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.:JBM:.

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I'm not a Newb Hunter' date=' but I found someone who really needs help

http://forum.yugiohcardmaker.net/thread-138869.html

[/quote']

 

It's newb patroller. Anyway, you don't need to be a patroller to bring in threads that need help.

 

Club Username: lonewolf1249

Why do you want to join: Coz i know what its like to be treated this way.

Do I go on anyother fourms:No

 

Accepted. Max' date=' thanks for accepting some of the earlier ones. Adding them now.

 

 

Adding....

 

 

 

adding...

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posting these as requested

[spoiler=fiend lord set]341559z.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 monster with "Fiend Lord of" in its name and 2 other monsters with "Fiend Lord" in their name. This card's attribute becames the attibute of the monster with "Fiend Lord of" in its name that was used to Special Summon this card. Once per turn, you can Special Summon 1 monster with "Fiend Lord of" in its names from your hand or Graveyard ignoring Summoning conditions. That monsters effect is negated and cannot attack until the your 2nd End Phase after it was Summoned.

 

341559t.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 WIND monsters on your side of the field to Graveyard. This card's ATK and DEF is equal to the number of WIND monsters in the graveyard x 500. Once per turn, Return 2 WIND monsters on your side of the field except this card to return all Spell and Trap cards on the field to the owner's hand. You cannot not activate or set any Spell or Trap cards during the turn you activate this effect.

 

341559.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 Water monsters on your side of the field to Graveyard.When your opponent Summons or Sets a monster Special Summon 1 "Water Fiend Token"(Fiend-Type/WATER/Level 4/ATK 1000/DEF 1000) Once per turn, Tribute 2 Water monsters on your side field to destroy all cards on the field expect this card. This card cannot attack the turn you activate this effect.

 

341559k.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 Dark monsters on your side of the field to Graveyard. When you opponent Summons or Sets a monster Special Summon 1 "Shadow Fiend Token"(Fiend-Type/DARK/Level 4/ATK 0/DEF 1000) on your opponent's side of the field in Attack Position. The tokens cannot be used for Tribute for a Tribute Summon or change battle positions expect by a card effect. During your Standby Phase, you may Tribute 2 "Shadow Fiend Tokens" on your opponent's side of the field. Than increase the ATK of all DARK monsters on your side of the field by 500 until the End Phase. You cannot Summon or Set any monsters during the turn you activate this effect

 

341559f.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 LIGHT monsters on your side of the field to Graveyard. This card's ATK is equal to the number of LIGHT monsters in the graveyard x 500. Once per turn you can change the battle position of 1 face-up monster on the field than destory 1 Spell or Trap. During the turn you active this effect your monsters cannot change battle positions expect by a card effect and only this card can attack during the Battle Phase.

 

341559r.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 FIRE monsters on your side of the field to Graveyard. Once per turn, half this card's ATK to destory up to 2 cards on the field. During the turn you activate this effect this card must attack if able and no other monster on your side of the field can attack this turn.

 

341559c.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 EARTH monsters on your side of the field to Graveyard. Once per turn, discard 2 EARTH monsters to destory all face-down cards on the field. During the turn you activate this card you cannot set any cards.

 

Generals

341559g.jpg341559o.jpg341559g.jpg341559gog.jpg341559sax.jpg341559a.jpg

 

Guardians

341559gnr.jpg

This card can be Normal Summoned by Tributing 1 WATER monster on your side of the field if you control a "Quminides, Fiend Lord of The Sea" is face-up on the your side of the field. If you Summon this card this way this card cannot attack this turn or activate its effect. Once per turn, Tribute 1 WATER monster except this card or "Quminides, Fiend Lord of The Sea" to destory up to 2 cards on your opponent's side of the field. Turning the turn you activate this effect this card cannot attack.

 

341559mlm.jpg

This card can be Normal Summoned by Tributing 1 LIGHT monster on your side of the field while "Tezimaq, Fiend Lord of Storms" is face-up on the your side of the field. If you Summon this card this way this card cannot attack this turn or activate its effect. Once per turn, Tribute 1 WIND monster except this card or "Tezimaq, Fiend Lord of Storms" to return all Spell and Traps on the field. During the turn you activate this effect you cannot Set or active any Spell or Trap cards.

 

341559c.jpg

This card can be Normal Summoned by Tributing 1 EARTH monster on your side of the field if you control a "Hexizi, Fiend Lord of Stone" is face-up on the your side of the field. If you Summon this card this way this card cannot attack this turn or activate its effect. Once per turn, Tribute 1 EARTH monster except this card or "Hexizi, Fiend Lord of Stone" to destory up to 2 face-down cards on the field. During the turn you activate this effect you cannot Set.

 

341559e.jpg

This card can be Normal Summoned by Tributing 1 LIGHT monster on your side of the field while "Azime, Fiend Lord of Lightning" is face-up on the your side of the field. If you Summon this card this way this card cannot attack this turn or activate its effect. Once per turn, you can Tribute 1 LIGHT monster except this card and "Azime, Fiend Lord of Lightning" to switch all monsters on the field into Attack Position. During the turn you activate this effect, you cannot Set or Switch the Battle Position of your monsters this turn.

 

341559sxn.jpg

This card can be Normal Summoned by Tributing 1 FIRE monster on your side of the field while "Fizire, Fiend Lord of Flames" face-up on the your side of the field. If you Summon this card this way this card cannot attack this turn or activate its effect. Once per turn, you can Tribute 1 FIRE monster to destory 2 monsters on your opponent's side of field. This card cannot attack the turn you activate this effect.

 

341559i.jpg

This card can be Normal Summoned by Tributing 1 DARK monster on your side of the field if you control a "Hizadi, Fiend Lord of Shadows" is face-up on the your side of the field. If you Summon this card this way this card cannot attack this turn or activate its effect. Once per turn, Tribute 1 DARK monster except this card or "Kizadi, Fiend Lord of Shadows" increase the ATK of 1 DARK monster by 600 except this card. During the turn you activate this effect this card cannot not attack and you cannot Summon or Set.

 

Knights

341559i.jpg341559.jpg341559n.jpg341559a.jpg341559n.jpg341559kzr.jpg

 

Servants

341559qkt.jpg341559zfo.jpg341559kuk.jpg341559f.jpg341559r.jpg341559a.jpg

 

Messengers

341559.jpg341559.jpg341559f.jpg341559ebp.jpg341559vem.jpg341559n.jpg

 

Castles

341559i.jpg341559v.jpg341559.jpg341559pne.jpg341559l.jpg341559k.jpg

 

other cards

341559z.jpg341559tff.jpg341559d.jpg341559o.jpg

 

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Thanks for accepting me! Off to make cards :)

 

Am I alowed to post a new card here?

 

You are allowed to post anything you want here. Decks' date=' cards, whatever. I'm sure someone will help if needed.

 

posting these as requested

[spoiler=fiend lord set]341559z.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 1 monster with "Fiend Lord of" in its name and 2 other monsters with "Fiend Lord" in their name. This card's attribute becames the attibute of the monster with "Fiend Lord of" in its name that was used to Special Summon this card. Once per turn, you can Special Summon 1 monster with "Fiend Lord of" in its names from your hand or Graveyard ignoring Summoning conditions. That monsters effect is negated and cannot attack until the your 2nd End Phase after it was Summoned.

 

341559t.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 WIND monsters on your side of the field to Graveyard. This card's ATK and DEF is equal to the number of WIND monsters in the graveyard x 500. Once per turn, Return 2 WIND monsters on your side of the field except this card to return all Spell and Trap cards on the field to the owner's hand. You cannot not activate or set any Spell or Trap cards during the turn you activate this effect.

 

341559.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 Water monsters on your side of the field to Graveyard.When your opponent Summons or Sets a monster Special Summon 1 "Water Fiend Token"(Fiend-Type/WATER/Level 4/ATK 1000/DEF 1000) Once per turn, Tribute 2 Water monsters on your side field to destroy all cards on the field expect this card. This card cannot attack the turn you activate this effect.

 

341559k.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 Dark monsters on your side of the field to Graveyard. When you opponent Summons or Sets a monster Special Summon 1 "Shadow Fiend Token"(Fiend-Type/DARK/Level 4/ATK 0/DEF 1000) on your opponent's side of the field in Attack Position. The tokens cannot be used for Tribute for a Tribute Summon or change battle positions expect by a card effect. During your Standby Phase, you may Tribute 2 "Shadow Fiend Tokens" on your opponent's side of the field. Than increase the ATK of all DARK monsters on your side of the field by 500 until the End Phase. You cannot Summon or Set any monsters during the turn you activate this effect

 

341559f.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 LIGHT monsters on your side of the field to Graveyard. This card's ATK is equal to the number of LIGHT monsters in the graveyard x 500. Once per turn you can change the battle position of 1 face-up monster on the field than destory 1 Spell or Trap. During the turn you active this effect your monsters cannot change battle positions expect by a card effect and only this card can attack during the Battle Phase.

 

341559r.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 FIRE monsters on your side of the field to Graveyard. Once per turn, half this card's ATK to destory up to 2 cards on the field. During the turn you activate this effect this card must attack if able and no other monster on your side of the field can attack this turn.

 

341559c.jpg

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by Tributing 3 EARTH monsters on your side of the field to Graveyard. Once per turn, discard 2 EARTH monsters to destory all face-down cards on the field. During the turn you activate this card you cannot set any cards.

 

Generals

341559g.jpg341559o.jpg341559g.jpg341559gog.jpg341559sax.jpg341559a.jpg

 

Guardians

341559gnr.jpg

This card can be Normal Summoned by Tributing 1 WATER monster on your side of the field if you control a "Quminides, Fiend Lord of The Sea" is face-up on the your side of the field. If you Summon this card this way this card cannot attack this turn or activate its effect. Once per turn, Tribute 1 WATER monster except this card or "Quminides, Fiend Lord of The Sea" to destory up to 2 cards on your opponent's side of the field. Turning the turn you activate this effect this card cannot attack.

 

341559mlm.jpg

This card can be Normal Summoned by Tributing 1 LIGHT monster on your side of the field while "Tezimaq, Fiend Lord of Storms" is face-up on the your side of the field. If you Summon this card this way this card cannot attack this turn or activate its effect. Once per turn, Tribute 1 WIND monster except this card or "Tezimaq, Fiend Lord of Storms" to return all Spell and Traps on the field. During the turn you activate this effect you cannot Set or active any Spell or Trap cards.

 

341559c.jpg

This card can be Normal Summoned by Tributing 1 EARTH monster on your side of the field if you control a "Hexizi, Fiend Lord of Stone" is face-up on the your side of the field. If you Summon this card this way this card cannot attack this turn or activate its effect. Once per turn, Tribute 1 EARTH monster except this card or "Hexizi, Fiend Lord of Stone" to destory up to 2 face-down cards on the field. During the turn you activate this effect you cannot Set.

 

341559e.jpg

This card can be Normal Summoned by Tributing 1 LIGHT monster on your side of the field while "Azime, Fiend Lord of Lightning" is face-up on the your side of the field. If you Summon this card this way this card cannot attack this turn or activate its effect. Once per turn, you can Tribute 1 LIGHT monster except this card and "Azime, Fiend Lord of Lightning" to switch all monsters on the field into Attack Position. During the turn you activate this effect, you cannot Set or Switch the Battle Position of your monsters this turn.

 

341559sxn.jpg

This card can be Normal Summoned by Tributing 1 FIRE monster on your side of the field while "Fizire, Fiend Lord of Flames" face-up on the your side of the field. If you Summon this card this way this card cannot attack this turn or activate its effect. Once per turn, you can Tribute 1 FIRE monster to destory 2 monsters on your opponent's side of field. This card cannot attack the turn you activate this effect.

 

341559i.jpg

This card can be Normal Summoned by Tributing 1 DARK monster on your side of the field if you control a "Hizadi, Fiend Lord of Shadows" is face-up on the your side of the field. If you Summon this card this way this card cannot attack this turn or activate its effect. Once per turn, Tribute 1 DARK monster except this card or "Kizadi, Fiend Lord of Shadows" increase the ATK of 1 DARK monster by 600 except this card. During the turn you activate this effect this card cannot not attack and you cannot Summon or Set.

 

Knights

341559i.jpg341559.jpg341559n.jpg341559a.jpg341559n.jpg341559kzr.jpg

 

Servants

341559qkt.jpg341559zfo.jpg341559kuk.jpg341559f.jpg341559r.jpg341559a.jpg

 

Messengers

341559.jpg341559.jpg341559f.jpg341559ebp.jpg341559vem.jpg341559n.jpg

 

Castles

341559i.jpg341559v.jpg341559.jpg341559pne.jpg341559l.jpg341559k.jpg

 

other cards

341559z.jpg341559tff.jpg341559d.jpg341559o.jpg

 

 

Nice, you guys should learn from this guy.

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Club Username: Lil-Pro

 

Why you want to join: When I first joined, I was horrible, and I was always criticized to a point that I wanted to quit the site. But, the thrill of making my own cards excited me, and possibly thinking, or wishing that Konami might look at these cards and take ideas got my blood boiling. I want the new beginners to feel that same sensation I did. That awesome sensation of amazement at their first successful card. That, above all else, is why I want to join this clan.

 

Do you go on any other forums: Not really. I used to be on different forums every other day.

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I'm not a Newb Hunter' date=' but I found someone who really needs help

http://forum.yugiohcardmaker.net/thread-138869.html

[/quote']

 

It's newb patroller. Anyway, you don't need to be a patroller to bring in threads that need help.

 

Oops >.< Sorry, before this I used to be a Noob Hunter until I learned how wrong it was.

 

Can anyone give me ideas for making cards?

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I'm not a Newb Hunter' date=' but I found someone who really needs help

http://forum.yugiohcardmaker.net/thread-138869.html

[/quote']

 

It's newb patroller. Anyway, you don't need to be a patroller to bring in threads that need help.

 

Oops >.< Sorry, before this I used to be a Noob Hunter until I learned how wrong it was.

 

Can anyone give me ideas for making cards?

 

My two main sources of inspiration are:

 

i) Really cool pics I find and then work into a set (see my "Starships Unite" set).

 

OR

 

ii) Anime-only cards that I then change the effect and work around it (my 100-card strong "Ancient Feud" set started with "Ancient Dragon" from the anime)

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Club Username: Lil-Pro

 

Why you want to join: When I first joined' date=' I was horrible, and I was always criticized to a point that I wanted to quit the site. But, the thrill of making my own cards excited me, and possibly thinking, or wishing that Konami might look at these cards and take ideas got my blood boiling. I want the new beginners to feel that same sensation I did. That awesome sensation of amazement at their first successful card. That, above all else, is why I want to join this clan.

 

Do you go on any other forums: Not really. I used to be on different forums every other day.

[/quote']

 

Accepted. I like your detailed explanation on joining.

 

I'll post these threads because I believe these two need serious help.

 

http://forum.yugiohcardmaker.net/thread-138998.html

http://forum.yugiohcardmaker.net/thread-139314.html

 

Awesome, thanks. Adding them.

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I'm not a Newb Hunter' date=' but I found someone who really needs help

http://forum.yugiohcardmaker.net/thread-138869.html

[/quote']

 

It's newb patroller. Anyway, you don't need to be a patroller to bring in threads that need help.

 

Oops >.< Sorry, before this I used to be a Noob Hunter until I learned how wrong it was.

 

Can anyone give me ideas for making cards?

 

My two main sources of inspiration are:

 

i) Really cool pics I find and then work into a set (see my "Starships Unite" set).

 

OR

 

ii) Anime-only cards that I then change the effect and work around it (my 100-card strong "Ancient Feud" set started with "Ancient Dragon" from the anime)

Thanks, but like I mean the type (i.e Beats, Warrior, Zombie etc.)

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I'm not a Newb Hunter' date=' but I found someone who really needs help

http://forum.yugiohcardmaker.net/thread-138869.html

[/quote']

 

It's newb patroller. Anyway, you don't need to be a patroller to bring in threads that need help.

 

Oops >.< Sorry, before this I used to be a Noob Hunter until I learned how wrong it was.

 

Can anyone give me ideas for making cards?

 

My two main sources of inspiration are:

 

i) Really cool pics I find and then work into a set (see my "Starships Unite" set).

 

OR

 

ii) Anime-only cards that I then change the effect and work around it (my 100-card strong "Ancient Feud" set started with "Ancient Dragon" from the anime)

 

Thanks, but like I mean the type (i.e Beats, Warrior, Zombie etc.)

 

Do Sea Serpents. They're relatively low-number and poorly supported. I could send you some of mine to give you inspiration.

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I'm not a Newb Hunter' date=' but I found someone who really needs help

http://forum.yugiohcardmaker.net/thread-138869.html

[/quote']

 

It's newb patroller. Anyway, you don't need to be a patroller to bring in threads that need help.

 

Oops >.< Sorry, before this I used to be a Noob Hunter until I learned how wrong it was.

 

Can anyone give me ideas for making cards?

 

My two main sources of inspiration are:

 

i) Really cool pics I find and then work into a set (see my "Starships Unite" set).

 

OR

 

ii) Anime-only cards that I then change the effect and work around it (my 100-card strong "Ancient Feud" set started with "Ancient Dragon" from the anime)

 

Thanks, but like I mean the type (i.e Beats, Warrior, Zombie etc.)

 

Do Sea Serpents. They're relatively low-number and poorly supported. I could send you some of mine to give you inspiration.

Brilliant idea. I think I could find some pictures. Thanks :)

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Everyone, would you mind going over these cards (there's 21)? I've had a couple of mixed reviews and someone stated (yet never expanded) that there were 'many OCG errors'. If you guys could find them, then I would be most grateful.

For those of you who didn't comment on the original thread, these are my DarkCity cards, a set based on Field Spell Cards. Read the backstory to get an idea for the set.

 

[spoiler=Backstory]

DarkCity; the once-prosperous capital of a destructive race. They commanded technology and power that the other races in this galaxy could not dream of. Their fleets and armies removed all opposition to their regime. Once-proud civilisations fell before this incredible force. However, their rampage could not last forever. Many races banded together to combat this menace, but it was not necessary.

This all-consuming civilisation had a weakness no-one had expected. Themselves. It was arrogance, not armies that destroyed them. Fear, not fleets. And terror, not technology. As they crumbled, so did their cities. All but one disappeared as their home planet fell into the shadows. That one survivor became known as DarkCity.

Forever covered with toxic smog and vapours, it is now in ruins; but is still home to twisted creatures that some dismiss as myths, that is how depraved these new inhabitants are. They are the descendants, the machines, and the genetic creations of this disgraced people. They are truly horrifying, as they pray on your very emotions and doubts.

And who was this now-fallen race I hear you ask? Well, we had many names for them, mostly obscene. But they called themselves...human.

 

 

 

[spoiler=Effect Monsters]

119569w.jpg

 

Effect: When this card is summoned, add 1 "DarkCity" Spell Card to your hand from your Deck and activate it. When this card is destroyed and you take Battle Damage, Special Summon 1 DARK monster with ATK equal to or less than the Battle Damage you took.

 

119569t.jpg

 

Effect: As long as this card remains face-up on the field, if a "DarkCity" Field Spell Card would be removed from the field, you can decrease this card's ATK and DEF by 500 to negate the effect.

 

119569x.jpg

 

Effect: As long as a "DarkCity" Field Spell Card remains face-up on the field, once per turn, add 1 removed from play "DarkCity" card to your hand.

 

119569efj.jpg

 

Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand when a "DarkCity" monster on your side of the field is destroyed. As long as this card remains face-up on the field, when a monster is destroyed and sent to the Graveyard, both players can add 1 Spell or Trap Card from their Graveyard to their Deck.

 

 

 

[spoiler=Fusion Monsters]

119569h.jpg

 

Effect: The Fusion Materials for this card are any 2 "DarkCity" Field Spell Cards. This card can only be Special Summoned from your Fusion Deck by sending to the Graveyard the above cards you control (You do not use "Polymerization"). If a face-up "DarkCity" Field Spell Card would be removed from the field, you can remove from play 1 "DarkCity" card in your Graveyard to negate the effect. When this card is destroyed, add 1 "DarkCity" Field Spell Card to your hand from your Graveyard.

 

 

 

[spoiler=Synchro Monsters]

119569j.jpg

 

Effect: 1 Tuner + 1 or more non-Tuner monsters

As long as a "DarkCity" Field Spell Card remains face-up on the field, this card cannot be destroyed by battle. (Damage calculation is applied normally). Once per turn, during your End Phase, you can discard up to 3 cards from your hand. If you do, your opponent must discard an equal number of Spell Cards from their hand during the Draw Phase before they draw.

 

 

 

[spoiler=Non-Field Spell Cards]

119569a.jpg119569drl.jpg

 

119569z.jpg119569mgs.jpg

 

 

 

[spoiler=Trap Cards]

119569m.jpg

 

 

 

[spoiler=Field Spell Cards]

119569i.jpg

 

Effect: Discard 2 Spell Cards from your hand to activate this card. As long as this card remains face-up on the field, both player's Monster Card Zones are also treated as Spell & Trap Card Zones. If this card is removed from the field, move as many Spell & Trap Cards in your Monster Card Zones as possible to your Spell & Trap Card Zones, then destroy all Spell & Trap Cards in your Monster Card Zones. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck.

 

119569o.jpg

 

Effect: Discard 2 Trap Cards from your hand to activate this card. As long as this card remains face-up on the field, when a monster is destroyed and sent to the Graveyard, Special Summon 1 "DarkCity Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) on the destroyed monster's controller's side of the field. When this card is removed from the field, inflict an amount of damage to both players equal to the number of "DarkCity Token" Cards on their side of the field x 300. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck.

 

119569g.jpg

 

Effect: Discard 1 Spell Card and 1 Trap Card to activate this card. Both players must Special Summon as many monsters as possible. As long as this card remains face-up on the field, neither player can summon monsters. During each player's End Phases, destroy 1 monster on the field summoned by this card's effect. When all cards summoned by this card's effect are destroyed, this card is returned to your Deck. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck.

 

119569s.jpg

 

Effect: Discard 1 Monster Card and 1 Spell Card from your hand to activate this card. As long as this card remains face-up on the field, when a monster is destroyed and sent to the Graveyard, put 1 DarkCity Counter on this card. When this card is removed from the field, add a number of cards to your Deck from either player's Graveyard equal to the number of DarkCity Counters on this card. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck.

 

119569tfr.jpg

 

Effect: Discard 2 Monster Cards from your hand to activate this card. As long as this card remains face-up on the field, during each of your opponent's Draw Phases, they roll 1 six-sided die. Until your Draw Phase, they can activate a number of Spell Cards equal to or less than the result of the die roll. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand from your Deck or Graveyard and activate it. If you do, this card is returned to your Deck.

 

119569p.jpg

 

Effect: Discard 2 "DarkCity" cards from your hand to activate this card. As long as this card remains face-up on the field, your Monster Card Zones are also treated as Spell & Trap Card Zones and your Spell & Trap Card Zones are also treated as Monster Card Zones. When this card is destroyed, all Spell & Trap Cards in your Monster Card Zones are destroyed and all Monster Cards in your Spell & Trap Card Zones are destroyed.

 

119569k.jpg

 

Effect: Discard 3 "DarkCity" cards from your Deck to activate this card. Once per turn, during your Main Phase, add 1 "DarkCity" Field Spell Card to your hand from your Deck. As long as this card remains face-up on the field, this card's controller's Spell & Trap Card Zones are also treated as Field Card Zones. If this card is removed from the field, all cards on your side of the field are destroyed.

 

 

 

[spoiler=Disgraced Creations]

119569erm.jpg

 

Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 3 "DarkCity" monsters from your Deck. During your Damage Step, the effects of Trap Cards that target "DarkCity" monsters on your side of the field are negated. As long as this card remains face-up on the field, neither player can activate Continuous Spell Cards.

 

119569nks.jpg

 

Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from the Graveyard. During your Damage Step, you can Tribute 1 face-up DARK monster on your side of the field to negate the activation of Trap Cards. When this card destroys a monster, put 1 DarkCity Counter on this card (Max. 5). When this card is destroyed by battle, draw a number of "DarkCity" cards equal to the number of DarkCity Counters on this card.

 

119569v.jpg

 

Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 5 different "DarkCity" Field Spell Cards from your field. As long as a "DarkCity" Field Spell Card is face-up on the field, this card's ATK and DEF are treated as 4000 and 3900. Once per turn, select 1 face-up Spell or Trap Card on your opponent's side of the field. This card gains the effect of the selected card, until your End Phase. This card cannot be destroyed by Spell or Trap Card effects. When this card is destroyed, this card is treated as a Field Spell Card with the following effect:

- As long as this card remains face-up on the field, each time your opponent activates a Spell or Trap Card, they toss a coin and call it. If they call it wrong, the effect is negated and the card is destroyed.

 

 

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Everyone' date=' would you mind going over these cards (there's 21)? I've had a couple of mixed reviews and someone stated (yet never expanded) that there were 'many OCG errors'. If you guys could find them, then I would be most grateful.

For those of you who didn't comment on the original thread, these are my DarkCity cards, a set based on Field Spell Cards. Read the backstory to get an idea for the set.

 

[spoiler=Backstory']

DarkCity; the once-prosperous capital of a destructive race. They commanded technology and power that the other races in this galaxy could not dream of. Their fleets and armies removed all opposition to their regime. Once-proud civilisations fell before this incredible force. However, their rampage could not last forever. Many races banded together to combat this menace, but it was not necessary.

This all-consuming civilisation had a weakness no-one had expected. Themselves. It was arrogance, not armies that destroyed them. Fear, not fleets. And terror, not technology. As they crumbled, so did their cities. All but one disappeared as their home planet fell into the shadows. That one survivor became known as DarkCity.

Forever covered with toxic smog and vapours, it is now in ruins; but is still home to twisted creatures that some dismiss as myths, that is how depraved these new inhabitants are. They are the descendants, the machines, and the genetic creations of this disgraced people. They are truly horrifying, as they pray on your very emotions and doubts.

And who was this now-fallen race I hear you ask? Well, we had many names for them, mostly obscene. But they called themselves...human.

 

 

 

[spoiler=Effect Monsters]

119569w.jpg

 

Effect: When this card is summoned, add 1 "DarkCity" Spell Card to your hand from your Deck and activate it. When this card is destroyed and you take Battle Damage, Special Summon 1 DARK monster with ATK equal to or less than the Battle Damage you took.

 

119569t.jpg

 

Effect: As long as this card remains face-up on the field, if a "DarkCity" Field Spell Card would be removed from the field, you can decrease this card's ATK and DEF by 500 to negate the effect.

 

119569x.jpg

 

Effect: As long as a "DarkCity" Field Spell Card remains face-up on the field, once per turn, add 1 removed from play "DarkCity" card to your hand.

 

119569efj.jpg

 

Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand when a "DarkCity" monster on your side of the field is destroyed. As long as this card remains face-up on the field, when a monster is destroyed and sent to the Graveyard, both players can add 1 Spell or Trap Card from their Graveyard to their Deck.

 

 

 

[spoiler=Fusion Monsters]

119569h.jpg

 

Effect: The Fusion Materials for this card are any 2 "DarkCity" Field Spell Cards. This card can only be Special Summoned from your Fusion Deck by sending to the Graveyard the above cards you control (You do not use "Polymerization"). If a face-up "DarkCity" Field Spell Card would be removed from the field, you can remove from play 1 "DarkCity" card in your Graveyard to negate the effect. When this card is destroyed, add 1 "DarkCity" Field Spell Card to your hand from your Graveyard.

 

 

 

[spoiler=Synchro Monsters]

119569j.jpg

 

Effect: 1 Tuner + 1 or more non-Tuner monsters

As long as a "DarkCity" Field Spell Card remains face-up on the field, this card cannot be destroyed by battle. (Damage calculation is applied normally). Once per turn, during your End Phase, you can discard up to 3 cards from your hand. If you do, your opponent must discard an equal number of Spell Cards from their hand during the Draw Phase before they draw.

 

 

 

[spoiler=Non-Field Spell Cards]

119569a.jpg119569drl.jpg

 

119569z.jpg119569mgs.jpg

 

 

 

[spoiler=Trap Cards]

119569m.jpg

 

 

 

[spoiler=Field Spell Cards]

119569i.jpg

 

Effect: Discard 2 Spell Cards from your hand to activate this card. As long as this card remains face-up on the field, both player's Monster Card Zones are also treated as Spell & Trap Card Zones. If this card is removed from the field, move as many Spell & Trap Cards in your Monster Card Zones as possible to your Spell & Trap Card Zones, then destroy all Spell & Trap Cards in your Monster Card Zones. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck.

 

119569o.jpg

 

Effect: Discard 2 Trap Cards from your hand to activate this card. As long as this card remains face-up on the field, when a monster is destroyed and sent to the Graveyard, Special Summon 1 "DarkCity Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) on the destroyed monster's controller's side of the field. When this card is removed from the field, inflict an amount of damage to both players equal to the number of "DarkCity Token" Cards on their side of the field x 300. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck.

 

119569g.jpg

 

Effect: Discard 1 Spell Card and 1 Trap Card to activate this card. Both players must Special Summon as many monsters as possible. As long as this card remains face-up on the field, neither player can summon monsters. During each player's End Phases, destroy 1 monster on the field summoned by this card's effect. When all cards summoned by this card's effect are destroyed, this card is returned to your Deck. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck.

 

119569s.jpg

 

Effect: Discard 1 Monster Card and 1 Spell Card from your hand to activate this card. As long as this card remains face-up on the field, when a monster is destroyed and sent to the Graveyard, put 1 DarkCity Counter on this card. When this card is removed from the field, add a number of cards to your Deck from either player's Graveyard equal to the number of DarkCity Counters on this card. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand and activate it. If you do, this card is returned to your Deck.

 

119569tfr.jpg

 

Effect: Discard 2 Monster Cards from your hand to activate this card. As long as this card remains face-up on the field, during each of your opponent's Draw Phases, they roll 1 six-sided die. Until your Draw Phase, they can activate a number of Spell Cards equal to or less than the result of the die roll. Once per turn, during your End Phase, you can add 1 "DarkCity" Field Spell Card to your hand from your Deck or Graveyard and activate it. If you do, this card is returned to your Deck.

 

119569p.jpg

 

Effect: Discard 2 "DarkCity" cards from your hand to activate this card. As long as this card remains face-up on the field, your Monster Card Zones are also treated as Spell & Trap Card Zones and your Spell & Trap Card Zones are also treated as Monster Card Zones. When this card is destroyed, all Spell & Trap Cards in your Monster Card Zones are destroyed and all Monster Cards in your Spell & Trap Card Zones are destroyed.

 

119569k.jpg

 

Effect: Discard 3 "DarkCity" cards from your Deck to activate this card. Once per turn, during your Main Phase, add 1 "DarkCity" Field Spell Card to your hand from your Deck. As long as this card remains face-up on the field, this card's controller's Spell & Trap Card Zones are also treated as Field Card Zones. If this card is removed from the field, all cards on your side of the field are destroyed.

 

 

 

[spoiler=Disgraced Creations]

119569erm.jpg

 

Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by removing from play 3 "DarkCity" monsters from your Deck. During your Damage Step, the effects of Trap Cards that target "DarkCity" monsters on your side of the field are negated. As long as this card remains face-up on the field, neither player can activate Continuous Spell Cards.

 

119569nks.jpg

 

Effect: This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except from the Graveyard. During your Damage Step, you can Tribute 1 face-up DARK monster on your side of the field to negate the activation of Trap Cards. When this card destroys a monster, put 1 DarkCity Counter on this card (Max. 5). When this card is destroyed by battle, draw a number of "DarkCity" cards equal to the number of DarkCity Counters on this card.

 

119569v.jpg

 

Effect: This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 5 different "DarkCity" Field Spell Cards from your field. As long as a "DarkCity" Field Spell Card is face-up on the field, this card's ATK and DEF are treated as 4000 and 3900. Once per turn, select 1 face-up Spell or Trap Card on your opponent's side of the field. This card gains the effect of the selected card, until your End Phase. This card cannot be destroyed by Spell or Trap Card effects. When this card is destroyed, this card is treated as a Field Spell Card with the following effect:

- As long as this card remains face-up on the field, each time your opponent activates a Spell or Trap Card, they toss a coin and call it. If they call it wrong, the effect is negated and the card is destroyed.

 

 

 

Looks awesome. I don't have time to go into detail now, but I'll be sure to pick out everything later. I'm sure you'll find my advice good. :)

 

please check out my thread celebrating my 5-stardom.

http://forum.yugiohcardmaker.net/thread-139655.html

 

will do...

 

http://forum.yugiohcardmaker.net/thread-139021.html

i think that this guy has some real potential


this guy could use OCG help but that isnt my strong point

http://forum.yugiohcardmaker.net/thread-139600.html

 

I'll check them out. I hope you invited them.

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