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Showing content with the highest reputation on 05/22/2020 in all areas

  1. 2 points
    Holy moly, I don't think I've ever seen a monster with so many lines of text before xD. Ok, it might be just me, but the gimmick of the fusion to only being able to use certain effects depending on the type of monsters on the field feels a bit confusing. I think I get what you mean, but I'll try to help you with the card grammar: Probably still not perfect, but there you go . There are quite a bit of redundancies in the original card grammar I'd like to point out for you to consider them in future posts. For instance, Konami has stopped using -Type and also -Attribute, except when we're talking about being treated as multiple things. Afaik, there are no monsters that can be treated as multiple types in the TCG (only in the anime), so there's no reference, BUT, there are monsters that are treated as multiple Attributes, and during those times, you use the -Attribute, hence why I omitted most -types, except when I mentioned it was being treated as multiples. Also, for the current card grammar, it's enough if you say, Must be X Summoned by doing X, no need to use "and cannot be X summoned by other ways etc. Finally, I did take a bit of a licence in the Machine effect: it says originally that if it would be targeted and destroyed, but I changed to a general anti-destruction effect to also ease the grammar.
  2. 1 point
    first of all, i will tell this: I CANNOT WITSTAND THE ARCHETYPES... each time i enter to duelingnexus or duelingbook i must find around 6-9 dudes who uses exaclty the same overpowered deck, i'm talking about decks that litelrally never run out of hand and that ALWAYS must recover their spells/traps....one thing is to be competitive and other totally different is to play make a play that takes 15 minutes while your oponent only watches you...that's why i decided to create these cards that could help to stop archetypes, any helping to correct their effects would be welcome, also, i must say this: i wans the one who drawed these monsters from 0:
  3. 1 point
    Condescending Descendants of Incandescence Continuous Spell If a Pyro monster you control is destroyed by battle or sent to the GY by your opponent's card effect: You can Special Summon 1 "Incandescent Descendant Token" (Pyro/FIRE/Level 1/ATK 800 / DEF 0) in the same zone that monster sent to the GY was. Monsters your opponent control in the same column as this card lose 800 ATK. Once per turn: You can Tribute any number of Incandescent Descendant Tokens; Special Summon 1 Pyro monster with an ATK equal or lower to the combined ATK of the Tributed Tokens from your Deck or GY. If this card is in your GY: You can banish it, then target 1 monster your opponent controls that is in the same column as a Pyro monster you control; negate its effects until the end of this turn. Next: Ascending Ancestors of Iridescence
  4. 1 point
    Boreal Flames of the North Quick - Play Spell If you control 2 or more FIRE monsters: Special summon 1 "Boreal Flames Token" (FIRE/Level 10/0 ATK/4000 DEF) to both players fields, and if you do; Both player target 1 monster their opponent controls: That monster is destroyed, but both players take damage equal to their respective targeted monsters original ATK. You can only activate 1 "Boreal Flames of the North" per turn. Next: Voltagnic Drago
  5. 1 point
    The Crying Child in Solitude EARTH Level 1 Aqua / Tuner / Effect Must be Summoned in the most left or most right Main Monster Zone. Your opponent cannot Summon or Set cards in the same column as this card. Once per turn, if your LP is lower than your opponent's: You can target 1 monster your opponent controls; take control of that monster, but you must move it to a zone adjacent to this card. While you control a monster your opponent owns, this card cannot be destroyed by battle or targeted or destroyed by your opponent's card effects. ATK 0 / DEF 0 Next: Boreal Flames of the North
  6. 1 point
    The Electric Sheep can't Dream LIGHT/Thunder/Effect Level: 4 If this card is destroyed by battle: You can add 1 Level 4 or lower LIGHT monster from your GY to your hand. If the monster you added to yout hand by this effect was: "The Electric Sheep can't Dream" Draw 1 card. You can only use this effect of "The Electric Sheep can't Dream" once per turn. ATK: 1500 DEF: 1400 Next: The Crying Child in Solitude
  7. 1 point
    Bellorophon, The Steampunk Sprocketeer WIND Level 7 Warrior / Effect You can Special Summon this card (from your hand or GY) by Tributing 1 "Deliades" monster. If you control a "Pegasus, the Steampunk Gearbeast" in an adjacent zone to this card, this card can attack your opponent directly, but if you do, other monsters cannot attack that turn. If this card is equipped and it battles a Beast monster: Destroy that monster, and if you do, this card can make a second attack on monsters during this Battle Phase. 2400 / 1800 Next: The Electric Sheep can't Dream
  8. 1 point
    Red Vice Dragon lv 5 DARK Dragon/Effect If you control no Monsters, you can Special Summon this card (from your hand) in Defense Position. You can only Special Summon "Red Vice Dragon" this way once per turn. If this card is Normal or Special Summoned: You can Special Summon 1 "Resonator" Tuner Monster from your hand or GY in Defense Position, also for the rest of this turn, you cannot Special Summon Monsters from your Extra Deck except DARK Dragon Synchro Monsters. You can only use this effect of "Red Vice Dragon" once per turn. ATK/2000 DEF/2400 Red Dragon Wing lv 7 DARK Dragon/Synchro/Effect 1 Tuner Monster + 1+ non-Tuner Monster Gains 200 ATK for each Tuner Monster in your GY. If this card was Synchro Summoned using a "Resonator" Tuner Monster or a non-Tuner DARK Dragon Monster, it gains the following effects. * At the start of the damage step, if this card battles an opponents monster whose ATK is equal or higher than this cards ATK: Destroy that Monster, and if you do, inflict damage to your opponent equal to the destroyed Monsters original ATK. * If this card is used as Synchro Material for a "Red Dragon Archfiend" Synchro Monster: Increase the Summoned Monsters ATK by 1200. ATK/2400 DEF/1600
  9. 1 point
    Arrrggg! How I want these!!! Wonders incoming ^_^
  10. 1 point
    Island's Horn of Calling Normal Spell ● Add 1 "Aile" Card up to 1 each from your Deck, GY, and/or Banished to your hand ● You can Normal Summon "Aile" Monster(s) in addition to your Normal Summon/Set up to number of times your opponent activate the effects of non-Trap card this turn You can only use each effect of Island's Horn of Calling once per turn Aile's Riches - Fruit of Island's Blessing WATER / Level 1 / Plant / Effect If this card Tributed to activate the effect of "The Little Swordsman of Aile", that monster cannot be destroyed by card effect until your next Standby Phase. During your Main Phase while either you control no monster OR the only monster you control is "The Little Swordsman of Aile", You can Special Summon this card from your GY. You can only use this effect of "Aile's Riches - Fruit of Island's" Blessing once per turn except during the turn 5 "Aile" Monster with different names is Normal Summoned ATK 0 / DEF 0 Aile's Riches - Sabre of Earthbore Hornet WATER / Level 2 / Insect / Effect If this card Tributed to activate the effect of "The Little Swordsman of Aile", this turn that monster can inflict Piercing Battle damage. During your Main Phase while all monster you control is "Aile" Monster and each of them is either exactly 1 level higher and/or lower than this card, You can Special Summon this card from your GY. You can only use this effect of "Aile's Riches - Sabre of Earthbore Hornet" once per turn except during the turn "Aile's Riches - Sabre of Earthbore Hornet and "The Little Swordsman of Aile" is Normal Summoned ATK 0 / DEF 0 Aile's Riches - Enchanted Viperskin-Cape WATER / Level 4 / Reptile / Effect If this card Tributed to activate the effect of "The Little Swordsman of Aile",that monster cannot be targeted by card effect until your next Standby Phase. During your Main Phase while all monster you control is "Aile" Monster(s) with different names and each of those monster has lower Level than this card, You can Special Summon this card from your GY. You can only use this effect of "Aile's Riches - Enchanted Viperskin-Cape" once per turn except during the turn "Aile's Riches - Enchanted Viperskin-Cape" and "The Little Swordsman of Aile" is Normal Summoned ATK 0 / DEF 0 Aile's Riches - Saddle of Immortal Gecko's WATER / Level 5 / Wyrm / Effect If this card Tributed to activate the effect of "The Little Swordsman of Aile", You opponent cannot activate cards or effects when that monster attack during the Battle Phase of this turn. During your Main Phase while you control 4 "Aile" Monster(s) with different names and each of those monster has lower Level than this card: Immediately after this effect resolved; You can either Normal Summon this card without tribute OR Special Summon this card from your GY. You can only use this effect of "Aile's Riches - Saddle of Immortal Gecko's " once per turn except during the turn "The Little Swordsman of Aile" is Normal Summoned ATK 0 / DEF 0 Next: Akakieisu
  11. 1 point
    That's a tough one... how to make an archetype out of an old-school trap with a generic name... Persistent Conscription (Trap) [Continuous] Excavate the top card of your opponent's Deck, and if it is a monster that can be Normal Summoned/Set, Special Summon it to your field and destroy this card. Otherwise, your opponent chooses to either add that card to their hand or place it on the bottom of their Deck. You must apply this effect until you Summon a monster to your side of the field with this effect. Negligent Conscription (Trap) Activate only while you control no monsters. Excavate the top card of your opponent's Deck, and if it is a monster, Special Summon it to your field (ignoring its Summoning conditions). Otherwise, add that card to your opponent's hand. If a monster is Summoned by this effect, any damage to your opponent's LP by that monster is reduced to 0. Emergency Conscription (Trap) [Counter] If you control no monsters, you can activate this card from your hand. Excavate the top card of your opponent's Deck, and if it is a monster that can be Normal Summoned/Set, Special Summon it to your field. Otherwise, shuffle the card excavated and this card to the Deck. Next: "The Little Swordsman of Aile"
  12. 1 point
    "Claweaver" Level 7/Fiend/Effect/DARK/2400/2750 A fiend with many talons, bent on war and despondency. "Flameweaver" Rank 7/Pyro/Xyz/Effect/FIRE/3000/2900 2 Level 7 monsters You can detach 1 Material from this card, Special Summon 2 "weaver" monsters with different names from your GY. "Waveweaver" Rank 7/Aqua/Xyz/Effect/FIRE/2900/3000 2 Level 7 monsters You can detach 1 Material from this card, add 2 "weaver" monsters from your Deck to your hand. "Windweaver" Rank 7/Thunder/Xyz/Effect/WIND/0/0 2+ Level 7 monsters This card gains 1000 ATK/DEF for every Material attached to it. Once per turn: You can attach one "weaver" monster from your GY to this card as Material. "Quakeweaver" Rank 4/Rock/Xyz/Effect/EARTH/0/0 2+ Level 7 monsters Once per turn, during your Standby Phase: Target 1 monster your opponent controls, that target loses 1000 ATK/DEF for every Material attached to this card. Once per turn, you can attach one "weaver" monster from your hand to this card as Material. Next: "Conscription"
  13. 0 points
    Multi-Summon (SPELL) Quick-Play Spell Card Activate when you successfully Normal Summon a Level 4 or lower monster while your opponent controls a face-up monster; Special Summon 1 monster from your hand, Deck or GY with the same name as the monster Summoned, then your opponent can choose to either Special Summon 1 monster from their hand, Deck or GY with the same name as a monster they control or have this card inflict 2000 damage to your LP. NEXT: Bellerophon, The Steampunk Sprocketeer
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