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


Nightmarian

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Great idea! I think that AKC will be happy with this variant ^^

 

Thanks, I feel its as close as you can get with Heavy Storm while keeping its power but, its way more balanced. Hopefully it will make it in the set.

 

I also added some more cards they maybe broken I'm not sure but, more then anything I'm very, very shaky on the names.

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I'm fairly pleased with fortycal86's cards. They definitely have my vote for the time being.

 

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 3 Field Spell Cards with different names from your Deck to the Graveyard. When this card is Special Summoned' date=' 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 800 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 700.

SEMI-LIMITED

[/quote']

 

Both of these cards are ridiculously broken.

Dragon of the Returning Winds has really easy summoning conditions and has respectable stats. The top spinning is vicious because you rob your opponent 2 draw phases unless they tutor, SS from their deck, or draw additional cards from their deck. That's far too potent of an effect to be allowed at all.

 

Empire End Dragon - Dawn of Destruction easy summoning conditions if I spam tokens. The complete immunity it has is a huge offense and the ability to clear your opponent's opposition is too much despite the extremely low ATK/DEF drop.

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I'm fairly pleased with fortycal86's cards. They definitely have my vote for the time being.

 

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 3 Field Spell Cards with different names from your Deck to the Graveyard. When this card is Special Summoned' date=' 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 800 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 700.

SEMI-LIMITED

[/quote']

 

Both of these cards are ridiculously broken.

Dragon of the Returning Winds has really easy summoning conditions and has respectable stats. The top spinning is vicious because you rob your opponent 2 draw phases unless they tutor, SS from their deck, or draw additional cards from their deck. That's far too potent of an effect to be allowed at all.

 

Empire End Dragon - Dawn of Destruction easy summoning conditions if I spam tokens. The complete immunity it has is a huge offense and the ability to clear your opponent's opposition is too much despite the extremely low ATK/DEF drop.

 

Both EED-DoD and DotRW fixed. Check previous post.

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I changed rules of group 40 and 41..now is possible to make any card for those groups...so that makes this :

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

 

So you can make any 11 cards that doesn't mention in their effects THEMES, TYPES OR ATTRIBUTES.

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I'm glad to hear that ^-^ I've been very bussy with stuff so I didn't sign up for card creator...but sinse we don't have to nessesarily create in every single set.... well... can you add "card creator" and "OCG medic" to my name? :) I'm already part so don't write my name twice ;)

I'll come later to read all cards submitted until now...:D:D:D:D:D

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Hello, I just signed up on your forums.

 

1) Mass Spell/Trap removal (Heavy Storm)

 

Orbital Strike [spell]

(Normal)

 

Each player pays life points in multiples of 1000, then selects 1 spell or trap card in play for every 1000 life points spent and destroys it.

 

This card is more precise than heavy storm because it allows for selectively destroying cards, but at a heavy cost. You also need to time it well and figure out what your opponent would do when using. When you play it you need to consider whether the opponent will lower their life points to destroy your back row or risk letting it sit.

 

2) Single Spell/Trap removal in form as Spell

 

Disruption Storm [spell]

(Quick Play)

 

Discard 1 spell card from your hand. Remove from play 1 Spell or Trap card on your opponent's side of the field.

 

perhaps semi-limited? It helps get rid of those cards in the back row that have extra effects when destroyed and sent to the graveyard.

 

 

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

 

Destabilize [spell]

(Quick Play)

Select 1 face up spell or trap card on your opponent's side of the field. Return that card to your opponent's hand, then your opponent discards a card at random.

 

Yeah... couldn't really think of anything cool for this one. Removes a face up from their field and there's a chance that card might be destroyed. Also a chance something else useful they have might go instead.

 

4) Single Spell/Trap removal in form as Trap

 

Twin Hammer [Trap]

(normal)

Select 2 Spell or Trap cards on your opponent's side of the field. If any of the selected cards are face down they are flipped face up without activating. From the selected cards destroy 1 Spell card and 1 Trap card. Then, return all cards flipped face up by this card's effect face down.

 

This is sort of like using the effects of Armed Ninja and Crimson Ninja at the same time. If it doesn't destroy both it's guaranteed to destroy at least 1 and reveal another.

 

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

 

Barrier Master of the Holy Swords [Light]

(Lv.5)

[Warrior/Effect]

When this card is Tribute summoned remove up to 3 spell cards in your graveyard from play. Until that number of your opponent's standby phases have passed your opponent's monsters cannot attack. This effect ends when this card is removed from the field.

ATK/0 DEF/ 2000

 

Kinda like a monster equivalent of Swords of Revealing Light. Much more risky though considering the amount of monster removal.

 

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

 

LIMITED

Reverse Shuffle [Trap]

(normal)

Shuffle any number of monster cards from your graveyard into your deck. Then, discard the same number of cards from the top of your deck to the graveyard.

 

Lets you exchange your graveyard for a different one. Incredibly useful for those decks relying on certain cards in the graveyard.

 

7) Mirror Force clone with tweak.

 

Detonation Shield [Trap]

(Normal)

Activate this card only when your opponent's monster attacks while you only control 1 monster on the field. Destroy all monsters on the field.

 

A more explosive version of mirror force but only useful if you're hinging all your hopes on a single monster. Could perhaps use limiting.

 

8 ) Torrential Tribute clone with tweak.

 

LIMITED

Dragged Back [Trap]

(Normal)

 

Activate this card only when a monster is summoned. If it was summoned from a players hand then return all monsters to their owners hand. If it was summoned from a players deck send all monsters to their owners deck. If it was summoned from the graveyard destroy all monsters in play. If it was summoned from the removed from play pile then remove all monsters on the field from play. Neither player can enter their battle phase this turn.

 

A kind of Super-Torrential Tribute. It removes monsters but in different ways depending on how the target was summoned.

 

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

 

Summon Sensor [spell]

(Normal)

The next monster normal or special summoned after this card's activation is destroyed.

 

Kinda like playing a game of Chicken with your opponent. Who will set off the alarm first?

 

10) Polymerization with tweak.

 

Unholy Fusion [spell]

 

Send Fusion Material Monsters that are listed by a Fusion Monster Card from your side of the field to the Graveyard, and Special Summon any number of copies of that Fusion Monster from your Extra Deck. Destroy them at the End Phase of this turn.

 

A super Polymerization capable of summoning a mass of creatures. However, they all go at the end of the turn. Probably limited but who knows?

 

11) Card that special summons monster from graveyard.

 

Retro Summon [spell]

(Quick Play)

Activate this card only during your opponent's turn. Special Summon 1 monster from your graveyard to your side of the field.

 

It's monster reborn, but on your opponent's turn. xD Limit or Semi-limit seems best.

 

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

 

Black Magi [Dark]

(Lv.4)

[spellcaster/Effect]

When this card is special summoned destroy 1 spell or trap card on your opponent's side of the field.

ATK/1750 DEF/1200

 

A breaker-ish monster. Spellcasters traditionally have a lot of summoning methods, so it should be no problem getting him out. His ATK is between breakers ATK with and withou the counter.

 

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

 

Silent Night [Trap]

(Counter)

Negate the activation of a card effect that involves special summoning or destroying a monster and destroy it. Then, destroy 1 monster card on the field.

 

Helps counter things like monster reborn and etc. Monster destruction and negation in one. watch out if your opponent has it too though.

 

14) Counter Trap that negate Summons.

 

Black Spiral [Trap]

(Counter)

Negate the summon of a monster and destroy it. Then, discard cards from the top of your deck to the graveyard equal to the level of that monster.

 

Well, it is what it is... Lowers your cards in deck to stop a summon. The greater the monster the greater the cost. So it competes for usage against both strong and weak monsters.

 

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

 

Chains of the Past [Trap]

(Counter)

Negate the activation of a Spell or Trap card and remove it from play. This card can only be activated if there is a copy of the card its negating in a player's graveyard.

 

Helps stop repeated use of cards or cards that you have already used. Very useful in a metagame environment where many people run the same deck types.

 

16) Continuous Spell card that stalls.

 

Gentleman's Duel [spell]

(Continuous)

 

No monsters can attack a monster of a lower level.

 

Very useful in a deck based around low level monsters. Definitely a limited.

 

17) Continuous Trap card that stalls.

 

Black Wall [Trap]

(Continuous)

Special summon 1 "Black Sheep Token" (ATK/0 DEF/0 Lv.1 Dark Beast) to each empty monster card zone on your side of the field. These tokens cannot be used as a tribute. Spell or Traps cards on your side of the field in the same column as these tokens cannot be destroyed as long as this card is face up on your side of the field.

 

The "Black Sheep Wall". Definitely a limited as well. Serves as a staller in addition to Back Row protection. If you summon too many though you'll be vulnerable to monster attacks.

 

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

 

Corn Mouse [Earth]

(Lv. 4)

[beast/Effect]

When this card is destroyed as a result of battle choose 1 normal monster from your deck with 1500 or less ATK and add it to your hand.

 

ATK/1200 DEF/800

 

Not very strong or much of a staller. Useful for getting out a big defender from your deck.

 

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.)

 

Black Ops [spell]

(Normal)

Each player draws 2 cards and reveals them to their opponent.

 

Made this for a theme I made before... But works as a general card as well.

 

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

 

Master Bowman [Wind]

(Lv.8)

[Warrior/Effect]

Once per turn you can discard 1 card from your hand to return 1 card on the field to its owners hand.

ATK/2600 DEF/2400

 

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

 

Ray of Light [spell]

(normal)

Destroy 1 monster on the field with higher ATK than DEF.

 

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

 

Reform [spell]

(Normal)

Destroy the field card in play, then search your deck for a field card and put it into your hand.

 

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

 

Tradition [spell]

(Normal)

Destroy the field card in play. Select 1 field card from your graveyard and put it into your hand.

 

27) Monster that helps in easy Fusion Summon.

 

Gigas Fusion Machine [Earth]

[Lv.4]

[Machine/Effect]

You can discard this card from your hand to activate the following effect:

-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.

ATK/0 DEF/2000

 

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

 

Fusion Reborn [spell]

(Normal)

Send 1 monster from your extra deck to the graveyard, then special summon 1 monster that card lists as a fusion material from your graveyard.

 

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

 

Ritual of Night [spell]

(Ritual)

Select 1 Ritual monster from your deck and special summon it. Then, remove from play all copies of that card from your hand, deck, and graveyard. Those cards can't be removed from the removed from play pile.

 

30) Monster that search/recovers Ritual Spells.

 

Tiger of Natural Magicks [Earth]

(Lv.5)

When this card is tribute summoned select 1 Ritual Monster and the Ritual Spell Card mentioned in its text from your deck and add them to your hand.

ATK/2100 DEF/1800

 

31) Monster that Special Summon FIRE monster from Deck.

 

Sealed Fire [Water]

(Lv.4)

[Pyro/Effect]

When this card is sent to the graveyard as a result of battle Special Summon 1 Lv.4 FIRE monster from your deck.

ATK/1800 DEF/0

 

32) Monster that Special Summon WATER monster from Deck.

 

Sealed Water [Fire]

(Lv.4)

[spellcaster/Effect]

When this card is sent to the Graveyard as a result of battle Special Summon 1 Lv.4 WATER monster from your deck.

 

33) Monster that Special Summon DARK monster from Deck.

 

Sealed Darkness [Light]

(Lv.8)

[spellcaster/Effect]

When this card is sent to the graveyard as a result of battle special summon a Lv.8 DARK monster from your deck to your side of the field.

ATK/2500 DEF/2100

 

34) Monster that Special Summon EARTH monster from Deck.

 

Sealed Earth [Wind]

(Lv.5)

[Rock/Effect]

When this card is sent to the graveyard as a result of battle Special Summon a Lv.5 EARTH monster from your deck.

ATK/0 DEF/3000

 

35) Monster that Special Summon WIND monster from Deck.

 

Sealed Wind [Earth]

(Lv.5)

[Winged Beast/Effect]

When this card is sent to the graveyard as a result of battle Special Summon a Lv.5 Wind monster from your deck.

ATK/2100 DEF/1800

 

36) Monster that Special Summon LIGHT monster from Deck.

 

Sealed Light [Dark]

(Lv.8)

[Dragon/Effect]

When this card is sent to the Graveyard as a result of battle Special Summon 1 Lv.8 LIGHT monster from your deck.

ATK/3000 DEF/2500

 

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

 

Suicide Blast [Trap]

(Normal)

Activate this card only when a monster on your side of the field is selected as an attack target. Shuffle both the attacking monster and its target into their owners decks.

 

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

 

Mega Gigas the Fused [Dark]

(Lv.8)

[Machine/Fusion/Effect]

This card's fusion material monsters are any 5 Machine type monsters.

 

ATK/5000 DEF/5000

 

Sky Captain [Wind]

(Lv.4)

[Warrior/Effect]

When you discard a Machine type monster from your hand you can discard this card from your hand to Special summon it.

ATK/1700 DEF/1500

 

Blade of Roses [spell]

(Equip)

This card can only be equipped to a Warrior monster. Increase its ATK by 800 and if it would be destroyed by the effect of a Spell you can destroy this card instead.

 

Heavy Arm Gigas [Earth]

(Lv.4)

[Machine/Effect]

When this card attacks, after damage calculation, switchs this card to defense position.

ATK/1500 DEF/2000

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Here's a group 1 single

 

Protection Payments

continuous spell card

During each of your opponent's Standby Phases, they can pay 800 Life Points If they do not, destroy all spell and trap cards they control.

 

Note: this card is balanced for the fairly small cost to your opponent to hold it off, and it's nature as a continuous card

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Mass Spell/Trap removal

 

Maximum Bet

Normal Spell

Both players select 1 monster with Level equal to or less than the number of Spell and Trap Cards on the field from their respective Decks to show it to each other. The owner of the selected monster with higher ATK must then destroy the number of Spell and Trap Cards on the field equal to the Level of the selected monster. When this card's effect resolves, remove both selected monsters from play.

 

limited?

==========================================

2) Single Spell/Trap removal in form as Spell

Mana Overflow

Quick Play

Force the activation of 1 Spell or Trap on the field. If the card is not a Normal Spell or Normal Trap, negate its effect and remove it from play. You can activate this card during either player's turn.

 

semi-limited?

==========================================

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

Prevention of Reoccurring

counter Spell

Return 1 face-up Spell or Trap to its owner's hand. If the returned card is activated again, negate its activation and remove it from play.

 

unlimited

==========================================

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

 

The Time

LIGHT

Level 3

Machine

ATK 500

DEF 400

If this card would be destroyed, destroy it during your next Standby Phase instead. (Damage calculation is applied normally applied.) When this card is attacked, negate the attack if the attacking monster's ATK is 1000 higher than the original ATK of this card. When this card is removed from the field, skip your opponent's next Battle Phase.

 

semi limit

================================

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

 

Reincarnation

Normal Spell

Select up to 5 monsters in your Graveyard to add to your hand. Then shuffle your hand into the Deck and draw the number of cards equal to the number of monsters you have selected to add to your hand.

 

semi

===================================

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1) Mass Spell/Trap removal (Heavy Storm)

 

Blazing Firestorm

Normal Trap

 

This card can only be activated when your opponent activates a Normal Spell card. Destroy all face-down Spell and Trap cards on the field and inflict 500 points of damage to your opponent for each of your opponents card destroyed by this cards effect

 

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

 

Shining Warrior of Protection

Level 4

EARTH

Warrior

When this card is Normal Summoned or Flip Summoned, you can remove from play up to 3 Monster Cards in your Graveyard. Add one "Shield Counter" to this card for each monster removed from play by this cards effect. Once per turn, during your Standby Phase, remove one "Shield Counter" from this card. While this card is face-up on the field, neither player can declare an attack. If there are no "Shield Counters" on this card, destroy this card.

 

ATK/0 DEF/1500

 

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

 

A Second Chance

Normal Trap

 

Activate only when a monster on your side of the field is sent to the Graveyard. Return all monsters in your Graveyard with the same name as the destroyed monster to your hand. Your opponent then gains 1000 Life Points

 

7) Mirror Force clone with tweak.

 

Fight Back!

Normal trap

 

Activate only when your opponent declares an attack targeting one face-up attack position monster you control. Destroy all face-up attack position monsters on your opponents side of the field, then switch control the attack target

 

8 ) Torrential Tribute clone with tweak.

 

Landslide

Normal Trap

 

You can only activate this card when your opponent Special Summons a monster. Destroy all face-up monsters on the field.

 

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

 

Denied!

Quick Play Spell

 

This card can only be activated when your opponent Special Summons a monster from their Hand to the field. Remove form play the mosnter and any monsters that your opponent Special Summons until the 2nd Standby phase after this card's activation

 

10) Polymerization with tweak.

 

Combination Chamber

Normal Spell

 

Select one Monster from your Fusion Deck. Send from your hand or your side of the field, monsters listed as Fusion Materials on the selected Fusion Monster. Fusion Summon the Fusion monster to your side of the field. Then, Special Summon the Fusion Materials from the Graveyard to your side of the Field. The Fusion Materials are destroyed at the end of this turn and you take damage equal to the attack of the Fusion Summoned monster and 100x the combined level of the Fusion Materials.

 

11) Card that special summons monster from graveyard.

 

He Lives Again

Normal Trap

 

Special Summon one Level 4 or lower Monster card from your Graveyard that is listed as a Fusion Material for a Fusion Monster in your Graveyard. That monster's attack is doubled during the turn this card is activated. That monster cannot attack your opponent directly. Destroy that monster during the End Phase of this turn and you take damage equal to that monsters original ATK

 

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

 

Magical Removal King

Level 4

EARTH

Warrior

 

This card cannot be Special Summoned. Once per turn, you can destroy up to 2 Spell or Trap cards on your side of the field. If you do, destroy the same amount of Spell or Trap cards on your opponents side of the field.

 

ATK:1600/DEF:700

 

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

 

Card Lockdown

Counter Trap

 

Activate only when your opponent activates a Spell or Trap. Negate the effect of the Spell or Trap card and flip that card

face-down. Your opponent cannot use that card until your second Standby Phase after this card activation.

 

14) Counter Trap that negate Summons.

 

Summon Seal

Counter Trap

 

Activate this card when a monster is Normal Summoned or Special Summoned. Send the monster back to the owners hand.

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

 

Black Greed

[spell / Normal]

 

You can only activate this card if your Life Points are 5000 or lower. Send 5 Level 4 or lower monsters from your deck to the Graveyard. Choose 2 cards that were sent to the Graveyard and place them on top of your Deck.

 

This is all I can think of now, I'll try to get more.^__^

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People who are submitting polymerization type cards. Please keep in mind that this is suppose to be our version of Polymerization so giving it some kind of cost is probably not the way you want to go with making polymerization. Basically, we need a card that summons a Fusion Monster from the Extra Deck (remember that it's going to be called Extra Deck and not Fusion Deck) and keeps it on the field. No need to give it immunity or anything special. It's just meant to be Polymerization but more useful than the current polymerization. The point Nightmarian is trying to get across is that in general Poly is a -2 to you (-2 monsters, -1 spell, +1 monster) but with Synchro monsters it seems less likely that Fusion Monsters can compete hence he is looking for a way to making Poly more viable in a Deck.

 

The ideas that people have submitted so far are good if you were using a 1 off card but as a staple card that's not something I want to be using in a Deck.

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1) Mass Spell/Trap removal (Heavy Storm)

 

Ring of Fire

Trap Card

Activate when your opponent Summons a monster. Destroy all Spell or Trap Cards on the field.

 

2) Single Spell/Trap removal in form as Spell

 

Shadow Seeker

Spell Card

Destroy 1 Set Spell or Trap Card. When this card resolves, if that card was Chained, you can change the target of this card to another Set Spell or Trap Card.

 

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

 

Laser Transfer

Continuous Spell Card

Destroy 1 face-up Spell or Trap Card on the field. If that card was continuous, this card's effect becomes the same as the destroyed card. Otherwise, destroy this card.

 

4) Single Spell/Trap removal in form as Trap

 

Android's Gaze

Trap Card

Destroy 1 Spell or Trap Card on the field. Inflict 500 damage to the opponent of the Turn Player.

 

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

 

Blinding Angel of Light

LIGHT fairy

Level 3

ATK 1000

DEF 1000

If this card is attacked, end the Battle Phase after damage calculation.

 

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

 

Gravestone Swap

Trap Card

Return 1 monster from your Graveyard to your Deck, and send 1 monster from your Deck to your Graveyard.

 

7) Mirror Force clone with tweak.

 

Land Mine

Trap Card

Activate only when an opponent's monster declares an attack. Destroy all monsters in same column as the attacking monster and all monsters adjacent to the destroyed monsters.

 

8 ) Torrential Tribute clone with tweak.

 

Overlooking the Obvious

Trap Card

Activate only when your opponent Summons a monster. Destroy all monsters that were Summoned since the beginning of your last turn.

 

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

 

Watcher of the Gate

Dark Fiend

Level 4

1400/1000

When your opponent Summons a monster (excluding Normal Summon), you can Tribute this card to return that monster to its owner's Deck.

 

10) Polymerization with tweak.

 

Preparations for Fusion

Trap Card

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 Extra Deck. If all the Fusion Material Monsters are on the field, you can activate this card from your hand.

 

11) Card that special summons monster from graveyard.

 

Egg of Regeneration

Continuous Spell Card

When this card is activated, add 1 Hatching Counter to it. During your Standby Phase, add 2 Hatching Counters to this card. You can send this card to the Graveyard to Special Summon 1 monster from your Graveyard whose level is equal to or less than the number of Hatching Counters on this card.

 

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

Aquatic Virus

Water/Aqua

Level 1

700/700

If this card is destroyed by your opponent, destroy 1 Spell or Trap Card your opponent controls.

 

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)

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1) Mass Spell/Trap removal (Heavy Storm)

Limited (Cyber Dragon abuse, ect...)

Powerblast Return

Spell

Lore: Return 1 monster from the field to your hand to destroy a number of spell or trap cards equal to that monster's level.

 

10) Polymerization with tweak.

Trojan Fusion

Equip Spell

Lore: This card can be used as "Polymerization" for the purpose of Fusion Summoning. When a monster is Fusion Summoned by this card, it is Summoned on your Opponent's side of the field, and equiped with this card. during each of thier End Phases the equiped monster's controler must give control of 1 card on thier field to thier opponent (excluding this card).

 

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

Limited (first turn Dark Armed Dragon, or High ATK king of the Skull servents)

Aceptance of 3

Ritual Spell card

Send 3 monsters with the same name from your Deck to Ritual Summon 1 Ritual monster from your hand, monsters sent to the Graveyard by this effect cannot be Special Summoned.

 

14) Counter Trap that negate Summons.

Summon Breaker

Counter Trap

lore: When your opponent Special Summons a monster, Inflict damage equal to that monster's ATK to your opponent and return it to it's original position.

 

20) Monster that can get rid of any card on field with card effect

Necorominister

Monster

Level 6

Dark

ATK: 2400

DEF: 1000

Zombie/Effect

When this card is Special Summoned destroy 2 cards on the field, those card's controler(s) can then discard 1 card from thier hand(s) to destroy 1 card thier opponent controls.

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alright, here's some cards.

 

27) A monster that helps with easy fusion summons.

Vortex Golem

LIGHT

Level 4

Rock/Effect

You can substitute this card for any 1 Fusion Material Monster. The other Fusion Material Monster(s) must be the correct one(s).

ATK/DEF: 1200/1350

 

41) A sort of Man-Eater Bug card

Bomb Warrior

EARTH

Level 4

Warrior/Effect

FLIP: Tribute this card. Destroy up to 2 monsters on the field. If this effect was activated during the Battle Phase, destroy one monster on the field instead.

ATK/DEF: 800/800

 

42)Remove from play card.

Dimension Portal

Continuous Spell

During your Standby Phase, remove from play the face-up monster with the lowest ATK.

 

43)A basic monster.

Flaming Warrior

FIRE

Level 4

Pyro

A legendary soldier who searches the land for worthy opponents. He uses fire attacks to overwhelm his opponents.

ATK/DEF: 1800/1200

 

44)Card that changes cards from defense to attack

Urge to Strike

Trap Card

Select one Defense Position monster on the field and switch it to face-up attack Position.

 

I'll add a few more later.

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I'd be very careful with that ritual spell that sends 3 to the Graveyard. Anything that becomes remotely similar to Wulf and you now have 3 2100 beat sticks on the field. Of course, we don't have anything like that at the moment but it's a possibility in the future. Potentially, we could allow it and the minute it becomes abusable it goes of the forbidden list and then a replacement card would need to be made.

 

I also guarantee that DAD clones/variants will not be allowed here because we all know how broken DAD became. I'm also glad to see Normal Monsters getting created because we shouldn't disclude them altogether. I would like to see a couple more Normal Monsters being made.

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