

 

Horus Lv8: This card cannot be Special Summoned except by the effect of "Horus the Black Flame Dragon LV6". Once per duel, you may negate 1 Normal Spell Card and destroy it. Control of your monsters can't switch (probably put a limit on that)

 

DaD: This card can only be Special Summoned from the Deck Master Zone while there are 3 DARK monsters in your Graveyard. Once per duel, you may remove from play 1 DARK monster in your Graveyard to destroy 1 monster on the field.

 

JD: This card cannot be Special Summoned from the Dexk Master Zone except while there are 4 or more "Lightsworn" monsters in your Graveyard. Once per duel, you can select 1 "Lightsworn" monster you control and pay 1000 Life Points to destroy all other monsters on the field.

 

 

Gyzarus:

"Gladiator Beast Bestiari" + 1 "Gladiator Beast" monster

 

You can only Special Summon this card from your Deckmaster Zone by returning the above cards you control to the Deck. When this card is Special Summoned, you can destroy up to 2 cards on the field. At the end of the Battle Phase, if this card attacked or was attacked, you can return this card to the Deckmaster Zone. (probably change it a bit)

 

Heraklinos:

Once per duel, you can discard 1 card from your hand to negate the activation of a Spell or Trap Card and destroy that card.

 

 

Mezuki: When this card is sent to the Graveyard, you can remove this card from play to Special Summon 1 Zombie-Type monster in your Graveyard. That monster is treated as your Deckmaster for the remainder of the duel. (barely a change)

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Guest Supreme Gamesmaster

Gorz the Emissary of Darkness (DARK)

*******

[Fiend / Deck Master / Effect]

While this card is in your Deck Master zone, it gains the following effect: •When you take Effect Damage, inflict damage to your opponent equal to half the effect damage received. When you take Battle Damage, if you control a monster, increase that monster's ATK by an amount equal to half the Battle Damage received.

 

Spear Dragon (WIND)

****

[Dragon / Deck Master / Effect]

While this card is in your Deck Master zone, it gains the following effect: •During battle between your attacking monster and a Defense Position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent.

 

Breaker the Magical Warrior (DARK)

****

[spellcaster / Deck Master / Effect]

While this card is in your Deck Master zone, it gains the following effect: •You can half the ATK of a Level 6 or higher monster you control to destroy 1 Spell or Trap Card on the field.

 

Cyber Dragon (LIGHT)

*****

[Machine / Deck Master / Effect]

While this card is in your Deck Master zone, it gains the following effect: •Once per turn, when you draw a monster that can be Normal Summoned, you control no monsters, and your opponent controls a monster(s), you can Special Summon that monster.

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just to say, trying to make up a power for every monster is near impossible.

 

i had this idea myself a while back, and i tried to make powers based on level, type, and atribute. which reduces the work drasticly. thats 12 by 22 by 6. 1584 powers total. and to increase that, I had the idea for effect monsters to give their effect to monsters that matched them on type and ether level or atribute.

now it may seem like a lot of different powers, but consider the fact that there are at least 2000 different monsters in the game. it cuts down on work.

 

also, I had an idea on how to keep the deckmaster safer to allow players to bring it on the field more often. it can once per duel, send itself back to the deckmaster slot in response to an attempted destroy or remove from play.

 

i think the main thing to remember is: the stronger the monster is, the weaker it's effect should be to counter the free play option. like DAD as your DM. his power sould be somewhat crappy because he can come out and blow everything to bits at any time.

 

final word on this: normals need better powers than effect/gemini's.

 

p.s. if you want any of my DM work, I will e-mail it to you. just ask.

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