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


Nightmarian

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I haven't been added to the list in this thread yet, but I was approved in the other thread. So far I've got the first 25 filled, and i'll probably do the others sometime soon.

 

1)

Sacrifice Amid Apocalypse

Normal Spell Card

Destroy all Spell and Trap cards on the field. Your opponent may tribute a monster(s) in the same column(s) as Spell or Trap card(s) to negate the destruction of that(those) card(s).

 

2)

Hidden Needle Barrage

Quick-Play Spell

Lower the attack of one monster on your side of the field by 500 as long as it remains face-up on the field. Destroy one Spell of Trap card on the field.

 

3)

Target Practice

Normal Spell

Select a face-up Spell or Trap Card on either players side of the field. Roll a six sided die, and activate one of the following effects based on the result.

1,2,3,4, or 5: Destroy the selected card.

6: If any face-up Spell or Trap cards are adjacent to the selected card, you must select one of them and destroy it.

 

4)

Ambush from Behind!

Normal Trap

Activate only if your opponent controls a monster. Destroy one Spell or Trap card on the field.

 

5)

Sea-Bound Lemming

Earth/Beast/Effect/2 Stars

450/600

This card cannot be offered as a tribute for a tribute summon. When this card is destroyed by battle, shuffle it into your deck. Once per turn, after shuffling a copy of this card into your deck, pick up five cards from the top of your deck, and special summon any “Charging Vermin” in face-up defense position. Return any other picked up cards to the deck, then shuffle the deck.

 

6)

The Potential of a Second Chance

Normal Spell Card

Select one monster in your graveyard. Then return it, and four other monsters in your graveyard to your deck. One time only, when you draw the selected monster, you may show it to your opponent to gain 1500 Life Points.

 

7)

Indiscriminate Punishment

Normal Trap

Activate when an opponents monster declares an attack. Negate the attack, and your opponent chooses monsters equal to the number of face-up monsters on their side of the field to be destroyed.

 

8)

Caught in the Crossfire!

Normal Trap

Activate when a player normal summons or special summons a monster of level five or higher. Destroy all monsters on the field.

 

9)

Elimination of Extremes

Normal Trap

Activate when your opponent normal summons or special summons a monster in face-up attack position. If the monster has 1500 or less attack, or 2500 or more attack, it is removed from play.

 

10)

Soul-Knot

Normal Spell

Activate one of the following effects:

If the fusion material monsters listed on a fusion monster card are face-up on your side of the field, you may send them to the graveyard to fusion summon an appropriate fusion monster.

If the fusion material monsters listed on a fusion monster card are in your hand, you may remove them from play to fusion summon an appropriate fusion monster.

 

11)

Mostly Dead

Normal Spell

Select, from either players graveyard, a monster which has been in the graveyard for less than three of its controller’s full turns. Special Summon the monster in face-up attack or defense position on your side of the field.

 

12)

Double Barreled Gun Mage

Wind/Machine/Effect/5 Stars

2100/1900

When you summon this monster, activate one of the following effects:

Increase the attack of this monster by 300 points as long as it remains face up on the field.

 

Destroy one Spell or Trap card on the field.

 

13)

Offering of Greater Value

Counter Trap

Activate in response to a card effect. Depending on the type of card, activate one of the following effects:

If the card is an effect monster: Negate the monsters effect and destroy it. Your opponent can negate this card’s activation by discarding from their hand to their graveyard one effect monster with a higher level than the monster whose effect would otherwise be negated.

If the card is a spell or trap card: Negate the activation of the spell or trap card and destroy it. Your opponent can negate this card’s activation by discarding a card of a higher spell speed than the card that would be negated from their hand to the graveyard.

 

14)

Delayed Debut

Counter Trap

Discard 1 card from your hand to activate this card. Negate the summoning or special summoning of an opponents monster, and destroy the monster. If the monster was summoned by a tribute summon, special summon the tributes from the graveyard in the same positions as when they were tributed.

 

15)

Quiet in the Back Row!

Counter Trap

Discard one card in your hand, or destroy one card on your side of the field to activate this card. Only activate this card when your opponent activates a spell or trap card. Negate the spell or trap card and destroy it. If the destroyed card was a continuous spell card or a continuous trap card, it is returned to its original position in the end phase.

 

16)

Exhaustion in High Gravity

Continuous Spell Card

Pay 300 Life Points during each of your Standby Phases. If you cannot, this card is destroyed. Every time a monster attacks, place a Gravity Counter on it. When a monster with two Gravity Counters attacks, its attack is negated (no other cards may be chained in response), all Gravity Counters on the card are removed, and it cannot attack again that turn.

 

17)

Crossing the Trenches

Continuous Trap Card

Monsters with 1500 attack or lower cannot attack the turn they are summoned. When a monster with greater than 1500 attack is summoned, flip a coin. If tails, that monster cannot attack this turn.

 

18)

Energy Gatherer

Light/Thunder/Effect/3 Stars

750/750

This card cannot be destroyed by battle. When this card’s controller takes battle damage from a battle involving this card, add 1 Energy Counter for each 100 damage given. Send this face-up card with ten energy counters to the graveyard to search your deck for a monster with 1500 attack or less, show it to your opponent, add it to your hand, and then shuffle your deck.

 

19)

Take the Best for Yourself!

Normal Trap

Draw three cards and show them to your opponent. Your opponent selects one of these cards and adds it to their hand.

 

20)

Dying Immortal

Dark/Fiend/Effect/4 Stars

1400/1200

When this card is summoned, select one card on the field. When this card is removed from the field, destroy the selected card. You can pay 1000 life points in your end phase to destroy this card.

 

21)

Priority Bust

Normal Spell Card

Discard one card from your hand to activate this card. Destroy the face up monster whose combined attack, defense, and level multiplied by 400 are the highest.

 

22)

Defense Lure

Normal Trap

Activate one of the following effects:

Destroy one face-up monster on the field with the highest defense.

Select one face-down monster on the field and flip it face-up (any effects it has are not activated). If the monster’s defense is higher than any other monster on the field, destroy it. If it is a tie or lower, return it to its original position.

 

23)

Sweep Out From the Middle

Quick Play Spell

Destroy one face-up monster on the field whose level is closest to six. If there is a tie, this cards controller may chose one of the tied monsters to destroy.

 

24)

Cardboard Cutout Storm

Spell Card

You can only activate this card at the beginning of your main phase I. Sacrifice one monster on your side of the field. Special Summon 3 Cutout Tokens (Light/Fairy/**/?/?). The attack and defense of each token is equal to the attack and defense of the tribute monster divided by 3. If a Cutout Token is offered as a tribute summon, you must treat all three tokens as one tribute. You cannot normal summon or set the turn you activate this card.

 

25)

Calling the Homeland

Normal Spell Card

Unless you have a field spell card in your graveyard, pay 1000 life points to activate this card. Search your deck for a field spell card and add it to your hand. Then shuffle your deck.

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18 )Soguki

4 stars, Thunder-Type, LIGHT

1700 ATK/500 DEF

When this card is destroyed by the effect of your opponents Spell or Trap Cards, search your Deck for 1 Tuner monster with 1500 ATK or less and add it into your hand.

 

19)Sure Draw

Quick Play

When a card is sent from your hand to the Graveyard due to the effect of a card your opponent controls, send your hand to the Graveyard to draw cards until you have 6 cards in your hand. This effect cannot be negated by the effects of Quick Play Spell Cards or Trap Cards.

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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' date=' 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.

[/quote']

 

I thought the idea was good but, it should have been send 3 Normal Monsters from your Deck to you Graveyard. I edited my post but, I didn't say anything about it because I was not sure if Normal Monsters were considered theme support. I did like the idea though I new it would be broken but, he should change it to something less broken though.

 

I also got another card on my OP.

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1) Mass Spell/Trap removal (Heavy Storm)

Banishing Blast - LIMITED

Normal Spell

Remove 2 cards in your hand from play. Remove from play all spell/trap cards on the field.

 

2) Single Spell/Trap removal in form as Spell

Lucky Shot - SEMI-LIMITED

Quick Play Spell

Pay 300 Life Points. Destroy 1 face down spell/trap card on the field.

 

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

Solid Defense Sentinel

EARTH/Rock/Effect

****

0/0

This monster is automatically switched to defense position and its position cannot be changed by the effect of any other card. This card cannot be destroyed in battle by a monster with 2000 ATK or less. Pay 700 Life Points during each of your standby phases. If you cannot, this effect is negated as long as this card remains on the field.

 

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

Rejuvenation - SEMI-LIMITED

Normal Spell Card

Activate this card when there are 4 or more LIGHT monsters in your graveyard. Select 2 of them and add them to your hand.

 

7) Mirror Force clone with tweak

Secret Defender

Normal Trap

Activate this card when your opponent attacks a face down defense position monster on your side of the field. Destroy all face up monsters on your opponents side of the field.

 

8 ) Torrential Tribute clone with tweak

Minefield

Normal Trap

Activate this card when your opponent tribute summons a monster. Destroy all monsters on the field.

 

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

Dimension Rift

Normal Trap

Activate this card when your opponent summons a monster with 2000 or less ATK. Remove the monster from play.

 

10) Polymerization with tweak

DNA Combination

Remove from play 2 Fusion material monsters that are listed on a fusion monster card and special summon the selected fusion monster from your extra deck.

 

11) Card that special summons monster from graveyard

Deal With The Darkness

Normal Spell

Discard 1 Card from your hand. Special summon 1 monster from your graveyard in face down defense position.

 

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

Bomb Squad

EARTH/Warrior/Effect

***

1000/1000

FLIP: Destroy 1 Spell/Trap card on the field (regardless of position).

 

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

Sacrificial Barrier

Counter Trap

Tribute 1 level 6 or higher monster on your side of the field to negate the activation of a spell/trap card or monster effect and remove the negated card from play.

 

17) Continuous Trap card that stalls

Stalemate

Continuous Trap

As long as this card remains face up on the field, all monsters are switched to defense position and their position cannot be changed by the effects of spell cards or monster effects. Pay 300 Life Points during each of your standby phases. If you choose not to pay, destroy this card.

 

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

Scout Party

DARK/Warrior/Effect

***

1000/300

Once per duel, while this card is face up on the field, select 1 monster with 1500 ATK or less form your deck and add it to your hand. Then add one card from your hand to your deck.

 

19) Card that enable player to draw cards.

Help From The Unknown

Normal Spell

Activate this card only if your opponent controls a monster and you don't. Draw 3 cards. Then choose 1 of them and discard it to the graveyard.

 

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

Wildfire Dragon

FIRE/Dragon/Effect

******

2400/1300

Once per turn, you may select 1 card on your opponent's side of the field. Then roll 1 die. If the number you roll is grater than the number of words in the name of the selected card, it is destroyed.

 

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

Sacrifice of Judgement - LIMITED

Spell Card

Discard one card from the top of your deck to the graveyard. Destroy 1 face up monster on the field.

 

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

Pierced Defenses

Spell Card

Destroy 1 defense position monster on the field and inflict damage to your opponent's Life Points equal to the destroyed monster's ATK.

 

31) Monster that Special Summon FIRE monster from Deck

Inferno Samurai

FIRE/Pyro/Effect

****

1400/1100

If this monster is destroyed in battle, you may special summon from your deck 1 FIRE monster with an ATK less than 1500.

 

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

Chaos Soldier

DARK/Warrior/Effect

****

1700/300

As long as this card is in face up defense position, you may remove from play 1 card on the field during your end phase.

 

43 ) Normal Monster

Sinister Fiend

DARK/Fiend

***

1500/1000

This fiend is a mercenary, working for whatever evil needs assistance.

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Everyone, please remember to keep all of your card posts in a single post. If you made a post with card submissions then edit that post with your new submissions then make a post stating which page it can be found on. It will make the voting process go smoothly as all of your submissions can be seen in a single post so nothing will get missed. I recommend that any member that has card submissions in multiple posts to edit them into their first submission post.

 

Wiseguy:

 

Sorry, but due to the mechanics in YVD Sea-Bound Lemming can't be done. YVD won't allow more than 3 copies of a card per deck so you'll have to make changes to it if you plan on submitting it.

 

Sonic_Zach:

 

The last effect of Soguki is overpowered. Searching your deck for a tuner then forcing your opponent to lose 2 cards if it's a thunder-type is too much. If you lose that part of the effect then it would become acceptable.

 

My card submissions for now:

 

Limited

Burst Destruction

Normal Spell

Return 1 Level 5 or higher monster you own to your hand, destroy all Spell and Trap Cards on the field.

 

The important thing to note is the fact that it states a monster you own not control. Meaning you cannot steal an opponent's monster and use it for the cost of this card.

 

Draw for Destiny

Normal Spell

Reveal the top card of your Deck to your opponent. If it is a Level 4 or lower monster, send it to the Graveyard and both players draw card(s) equal to the level of the revealed monster. If the card is not a Level 4 or lower monster, place it on the bottom of your Deck. During this turn your opponent can activate Spell and Trap cards from their hand.

 

It's a gamble card as not drawing a Level 4 or lower monster means you get nothing in return. However, if you do get the Level 4 or lower monster you can potentially send a good grave effect monster to the grave. At best you gain a +3 but your opponent will gain a +4. Furthermore, your opponent can activate any Spell or Trap cards they may have drawn meaning over committing yourself could lead into an unexpected come back.

 

Semi-Limited

Dark Rising

Quick-Play

If you activate this card, you cannot Summon another monster this turn. Select 1 monster on the field. Special Summon a number of "Dark Tokens" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) by half the selected monster's Level (rounded down). These tokens cannot be Tributed for a Tribute Summon or Set.

 

Potential need to Limit this card for it's potential Token abuse but we'll see.

 

Arrival of the Army

Normal Spell

Select and add 1 Level 4 or lower non-Tuner Warrior-Type monster from your Deck to your hand.

 

It's basically reinforcement of the army but you can't select tuner monsters with it. There was nothing wrong with Reinforcement of the Army to begin with and I expect to see warrior-type monsters be popular in card creation so a RotA will be necessary. At best we may need to Semi-limit this card but I don't think that will be necessary.

 

Shinobi of the Mist

Water/Warrior/Effect

Level 4

ATK/DEF: 1600/1000

During your Main Phase, you can return this card from the field to its owner’s hand. During your Main Phase 2, you can Special Summon this card in face-up attack position, by returning 1 monster you control that did not declare an attack this turn, to its owner’s hand. When this card is Special Summoned by this effect inflict damage to your opponent equal to half the original ATK of this card. If you use this effect, you cannot Summon any monster(s) for the remainder of the turn.

 

Prohibition of the Greedy

Continuous Trap Card

Neither player can draw cards outside of their Draw Phase.

 

Aqua Magician

Water/Spellcaster/Effect

Level 7

ATK/DEF: 2500/2100

This card cannot be selected as a target of a Spell or Trap Card. If a monster you control is selected as a target of a Spell or Trap Card, you can change the target to a correct target that your opponent controls.

 

Soldier of Ice

Water/Warrior/Effect

Level 3

ATK/DEF: 1400/800

When this card is destroyed by battle; you can Special Summon 1 WATER with 1500 or less ATK from your Deck in face-up attack position.

 

Aerial Strike

Continuous Spell Card

Activate only while you control 1 or more monster(s). During your 2nd Standby Phase after activation destroy all face-up monsters your opponent controls.

 

A slower and more potent version of lightning vortex.

 

Synchro Block

Counter Trap Card

Activate when an opponent's monster attacks. By sending 1 Synchro Monster from your Extra Deck to the Graveyard, negate the attack and end the Battle Phase.

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Draw for Destiny can be abused if we get a single card that lets you choose how you topspin your hand like Plaguespreader Zombie. You could capitalize on your opponent top spinning a monster you control as well but it would have to be a level 4 or lower. It's really a disadvantageous card to the person who plays it. Your opponent always gains +1 more card then you do and has the ability to activate any spell or trap from their hand regardless of whether it's a normal spell, field spell, etc... Adding the element of precaution. You could over commit your field and try to finish your opponent off but if he/she happened to draw something useful like Mirror Force, Torrential Tribute, etc... It could cost you big time.

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Here's my OP that I'll toss my submissions onto. Here's a few for now...

 

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

Cockroach

**

EARTH

Insect/Effect

This card is changed to face-down Defense Position whenever a Monster card is summoned to the field (other than “Cockroach”). If this monster is attacked while in face-down Defense Position, it is not destroyed as a result of battle.

200/200

 

Unlimited: It's just a really, really small nuisance.

 

27) Monster that helps in easy Fusion Summon.

Chimera Breeder

***

EARTH

Warrior/Effect

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). Once per turn, you can reveal 1 Fusion Monster from your Fusion Deck, then add 1 of the Fusion-Material Monsters listed on that card from your Deck to your hand.

 

Semi or Unlimited: Possibly abusable with the secondary effect, I'm not quite sure.

 

30) Monster that search/recovers Ritual Spells.

Keeper of Lore

***

LIGHT

Spellcaster/Effect

FLIP: Select 1 Ritual Spell from your Graveyard and add it to your hand.

1200/1700

 

Unlimited: It's (much) less versatile than MoF, and is likely to die more often than not.

 

41)

Draw Hound

EARTH

****

Beast/Effect

As long as this card is on the field, whenever a player draws a card(s) outside of their Draw Phase, both players look at the card(s) drawn. If the player drew a monster card, inflict damage to that player equal to 100 x the level of the drawn monster (if more than 1 monster is draw, select the monster with the highest level).

1800/400

 

Unlimitd: Decent statted monster (not too strong) that punish extra drawing.

 

42)

Tag Out!

Continuous Spell

Once per turn, you can flip 1 face-down Defense Position monster on your side of the field into face-up Attack Position. If this effect is applied, flip 1 other face-up Attack Position monster you control into face-down Defense Position. If you cannot, destroy all monsters on your side of the field.

 

Semi: It could cause some really bad abuse from FLIP effect monsters. But then again, they tend to die really quickly...

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Draw for Destiny can be abused if we get a single card that lets you choose how you topspin your hand like Plaguespreader Zombie. You could capitalize on your opponent top spinning a monster you control as well but it would have to be a level 4 or lower. It's really a disadvantageous card to the person who plays it. Your opponent always gains +1 more card then you do and has the ability to activate any spell or trap from their hand regardless of whether it's a normal spell' date=' field spell, etc... Adding the element of precaution. You could over commit your field and try to finish your opponent off but if he/she happened to draw something useful like Mirror Force, Torrential Tribute, etc... It could cost you big time.

[/quote']

 

That maybe true but, a card with a Hand Destruction maybe effect maybe better. I came up with a variant of it that maybe better but, more balanced. I also have Attribute Draw support cards as well but, I can't post them yet.

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First card you made is connected to monster that doesn't exist in our CCG ...that is monster from TCG and we will NOT use TCG cards...also u mentioned DARK in card effect , so that is Attribute support and i told that in this set cards cannot mention Types / Attributes in their card effects...Themes as well...

 

Second card - again, in card effect it mention card doesn't exist in our CCG...

 

All cards like that will be throw out in Elimination Phase so anyone that didn't follow rules like ones i mentioned in this post should fix his cards before is too late. =)

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1.

Wormhole Reversal

Counter Trap

Activate only when your opponent tries to remove all of your Spell and Trap cards from the field at once. Pay 2000 Life points to negate the effect and remove all of your opponents Spell and Trap cards on the field from play.

limited

 

19.

Tax Rise

Continuous Trap

Both players pay 500 Life Points during their End Phase. (this is not optional) Both players draw 2 cards during their Draw Phase.

semi-limited

 

10.

Merge Powder

Normal Spell

All fusion material monsters must be on the field. Pay 500 Life Points to Fusion Summon the correct monster from your Fusion Deck. All fusion material monsters must be the correct ones listed on the Fusion monster.

limited

 

9.

Sacrificial Lamb

Quick-Play Spell

Activate only when your opponent summons a monster with less than 1500 attack and your Life Points are more than 3000 above his. Destroy the monster and Special Summon from your hand one monster level 6 or below.

unlimited

 

39.

Extinction Scope

Normal Spell

Search your deck for one level 4 Dinosaur-Type monster and add it to your hand. That monster cannot be summoned this turn.

unlimited

 

8.

Rebounding Blast

Counter Trap

Activate only when your opponent does 3000 or more damage with one attack. Negate the attack and destroy all your opponents monsters on the field.

limited

 

37.Charge Pit

Quick-Play Spell

Activate only when your opponent attacks a monster on your side of the field. Flip a coin. If heads, the attack is negated and the monster is sent to the graveyard. If tails, remove it from play. (damage calculation applied normally for tails)

 

40. Spear of Osiris

Equip Spell

Equip only to a LIGHT monster. The equipped monster gains 500 attack and cannot be destroyed by DARK monsters. (damage calculation applied normally)

semi-limited

 

20. Dermestid Beetle

Flip-Effect monster

500/500

when this card is flipped face up, discard one card from your hand. Destroy one of your opponents cards on the field of the same type (Spell, Trap. or Monster)

semi-limited

 

2. Unravel the thread

Normal Spell

Pay 500 Life Points. Destroy one Spell card on the field

umlimited

 

Fountain of youth

Continuous Spell

Once per turn, during your standby phase, you may discard cards from your hands (max. 3) to increase your Life Points by 200 points per card

unlimited

 

 

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It's a fine card' date=' I agree, but who says Warriors will be made more often? More importantly, why should they get extra support over other types?

 

Just throwing my two cents in.

[/quote']

 

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

 

Following that criteria I decided to make a card for Warrior-Types because I wanted to. You're free to make whatever equivalent for whatever type you want and then we'll see what gets voted in. I wanted support for Warriors so I made support for them nothing more, nothing less.

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Point in card that search for monster with specific Type is that we will place there some monsters that will be key of some strategys..like in TCG is , but i am planning to bring it to whole new level..that is why i suggest no restrictions to that card at all and that it can search for lv5 or less for obvious reasons...

we will be careful for that type and support for that type will be really restricted and controlled...so take that in consideration too

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Im from tcgplayer forums and did sign up in the original thread to be a card creator, reworder and balancer.

 

Here are mine

 

 

7) Mirror Force clone with tweak.

 

LIMITED

 

Refraction

Normal trap card

Activate only when your opponent monster attacks while they have 2 or more face-up monsters. Take control of one monster on your opponents side of the field. Switch it to attack mode, and it attacks all monsters your opponent controls once each (it cannot attack your opponent directly) Return the monster to your opponent at the end of the battle phase.

 

 

 

 

11) Card that special summons monster from graveyard.

 

UNLIMITED

 

 

From the pit

Equip spell card

Special summon 1 monster from the bottom of your graveyard and equip it with this card. If this card is destroyed, destroy the equipped monster.

 

 

 

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

 

 

Pot of Insurance

Normal spell card

Select 1 monster on your side of the field. If the selected monster is destroyed before your next standby phase, draw 2 cards.

 

* I think this card should be used because it makes your opponent think twice about destroying it. Hand advantage or Field advantage?

 

** From what palaios said, if pot of insurance is abused by recruters, I propose this as an alternative effect:

 

----- Select 1 monster on your side of the field. It is not destroyed as a result of battle this turn. If the selected monster is destroyed before your next standby phase, draw 2 cards. ----

 

 

 

27) Monster that helps in easy Fusion Summon.

 

LIMITED

 

 

Binding force

Thunder/LIGHT/Lv4/1000Atk/1000Def

Discard 1 card, until the end of the turn, this card gains the following effect:

* This card can be treated as a fusion -material monster for a fusion summon. You do not need "Polymerization" for a fusion summon used with this card.

 

 

 

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

 

SEMI-LIMITED

 

 

 

 

Lucky Charm Ritual

Ritual Spell Card

Add 1 ritual monster in your deck to your hand. This card remains on the field face-up. During your second standby phase after this cards activation, ritual summon the ritual monster in your hand. If you cannot, send the ritual monster to the graveyard.

 

*I think this card should be used because its kind of like different dimension capsule. It can get a ritual monster from your deck and summon it slowly but surely. And if this card is destroyed while face-up, you have the ritual monster in your hand to use!

 

 

 

30) Monster that search/recovers Ritual Spells.

 

UNLIMITED

 

 

Secret Ancient cult member

Spellcaster/DARK/Lv6/2000Atk/2500Def

When this card is normal summoned, add 1 ritual spell card from your deck to your hand. When this card is Flipped face-up, add 1 ritual spell card from your graveyard to your hand. When this card is destroyed and sent to the graveyard, draw 1 card.

 

* I think this card should be used because it gives you a choice whether to add a ritual from your deck or graveyard. And if its destroyed, you get some insurance from it.

 

 

 

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

 

UNLIMITED

 

 

 

Force Field

Normal trap card

Activate only when your opponents monster attacks you directly. Destroy that monster, then draw 1 card.

 

 

 

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

 

UNLIMITED

 

 

Phaser

Psychic/DARK/Lv4/1200Atk/1800DEF

Any card sent to the graveyard by a card effect is removed from play. Once per turn, you can remove 1 card from your opponents graveyard from play.

 

 

 

UNLIMITED

 

40) Runaway Scapegoat

Normal spell card

Special summon 1 "runaway scapegoat token" (Beast/EARTH/Lv2/Atk:800/Def:0) to your opponent's side of the field.

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For some reason, I just really like Pot of Insurance. Possibly abusable considering your could destroy the monster in order to gain the draw. It'd be especially bad with recruiters. Ram into an opponent's monster, snag something new, then draw 2 new cards. For a minor loss of LP, your field remains similar and you get a +1 to the hand.

 

EDIT: (in response to the edit of his card) Mucho better, considering it's a normal spell, it can't be used during opponent's turn, which is good. You can't ram it anymore, although you could always destroy your own monster with a field annihalation effect (Torrential Tribute variant). If you absolutely want to prevent abuse, add "destroyed by your opponent's card effect". But this is still good and doesn't really need to be change. I'm well known for making my created cards underpowered due to the thought I put into how you can abuse a card. While we all like things to be balanced, we don't want them underpowered either.

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I really like most of seattleite's cards. Force Field especially, because it just makes you consider things differently. I don't know, I just really like it.

I also like the Pot of Insurance, second version. SOOO many uses. KEEP IT IN THE SET, PLEASE.

 

 

Raven: I agree with fortycal, wait a few more days for people. You could change the thread title to let them know that it will be ending soon, perhaps.

We could plan to move to the next stage this coming Saturday, if you wanted. That would give more than enough time for most people.

 

And am I going to have to get after you for not finishing your contest judging fast enough? :P

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