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Yu-Gi-Oh! The Created Card Game - Set 2 (Submission Phase, community decides winners)


fortycal86

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Hmm.. So i find this project is still alive and i have found some time to look at my cards library and get from it cards i made before.. Cards balance is not tuned, names are not perfect and wording of some of them is horrible... ^^ I don't have time to fix them...

I will probably later post my theme.. What happened to tournament? Which deck type is strongest right now??

 

 

 

 

01-03) Any card to support DARK Monster(s)

 

Dark Resistance

Group: Trap Card

Type: Trap

Icon:Continuous

Cards you control are not affected by and cannot be targeted by the effects of DARK monsters.

 

 

19-20) Any card to support Demon-Type Monster(s)

Blood Bribe

Counter Trap

Give control of 1 Demon-Type monster on your field to opponent.

Negate activation and effect of Spell,Trap,effect or Summon of monster and destroy it.

 

21-22) Any card to support Angel-Type Monster(s)

Armaggedon Guard - Lucifo

Dark Fairy Lv6 2300/2100

You can Special Summon this card from your hand by removing from play 1 Fairy Type monster you control.

 

 

27-28) Any card to support Winged Beast-Type Monster(s)

Deck Storm

Group: Spell Card

Type: Spell

Activate only while you control a Winged Beast-Type monster(s). Pick up cards from the top of your Deck until you pick up a Spell or Trap Card that can destroy Spells or Traps. Add that card to your hand and then return all other picked cards to your Deck.

 

 

29-30) Any card to support Rock-Type Monster(s)

Mother of Earth

Attrib: Earth

Type: Rock/Effect

Level:4

Atk: 1200

Def: 2000

When this card is destroyed by battle, Special Summon 1 Rock-Type monster with 2000 or less DEF from your Deck in face-down Defense Position. When this face-down card is targeted by a card effect, flip it face-up, then negate the effect of the card that targeted this card and destroy it.

 

 

31-32) Any card to support Plant-Type Monster(s)

|Combine Harvester|1|XCE|Machine/Effect|Wind|1||0|0| By returning 1 Plant-Type monster in your Graveyard to your Deck you can Special Summon this card from your hand to your side of the field. Once per Turn you can send 2 cards from top of your Deck to Graveyard. Special Summon 1 Level 3 or less Plant-Type monster sent to Graveyard with this card effect.|0|

 

Minions Hero

Plant Wind Lv4 1700/600

When this card is Normal Summoned, during your next Standby Phase by Tributing this card , you can select 1 Plant-Type monster from your Deck and add it to your hand.

 

 

43-44) Any card to support Psychic-Type Monster(s)

 

Psycho Esper - Derius

Psychic Dark Tuner Lv1 500/500

Once per Turn you can pick up 3 top cards of your Deck.This card gain Levels equal to number of Psychic Type monsters from picked cards.Then return picked cards in same position.If this card was picked up with card effect Special Summon it to your side of the field.

 

Psycho Esper - Telekinetic Dragon

Psychic Dark Lv8 2600/2300

This card cannot be Normal Summoned or Set. You can Special Summon this card only if at least 2 Psychic-Type monsters was destroyed during this turn. Once per turn, you can look at top 3 cards of your Deck. By removing from play 1 Psychic Type from picked cards you can destroy 1 card on field with Level higher then removed monster. Return other picked cards in any order to top or bottom of your Deck.

 

 

 

59-60) Any card to support Undead-Type Monster(s)

Necro Field

Field Spell

Undead-Type and Fiend-Type monsters that have 0 ATK and DEF cannot be destroyed as result of battle once per turn each. Once per turn, during opponents Battle Phase, when your opponent monster attacks by returning 1 Unead-Type or Fiend-Type monster that have 0 ATK and DEF from your Graveyard to your Deck face-up, you can select attack target of attacking monster.

 

 

61-65) Any card to support Normal Monster(s)

Transgenetic Lab

Field Spell

Once per turn , you can select 1 Normal Monster on your side of the field and remove from play 1 Effect Monster in your Graveyard. That monster's effects becomes same as effects of removed monster until your next Standby Phase.

 

 

81-100) Can be any Monster Card you want.

Slime Tuner

Aqua Water Tuner Lv1 500/500

By showing this card in your hand, you can reveal 1 face-down card in your opponents Spell/Trap zone.If revealed card is Trap, Special Summon this card to your side of the field. During turn this card is Summoned by its own effect, you cannot use this card for Synchro Summon except if other materials are Aqua-Type monster(s).

 

Twin-Voltage Blaster

Thunder Light Fusion Level 6 2000/1000

"Voltage Blaster+"Voltage Blaster"

This card can only be Fusion Summoned. When this card inflicts Battle Damage to your opponent, you can Special Summon 1 "Voltage Blaster" from your Graveyard. This card can attack twice per turn and it cannot attack opponent's Life Points directly.

 

Heagle

Fairy Wind Level 4 1800/1200

When this card inflicts Battle Damage to your opponent, increase your Life Points by half of that amount.

 

Dark Medician

Fairy Dark Tuner Lv3 ?/1000

When any Player's Life Points are increased with card effect, you can Special Summon this card from your Graveyard to negate that increase. Original ATK of this card becomes equal to negated amount. When this card Summoned this way is removed from the field , it is removed from play.

 

Voltage Leecher

Light Thunder Level 3 500/500

While this card is face-up on the field, this card name is treated as "Voltage Blaster". When your monster inflicts Battle Damage to your opponent, increase your Life Points by 500. When this card is attacked, you can return it to your hand.

 

Happy Cloud

Aqua Water Spirit Lv1 0/0

This card cannot be Special Summoned. When this card is Summoned succesfully, you can draw 1 card. This card returns to owner's hand during end of turn in which it is Summoned or flipped face-up.

 

 

|Ancient Trapcaster|11|-|Rock/Effect|Earth|1||0|0|Once per turn, if there is at least 5 Traps in your Graveyard, you can activate 1 Trap Card from your hand.|

 

Mramor Giant

Rock Earth Level 3 1500/2200

When this Attack Position card is attacked, if this card have greater DEF then ATK of attacking monster, it is not destroyed as result of that battle.

 

Venom of Ilussions

Reptile Dark Level 4 1600/1200

During your opponents turn you can activate Trap cards from your hand.

 

Cursed Siren

Sea Serpent Water Lv1 0/0

When your opponent monster attacks you can return this card and opponent monster to its owners hand.

 

Apocalypse Knight

Warrior Dark Spirit Level 9 2900/1900

This card cannot be Special Summoned. When this card destroys opponent monster as result of battle, destroy all monsters adjacented to that card and inflict damage to your opponent equal to total Level of destroyed monsters with this card effect x100. This card returns to owner's hand during End Phase.

 

Gravity Dancer

Rock Wind Lv4 1400/2000

When your opponent monster attacks you can change this card to Defense Position to redirect that monsters attack to this card.

 

Guardian of Minions

Plant Wind Lv7 2500/1900

You can Special Summon this card by removing from play 2 Tokens on your side of the field.

 

|Blood Queen|Fiend/Effect|Dark|8|0|0| When your opponent's monster declares an attack, you can Special Summon this card from your hand to negate that monster's attack. When this card is attacked, you can give control of 1 monster on your side of the field to opponent to negate attack and increase this cards ATK by ATK of given monster.|

 

 

 

 

101-110) Can be any Spell Card you want.

 

Honey Meds

Quick-Play Spell

Increase your Life Points by 1500.

 

Jinzo Glasses

Equip Spell

You can equip this card only to monster you control. Negate effects of all Trap cards on the field, and Traps cannot be activated.

 

Gravity Collider

Continuous Spell

Once per turn, you can move 1 monster on the field to its controller's side emtpy Monster Zone.

 

 

Runaway Sheeps

Quick-Play Spell

Special Summon 2 "Black Sheep" Tokens ( Dark/Beast/0/0/Lv1) to your opponents side of the field in Defense Position. They cannot be Tributed or used for Synchro Summon.

 

Dark Feather

Group: Spell Card

Type: Spell

Pay 2000 Life Points and remove from play the top card of your Graveyard. Add 1 card from your Deck to your hand with the same name as the removed card. If this card would be sent to the Graveyard, it is removed from play instead.

 

 

111-120) Can be any Trap Card you want.

 

Counter Drain

Continuous Trap

Negate effects of all face-up monsters with counter(s) on them.

 

Olympus Armor

Normal Trap

Select 1 face-up monster on the field. It is unaffected by Spells and Traps until your next Standby Phase.

 

Chaos Hurricane

Normal Trap

Both Players discard 1 card randomly from their hands.

 

 

 

121-150)

 

 

Ruby Spider

Level 4

FIRE Insect/Effect

1700 ATK

900 DEF

When this card destroys a monster by battle, you can equip it to this card instead of sending it to the Graveyard. (Only 1 card at a time can be equipped by this effect). When this card is destroyed while it have equipped monster by its own effect, inflict damage to your opponent equal to original DEF of equipped monster.

 

 

Mountain Spider

Level 2

WIND Insect/Effect

500 ATK

500 DEF

When this card is destroyed by battle, you can Special Summon 1 "Spider" monster from your Deck with an ATK equal to or less than the ATK of the battling monster.

 

 

 

 

White Spider

Level 4

LIGHT Insect/Effect

400 ATK

2100 DEF

When your opponent's attacking monster battles with this card in Defense Position, you can equip it to this card at the end of the Damage Step. (Only 1 card at a time can be equipped by this effect). You can send the equipped monster to the Graveyard to add 1 Egg Counter to this card. This card gains 300 DEF for each Egg Counter on it.

 

 

Bubble Spider

Level 4

WIND Insect/Effect

1800 ATK

700 DEF

When this card destroys a monster by battle, you can equip it to this card instead of sending it to the Graveyard. (Only 1 card at a time can be equipped by this effect). By sending the equipped card to the Graveyard, and 1 other Tuner monster on your side of the field to the Graveyard, you can Synchro Summon 1 Synchro monster from your Extra Deck that have Level equal to total Level of sent equipped monster, and other Tuner monster.

 

Spider Egg

Level 1

EARTH Insect/Tuner/Effect

0/0

When "Spider" monster destroys opponent's monster as result of battle you can Special Summon this card from your Graveyard to your side of the field. This card cannot be selected as Attack Target if you control other "Spider" monster. Increase ATK and DEF of all "Spider" monsters on the field by 200. If this card is sent to Graveyard after it was Special Summoned from Graveyard by its own effect, its removed from play instead.

 

Guardian Spider

Water Insect Lv3 1500/1000

When this card destroys a monster by battle, you can equip it to this card instead of sending it to the Graveyard. (Only 1 card at a time can be equipped by this effect). When your opponent declares attack, you can send equipped monster to Graveyard to end this turn's Battle Phase.

 

Queen of Crying Forest

Wind Insect Lv12 3000/3000

This card cannot be Special Summoned. This card cannot be Normal Summoned except by Tributing 3 "Spider" monsters. When this card is Summoned in this way, select as much as possible face-up monsters on opponent's side of the field and equip them to this card. Once per turn, by sending 1 monster equipped to this card to Graveyard, you can negate activation and effect of 1 card on the field.

 

 

Spider Web

Field Spell Card

Monsters, except "Spider" monsters, cannot attack during the turn they are Normal or Special Summoned.

 

Wrath of Queen

Normal Spell

By sending monster that is equipped to "Spider" monster to the Graveyard, destroy 1 face-up monsters your opponent controls with less DEF than the original DEF of the sent monster.

 

 

Arachnophobia

Quick-Play Spell

This card can be activated only at start of opponent's Main Phase 2. Return 1 face-up monster on the field that didn't declare attack during this turn to top of owner's Deck.

 

Sixth Sense

Counter Trap

You can activate this card only when there is "Spider" monster on the field. Negate activation and effect of opponents Monster, Spell or Trap and return that card to bottom of opponent's Deck.

 

 

Shadow of Doppelganger

Normal Trap

Select 1 monster that is equipped to "Spider" monster by its own effect. Special Summon that monster to your side of the field. That monster is destroyed during End Phase.

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ya-ta! that gives me the time that i need to finish my cards! ^^ i havent had time to do so lately due to school, but i will finish my post before the end date comes around. oh, and nightmarian, could you please modify your post so that the cards are in spoiler boxes? its just that as your post currently is it takes up a whole lot of space and it would be nice if it left a bit more room so that we aren't constantly hitting the down key is all.

and by the way nightmarian, welcome back!:D:mrgreen::D

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that sounds cool. i just hope that at least some of mine get in, even if i am not able to get an entire theme into the deck. and cal. if someone is actually able to get all of their cards into the ccg, even if in different sets for the official sets of the ccg, would they be able to get the cards for that set made into an official set for the ccg itself? because that would be epically awesome! :mrgreen:

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well i know that this is a team project and all of a single persons cards making it into a set is not very likely. my question is if someone managed to get all of their cards from one of their sets into the seperate ccg sets that we are making, would that person then be able to have his own set of which the cards pertain to made into and official ccg set?

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dammit nightmarian! did it never occur to you that the people who are supposed to be the spearhead of this project leaving is whats causing the damned thing to move so slowly and have some other people leaving? maybe if you had actually stayed things miht have been moving a bit better then they are now? anyway, while we are on the ccg related stuff subject, is the ccg sight even being used? and wtf is with me not being able to get into the chat? i get so far as to the window where i enter my nick and hit connect, but then it doesnt get past the loading screen for the chat and im like, WTF! XD

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Hmm i am no thinking to return back because of 2 reasons :

1) I don't see there is many members left... How many people posted cards?

2) I don't want to again get addicted xD

 

If i find some time i will post Goblin theme

 

Actually' date=' if you look at the main thread there are a ton of people that have joined (40cal probably had to post a link to this thread 20 times) Whether they will post cards or not, I dont know

 

yeah, well just please get back on bored okay? oh, and everyone please check out the thread that i have posted in my siggy. its called the megaverse and should be the only link not in a spoiler box.

 

forgive me, but isnt there a rule against advertising?

 

i get so far as to the window where i enter my nick and hit connect' date=' but then it doesnt get past the loading screen for the chat and im like, WTF! XD

[/quote']

 

you might have a firewall that blocks the port

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Before it's too late' date=' can you describe to me what you want the Voting Phase to look like? That would be much appreciated, and will make my job a lot easier.

[/quote']

 

All you will have to do is send me all the cards organized to each category and I will set up the Voting Phase myself. BTW don't do it until I declare that the Submission Phase is over.

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