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SET [0] Yu-Gi-Oh! The Created Card Game (Elimination Phase)


Nightmarian

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People that can reply in this thread are the ones that posted they want to join in this thread (plus some others that we found at IRC etc.):

http://forum.yugiohcardmaker.net/thread-90894.html

 

If you want to join go there and ask ^^.

 

This is list of members that joined with list of their current tasks :

(btw all people that told they wanna be players i gave them tester job, you can decline it after)

 

Nightmarian - card creator, balancer, tester, project manager

AKC - card creator, tester, project manager (anything else?)

K.B. strategist - card creator, wording medic

null_ptr∮- card creator, balancer, graphics

marlength - card creator, graphics, tester

Frozen.Sub-Zero - card creator, balancer

CrimsonWolf896 - card creator, tester

Yoshigohan - card creator ,balancer, tester

Yami Game Master - card creator, wording medic, balancer, tester

~Colonel Sanders~ - card creator, converter

~The Emperor~ - card creator

Digi-Blaze - card creator, wording medic, tester

tommers2008 - card creator, tester

Hunter - card creator

The Hiphopopotamus - card creator

Infinity Sparker - card creator, balancer , wording medic

SushiTheLegend - converter

Darkblast - card creator, tester

.:Symptoms of Death:. - card creator

Achmed The Dead Terrorist - card creator

77trueblade77 - card creator, tester

sonic_zach - card creator

COSMOS09 - card creator, tester

Snitch - card creator, wording medic

KillerxKid - card creator, wording medic, balancer , converter, tester

Hanta - card creator, wording medic

Gboy05201 - card creator, graphics

Solar Ray - balancer

Cyber_Commander - card creator, wording medic, balancer, tester

The Wolf - card creator, balancer, tester

sasukechidori58 - card creator, tester

Ayasato-chan - wording medic, balancer

kingdom01 - wording medic

chaosgodkarl - card creator, wording medic, balancer, tester, graphics

MondBlack - card creator, tester, graphics, names corrector,

Jester - wording medic, balancer, tester

Aussieman - tester

Void - card creator, balancer, tester

qwertyman - card creator, balancer, wording medic, tester

oogle - tester

sleepy - card balancer, tester

Hamermathd - card creator, wording medic, balancer, tester

fortycal86 - card creator, balancer , wording medic , tester

Kazerina - card creator, balancer , wording medic , tester

Palaios - card creator , balancer , wording medic

Wiseguy57 - card creator, balancer

Crymsen - card creator

AtticusCross - creator, tester

DuelLion7 - wording medic, tester

X-31 Fighter - card creator, graphics, tester

stardustdragon56 - card creator

seattleite - card creator, wording medic, balancer

 

 

 

Sorry if i forget to mention someone here. (just reply in our original thread)

 

Now what is point in Set 0?

Point is that we are gonna make staple cards and other cards that are most needed for game. Power of staple cards is much able to control if we make them at start. Obviously in future there will be more of them, but i guess this ones will be most important. Generic S/T destruction , monster destruction etc.

 

So what is your job now? Well that will be explained at start of each Phase so read your job there . :)


 

 

Submission Phase

 

 

PLEASE READ ALL TEXT BELLOW BECAUSE IT IS REALLY IMPORTANT AND EXPLAIN EACH DETAIL WHAT YOU NEED TO DO!

 

 

Thank you! ^^

 

Anyway, there is no reason to submit here right now how other phases will work , you can find them in first post of our original thread. There are some changes for SET 0 though.

 

Each Card Creator in this project should will post their submissions for this set. The maximum limit you are allowed to submit per set is 50 until further notice. Post all card submissions in text format meaning no images. It will make it easier to go through all card submissions and organize them accordingly. Again, you cannot post images at all.

 

If you make a post with a few cards then make more later on edit your initial card submission post with the new cards. It just makes it easier to track the cards that have been submitted. Just make a new post indicating that you’ve done so and what page we can find the cards. Making new posts with new cards makes it difficult to track down what’s been submitted and I won't be responsible if not all your cards make it into the set.

 

All creators have 1 week from now to submit their cards but there may be an extension to the submission deadline depending on the circumstances.

 

IMPORTANT!!!!!

 

You don't need to do all 50. You can do any number of cards (but max 50) following restrictions. You could make any 9 cards (those are groups from 42 to 50) that are not already mentioned in groups from 1 to 41... for example you cannot make Heavy Storm kinda card as card in group 43 because Heavy Storm kinda card is group 1.

 

 

Well you can't submit anything in this Set so you MUST follow this rules :

 

 

1) You can create 1 card max for each group bellow.

2) All cards submitted must be generic , not connected to themes, types or attributes of monsters.--->>> !!!!!

3) Try to make creative cards.

4) Make cards that are not invisible to anything.

5) Make cards that needs skills to be played , not that you can use it at any time and gain same result.

More explanations to this :

-make cards that can be activated only when some condition(s) is true

-make cards that affect only some specific things on field ( for example face-up monsters only)

-make cards that can only be activated after some specific action

-add them reasonable costs

- is trap Counter or Normal and is Spell Normal or Quick-Play it really matters ( on Counters can only other Counters be chained and Quick-Plays can be chained from hand during player turn and if Set on field they can be activated at any time)

-if you make monster think about his stats, Attack and Defense powers are really important , same as it Level

-don't make that monster have great effect and can kill any monster with same level or even higher level because it have really big ATK

6) Don't make broken cards, those are not good staples, even staples are strong cards.

7) Think about future, how much that card will limit creation of other cards because it will make other cards broken or other cards (that will be needed in future and probably someone will make it) will make your card broken.

 

 

Also one important explanation of rules in groups bellow :

-you can add any word to those rules ( if it says Mass Spell/Trap removal then you can make that card that destroy all face-up spells and traps) but you cannot remove any word (( that means that that card must remove in some way spells or traps or both)

 

WHEN SUBMITTING CARD YOU NEED TO WRITE RIGHT BEFORE IT , IN WHICH GROUP IT BELONGS. DON'T MAKE CARDS THAT DON'T FIT IN THIS GROUPS PLEASE.

 

Groups :

1) Mass Spell/Trap removal (Heavy Storm)

2) Single Spell/Trap removal in form as Spell

3) Single face-up Spell/Trap removal in form as Spell

4) Single Spell/Trap removal in form as Trap

5) Monster that stalls.(that means stops attacking , slows game )

6) Spell/Trap that returns monsters from Graveyard to deck and possible do something in return. (Pot of Avarice)

7) Mirror Force clone with tweak.

8 ) Torrential Tribute clone with tweak.

9) Card that removes from field monster in some way when that monster is summoned. (Bottomless Trap Hole for example)

10) Polymerization with tweak.

11) Card that special summons monster from graveyard.

12) Monster that destroy spells/traps. (Breaker The Magical Warrior)

13) Counter Trap that negates some or any activations of card effects

14) Counter Trap that negate Summons.

15) Counter Trap that negates activation and effects of Spells and Traps.

16) Continuous Spell card that stalls.

17) Continuous Trap card that stalls.

18 ) Monster that search for monsters with 1500 ATK or less from Players Deck and add it to his hand.

19) Card that enable player to draw cards. ( be really careful about this one , it should not work easy in any deck , it should give some drawbacks etc,maybe work to both players etc.)

20) Monster that can get rid of any card on field with card effect. (Snipe Hunter)

21) Spell/Trap that destroy 1 face-up monster on field.

22) Spell/Trap that destroy 1 Defense Position monster on field.

23) Spell/Trap that destroy 1 face-up monster on field. (same as 21, no mistake)

24) Card that swarm Tokens to field. (Scapegoat)

25) Card that search for Field Spell from deck and add it to players hand. Possibly protect it too.

26) Card that returns field spell from graveyard to hand. (or activates)

27) Monster that helps in easy Fusion Summon.

28 ) Monster that can search for something , somewhere that is connected to Fusion Summons.

29) Ritual Spell that enables easy and fast Ritual Summon.

30) Monster that search/recovers Ritual Spells.

31) Monster that Special Summon FIRE monster from Deck.

32) Monster that Special Summon WATER monster from Deck.

33) Monster that Special Summon DARK monster from Deck.

34) Monster that Special Summon EARTH monster from Deck.

35) Monster that Special Summon WIND monster from Deck.

36) Monster that Special Summon LIGHT monster from Deck.

37) Trap that removes from field single monster when that monster attacks.

38 ) Monster that removes cards from play. (Continuous effect)

39) Normal Spell that search for specific Type of monster in Deck and add it to players hand.

40 - 50 ) Any card that is not mentioned in group above. ( so that means that 11 cards are without restrictions)

 

IMPORTANT !!!!

 

For each card you also need to write would it be limited, semi-limited or allowed at 3. Also, it would be good that you write why you think that card is good , how it would be played (you can look at my submission that i will post soon , there will be explanations for some cards, why i think they deserve to be in)

 

AND AGAIN :

 

You don't need to do all 50. You can do any number of cards (but max 50) following restrictions. You could make any 9 cards (those are groups from 42 to 50) that are not already mentioned in groups from 1 to 41... for example you cannot make Heavy Storm kinda card as card in group 43 because Heavy Storm kinda card is group 1.

 

 

Anyway for all people involved we will count points as is explained in Bonus Points section.

After this phase , Elimination Phase is coming. It will be posted when that happens.

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To break ice and maybe give some ideas for others this is my SET 0 submission.

 

 

My idea is that with making Synchro Summons slower we make that Players start using again Tribute Summoning , Fusions and Rituals .

Also, i think we should aim that any tier 1 deck can be countered with anti-deck and that in that case anti-deck have much more chances to win then they have in TCG right now. (Which is opposite to game like is Magic The Gathering for example)

 

1) Mass Spell/Trap removal (Heavy Storm)

 

LIMITED

 

Magnetic Storm

Normal Spell

Destroy all face-down Spells and Traps on field.

 

-more balanced Heavy Storm.. in my opinion this is how it should look like in first place...

To not ruin all opponent strategy..but to stop opponent from placing tons of face-downs..

 

2) Single Spell/Trap removal in form as Spell

 

LIMITED

 

Judgment Bolt

Quick Spell

Pay 500 Life Points. Destroy 1 Spell or Trap on opponents side of the field.

 

3) Single face-up Spell/Trap removal in form as Spell

 

 

Cosmic Typhoon

Quick Spell

Destroy 1 face-up Spell or Trap card on the field.

 

-stall killer..so there is no cost because Magnetic Storm cannot destroy face-downs so this one jumps in to help...it also can destroys your Spells/Traps so it allows more tactics

 

 

4) Single Spell/Trap removal in form as Trap

 

Backrow Assault

Normal Trap

Destroy 1 Spell or Trap on opponents side of the field. During this Turn End Phase you can Set 1 Spell or Trap from your Hand.

 

-well i guess we can't go without Dust Tornado...difference is that here Player can Set Spell/Trap during End Phase...which makes it pass through some effects

 

5) Monster that stalls.(that means stops attacking , slows game )

 

Creator of Chaos

Dark Fiend Lv2 1200/1400

When your opponent Special Summon monster(s) you can place 1 "Chaos" Counter on this card. When there is 2 or more "Chaos" Counters on this card destroy all face-up monsters on field. When this card is attacked you can pay 1000 Life Points to negate that monster Attack.

 

-lowers number of monsters on field..negates opponents attacks...hide this behind your Gravity Bind kinda cards to make your opponent Set monsters or stop him Special Summoning something that could get rid of cards you need

 

6) Spell/Trap that returns monsters from Graveyard to deck and possible do something in return. (Pot of Avarice)

 

Return of Heroes

Normal Spell

Select 3 monsters in your Graveyard and return them to your Deck. Draw 1 card.

 

-faster Pot of Avarice..but less gain

 

7) Mirror Force clone with tweak.

 

LIMITED

 

Infernal Force

Normal Trap

You can activate this card when your opponent monster attacks by sending 1 Spell or Trap from your side of the field to Graveyard. Destroy all opponents Attack Position monsters.

 

-more balanced Mirror Force...but if you don't have spell or trap other this one on your side of the field , your opponent will not buy it really ^^

 

 

8 ) Torrential Tribute clone with tweak.

 

LIMITED

 

Gaia Collapse

Normal Trap

When monster is Summoned you can activate this card. Destroy all monsters on field. You cannot Summon any monster during this Turn.

 

-i made that is impossible to Summon your monster , activate this , then swarm and finish your opponent...

 

9) Card that removes from field monster in some way when that monster is summoned. (Bottomless Trap Hole for example)

 

Demon Pit

Normal Trap

When your opponent Summons a monster(s) that have Attack higher then ATK of 1 monster you control , you can select 1 of them and remove it from play.

 

 

10) Polymerization with tweak.

 

Advanced Polymerization

Group: Spell Card

Type: Spell

Send Fusion Material Monsters that are listed by a Fusion Monster Card from your hand or your side of the field to the Graveyard, and Special Summon the Fusion Monster from your

Fusion Deck. After that draw 1 card.

 

-makes normal Fusion Summon more useful comparing to Synchro speed...obv in current meta almost neither deck use Polymerization but Fusion Summons are made with some other cards that rfg materials from gy or even don't need any spell card etc...so now player will not lose 3 cards for 1 but he will lose 3 cards for 1 and then get 1 draw..so he is at -1 total which is more competitive to Synchros..

 

11) Card that special summons monster from graveyard.

 

LIMITED

 

Dimensional Resurrection

Continuous Trap

Pay 800 Life Points. Special Summon 1 monster from your opponents Graveyard and equip it with this card. If monster equipped with this card is removed from field , this card is destroyed. If this card is removed from the field , monster that was equipped with this card is removed from play.

 

- this is for countering but it would be also used to tribute your opponent monster or something like that...it depends really what deck your opponent use , so it will not work good as Monster Reborn that was also able to ss any of your monster and didn't stay on field , no cost etc.

 

12) Monster that destroy spells/traps. (Breaker The Magical Warrior)

 

LIMITED or SEMI

 

Destiny Owl

Winged Beast Wind Lv4 1700/1200

When this card is Summoned you can discard 1 card to destroy 1 Spell or Trap on field.

 

-this is much more balanced version of Breaker because it is 1 for 1 and works only when monster is Summoned..so you can't do it any time...

 

13) Counter Trap that negates some or any activations of card effects

 

Solomon's Justice

Counter Trap

Pay half of your Life Points. Negate activation and effect of card effect that was activated on field and destroy it.

 

-doesn't negate Summon like Solemn Judgment so opponent can be more careful..will he activate optional effects of his monsters or not..like Snipe for example..negating monsters effects is nice..this would stop stardust, goyo etc...which is good thing..

 

 

14) Counter Trap that negate Summons.

 

Horns of Hell

Counter Trap

Discard 1 card. Negate the Summon of a monster and destroy it.

 

-much more useful then Horn of Heavens ^^..and it could replace Phoenix Wing Blast..also - i hope you know that monsters that have negated Summon cannot be Special Summoned from Graveyard

 

15) Counter Trap that negates activation and effects of Spells and Traps.

 

Devil Bribe

Counter Trap

Negate activation and effect of Spell or Trap card and destroy it. Then your opponent can draw 1 card or return card destroyed with this card effect to his Deck.

 

-more balanced then Dark Bribe because if opponent strategy is around some spell and trap he will not lose it forever if he really needs it..so this card is more fair...they can decide to return card destroyed to deck (they don't draw then - which could screw them up - so this card ask for skill)

 

16) Continuous Spell card that stalls.

 

Gates of Order

Continuous Spell

Neither player can declare attacks with face-up monsters with an ATK of 1400 or more. Pay 200 Life Points during each of your Standby Phases. If you do not, destroy this card.

 

-well i made Messenger of Peace clone because it is really great stall card...lowered down attack but raised cost (i think that original one is too low)

 

 

17) Continuous Trap card that stalls.

 

Gruesome Slimeyard

Continuous Trap

Only 1 monster can declare attack per turn. When monster attack place on it 1 "Slime" Counter at end of Damage Step. Monsters with "Slime" Counters cannot declare attack.

 

-if this card is not on field , monsters with Slime Counters CAN attack

 

-counters stay after this card is removed from field but monsters can attack because there is no this card on field..and if you activate copy of this card again , monsters with slime counters will not be able to attack

 

- i am also planning to add some other cards that do something with "Slime" Counters

 

18 ) Monster that search for monsters with 1500 ATK or less from Players Deck and add it to his hand.

 

LIMITED

 

Minions Hero

Plant Wind Lv4 1700/600

When this card is Normal Summoned, during your next Standby Phase , you can select 1 monster with ATK 1500 or less from your Deck and add it to your hand.

 

-you need skills to play this card..with Stratos u get it at any summon and at same time..this one is normal summon only and you need to protect him for 1 turn. Which makes it much more balanced so is possible to combine him with Sangan effect..

 

19) Card that enable player to draw cards. ( be really careful about this one , it should not work easy in any deck , it should give some drawbacks etc,maybe work to both players etc.)

 

 

Chaotic Draw

Group: Spell Card

Type: Spell

Icon:Quick-Play

Draw 3 cards and show them to your opponent. You opponent selects 2 of them and sends them to the Graveyard. If a monster is sent to the Graveyard by this effect, you receive 500 damage. If a Spell or Trap Card is sent to the Graveyard by this effect, inflict 500 damage to your opponent.

 

20) Monster that can get rid of any card on field with card effect. (Snipe Hunter)

 

LIMITED or SEMI

 

Forest Archer

Beast Earth Lv4 1500/1100

Once per Turn you can discard 1 card to roll 1 dice. If result is not 6 return 1 card on field to owner's hand.

 

-much more balanced then Snipe Hunter..it returns instead of destroys but it still kills Synchros which is really nice...it can also use it effect only once per turn which makes it uber balanced ^^

 

21) Spell/Trap that destroy 1 face-up monster on field.

 

Fist of Rage

Normal Spell

Select 1 monster on opponents side of the field with lowest Defense and destroy it.

 

-heh, so finally some punishment because opponent is running all those high attack power monsters while not thinking about his monsters Defense ;p

 

22) Spell/Trap that destroy 1 Defense Position monster on field.

 

 

Ultimate Tragedy

Normal Spell

Select 1 Defense Position monster on the field and remove it from play.

 

 

23) Spell/Trap that destroy 1 face-up monster on field. (same as 21, no mistake)

 

Reaper's Laugh

Normal Spell

Select 1 monster on the field with lowest Attack and destroy it.

 

24) Card that swarm Tokens to field. (Scapegoat)

 

LIMITED

 

Fluffy Invasion

Group: Spell Card

Type: Spell

Icon:Quick-Play

If you activate this card, you cannot Normal Summon, Flip Summon or Special Summon during this turn. Special Summon 4 "Fluffy Tokens" (Beast-Type/EARTH/Level 1/ATK 0/DEF 0) in Defense Position to your side of the field. The "Fluffy Tokens" cannot be used as a Tribute for a Tribute Summon (or Set) or used for Synchro Summon.

 

-added that they cannot be used for Synchro Summon...and why i stayed with 4 Tokens as Scapegoat was? Because you can't use it if you have more then 1 monster which makes you think about your field presence ..that is 3 Tokens , you would be able to use it almost at any time (in competitive duels)

 

25) Card that search for Field Spell from deck and add it to players hand. Possibly protect it too.

 

Terrastorming

Select and activate 1 of this effects :

-Add 1 Field Spell Card from your Deck to your hand.

-Select 1 Field Spell Card that remains face-up on the field and put 1 "Spell" counter on it. If the selected card is removed from field you can remove "Spell" Counter from it instead.

 

-so more useful Terraforming...now it will not lay down in your hand for nothing if you got Field Spell on field already but it will protect it..and Field Spells really need more plays in duels

 

 

26) Card that returns field spell from graveyard to hand. (or activates)

 

Terracovery

Quick Spell

Select 1 Field Spell in your Graveyard and activate it.

 

-suddenly Field Spells that increase Attack etc. become useful >.<

 

 

27) Monster that helps in easy Fusion Summon.

 

Mirror Knight

Water Warrior Lv3 1500/1000

Once per turn, you can reveal 1 Fusion Monster from your Fusion Deck and select 1 of the Fusion Material Monsters listed on that card in your Deck. Until the End Phase, this card's name is treated as selected monster's name.

 

-yeah , fast and cheap

 

28 ) Monster that can search for something , somewhere that is connected to Fusion Summons.

 

Crystal Chameleon

Water Reptile Lv2 1200/1900

You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s). Discard this card from your hand to the Graveyard to add 1 Spell Card that can Fusion Summon monsters from your Deck to your hand. The Deck is then shuffled.

 

 

 

 

29) Ritual Spell that enables easy and fast Ritual Summon.

 

Ancient Ritual

Ritual Spell

This card is used to Ritual Summon any Ritual Monster.

Select any number of monsters in your Graveyard and remove them from play to Special Summon 1 Ritual monster from your Deck or Hand that have same Level as total Levels of removed monsters.

 

-so this makes Ritual monsters much more faster...i think it is better that we see them often in duels with average power then that they are in specific decks and that only insane strong ones are used...and it is TYPE OF CARD ... so i think that each card type should be used almost equally...

 

30) Monster that search/recovers Ritual Spells.

 

Sparrow The Postman

Wind Winged Beast Lv4 1500/1000

When this card is Summoned, add 1 Ritual Spell Card from your Deck to your hand.

 

 

31) Monster that Special Summon FIRE monster from Deck.

 

Lava Worm

Fire Pyro Lv4 1300/1500

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 FIRE monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

-attack lowered so it can pass through our messenger of peace....attack of monster that it can get increased for more "suprise effect"...if you dont want some monsters searchable with this just make it 1650 ..=)

-same text for next 5

 

 

32) Monster that Special Summon WATER monster from Deck.

 

Emerald Shell

Water Aqua Lv4 1300/1400

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WATER monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

33) Monster that Special Summon DARK monster from Deck.

 

Corrupted Clown

Dark Fiend Lv4 1300/0

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 DARK monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

34) Monster that Special Summon EARTH monster from Deck.

 

 

Blind Mole

Earth Beast Lv4 1300/500

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 EARTH monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

35) Monster that Special Summon WIND monster from Deck.

 

The Green Pigeon

Wind Winged Beast Lv4 1300/700

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 WIND monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

36) Monster that Special Summon LIGHT monster from Deck.

 

Electro Lynx

Light Thunder Lv4 1300/300

When this card is destroyed by battle and sent to the Graveyard, you can Special Summon 1 LIGHT monster with 1600 or less ATK from your Deck in face-up Attack Position.

 

37) Trap that removes from field single monster when that monster attacks.

 

Stop!!!

Normal Trap

When your opponent's monster that is in same row as this card declare an attack you can activate this card. Return attacking monster to top of its owner's Deck..

 

38 ) Monster that removes cards from play. (Continuous effect)

 

D.D. Guardian

Light Warrior Lv4 1800/1000

While this card is face-up on the field, any monster that is sent to the Graveyard is removed from play instead.

 

39) Normal Spell that search for specific Type of monster in Deck and add it to players hand.

 

Soldiers Recruiting

Normal Spell

Select 1 Lv5 or less Warrior Type monster from your Deck and add it to your Hand.

 

-so with this we can search for Lv5s too...so ones that we want that are not search able we just make Lv6

 

40) Tuner monster.

 

Crazy Totem

Earth Rock Tuner Lv2 600/600

When this card is Normal Summoned you can increase or decrease Level of 1 face-up monster on field by 1. Once per Turn you can send 2 cards from top of your Deck to Graveyard to negate this card destruction.

 

41) Creature Swap kinda card with twist.

 

Bazaar Deal

Normal Spell

Select 1 monster on your side of the field and change it with 1 face-up monster on your opponents side of the field with lowest Attack.

 

42 - 50 ) Any card that is not mentioned in group above. ( so that means 9 cards are without restrictions)

 

42)

 

SEMI-LIMITED

 

Gravity Wind

Group: Spell Card

Type: Spell

Icon:Quick-Play

Pay 500 Life Points. Return 1 card on the field to its owner's hand.

 

-this card got so much combos...kill Synchros , return any card on field that bothers you , protect your monsters...chain at right time to avoid some negative effects of your cards etc..

-I guess this works good as Book of Moon

 

 

 

43)

 

Pit of Sadness

Normal Spell

Send 1 monster from your Deck to Graveyard. During this turn End Phase if that monster is in your Graveyard return it to your Deck.

 

44)

 

Greed Jar

Earth Rock Lv2 800/1000

FLIP : Both Players discard all cards in their Hand and then draw same amount.

 

-Card Destruction in form of monster..

 

45)

 

LIMITED

 

Psychic Demolition

Normal Spell

During your next Standby Phase destroy all face-up Attack Position monster on field.

 

-obviously..opponent can choose.will he switch all his monsters to defense position or he will destroy your monsters or attack directly :mrgreen:

 

46)

 

The Time & Space Chamber

Normal Spell

Discard 1 card. Remove from play, from your side of the field or your Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card, and Special Summon that Fusion Monster from your Fusion Deck. (This Special Summon is treated as a Fusion Summon).

 

-making Fusions even more competitive to Synchros...and this also stops creators from making tons of cards like this , for any Fusion theme ^^

 

 

47)

 

Destiny Emperor Zodiac

Attrib: Water

Type: Warrior/Effect

Level:6

Atk: 2400

Def: 1600

When this card is Tribute Summoned, declare 1 card name.

Remove from play, from your both Players hand and Graveyard, all copies of the declared card.

Then, while this card is face-up on the field, the declared card cannot be played and its effects are negated.

 

 

 

48 )

 

Testing Laboratory

Continuous Trap

The effects of all face-up monsters are negated.

 

49)

 

Skill Absorber

Continuous Trap

Pay 1000 Life Points. Once per Turn you can select 1 face-up monster on the field. This card gains it effect until your next Standby Phase.

 

50)

LIMITED

 

Buzzer

Normal Trap

When your opponent draw card(s) you can activate this card. Select 1 of them and send it to the Graveyard.

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There is written in rules in first post of this thread that :

- everyone need to make cards that follow group rules and they need to say in which group is their card.

In rules is written that in this set is forbidden making of Attribute and Type support. ( i see some of your card effects mention WIND etc.)

- you don't need to do 50 can. You can do any number of cards (but max 50) following restrictions. You could make any 9 cards (those are groups from 42 to 50) that are not already mentioned in groups from 1 to 41... for example you cannot make Heavy Storm kinda card as card in group 43 because Heavy Storm kinda card is group 1.

- for each card you also need to write would it be limited, semi-limited or allowed at 3. Also, it would be good that you write why you think that card is good , how it would be played (you can look at my submission that i will post soon , there will be explanations for some cards, why i think they deserve to be in)

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

6) Spell/Trap that returns monsters from Graveyard to deck and possible do something in return. (Pot of Avarice)

 

Refueling

Quick-Play Spell

Select 3 Monster Cards from your Graveyard, then add them to your Deck and shuffle it. After that, draw 1 card from your Deck.

 

Easier to use, yet possibly more skilled Pot of Avarice. Quick-Play gives it interesting properties, and more options, which make for more skilled usage. Unlimited, because it does not give a +1 when used.

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

17) Continuous Trap card that stalls.

 

Regenerating Soul Shield

Continuous Trap

When this card is activated, add 4 Soul counters to this card for every monster on the field. When a monster attacks, you can remove Soul counters from this card equal to the level of the attacking monster to negate the attack. Either player may use this effect. When a monster is Summoned, add Soul counters to this card equal to the monster's level. When this card has no Soul counters, destroy this card.

 

Allows for more skill when stalling. Limited to one for its powerful effect, but it may be allowed in more copies depending on the amount of Spell and Trap destruction present in the meta.

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

9) Card that removes from field monster in some way when that monster is summoned. (Bottomless Trap Hole for example)

 

Malicious Destruction

Normal Trap

Activate when your opponent Summons a monster. Destroy that monster. Your opponent can negate this effect by removing from play 1 monster he/she controls. The Summoned monster cannot attack this turn.

 

Interesting effect, although I'm not sure it warrents mainstream play. Unlimited.

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

2) Single Spell/Trap removal in form as Spell

 

Lazy Typhoon

Quick-Play Spell

This card can only be activated as chain link 2 or higher. Destroy 1 Spell or Trap Card.

 

Simple alternative to what's already been offered by others. I would recommend at least semi-limiting this.

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

12) Monster that destroy spells/traps. (Breaker The Magical Warrior)

 

Sky Breaker

Light Level 4

ATK 1600/DEF 200

Thunder/Effect

When this card is Normal Summoned, it gains the following effect:

*Once while this card is on the field, destroy 1 Spell or Trap Card.

 

The odd wording allows it to have the same weakness that Breaker had. If you summon it, then they activate the equivalent of Bottomless, then you don't get the effect. Limited or semi-limited.

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

13) Counter Trap that negates some or any activations of card effects

 

Shameful Rejection

Counter Trap

Negate a Spell, Trap, or Monster's effect that activates on the field and flip the card face-down. It cannot be flipped face-up until the End Phase.

 

Card specifics: Monsters will be flipped into face-down Defense Position. I'm not sure how to word that bit of text.

 

Restricted usage requires knowledge of what you need to negate, so it can't exactly be splashed into any deck like Solemn. Powerful effect, but it's a -1. Possibly unlimited, because using two or three of these in one duel can cause you to lose if you're not careful.

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

14) Counter Trap that negate Summons.

 

Polite Refusal

Counter Trap

Negate the Special Summon of a monster or an effect that Special Summons a monster.

 

Doesn't destroy, so it won't work on certain cards. Probably unlimited but I'm not sure.

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

18 ) Monster that search for monsters with 1500 ATK or less from Players Deck and add it to his hand.

 

Haze Fairy

Wind Level 4

ATK 1000/DEF 1700

Fairy/Effect

After this card is Normal Summoned, when it is sent to the Graveyard, add 1 monster with 1500 ATK or less from your Deck to your hand.

 

Setting it won't trigger its effect, and neither will Special Summoning it.

At least semi-limited, probably limited due to the fact that it can search itself.

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

20) Monster that can get rid of any card on field with card effect. (Snipe Hunter)

 

Pyrotechnic Pixie

Fire Level 4

ATK 1000/ DEF 1000

Fiend/Effect

Discard 1 card and pay 800 Life Points. Destroy 1 card on the field.

 

Weaker than Snipe, and may require more thought to use. Relies on luck less. Could be unlimited, but easily semi-limited.

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

25) Card that search for Field Spell from deck and add it to players hand. Possibly protect it too.

 

Stabilization Dome

Normal Spell

Add 1 Field Spell from your Deck to your hand. When an effect would destroy a Field Spell, you can remove this card in your Graveyard from play to negate that effect.

 

Depending on the Field Spells that emerge, possibly or probably overpowered. I could easily see this semi-limited.

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

3) Single face-up Spell/Trap removal in form as Spell

 

Variable Storm

Quick-Play Spell

Destroy 1 face-up Spell or Trap Card. If your opponent controls 3 or more face-up Spell or Trap Cards, destroy 2 instead.

 

Card Specifics: I believe my wording is correct, but I'm not sure. I chose "destroy 2 instead" as opposed to "destroy 2 face-up Spell or Trap Cards instead" in order to save space. Other re-worders, feel free to correct me if I'm wrong.

 

Simple effect that can punish for over-commitment to the field. Makes your opponent think twice, and could add some more skill. Unlimited.

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

4) Single Spell/Trap removal in form as Trap

 

Sudden Bolt

Normal Trap

Destroy 1 Spell or Trap Card. If that card was set this turn, you can Set 1 Spell or Trap Card from your hand. That card can be activated this turn.

 

Alternative to Nightmarian's already good version. Limited or Semi-Limited, because I have a feeling that the effect could get scary.

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

7) Mirror Force clone with tweak.

 

Gravity Crush

Normal Trap

Activate this card when an opponent's monster attacks. Pay Life Points equal to the combined Level of all your opponent's monsters. Destroy all of your opponent's Attack Position monsters.

 

My wording feels clunky here.

Simple tweak on Nightmarian's version's Life payment method. Limited.

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

11) Card that special summons monster from graveyard.

 

Chained to Life

Equip Spell

Special Summon 1 monster from your Graveyard and equip it with this card. Pay 200 Life Points X the equipped monster's Level during each of your End Phases. If you do not, this card is destroyed. When this card is destroyed, destroy the equipped monster.

 

I'm just churning out options, so no explanation here. Limited.

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

19) Card that enable player to draw cards. ( be really careful about this one , it should not work easy in any deck , it should give some drawbacks etc,maybe work to both players etc.)

 

BAH, like I'm going to give opposition to Pot of Insurance.

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

40 - 50 ) Any card that is not mentioned in group above. ( so that means that 11 cards are without restrictions)

 

Foretelling the Rebirth

Normal Spell

Pay 800 Life Points and select 1 monster in your Graveyard. Remove that monster from play. During your next Standby Phase, add that monster to your hand.

 

Slow Reincarnation. Hard to interrupt, easy to plan for. Unlimited.

 

---

 

Brain Obliteration

Normal Spell

1 monster cannot attack or change its Battle Position.

 

Card Specifics: Does not target, monster that gets its brain obliterated is chosen at the card's resolution. If a face-down monster is selected, and it is then flipped, it remains brain-dead. If a face-up monster is flipped face-down or removed from the field, it is no longer affected.

 

Fun effect. Don't know if it's worth anything. Unlimited.

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

 

 

 

 

 

Finished with Set 0! That's all I'll be submitting for now. Hope you enjoy my cards!

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Qwertyman's post is good example how to do it. ^^

Good job ;)

 

Ok i will say this too :

-in next phase all cards that wasn't following rules that are in first post will be eliminated

-then in third phase if some group have more cards then 1 ( for example i did submit card for group 17 and so did qwertyman) , people that are in team will vote for winner card in that group

 

So at end we will have Set 0 with 50 cards that will then go through balancing, rewording, transforming to yvd format and also each card will need their picture.

 

By making more cards and by making good cards there is bigger chance they will end in set 0. So make best you can :)

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Hey' date=' there is few problems with your cards ^^

There is written in rules in first post of this thread that :

- everyone need to make cards that follow group rules and they need to say in which group is their card.

In rules is written that in this set is forbidden making of Attribute and Type support. ( i see some of your card effects mention WIND etc.)

[/quote']

 

Oh sorry about that, I'm too lazy to read the whole first post. Editing them now.

 

EDIT: Post edited, problem should be fixed now.

 

EDIT #2: I've deleted the whole post with my first cards, there are a lot that I seem to have missed. I will submit the same cards (maybe edited) in a later post.

 

EDIT #3: And again, I am not a Wording Medic.

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1) Mass Spell/Trap removal (Heavy Storm)

3) Single face-up Spell/Trap removal in form as Spell

4) Single Spell/Trap removal in form as Trap

6) Spell/Trap that returns monsters from Graveyard to deck and possible do something in return. (Pot of Avarice)

8 ) Torrential Tribute clone with tweak.10) Polymerization with tweak.

12) Monster that destroy spells/traps. (Breaker The Magical Warrior)

13) Counter Trap that negates some or any activations of card effects.

14) Counter Trap that negate Summons.

15) Counter Trap that negates activation and effects of Spells and Traps.

16) Continuous Spell card that stalls.

17) Continuous Trap card that stalls.

20) Monster that can get rid of any card on field with card effect. (Snipe Hunter)

24) Card that swarm Tokens to field. (Scapegoat)

25) Card that search for Field Spell from deck and add it to players hand. Possibly protect it too.

26) Card that returns field spell from graveyard to hand. (or activates)

27) Monster that helps in easy Fusion Summon.

28 ) Monster that can search for something , somewhere that is connected to Fusion Summons.

29) Ritual Spell that enables easy and fast Ritual Summon.

30) Monster that search/recovers Ritual Spells.

31) Monster that Special Summon FIRE monster from Deck.

32) Monster that Special Summon WATER monster from Deck.

33) Monster that Special Summon DARK monster from Deck.

34) Monster that Special Summon EARTH monster from Deck.

35) Monster that Special Summon WIND monster from Deck.

36) Monster that Special Summon LIGHT monster from Deck.

37) Trap that removes from field single monster when that monster attacks.

38 ) Monster that removes cards from play. (Continuous effect)

 

(i see no point in changing any of the above but i could change my mind)

 

2) Single Spell/Trap removal in form as Spell

LIMITED

Perilous Smash

Normal Spell

- Discard 1 card, destroy 1 Spell or Trap Card on the field.

 

(i think discard is better here)

 

5) Monster that stalls.(that means stops attacking , slows game )

Cosmic Dancer

Light Psychic lv3 1000/1000

- Pay 800 points to negate 1 of your opponents attacks. If this card is attacked when face-down, flip this card face-up and negate the attack and end the Battle Phase.

 

(can cause the obvious problems of slowing the game and frustrating opponent but is a relatively easy card to destroy.)

 

7) Mirror Force clone with tweak.

Mirrored Destruction

Normal Trap

- Activate when your opponent declares an attack destroy all face-up Attack Position monsters your opponent controls. Your opponent may pay 2500 Life Points to negate this cards effect if they do so this card is returned to the Deck.

 

(More balanced since it allows opponent to choose to negate it if they want but means it isn't destroyed on you as well.)

 

9) Card that removes from field monster in some way when that monster is summoned.

(SEMI-LIMITED)

Spiders Web

Normal Trap

- When your opponent summons a monster with 1000 ATK points or more you can remove the monster from play for 3 of your opponents turns including this turn.

 

(Nice to get rid of something big for few turns but doesn't exactly kill opponents strategy)

 

11) Card that special summons monster from graveyard.

(LIMITED)

Reunited

Continuous Spell Card

- Pay 1000 Life Points. Special Summon 1 monster from either players Graveyard with an ATK of 2500 or less. If this card is removed from the field the summoned monster is also removed.

 

(Still helpful but limits the player from summoning mega ATK monsters easily)

 

18 ) Monster that search for monsters with 1500 ATK or less from Players Deck and add it to his hand.

Righteous Scout

LIGHT Warrior lv4 1600/1200

- When this card is summoned, you can add 1 monster with 1500 ATK or less to your hand. You cannot enter your Battle Phase this turn if you do so.

 

(no explanation needed)

 

19) Card that enable player to draw cards.

Feeling Lucky

Normal Spell

Pay 500 points, name a type of card(Monster/Spell or Trap). Draw 2 cards if any of the cards are the chosen type add them to your hand if they are not remove them from play.

 

(Can be very helpful but depends on luck)

 

21) Spell/Trap that destroy 1 face-up monster on field.

Timely Demise

Normal Spell

- Discard 2 cards from hand, destroy 1 face-up monster on the field.

 

(Handy for getting out of tight squeeze)

 

22) Spell/Trap that destroy 1 Defense Position monster on field.

Poison Apple

Counter Trap

- Activate this card when your opponent sets a monster, destroy 1 defense position monster on the field.

 

(No explanation needed)

 

23) Spell/Trap that destroy 1 face-up monster on field. (same as 21, no mistake)

No Way Forward

Normal Spell

Destroy 1 face-up attack position monster with 2000 ATK or less.

 

(Nice for stopping a possible Synchro e.t.c next turn)

 

39) Normal Spell that search for specific Type of monster in Deck and add it to players hand.

Computerized Search

Normal Spell

- Select 1 Type of monster on the field and search your Deck for a monster of the selected Type and add it to your hand.

 

(Allows searching of any card type on field including opponents monsters so can be helpful but has the drawback if no cards are on field e.t.c)

 

40) Tuner monster.

Weed Visor

EARTH Plant Tuner lv3 350/1650

- If this card is removed from play inflict 1000 points of damage to both players and destroy all face-down Spell and Trap Cards on the field.

 

(no explanation needed)

 

41) Creature Swap kinda card with twist.

Exchange of Goods

Normal Spell

- Pay 500 points, each player selects 1 monster they control and swap it the selected monsters cannot change battle positions or declare an attack during this turn.

 

(basic creature swap except 500 point cost and no attack this turn)

 

42)

Stopping the inevitable

Normal Trap

Activate when your Life Points are below 1500. Draw 2 cards, skip your next draw phase.

 

(Can help you out of tricky situation)

 

43)

Abyssal Dragon

FIRE Dragon Synchro lv 8 2400/2000

1 Tuner + 1 or more non-Tuner monsters

As long as this card is face-up on the field both players must pay 500 Points to activate a Spell or Trap Card, if this card attacks remove from play 1 Spell or Trap Card in either Graveyard.

 

(no explanation needed)

 

44)

Menacing Tyrant

DARK Fiend Synchro lv6 2200/1900

1 Tuner + 1 or more non-Tuner monsters

This card gains 300 ATK points for each Fiend-Type monster on the field. Once per turn during your Main Phase 1 you can Special Summon 1 level 4 or lower Fiend-Type monster to your side of the field in face-up Attack Position, you cannot enter your Battle Phase this turn if you do so.

 

(Can be very helpful for Swarming the field and such but has the drawback of no attack this turn)

 

45)

I spy

Normal Spell

- Discard 2 cards, look at your opponents hand.

 

(Very handy card)

 

46)

Stagnant Water

WATER Aqua lv4 1400/1500

- FLIP: Discard 2 Spell or Trap Cards from your hand to the Graveyard, to add 1 of your opponents Set Spell or Trap Cards to your hand. When the selected card is destroyed it is added back to your opponents Deck.

 

(can be very helpful)

 

47)

Counter Crusher

EARTH Reptile lv4 1800/1050

- When this card is face-up on the field no counters can be placed on cards. Pay 100 points per counter to remove existing counters from the field.

 

(no explanation needed)

 

48 )

Domino Effect

Continuous Trap

- When a card is destroyed and sent to the Graveyard you can pay 1000 points to destroy 1 card of the same name in either players hand or Deck.

 

(Handy to stop some types of strategy's or getting rid of an annoying spell or trap)

 

49)

Fortune Favors the Brave

Normal Spell

- When a monster attacks a face-down monster, increase the attacking monsters ATK by 600 points until the End Phase.

 

(no expanation needed)

 

50)

Voodoo doll

DARK Zombie lv2 400/100

This card cannot be destroyed as a result of battle.(Damage calculation is applied normally). Once per turn during your opponent's Main Phase 1 choose 1 face-up monster your opponent controls and decrease its ATK by 500, the selected monster cannot attack or be removed from the field until your opponents next Main Phase 1. If your opponent controls no face-up monsters during 1 of your Standby Phases destroy this card.

 

(im sorry if this falls into the category of monster that stalls)(Very handy card to have in any deck can stop Synchros and high attacks e.t.c)

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Well, Nightmarian this is clearly me, MondBlack. I will post most cards and comments, images, etc...here. I will edit this post to add more Staple Cards.

BTW, I thought you agreed on "Aura of Hell" which is Fissure-Like card.

 

EDIT: I will add some now.

2) Fire Ball

Spell/Quick-Play

Effect:

Remove 2 cards in your Graveyard from play. Destroy 1 Spell or Trap card in the field.

$: This card should be made Limited or Semi-Limited

 

4) Backstabber

Trap/Counter

Effect:

Destroy 1 Spell or Trap card that was set or activated during this turn.

$: A card that ruins your opponent's strategy fast enough.

 

5) Bati, the Fat Guy

Fiend/LIGHT

****

0/1800

Effect:

As long as each respective player has no cards in his/her Spell & Trap card zone, that player cannot conduct his/her Battle Phase.

$: With our Spell & Trap card removal cards, this card will Stall like hell!!

 

6) Safe & Sound

Spell/Normal

Effect:

Return 3 monsters from your Graveyard to your Deck. Discard 1 monster to draw 2 cards.

 

7) Hell Force

Trap/Normal

Effect:

You can only activate this card when your opponent declares attack. Destroy all your opponent's face-up monster(s) that have an ATK of 1500 or more.

 

8) Bomb of Destruction

Trap/Normal

Effect:

You can only activate this card when a monster is Summoned. Destroy all face-up monster(s) on the field.

 

11) Heaven's Gate

Spell/Normal

Effect:

Special Summon 1 monster from your Graveyard that was destroyed by battle or by an effect during this turn or the last turn.

$: Your opponent's last turn counts as well.

 

12) Kaser, the Wicked Knight

Warrior/DARK

****

1500/1000

Effect:

Once per turn,you may remove from your Graveyard 3 Spell cards and 1 Trap cards from play to destroy 1 Spell or Trap card on the field. If you applied this effect, you cannot attack with this monster during this turn.

$: I guess this card is now far from broken.

 

13) Crime & Punishment

Trap/Counter

Effect:

By discarding 1 card type (Monster, Spell or Trap), negate the effect of a card on the field with the same type (any Monster could be discarded to negate the effect of an Effect Monster).

$: Alkana Knight Joker Trap Card

 

18 ) The Rainbow Patriot

Spellcaster/LIGHT

****

1300/1600

Effect:

When you Normal Summon this card, you may add 1 monster with an ATK of 1500 or less from your Deck. Decrease your Life Points by 100x Level of the chosen monster.

 

19) 333

Spell/Quick-Play

Effect:

You can only activate this card if both you and your opponent have 3 cards in your hands. Both of you draw 3 cards.

$: The condition is not easy at all. Quick as to use it during opp's turn as soon as he carry 3 cards.

 

21) Misty Illusion

Spell/Normal

Effect:

You can only activate this card if you have no cards on your field and less than 4 cards in your hand. Destroy 1 face-up monster on the field.

 

26) Mirage City

Spell/Field

Effect:

Remove 1 Field Spell card from your Graveyard. Treat this card's name and effect as the removed card's name and effect.

 

27) Fusiocian

Spellcaster/LIGHT

***

1200/0

Effect:

As long as this card remains face-up on your field, you may treat any Normal Spell card in your hand as "Polymerization" and make that Spell card have the same effect as "Polymerization".

$:About Adv Poly, put here the name of ANY spell that will be officialized in CCG that is number 10 "Polymerization with tweak". This card makes the chosen Spell with the SAME effect as Poly.

 

37) Wavemotion Defraction

Trap/Normal

Effect:

You can only activate this card when your opponent designates attack on 1 of your monsters. Destroy the attacking monster and change the Attribute of your monster.

 

38) Master of the 5th Dimension

Spellcaster/DARK

****

500/2100

Effect:

When this card is Normal Summoned, you can change it to Defence Position. As long as this card remains face-up on the field, any card that is sent to the Graveyard is removed from play instead. When this card is sent to the Graveyard, you may remove it from play to Special Summon 1 "Master of the 5th Dimension" from your Deck.

 

39) Recycle of Fate

Spell/Normal

Effect:

Remove 1 monster in your Graveyard from play. Add 1 monster from your Deck to your hand with the same Type as the removed monster.

 

40) The Magical Shapeshifter

Fairy/WIND

*

0/500

Effect:

During you Main Phase, you may increase this monster's Level by the number of monster(s) on your field until this turn's End Phase.

 

41) Magnetic Energy Force

Spell/Continuous

Effect:

During each Standby Phase, you may change the Battle Position of 1 face-up monster on the field, and that monster cannot have its Battle Position changed until the End Phase of the turn it was changed into except by a card effect.

 

42) Star Dust

Spell/Normal

Effect:

You can only activate this card if your Life Points are less than your opponent's Life Points. Increase your Life Points by half you opponent's Life Points.

 

43) Demon Hands

Trap/Counter

Effect:

Discard your hand to actiavte this card. Negate your opponent's Spell or Trap card and add it to the top of your Deck.

 

44) Overdog Rule

Spell/Normal

Effect:

Tribute 1 monster on your field. Take control of an opponent's monster with a Level less than the tributed monster for 3 turns.

 

45) Chains of Agony

Spell/Equip

Effec:

A monster equipped with this card cannot declare attack or be Tributed for any effect or summon.

 

46) Chemical Blast

Spell/Normal

Effect

Declare a monster Level. Destroy all face-up monster(s) on the field of the declared Level.

 

47) Sexy Aroma

Spell/Equip

Effect:

A monster equipped with this card must be the only target to your opponent's attacks.

$: The wording is terrible, I know!!

 

EDIT2: Corrected Kaser's effect, it is no longer broken.

I also need more thoughts and opinions on my cards.

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This set is for the development of staple cards so that we have cards to help any deck. The next set will contain the majority of our monster card pool among other support cards. It's to help develop a generic card pool first so that people will be motivated to use cards from other creators rather than just sticking to the cards they make. Afterwords, themes/archetypes will be available for creation.

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Ok i will give some comments....

 

Qwertyman - we don't want crazy fast Synchros in this game because we want that Players use more Tribute Summoning , Fusions and Rituals...in TCG right now, almost all is about Synchros...i hope u guys will agree

 

Tommers2008 -

Cosmic Dancer - is broken because it is not flipped face-up after you use it effect that activates while is face-down...i am not actually sure how this would work

 

Exchange of Goods - this would need to be limited or at least semi-limited because you can select opponent monster that you want. It also doesn't stop changing position of monsters...way much stronger then Creature Swap with much less skills needed to use it..it is not broken as Brain Control though

 

Scientific Sensation - well please no cards that makes Synchro Summons crazy fast

 

Mond -

 

Kaser, the Wicked Knight - at least make once per turn but even that is crazy...this is more broken then breaker or snipe hunter because it clear whole opponent spell trap zone without any big cost..removing spells in your gy will not hurt you and there will be always some in your gy...

 

 

 

Anyway, i am commenting this because after this phase is Elimination Phase where all notable broken cards or cards that didn't follow rules will be thrown out.

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Fine. I suppose I won't be submitting any cards to this set.

 

AKC' date=' correct me if I'm wrong, but that doesn't prevent me from submitting cards next set, right?

[/quote']

 

Keep in mind that you have 9 cards that are free so long as they don't follow the above criteria. So you have the option to submit 9 cards that are miscellaneous.

 

There are no restrictions to when you can submit cards so if you choose not to submit cards this set you are still free to submit cards the next set.

 

However, I will talk with Nightmarian sometime soon because I do not agree with the majority of the criteria for staple cards and I feel this is far too restricting for everyone.

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20)

Blood Paladin

Effect Monster

DARK / Spellcaster

7 / 2500 / 2100

Once per turn, during your Standby Phase, place 1 Blood Counter on this card. When there are 5 Blood Counters on this card, you can remove them to destroy 2 monsters your opponent controls.

UNLIMITED

 

42)

Dragon of the Returning Winds

Effect Monster

WIND / Dragon

8 / 2700 / 2300

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 5 Field Spell Cards with different names from your Deck to the Graveyard. When this card is Special Summoned, you can remove a WIND monster in your Graveyard from play to randomly select 2 cards in your opponent's hand and return them to the top of your opponent's deck.

UNLIMITED

 

43)

Empire End Dragon - Dawn of Destruction

Effect Monster

LIGHT / Dragon

12 / 4000 / 4000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 5 monsters you control. During each of your Standby Phases, pay 1000 Life Points. If you do not, this card is destroyed. This card is unaffected by the effects of Spell, Trap and Effect monsters. Once per turn you can pay 2000 Life Points to destroy all monsters your opponent controls. If you do this, decrease the ATK and DEF of this card by 1000.

SEMI-LIMITED

 

44)

Fairy Controller of Light

Effect Monster

LIGHT / Fairy

1 / 0 / 0

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 2 Tokens you control. This card is unaffected by the effects of Spell, Trap and Effect monsters. Increase the Level of this card by an amount equal to the number of cards in your hand. When this card attacks a monster with a higher level you can discard 4 cards from your hand to destroy the opponents monster without Damage Calculation.

UNLIMITED

 

45)

Spiked Wolf of Darkness

Effect Monster

DARK / Beast

5 / 2000 / 1800

Once per turn you can Tribute 1 monster you control to increase the ATK of this card by 1000 until the End Phase.

UNLIMITED

 

 

My cards. I hope I've submitted them correctly this time.

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1) Mass Spell/Trap removal (Heavy Storm)

 

LIMITED

 

Tempest Storm (You can also choose Nightmarian's name, Magnetic Storm if you like.)

Normal Spell

When you activate this card choose one of the following effects.

-Destroy all face down Spell and Trap Cards on field.

-Destroy all face up Spell Cards on the field.

-Destroy all face up Trap Cards on the field.

 

10) Polymerization with tweak.

 

Miracle Polymerization

Normal Spell

Remove from play, from your side of the field, hand or your Graveyard, Fusion Material Monsters that are listed on a Fusion Monster Card, and Special Summon that Fusion Monster from your Extra Deck. (This Special Summon is treated as a Fusion Summon).

 

11) Card that special summons monster from graveyard.

 

LIMITED

 

Resurrection

Normal Spell

Special Summon 1 monster from either player's Graveyard to your side of the field. That monster cannot be used for an Advanced Summon or Synchro Summon, during the turn this card was activated.

 

18 ) Monster that search for monsters with 1500 ATK or less from Players Deck and add it to his hand.

 

LIMITED or SEMI-LIMITED

 

Creature

DARK/Fiend/Effect/3/1000/600

When this card is destroyed as a result of battle, add 1 monster with an ATK of 1500 or less from your Deck to your hand.

 

19) Card that enable player to draw cards. ( be really careful about this one , it should not work easy in any deck , it should give some drawbacks etc,maybe work to both players etc.)

 

SEMI-LIMITED or UNRESTRICTED

 

Hand Refresh

Quick-Play Spell

You and your opponent draw 2 cards then discard 2 cards.

 

21) Spell/Trap that destroy 1 face-up monster on field.

 

LIMITED

 

Meteor Collision

Quick-Play Spell

Select 1 monster on your side of the field. Destroy 1 monster on your opponents side of the field with an ATK equal to or greater then the selected monsters ATK.

 

23) Spell/Trap that destroy 1 face-up monster on field. (same as 21, no mistake)

 

LIMITED or SEMI-LIMITED

 

Fracture

Quick-Play Spell

Select 1 monster on your side of the field. Destroy 1 monster on your opponents side of the field with an ATK equal to or less then the selected monsters ATK.

 

31) Monster that Special Summon FIRE monster from Deck.

 

Drilling for Oil

FIRE/Pyro/Effect/4/1200/1400

When this card is destroyed as a result of battle, you can Special Summon 1 Level 4 or lower non-Tuner FIRE monster in face up Attack Position from your Deck.

 

32) Monster that Special Summon WATER monster from Deck.

 

Ocean Exploration

WATER/Aqua/Effect/4/1200/1400

When this card is destroyed as a result of battle, you can Special Summon 1 Level 4 or lower non-Tuner WATER monster in face up Attack Position from your Deck.

 

33) Monster that Special Summon DARK monster from Deck.

 

Fiends Calling

DARK/Fiend/Effect/4/1200/1400

When this card is destroyed as a result of battle, you can Special Summon 1 Level 4 or lower non-Tuner DARK monster in face up Attack Position from your Deck.

 

34) Monster that Special Summon EARTH monster from Deck.

 

Life Cycle

EARTH/Rock/Effect/4/1200/1400

When this card is destroyed as a result of battle, you can Special Summon 1 Level 4 or lower non-Tuner EARTH monster in face up Attack Position from your Deck.

 

35) Monster that Special Summon WIND monster from Deck.

 

Avian Migration

WIND/Winged-Beast/Effect/4/1200/1400

When this card is destroyed as a result of battle, you can Special Summon 1 Level 4 or lower non-Tuner WIND monster in face up Attack Position from your Deck.

 

36) Monster that Special Summon LIGHT monster from Deck.

 

Guiding Light

LIGHT/Fairy/Effect/4/1200/1400

When this card is destroyed as a result of battle, you can Special Summon 1 Level 4 or lower non-Tuner LIGHT monster in face up Attack Position from your Deck.

 

39) Normal Spell that search for specific Type of monster in Deck and add it to players hand.

 

Golden Tomb

Normal Spell

Remove from play 1 monster in you Graveyard, add 1 monster of the same "Type" from your Deck to your hand.

 

For 31-36 I'm not sure about any of the names though.

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