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Yugioh Created Card Game Set 0 ( Voting Phase ) +1 REP reward possible


Nightmarian

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Ok guys..here we go, finnaly in voting phase!!!! Now i will explain how it will go ....this time we got rewards for hard work

 

so listen carefuly..^^

 

 

NOW IS YOUR CHANCE TO DECIDE WHAT CARDS U WANT IN OUR CCG GAME!!!!!

 

 

REWARDs :

 

1) Each person that will give vote in every group and will post all votes in 1 post following RULES will get from me (or

 

someone else ) + 1 REPUTATION

2) Each person will get for each vote number of CCG points but amount and everything about them will be determined after.

 

 

 

RULES :

 

0) YOU CANNOT VOTE FOR CARDS YOU HAVE SUBMITTED!!!!!!!!!!

 

1) You must vote using this TEMPLATE :

 

GROUP NUMBER / CARD ( NAME OF CARD FOR WHICH U VOTE)

 

-i made whole template bellow so u can easyly copy paste and u don't need to bother with it..your only job is to write name

 

of cards for which your vote in specific group

 

 

2) In one group you can vote for MAXIMUM 1 CARD

 

3) You must post all your votes in 1 post.

 

4) Please no mentioning names of owners cards.

 

5) In groups 40-50 you need to vote for max 11 cards..to get REPS you MUST vote for 11 cards from all cards in group 40.

11 cards total will go from group 11 in next phase...

 

6) You will notice that in ANY CARD GROUPS there are some groups with letters A) , B) , C) ... those groups mean that you can

 

vote for only 1 card from that group...(you don't have to) .. + for example, if u vote for Bazaar Deal you cannot vote for

 

Exchange of Goods..

 

 

 

Voting Phase will end at 1.2. 2009.

 

Some voting suggestions :

 

1) DON'T GIVE VOTE TO CARD THAT HAVE BETTER NAME..IGNORE NAMES...NAMES WILL BE PROBABLY CHANGED OF MOST OF THE CARDS WHEN WE WILL LOOK FOR RIGHT IMAGES!!!!

2) IGNORE WORDING!!! IF CARD MAKES TOTAL CONFUSION, I UNDERSTAND..BUT IF SOMEONE MADE FEW WORDING ERRORS, IT DOESN'T MATTER..OUR WORDING MEDICS WILL FIX IT LATER!!!

3) VOTE FOR CARDS THAT ARE INTERESTING , CREATIVE AND BALANCED!!! THAT IS THE KEY!!!

4) VOTE FOR CARDS THAT ARE NOT BROKEN AND WILL HELP THAT GAME IS MORE INTERESTING TO PLAY!!!

5) VOTE FOR CARDS THAT ENABLES NEW COMBOS, CHANGE META AND ENABLE EVEN MORE CREATIVE MAKING OF CARDS IN FUTURE!!!

 

 

 

After that votes will be counted and i will post results..then we will enter next phase...

 

 

 

 

 

 

TEMPLATE

 

GROUP NAME / CARD

1/

2/

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4/

5/

6/

7/

8/

9/

10/

11/

12/

13/

14/

15/

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40 card1/card2/card3/card4/card5/card6/card7/card8/card9/card10/card11

 

 

p.s. it is possible that i will add here more rules so give your suggestions comments..it is first set so rules are not perfect obv..


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CARD GROUPS :

 

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.

 

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..

 

 

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.

 

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

 

 

Banishing Blast - SEMI-LIMITED

Normal Spell

Discard 1 Spell/Trap card in your hand from play. Destroy all spell/trap cards on the field.

 

 

Ring of Fire

Trap Card

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

 

 

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) 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.

 

 

Disruption Storm

(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.

 

 

Fire Ball

Spell/Quick-Play

Effect:

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

 

Unravel the thread

Normal Spell

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

umlimited

 

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.

 

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.

 

LIMITED

Judgment Bolt

Quick Spell

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

 

 

Lucky Shot - SEMI-LIMITED

Quick Play Spell

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

 

 

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

 

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.

 

 

 

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

 

 

Destabilize

(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.

 

 

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

 

 

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

 

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

 

 

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.

 

Android's Gaze

Trap Card

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

 

Ambush from Behind!

Normal Trap

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

 

 

Twin Hammer

normal trap

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 )

 

 

 

 

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.

 

-slows summoning rate and 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

 

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.)

 

 

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.

 

(Very handy card to have in any deck can stop Synchros and high attacks e.t.c)

 

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

 

Blinding Angel of Light

LIGHT fairy

Level 3

ATK 1000

DEF 1000

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

 

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!! (not really lol)

 

 

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.

 

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)

 

 

 

 

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. Any activation of monsters that are discarded from top of deck with this card is negated.

 

 

 

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.

 

Safe & Sound

Spell/Normal

Effect:

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

 

 

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

 

Gravestone Swap

Trap Card

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

 

 

Reincarnation

Normal Spell

Select up to 5 monsters in your Graveyard. Shuffle your hand and the selected monsters into your Deck. Draw the number of cards equal to the number of card you shuffled into your deck from your hand. If you have no monster in your hand with the same Card Name as one of the selected monsters, you can add to your hand 1 monster with the same Card Name as 1 of the monsters you selected from your Deck.

 

 

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) 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 monster

 

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.

 

 

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.

 

 

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.

 

 

 

 

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 *100. 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.

 

 

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.

 

 

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 ^^

 

 

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.

 

 

 

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.

 

 

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.

 

 

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...

 

 

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.

 

 

Minefield- LIMITED

Normal Trap

Activate this card when your opponent performs more than one summon in the current turn. Destroy all monsters on the field.

 

 

 

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 on field to their owners hand. If it was summoned from a players deck return all monsters on field to owners decks. If it was summoned from the graveyard destroy all monsters on field. 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.

 

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)

 

 

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.

 

 

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?

 

 

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.

 

 

Dimension Rift

Normal Trap

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

 

 

 

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.

 

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.

 

 

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

 

 

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

 

 

(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)

 

 

 

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..

 

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.

 

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

 

 

 

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

 

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.

 

 

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.

 

 

(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)

 

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.

 

 

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.

 

 

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.

 

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.

 

Deal With The Darkness

Normal Spell

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

 

 

 

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.

 

 

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.

 

 

 

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...

 

 

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.

 

 

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.

 

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.

 

 

Bomb Squad

EARTH/Warrior/Effect

***

1000/1000

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

 

 

 

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

 

Solomon's Justice

Counter Trap

Pay half of your Life Points. Negate a Spell, Trap, or Monster's effect that activates on the 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..

 

 

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.

 

 

 

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

 

 

 

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

-one more reason for having this card in game is that "Solemn" we have doesn't stop summons so this would solve that problem..

 

 

Summon Seal

Counter Trap

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

 

 

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

 

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.

 

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) 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)

 

 

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.

 

 

 

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.

 

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) 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)

 

 

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 2 or more 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.

 

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.

 

 

 

Stalemate

Continuous Trap

As long as this card remains face up on the field, all monsters are switched to defense position. Pay 300 Life Points during each of your standby phases. If you choose not to pay, destroy this card.

 

 

 

17) Continuous Trap card that stalls.

 

 

Gruesome Slimeyard

Continuous Trap

When monster attacks 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

 

 

 

 

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.

 

 

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 1600/600

When this card is Normal Summoned, during your next Standby Phase if this card is face-up on the field , 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..It is actually opposite of Sangan..while Sangan must be destroyed to get his effect , this one needs to survive ( i think that is much more harder) ;)

-atk tweak are possible after testings obv

 

 

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.

 

 

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)

 

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.

 

 

 

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 10 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.

 

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 monster with 1500 ATK or less and add it into your 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.

 

 

 

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) 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 is not destroyed as a result of battle this turn and is destroyed before your next standby phase, draw 2 cards.

 

 

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.

 

 

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.

 

 

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)

 

 

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.

 

 

 

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.

 

 

Black Ops

Normal Spell

Both Players draw 2 cards during your next opponents Standby Phase and reveal them one to another.

 

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

 

LIMITED or SEMI

 

Forest Archer

Beast-Warrior 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 ^^

 

 

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.

 

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)

 

 

Pyrotechnic Pixie

Fire Level 4

ATK 1000/ DEF 1000

Fiend/Effect

Once per turn, you can discard 1 card and pay 800 Life Points. Destroy 1 card on the field.

 

 

 

 

 

 

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

 

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.

 

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.

 

 

 

 

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.

 

 

 

 

 

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.

 

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)

 

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.

 

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) Card that swarm Tokens to field. (Scapegoat)

 

 

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.

 

 

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)

 

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.

 

 

Black Wall [Trap]

(Continuous)

Pay 500 Life Points for each and Special summon as many as possible "Black Sheep Tokens" (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 or for Synchro Summon. 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. When this card is removed from field destroy all "Black Sheep Tokens" on 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.

 

 

 

 

 

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

 

 

 

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.

 

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 >.<

 

 

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.

 

 

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.

 

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

 

 

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 treat it like it have this 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 that Fusion Monster from your Extra Deck."

 

 

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.

 

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

 

 

 

 

 

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.

 

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.

 

 

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 tribute 1 monster to 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. If this effect is applied, you cannot Special Summon during this turn.

 

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.

 

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...

 

 

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.

 

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.

 

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

 

 

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.

 

 

 

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.

 

 

 

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

 

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 FIRE monster in face up Attack Position from your 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.

 

 

 

 

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.

 

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 WATER monster in face up Attack Position from your Deck.

 

 

 

Soldier of Ice

Water/Warrior/Effect

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.

 

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.

 

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.

 

 

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.

 

 

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.

 

Hurricane 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.

 

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 WIND monster in face up Attack Position from your Deck.

 

 

 

 

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.

 

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 LIGHT monster in face up Attack Position from your Deck

 

 

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..

 

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.

 

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.

 

 

 

 

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)

 

 

 

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.

 

 

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.

 

 

Phaser

Psychic/DARK/lv4/1200atk/1800def

Any card sent from the hand or field to the graveyard is removed from play. Once per turn, you can remove 1 card from your opponents graveyard from play.

 

 

 

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)

 

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.

 

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.

 

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

 

 

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.

 

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

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Because forum have problems with too big posts , Karl and me separated it..this is part #2 of all cards :

 

40-50 -> ANY CARDS GROUP...CHOOSE 11 CARDS FROM THIS CARDS BELLOW , BUT YOU CANNOT VOTE FOR MORE THEN 1 CARD THAT ARE IN SPECIAL "LETTER GROUP"

 

 

A)

 

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.

 

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 Mr. Green

 

 

 

Timely Demise

Normal Spell

Discard 1 card. Remove from play 1 card on the field.

 

 

Poison Apple

Counter Trap

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

 

 

 

 

B)

 

 

Perilous Smash

Normal Trap

Discard 1 card, remove from play 1 Spell or Trap Card on the field.

 

 

 

 

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.

 

Powerblast Return

Spell

Lore: Return 1 monster from your side of the field to your hand to destroy a number of spell or trap cards equal to that monster's level, for each spell card destroyed by this effect, your opponent draws 1 card.

 

 

C)

 

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.

 

 

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)

 

 

IMPORTANT NOTE : you cannot vote for Bazaar Deal and Exchange of Goods too!!! Either none or 1 of them is ok..

 

 

D)

 

 

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

 

Mana Overflow

Quick Play

This card cannot be chained to other card activation and cards cannot be chained to this card's activation. Flip 1 face-down Spell or Trap on opponents side of the field and activate it.

 

 

Urge to Strike

Quick Spell

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

 

 

 

 

E)

 

Silent Night [Trap]

(Counter)

Negate the activation of a card effect that involves special summoning or destroying a monster and destroy it.

 

 

 

Summon Breaker

Counter Trap

lore: When your opponent Special Summons a monster inflict damage to your opponent equal to half of that monsters ATK and return it to owners hand.

 

 

-return this card to Set position? or what?? if yes then is broken

 

 

F)

 

Chains of Agony

Spell/Equip

Effect:

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

 

 

 

 

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.

 

 

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.

 

 

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.

 

 

 

G)

 

 

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.

 

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

 

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.

 

 

 

Empire End Dragon - Dawn of Destruction

Effect Monster

LIGHT / Dragon

8 / ? / 2000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing at least 2 monsters you control. This card ATK becomes equal to number of monsters used to Special Summon this card * 800. During your each End Phase, pay 1000 Life Points. If you do not, this card is destroyed. Once per turn by decreasing this card ATK by 1000 you can destroy 1 monster your opponent control.

 

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

 

 

 

 

Demon Hands

Trap/Counter

Effect:

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

 

 

 

 

 

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.

 

 

I Spy

Normal Spell

Pay 800 Life Points. Look in your opponents hand.

 

 

 

Stagnant Water

WATER Aqua lv4 1400/1800

FLIP: You can discard 2 cards to the Graveyard, to add 1 of your opponents Set Spell or Trap Cards to your hand. When the selected card is sent to the Graveyard it is returned to your oppponents Deck instead.

 

 

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 when this card is attacked you can send 2 cards from top of your Deck to Graveyard to negate it.

 

 

 

 

 

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.

 

 

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

 

 

 

 

 

Stopping the inevitable

Normal Trap

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

 

 

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.

 

 

 

Fountain of youth

Continuous Spell

Once per turn, during your standby phase, you may discard a card from your hand to increase your Life Points by 800.

unlimited

 

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

 

Protection Payments

continuous spell card

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

 

 

 

Prohibition of the Greedy

Continuous Trap Card

Neither player can draw cards outside of their Draw Phase.

 

 

Aqua Magician

Water/Spellcaster/Effect

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.

(Can help you out of tricky situation)

 

 

 

 

 

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.

 

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.

 

 

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..

 

 

A Second Chance

Normal Trap

 

Activate only when a monster on your side of the field is sent to the Graveyard. Return the monster to the your Deck. Your opponent then gains 1000 Life Points

 

 

 

 

 

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 ^^

 

 

 

 

 

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)

 

 

Sexy Aroma

Spell/Equip

Effect:

As long as you control the monster equipped with this card, your opponent cannot attack other monsters other than the equipped monster.

 

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.

 

 

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...

 

 

Warrior of Shining Hope

LIGHT/6 STARS/Warrior

2000/1700

Effect:

If this card is Special Summoned by the effect of a Spell Card, increase this card's ATK by 1000 until the End Phase. Each time a Spell or Trap Card is activated, place 1 Hope Counter on this card (max. 2). If the effect of a Spell or Trap Card is activated, you can remove 2 Hope Counters from this card to negate the effect of that Spell or Trap Card. If this card is selected as an attack target, remove 1 Hope Counter from this card to negate the attack. If there are no Spell or Trap Cards on the field, remove this card from play.

 

 

 

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

 

 

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 both Players 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.

 

 

 

 

Complete Deck Lockdown

 

Spell Quick-Play

 

Effect:Activate this card when there are 4 or more monster on the field, your opponent discards 1 card from their hand. If a Spell Card is discarded from the hand by the effect of this card, skip your next Draw Phase. If a Monster Card is discarded from the hand by the effect of this card, inflict 1000 damage to your opponent. If a Trap Card is discard from the hand by the effect of this card, inflict 400 damage to both players Life Points for each face-down Defense Position monster on the field.

 

 

 

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 destroy the opponents monster without Damage Calculation.

 

 

 

 

 

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)

 

 

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.

 

 

Apprentice of the Flame Archer

 

FIRE/4 STARS/Warrior

 

1200/1000

 

Effect

When this card destroys a monster by battle, you can send this card to the Graveyard. If this card is sent to the Graveyard by this card's effect, activate the following effect: both players Special Summon 1 Level 3 or lower monster from their hand in face-up Defense Position. During the 3rd Standby Phase after you activated this effect, remove all monsters on the field from play. Inflict 400 damage to both players for each monster removed from play by this card's effect.

 

 

 

Testing Laboratory

Continuous Trap

The effects of all face-up monsters cannot be activated.

 

 

-well, i guess i need to say something about rulings..this doesnt negate all monsters effects..1) it negates only face-up ones that are on field 2) it doesn't negate Continuos monsters effects..so for example Dark Armed Dragon can be SS but he cannot destroy cards on field...D.D. Survivor will work because his effect activates in removed from play pile , Banisher of Light would work because he have Continuos effect , so his effect never activates...

 

 

 

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.

 

 

 

The weeping Fairy

WIND/3 Star/Fairy

1100/0

 

Effect:

When this card is Special Summoned to owners side of the field in face-up Attack Position, you can change this card control to your opponent. This card cannot be Tribute to Tribute Summon any monster Level 6 or higher. If this card is on not owners side of the field during controllers End phase destroy this card and inflict 1000 damage to it controller.

 

Trojan Fusion

Equip Spell

Lore: 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 that Fusion Monster from your Extra Deck. 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).

 

 

 

 

Necorominister

Monster

Level 6

Dark

ATK: 2400

DEF: 1000

Zombie/Effect

When this card is Special Summoned both Players can discard up to 2 cards in their hand to draw 1 card for each.

 

 

 

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.

 

 

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)

 

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

 

 

 

Corn Mouse [Earth]

(Lv. 4)

[beast/Effect]

When this card is destroyed you can choose 1 normal monster from your deck and add it to your hand.

ATK/1200 DEF/800

 

 

 

 

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.

 

 

 

Shinobi of the Mist

Water/Warrior/Effect

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.

 

 

 

Sinister Fiend

DARK/Fiend

***

1500/1000

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

 

 

 

 

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. Then pick up five cards from the top of your deck, and Special summon any “Sea-Bound Lemming” in face-up defense position. Return any other picked up cards to the deck.

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I will be the first to vote.

Did you guys make the first rule for me?

I lol'ed, anyway, here are:

[spoiler=My Picks]

1/Tempest Storm (but change its name to Magnetic Storm, which I made '-')

2/Judgement Bolt

3/Variable Storm

4/Backrow Assault

5/Cosmic Dancer

6/Refueling

7/Mirrored Destruction

8/Dragged Back

9/Demon Pit

10/Advanced Polymerization

11/Resurrection

12/Sky Breaker

13/Solomon's Justice

14/Horn of Hell

15/Devil Bribe

16/Gentlemen's Duel

17/Gruesome Slimeyard

18/Righteous Scout

19/Take the Best for yourself(very long name!)

20/Pyrotechnic Pixie

21/Fist of Rage

22/Ultimate Tragedy

23/Sweep out from the Middle(long name)

24/Fluffy Invasion

25/Stabilization Dome

26/Terracovery

27/Mirror Knight

28/Crystal Chameleon

29/Ancient Ritual

30/Secret Ancient Cult Member

31/Lava Worm

32/Emerald Shell

33/Corrupted Clown

34/Blind Mole

35/Hurricane Pigeon

36/Electro Lynx

37/Force Field

38/Phaser

39/Golden Tomb

40/

Psychic Demolotion

Exchange of Goods

Gravity Wind

Brain Obliteration

Master Bowman

Aqua Magician

Pit of Sadness

The Time and Space Chamber

Destiny Emperor Zodiac

Skill Absorber

Crazy Totem

 

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Nightmarian, Gravity Crush should read "Pay life points equal to the combined Level of your opponent's monsters x 100. Could you correct that for me?

 

 

 

[spoiler=My votes:]

 

GROUP NAME / CARD

1/ Tempest Storm

2/ Judgment Bolt

3/ Cosmic Typhoon

4/ Backrow Assault

5/ Creator of Chaos

6/ Return of Heroes

7/ Indiscriminate Punishment

8/ Gaia Collapse

9/ Dimension Rift

10/ Miracle Polymerization

11/ Egg of Regeneration

12/ Kaser, the Wicked Knight

13/ Solomon's Justice

14/ Horns of Hell

15/ Card Lockdown

16/ Gentleman's Duel

17/ Gruesome Slimeyard

18/ Soguki

19/ Pot of Insurance

20/ Dying Immortal

21/ Fist of Rage

22/ Ultimate Tradgedy

23/ Reaper's Laugh

24/ Fluffy Invasion

25/ Terrastorming

26/ Terracovery

27/ Mirror Knight

28/ Chimera Breeder (This card needs ATK/DEF, but I'll vote for it no matter what it is, given that it's reasonable)

29/ Ancient Ritual

30/ Sparrow the Postman

31/ Lava Worm

32/ Emerald Shell

33/ Corrupted Clown

34/ Blind Mole

35/ Hurricane Pigeon

36/ Electro Lynx

37/ Force Field

38/ D.D. Guardian

39/ Golden Tomb

40 card1/ [A] Psychic Demolition

card2/ [F] Magnetic Energy Force

card3/ [C] Bazaar Deal

card4/ [G] Empire End Dragon - Dawn of Destruction

 

(Past [G], the sections aren't lettered. I chose freely from the remaining cards, assuming there was no restriction.)

 

card5/ Crazy Totem

card6/ Draw Hound

card7/ Destiny Emperor Zodiac

card8/ Counter Crusher

card9/ Star Dust

card10/ Overdog Rule

card11/ Abyssal Dragon

 

 

 

 

 

 

 

 

 

siobglvauierlivunsldriuhvglzjuehrlgbslduifnvluiosehlughalusgeflauihnwlzci.ighueirhlagblargh

 

*ahem*

 

WELL, THAT TOOK A WHILE.

But I was silly, and I chose to do it all at once. It'd be better to do it in chunks. Just a bit of advice for the others.

Happy voting!

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[spoiler=my votes]GROUP NAME / CARD

1/ Tempest Storm

2/ Judgment Bolt

3/ Destabilize

4/ Ambush from Behind

5/ Cockroach

6/ Return of Heros

7/ Gravity Crush (but surely the effect means equal to combined levels x100)

8/ Dragged Back

9/ Elimination of Extremes

10/ Advance poylmerization

11/ Retro Summon

12/ Bomb Squad

13/ Solomon's Justice

14/ Horns of Hell (Should be limited do)

15/ Devil Bribe

16/ Gates of Order

17/ Gruesome Slimeyard

18/ The Rainbow Patriot

19/ Chaotic Draw

20/ Pyrotechnic Pixie

21/ Fist of Rage

22/ Ultimate Tragedy

23/ Sweep Out from the Middle

24/ Fluffy Invasion

25/ Terrastorming

26/ Terracovery

27/ Binding Force

28/ Crystal Chameleon

29/ Ancient Ritual

30/ Keeper of Lore

31/ Lava Worm

32/ Emerald Shell

33/ Fiends Calling

34/ Life Circle

35/ Hurricane Pigeon

36/ Electro Lynx

37/ Suicide Blast

38/ Master of the 5th Dimension

39/ Golden Tomb

40/ Gravity Wind (From D)

41/ Double Barreled Gun Mage (From G)

42/ Fountain of Youth

43/ Draw Hound

44/ Testing Laboratory

45/ Shinobi of the Mist ( but what Level is it)

46/ Crazy Totem

47/ Prohibition of the Greedy

48/ The Magical Shapeshifter

49/ Exhaustion in High Gravity (From F)

50/ Flaming Warrior ( We need Vanillas)

 

 

there are all my vote took me a while, but at least we are started...

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[spoiler=votes]

1/Tempest Storm

2/Fire Ball

3/Variable Storm

4/Sudden Bolt

5/Cosmic Dancer

6/Safe & Sound

7/Hell Force

8/Bomb of Destruction

9/Summon Sensor

10/Miracle Polymerization

11/Resurrection

12/Aquatic Virus

13/Shameful Rejection

14/Horns of Hell

15/Chains of the Past

16/Gentleman's Duel

17/Gruesome Slimeyard

18/Haze Fairy

19/Chaotic Draw

20/Dying Immortal

21/Fist of Rage

22/Ultimate Tragedy (duh?)

23/Sweep Out From the Middle

24/Fluffy Invasion

25/Stabilization Dome

26/Mirage City

27/Mirror Knight

28/Crystal Chameleon

29/Ancient Ritual

30/Sparrow the Postman

31/Lava Worm

32/Emerald Shell

33/Corrupted Clown

34/Blind Mole

35/Hurricane Pigeon

36/Electro Lynx

37/Suicide Blast

38/D.D. Guardian

39/Soldiers Recruiting

40/Gravity Wind, Protection Payments, Prohibition of the Greedy, Greed Jar,

Flaming Warrior, Destiny Emperor Zodiac, Testing Laboratory, Corn Mouse, Sinister Fiend,

Sea-Bound Lemming, Brain Obliteration

 

 

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Thanks you really helped me out, I truly appreciate it Tommers2008. Also your very helpful to other people as well, + REP.

[spoiler=Hear are my votes]1/Magnetic Storm

2/Judgment Bolt

3/Variable Storm

4/Sudden Bolt

5/Cosmic Dancer

6/Refueling

7/Hell Force

8/Bomb of Destruction

9/Demon Pit

10/Advanced Polymerization

11/Chained to Life

12/Destiny Owl

13/Solomon's Justice

14/Summon Seal

15/Card Lockdown

16/Gentleman's Duel

17/Gruesome Slimeyard

18/Minions Hero

19/Chaotic Draw

20/Forest Archer

21/Fist of Rage

22/Ultimate Tragedy

23/No Way Forward

24/Fluffy Invasion

25/Stabilization Dome

26/Terracovery

27/Mirror Knight

28/Crystal Chameleon

29/Ancient Ritual

30/Keeper of Lore

31/Lava Worm

32/Emerald Shell

33/Corrupted Clown

34/Blind Mole

35/Hurricane Pigeon

36/Electro Lynx

37/Force Field

38/D.D. Guardian

39/Recycle of Fate

40/Psychic Demolition/Burst Destruction/Bazaar Deal/Silent Night/Crossing the Trenches/Double Barreled Gun Mage/Stopping the inevitable/Prohibition of the Greedy/Greed Jar/Testing Laboratory/Corn Mouse

 

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[spoiler=My Votes]

1/Magnetic Storm

2/Fire Ball

3/Cosmic Typhoon

4/Twin Hammer

5/Bati, the Fat Guy

6/Gravestone Swap

7/Refraction

8/Bomb of Destruction

9/Watcher of the Gate

10/Advanced Polymerization

11/Egg of Regeneration

12/Sky Breaker

13/Offering of Greater Value

14/Delayed Debut

15/Quiet in the Back Row!

16/Exhaustion in High Gravity

17/Crossing the Trenches

18/Minions Hero

19/Tax Rise

20/Necorominister

21/Sacrifice of Judgement

22/Pierced Defenses

23/Reaper's Laugh

24/Fluffy Invasion

25/Terrastorming

26/Terracovery

27/Vortex Golem

28/Fusion Reborn

29/Ritual of Night

30/Keeper of Lore

31/Inferno Samurai

32/Emerald Shell

33/Corrupted Clown

34/Blind Mole

35/The Green Pigeon

36/Electro Lynx

37/Suicide Blast

38/Chaos Soldier

39/Soldiers Recruiting

40 card1/Crazy Totem

card2/Destiny Emperor Zodiac

card3/Counter Crusher

card4/Domino Effect

card5/Sinister Fiend

card6/Draw Hound

card7/Tag Out!

card8/Pit of Sadness

card9/The Time & Space Chamber

card10/Testing Laboratory

card11/Buzzer

 

 

 

 

 

I hope I have done it correctly, it was confusing.

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[spoiler=my picks]

1/blazing firestorm

2/shadow seeker

3/variable storm

4/sudden bolt

5/bati, the fat guy

6/The Potential of a Second Chance

7/secret defender

8/dragged back

9/summon sensor

10/advanced polymerization

11/mostly dead

12/bomb squad

13/crime and punishment

14/horns of hell

15/chains of the past

16/gentlemens duel

17/regenerating soul shield

18/soguki

19/feeling lucky

20/forest archer

21/fist of rage

22/ultimate tragedy

23/reapers laugh

24/black wall

25/terrastorming

26/tradition

27/fusiocian

28/fusion reborn

29/ancient ritual

30/tiger of natural magicks

31/drilling for oil

32/ocean exploration

33/fiend calling

34/life cycle

35/avian migration

36/guiding light

37/suicide blast

38/phaser

39/computerized search

40 aerial strike/perilous smash/exchange of goods/gravity wind/summon breaker/Exhaustion in High Gravity/master bowman/prohibition of the greedy/counter crusher/greed jar/draw hound


rebounding blast is in the 40-50, it should b in the mirror force. i kno, i made it

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Necoromonister doesn't destroy monsters..how he then fit in group 20??

Exhaustion in High Gravity - true, it have before wording that made it understable so after we fixed it i forgat to move it to right group...u will get CCG points because of this..

Rebounding blast is in any card group because it is not staple card (so it doesn't fit criteria to be in that group) ,it is too hard to activate it.

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[spoiler=My Votes]

1/Magnetic Storm

2/Fire Ball

3/Cosmic Typhoon

4/Twin Hammer

5/Bati' date=' the Fat Guy

6/Gravestone Swap

7/Refraction

8/Bomb of Destruction

9/Watcher of the Gate

10/Advanced Polymerization

11/Egg of Regeneration

12/Sky Breaker

13/Offering of Greater Value

14/Delayed Debut

15/Quiet in the Back Row!

16/Exhaustion in High Gravity

17/Crossing the Trenches

18/Minions Hero

19/Tax Rise

20/Necorominister

21/Sacrifice of Judgement

22/Pierced Defenses

23/Reaper's Laugh

24/Fluffy Invasion

25/Terrastorming

26/Terracovery

27/Vortex Golem

28/Fusion Reborn

29/Ritual of Night

30/Keeper of Lore

31/Inferno Samurai

32/Emerald Shell

33/Corrupted Clown

34/Blind Mole

35/The Green Pigeon

36/Electro Lynx

37/Suicide Blast

38/Chaos Soldier

39/Soldiers Recruiting

40 card1/Crazy Totem

card2/Destiny Emperor Zodiac

card3/Counter Crusher

card4/Domino Effect

card5/Sinister Fiend

card6/Draw Hound

card7/Tag Out!

card8/Pit of Sadness

card9/The Time & Space Chamber

card10/Testing Laboratory

card11/Buzzer

 

 

 

 

 

I hope I have done it correctly, it was confusing.

[/quote']

 

tax rise wasnt in 19 it got taken out

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1/Tempest Storm

2/Judgment Bolt

3/Variable Storm

4/Sudden Bolt

5/Voodoo doll

6/Gravestone Swap

7/Hell Force

8/Bomb of Destruction

9/Elimination of Extremes

10/Advanced Polymerization

11/Dimensional Resurrection

12/Sky Breaker

13/Solomon's Justice

14/Polite Refusal

15/Devil Bribe

16/Stalemate

17/Regenerating Soul Shield

18/Creature

19/Black Ops

20/Dying Immortal

21/Fist of Rage

22/Ultimate Tragedy

23/No Way Forward

24/Fluffy Invasion

25/Stabilization Dome

26/Mirage City

27/Fusiocian

28/Crystal Chameleon

29/Ancient Ritual

30/Sparrow The Postman

31/Inferno Samurai

32/Emerald Shell

33/Fiends Calling

34/Blind Mole

35/Hurricane Pigeon

36/Guiding Light

37/Wavemotion Defraction

38/Phaser

39/Soldiers Recruiting

40

Psychic Demolition

Perilous Smash

Blood Paladin

Demon Hands

Stagnant Water

Crazy Totem

Pit of Sadness

The Time & Space Chamber

Menacing Tyrant

Overdog Rule

Necorominister

 

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Necoromonister doesn't destroy monsters..how he then fit in group 20??

Exhaustion in High Gravity - true' date=' it have before wording that made it understable so after we fixed it i forgat to move it to right group...u will get CCG points because of this..

Rebounding blast is in any card group because it is not staple card (so it doesn't fit criteria to be in that group) ,it is too hard to activate it.

[/quote']

 

i think you misunderstood my post, i was answering to infinity sparker..

 

he has a cards from 40-50 group in number 16 and 20

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