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Otakon

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...I forgot what I was about to say...

Anyway, here is where I will post my cards that aren't (but might be) related to other cards.I will post 3 of each Spell,Trap and Monster just so I have something to add later + too much makes your head hurt.

Enjoy

Series 1:

 

 

Howling Frost Dragon

WATER

Level: 7

[Dragon/Synchro/Effect]

1 Tuner + 1 or more non-Tuner monsters

When this card attacks a face-up Attack position monster, switch this card's ATK with that monster. If this card attacks, it is changed to Defense position at the end of Damage Calculation. While this card is in face-up Defense position, it cannot be destroyed by card effects.

ATK/ 0

DEF/ 2500

 

 

Polymer Dragon

FIRE

Level: 3

[Dragon/Effect]

By sending this face-up card and one "Polymerization" from your hand to the Graveyard, you can Special Summon one Dragon-type Fusion monster from your Extra Deck.

ATK/ 1600

DEF/ 800

 

 

Yerrou, Alchemist of Dark World

DARK

Level: 3

[Fiend/Tuner]

When this card is flipped face-up, discard one card. Once per turn, you can flip this card into face-down Defense position.

ATK/ 800

DEF/ 1500

 

 

Shard of Hope

Spell

Send the top 3 cards from your deck to the Graveyard. Draw 1 card for each Level 1 monster send to the Graveyard.

 

 

One for All

Spell

Destroy all monster cards on your Opponent's side of the field unless he/she tributes one monster they control.

 

 

Rise of the Mighty

Spell

Select one Level 8 monster from your Graveyard and add it to your hand.

 

 

Arrogant Boast

Trap/Continuous

While this card is face-up on the field, all of your face-up monsters cannot be destroyed by card effects. When this card is removed from the field, send all face-up monsters you control to the graveyard.

 

 

Snooze or Lose

Trap

Discard one card. Your opponent selects and activates one of the following effects:

*Destroy all face-down monsters he/she controls.

*Destroy all face-up monsters he/she controls.

 

 

Beyond the Grave

Trap

When this face-down card is destroyed by your opponent's card effect, it is removed from play. While this card is removed from play, deal 500 damage to your opponent during each of his/her Standby Phases.

 

 

Comments and critics are welcome.

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Awesome, Dragons! I likes dragons! I'll review:

 

[spoiler=My Reviews]

Series 1:

 

Howling Frost Dragon

WATER

Level: 7

[Dragon/Synchro/Effect]

1 Tuner + 1 or more non-Tuner monsters

When this card attacks a face-up Attack position monster, switch this card's ATK with that monster's. If this card attacks, it is changed to Defense position at the end of Damage Calculation. While this card is in face-up Defense position, it cannot be destroyed by card effects.

ATK/ 0

DEF/ 2500

 

It needs to stay in Defence Position for at least a turn, giving it's basically Yubel, but I like it.

 

 

Polymer Dragon

FIRE

Level: 3

[Dragon/Effect]

You can send this face-up card and one "Polymerization" from your hand to the Graveyard to Special Summon one Dragon-type Fusion monster from your Extra Deck.

ATK/ 1600

DEF/ 800

 

Awesome. BEUD instantly. May need a Restriction like dying at the End Phase, but cool concept.

 

Yerrou, Alchemist of Dark World

DARK

Level: 3

[Fiend/Tuner]

When this card is flipped face-up, discard one card. Once per turn, you can flip this card into face-down Defense position.

ATK/ 800

DEF/ 1500

 

DW support. I like it.

 

Shard of Hope

Spell

Send the top 3 cards of your Deck to the Graveyard. Draw 1 card for every Level 1 Monster sent to the Graveyard.

 

Better than the Anime Shard of Hope, especially in a Majestic Deck. I like it.

 

One for All

Spell

If your opponent does not Tribute a monster they control, destroy all monsters they control.

 

Most of the time, it's a 1-1, but that's fine. This + Mask of Restrict = Raigeki.

 

Rise of the Mighty

Spell

Select one Level 8 monster from your Graveyard and add it to your hand.

 

Good thought.

 

Arrogant Boast

Trap/Continuous

Face-up monsters you control cannot be destroyed by card effects. When this card is removed from the field, send all face-up monsters you control to the graveyard.

 

Fair card.

 

Snooze or Lose

Trap

Discard one card. Your opponent selects and activates one of the following effects:

*Destroy all face-down monsters he/she controls.

*Destroy all face-up monsters he/she controls.

 

Chainable Lightning Vortex. I'd run it.

 

Beyond the Grave

Trap

When this set card is destroyed by your opponent's card effect, it is removed from play. While this card is removed from play, during your opponent's Standby Phase, they take 500 damage.

 

Kinda slow, but punishment for overzealous destruction. Up it to 800.

 

 

 

 

7.5/10. How's that for comments and criticisms, my friend?

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I'm surprised you took the time to correct the text, much obliged.

Anyway, a decent grade (makes me feel more proud then when I get 10/10).

 

Now about the cards:

Howling Frost Dragon

-My Signer card :D , I wanted to add the standard Goblin two-turns-defense effect but I thought it wasn't all that powerful, after all, one Threatening Roar and you're sweating buckets, but then again, it is well protected so...no problem there

 

Polymer Dragon

-Hmm...maybe you're right, it could use some restriction. Maybe:The Special Summoned monster cannot declare an Attack during the turn it is Summoned.

It makes it a decent first turn move and it gives your opponent a chance to retaliate.

 

Beyond the Grave

-800 seemed a bit too much...700!

 

Well, thanks for the thought, hope you'll rate my other cards I plan to post in the future (thought of about 200 ideas through the last year hehe)

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I'm surprised you took the time to correct the text' date=' much obliged. [b']You're very welcome.[/b]

Anyway, a decent grade (makes me feel more proud then when I get 10/10).

I almost never give 10/10 because I don't believe in perfection. The highest I give is 9.5/10. But hey, bonus points for ambition.

 

Now about the cards:

Howling Frost Dragon

-My Signer card :D , I wanted to add the standard Goblin two-turns-defense effect but I thought it wasn't all that powerful, after all, one Threatening Roar and you're sweating buckets, but then again, it is well protected so...no problem there

 

Polymer Dragon

-Hmm...maybe you're right, it could use some restriction. Maybe:The Special Summoned monster cannot declare an Attack during the turn it is Summoned.

It makes it a decent first turn move and it gives your opponent a chance to retaliate.

 

Indeed it does. I see no problems now.

 

Beyond the Grave

-800 seemed a bit too much...700!

 

Agreed.

 

Well, thanks for the thought, hope you'll rate my other cards I plan to post in the future (thought of about 200 ideas through the last year hehe)

 

I most likely will.

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Here it is, Series no. 2

Just wanted you to know that I will add new cards in a new post rather then updating the original one because after a few times, there would be too many cards making it hard to find what you're looking for.

 

Series 2:

 

 

Moonlight Dancer

DARK

Level: 1

[Fairy/Effect]

When this card is destroyed by battle and sent to the Graveyard, add 1 monster with 0 DEF from your deck to your hand.

ATK/ 0

DEF/ 0

*Personal Trivia: I planned to use this card for the "Design your Destiny" card contest but unfortunately, I found out about it a bit too late. So, I need your opinion; do you think it could have been one the 3 cards they made?

 

Kamikaze Bomber

FIRE

Level: 4

[Machine/Effect]

This card cannot attack your opponent's LP directly. If this card battles, destroy it after damage calculation.

ATK/ 3000

DEF/ 0

 

 

Shadow Diver

DARK

Level: 5

[sea-Serpent/Synchro/Effect]

1 Tuner + 1 or more non-Tuner monsters

Once per turn, you can tribute one Level 3 or lower monster you control, if you do, this card can attack twice during this Battle Phase. When this card attacks or is attacked, you can discard one card to have this card gain 500 ATK points until the end of turn.

ATK/ 2100

DEF/ 1700

 

 

Limiter Break

Spell

Select one face-up Machine-type monster you control, it's ATK is doubled and it is destroyed at the end of the turn. Your other monster(s) cannot declare an attack during this turn.

 

 

Pot of Fortune

Spell

Send the top card from your deck to the Graveyard. Draw 1 card.

 

 

Dunce Hat

Spell/Equip

The equipped monster cannot declare an attack, change it's battle position and has it's effects negated. If this card is sent to the Graveyard, you can add it on top of your Deck.

 

 

Kuriboh Guard

Trap

Remove from play one "Kuriboh" or "Winged Kuriboh" from your Graveyard. Your opponent skips his/her next Battle Phase.

 

 

Snatchsteal

Trap

Select one face-up Spell or Trap card on your opponents side of the field and place it in your Spell and Trap card zone.

 

 

Pest Attack

Trap/Continuous

While this card is face-up on the field, all of your monster(s) with 500 or less ATK can attack your opponent directly.

 

 

And that sums it up for today.

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[spoiler=the cards][/align]

Text changes are BOLD

 

Series 2:

Moonlight Dancer

DARK

Level: 1

[Fairy/Effect]

When this card is destroyed by battle and sent to the Graveyard' date=' add 1 monster with 0 DEF from your [b']D[/b]eck to your hand.

ATK/ 0

DEF/ 0

 

Could I recommend to change it from "When this card is sent from the field to the Graveyard, ...", there aren't enough targets to really justify restricting it so much when Sangan exists.

 

Kamikaze Bomber

FIRE

Level: 4

[Machine/Effect]

This card cannot attack your opponent's Life Points directly. If this card battles, destroy it after damage calculation.

ATK/ 3000

DEF/ 0

 

Interesting card, to say the least, but would probably be broken in a Skill Drain Deck which can already run a lot of Machine Support cards. Try 2500-2600 ATK, which would probably suffice for balance.

 

Shadow Diver

DARK

Level: 5

[sea-Serpent/Synchro/Effect]

1 Tuner + 1 or more non-Tuner monsters

Once per turn, you can tribute one Level 3 or lower monster, if you do, this card can attack twice during the Battle Phase of this turn. When this card attacks or is attacked, you can discard 1 card to have this card gain 500 ATK until the End Phase.

ATK/ 2100

DEF/ 1700

 

I feel any reasonably strong monster with built-in double attack is an OTK waiting to happen, but otherwise it seems fine.

 

Limiter Break

Spell

Select 1 Machine-type monster you control, double its ATK and destroy it during the End Phase. You cannot declare an attack with other monsters you control during this turn.

 

Two points:

* I think a TCG/OCG/ACG card has this name already

* If the above thing was an OTK waiting to happen. This is an OTK in pure essence that's happened a million times already and is about to strike again. Doubling ATK is a risky business and I don't believe that this could be anything other than banned unless Limiter Removal was first banned - and even then it would be limited. Avoid doubling anything when at all possible

 

Pot of Fortune

Spell

Send the top card of your Deck to the Graveyard. Draw 1 card.

 

You might not play the game itself much and, as such, not know, but sending cards from your Deck to the Graveyard is considered a GOOD thing in Yugioh because cards are easier to recover from the Graveyard than the Deck. This is basically a card that allows you to run a 37 card Deck - instantly more consistent and more likely to win - and get a bonus of maybe losing cards to recover. It would be run with as many as possible in all Decks, a staple with no exception, and as such be banned. Generic draw power should never be without a reasonable drawback.

 

Dunce Hat

Spell/Equip

The equipped monster cannot declare an attack, change it's battle position and has it's effects negated. If this card is sent to the Graveyard, you can add it on top of your Deck.

 

Interesting one to quickly negate an effect, although I feel most people would run something like Forbidden Chalice instead since Equips are generally frowned upon. Fine card, though.

 

Kuriboh Guard

Trap

Remove from play one "Kuriboh" or "Winged Kuriboh" you control. Your opponent skips his next Battle Phase.

 

(I'm assuming the "you control" thing, you weren't specific)

 

There isn't much of a reason people would run this over Waboku or Threatening Roar, give an extra boost like making you draw a card afterwards.

 

Snatchsteal

Trap

Select one face-up Spell or Trap Card on your opponent's side of the field and place it in your Spell and Trap Card Zone.

 

I'm SURE Snatch Steal is a real (and banned) card's name. But this card seems fine since so much is chainable nowadays. I'd make it be able to target face-down cards too, since there wouldn't be many targets otherwise.

 

Pest Attack

Trap/Continuous

While this card is face-up on the field, any monster you control with 500 or less ATK can attack your opponent directly.

 

Interesting. Not sure where it's best used, but interesting.

And that sums it up for today.

 

 

 

I don't like giving overall ratings, I just prefer to see the individual cards improve themselves. Things seem okay, but the balance is often off.

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Thank you for your thoughts.

Now, to discuss them:

 

 

Moonlight Dancer

-the reason I decided to use "destroyed by battle" instead of "sent from the field to the graveyard" is, like I said, because I planned to use this card in the Design your Destiny card contest(and as you know, Konami likes watered-down cards)

 

Kamikaze Bomber

-I too thought it might be a bit too powerful but then I thought "With Skill Drain, it's the same as having a Barbaros on the field" so 3000 doesn't seem that much . The main reason why I gave him 3000 ATK is practically in his name...to suicide himself into monsters; mainly 3000 ATK monsters like JD. But 2600 doesn't sound too bad.

 

 

Shadow Diver

-I designed this guy to wipe your opponent's field clean of monsters though now that I look at it, I might remove the permanent ATK increase and apply it only to that damage step.

 

 

Limiter Break

-Hmm...I always forget to check the OCG names. Anyway, I probably should have added " Any battle damage this monster deals to your opponent is 0"; it would probably turn this card into a common staple card in the next SD.

 

 

Pot of Fortune

-I am aware this is a good thing, but I thought, Arms Hole (Hidden Armory) does pretty much the same thing. If anything, it would be limited. I tried to make this card a 0 like Upstart Goblin but now that you mention it, x3 would be dangerous...maybe making your opponent also draw 1 card would be better.

 

 

Dunce Hat

-I designed this card a long time before Chalice came into play so...no point in discussing it.

 

Kuriboh Guard

-Whops! Seems I failed to see that I am missing "Remove from your Graveyard" in the lore; my bad.

 

Snatchsteal

-Snatch Steal and Snatchsteal are two different cards (similar to the difference between Dark World and Darkworld in Cyber Soldier of Darkworld) though it could use some tweaking.

The reason why it "steals" face-up cards is because I designed it to take cards like Wave-Motion Cannon, Ultimate Offering etc. and I planned to use a pic where a thief is taking a gem (namely a Crystal Beast)

 

 

Pest Attack

-Designed it during the time 3 Spirit Reapers were used. Today, it could be used with Injection Fairy Lily

 

But anyway, seems like I messed up today; the effects turned out to be OP and my OCG was terrible (though mostly because I was in a hurry)...oh well, I'll try better next time.

 

 

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[spoiler=the cards][/align]

Text changes are BOLD

 

Series 2:

Moonlight Dancer

DARK

Level: 1

[Fairy/Effect]

When this card is destroyed by battle and sent to the Graveyard' date=' add 1 monster with 0 DEF from your [b']D[/b]eck to your hand.

ATK/ 0

DEF/ 0

 

Could I recommend to change it from "When this card is sent from the field to the Graveyard, ...", there aren't enough targets to really justify restricting it so much when Sangan exists.

 

Kamikaze Bomber

FIRE

Level: 4

[Machine/Effect]

This card cannot attack your opponent's Life Points directly. If this card battles, destroy it after damage calculation.

ATK/ 3000

DEF/ 0

 

Interesting card, to say the least, but would probably be broken in a Skill Drain Deck which can already run a lot of Machine Support cards. Try 2500-2600 ATK, which would probably suffice for balance.

 

Shadow Diver

DARK

Level: 5

[sea-Serpent/Synchro/Effect]

1 Tuner + 1 or more non-Tuner monsters

Once per turn, you can tribute one Level 3 or lower monster, if you do, this card can attack twice during the Battle Phase of this turn. When this card attacks or is attacked, you can discard 1 card to have this card gain 500 ATK until the End Phase.

ATK/ 2100

DEF/ 1700

 

I feel any reasonably strong monster with built-in double attack is an OTK waiting to happen, but otherwise it seems fine.

 

Limiter Break

Spell

Select 1 Machine-type monster you control, double its ATK and destroy it during the End Phase. You cannot declare an attack with other monsters you control during this turn.

 

Two points:

* I think a TCG/OCG/ACG card has this name already

Limiter Break is the OCG name of Limiter Overload... Limit Breaker would work.

* If the above thing was an OTK waiting to happen. This is an OTK in pure essence that's happened a million times already and is about to strike again. Doubling ATK is a risky business and I don't believe that this could be anything other than banned unless Limiter Removal was first banned - and even then it would be limited. Avoid doubling anything when at all possible

 

Pot of Fortune

Spell

Send the top card of your Deck to the Graveyard. Draw 1 card.

 

You might not play the game itself much and, as such, not know, but sending cards from your Deck to the Graveyard is considered a GOOD thing in Yugioh because cards are easier to recover from the Graveyard than the Deck. This is basically a card that allows you to run a 37 card Deck - instantly more consistent and more likely to win - and get a bonus of maybe losing cards to recover. It would be run with as many as possible in all Decks, a staple with no exception, and as such be banned. Generic draw power should never be without a reasonable drawback.

 

That was kinda rude man. Single-card mill is riskier than mass mill and you know it, and it's a +-0 for hand count so it's fine.

 

Dunce Hat

Spell/Equip

The equipped monster cannot declare an attack or change it's battle position and has it's effect(s) are negated. If this card is sent to the Graveyard, you can add it on top of your Deck.

 

Interesting one to quickly negate an effect, although I feel most people would run something like Forbidden Chalice instead since Equips are generally frowned upon. Fine card, though.

 

Kuriboh Guard

Trap

Remove from play one "Kuriboh" or "Winged Kuriboh" you control. Your opponent skips his next Battle Phase.

 

(I'm assuming the "you control" thing, you weren't specific)

 

There isn't much of a reason people would run this over Waboku or Threatening Roar, give an extra boost like making you draw a card afterwards.

 

Snatchsteal

Trap

Select one face-up Spell or Trap Card on your opponent's side of the field and place it in your Spell and Trap Card Zone.

 

I'm SURE Snatch Steal is a real (and banned) card's name. But this card seems fine since so much is chainable nowadays. I'd make it be able to target face-down cards too, since there wouldn't be many targets otherwise.

 

riting it like that is fine. Raimei and Rai-Mei both exist in the TCG, after all.

 

Pest Attack

Trap/Continuous

While this card is face-up on the field, any monster you control with 500 or less ATK can attack your opponent directly.

 

Interesting. Not sure where it's best used, but interesting.

And that sums it up for today.

 

 

 

I don't like giving overall ratings, I just prefer to see the individual cards improve themselves. Things seem okay, but the balance is often off.

 

I will rate them. 7//10.

 

What card is it you saw with Genmas?

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In order to make up for my last series, here is the 3rd set:

 

Series 3:

 

 

Faux Cat

DARK

Level: 1

[beast/Effect]

If this card is removed from play, destroy 1 card on the field.

ATK/ 300

DEF/ 100

 

 

Heal Golem

LIGHT

Level: 6

[Fiend/Effect]

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing one monster on your opponent's side of the field and is Special Summoned to your opponent's side of the field. The controller of this card gains 1000 Life Points during each of his/her Standby Phases.You cannot Normal Summon during the turn this card is Special Summoned.

ATK/ 0

ATK/ 2500

 

 

Mecha Ruler H-Des

EARTH

Level: 5

[Machine/Synchro/Effect]

1 Tuner + 1 or more Machine-type monsters

Once per turn, when an Effect Monster's effect is activated, negate it. One time only, if this card would be destroyed, it is not destroyed.

ATK/ 2000

DEF/ 1150

 

 

Yggdrasil, Tree of Life

Spell/Field

All face-up Plant-type monsters you control gain 100 ATK and DEF points for each Plant-type monster that is removed from play. Once per turn, you can Special Summon one of your Level 4 or lower Plant-type monsters that is removed from play. It cannot declare an attack this turn.

 

 

Annoyance Strategy

Spell

Both players look at their opponent's Extra Deck and select 3 monsters. Send those monsters to the graveyard. You cannot activate this card if there are less then 3 monsters in either player's Extra Deck.

 

 

Chaos Drain

Spell

Gain 200 Life Points for each card that is removed from play.

 

 

Crimson Bullet

Trap

Select one appropriate face-up monster on the field. Have that monster use one of it's effects of your choosing (you are treated as that monster's current controller).

 

 

D.D. Dark Hole

Trap/Continuous

Each time a player deals Battle Damage to his/her opponent, he/she must select monster from their Deck whose ATK is equal to or lower then the Battle Damage dealt and removes it from play.

*Note: the attacking player removes the card.

 

 

Dark Oath

Trap/Continuous

Tribute all monster(s) you control(except tokens). When this face-up card is removed from the field, deal 800 points of damage to your opponent's Life Points for each monster you tributed.

 

 

Hope you like it ^^

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In order to make up for my last series' date=' here is the 3rd set:

 

Series 3:

 

Faux Cat

DARK

Level: 1

[beast/Effect']

When this card is removed from play, destroy 1 card on the field.

ATK/ 300

DEF/ 100

 

I'll admit, I really like this. Don't you dare change it.

 

Heal Golem

LIGHT

Level: 6

[Fiend/Effect]

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by tributing 1 monster on your opponent's side of the field and is Special Summoned to your opponent's side of the field. The controller of this card gains 1000 Life Points during each of their Standby Phases.

ATK/ 0

ATK/ 2500

 

It's odd and I think I like it. And it's great for getting around things like Stardust/Assault Mode. I also like that you can Summon it in Attack to make it easy to kill and hit for straight damage. Add in either the "cannot Normal Summon" clause of Grinder Golem or give it 1000-2000 more ATK.

 

Mecha Ruler H-Des

EARTH

Level: 5

[Machine/Synchro/Effect]

1 Tuner + 1 or more Machine-type monsters

Once per turn, when an Effect Monster's effect is activated, negate it. Once, if this card would be destroyed, it is not destroyed.

ATK/ 2000

DEF/ 1150

 

The first part initially looks overpowered, but the machine-limited summoning and that it doesn't destroy the negated card's effect, probably balances it. I'd actually like to see this at level 7 with a bit more ATK &/or DEF to make Black Salvo usable.

 

Yggdrasil, Tree of Life

Spell/Field

All Plant-type monsters you control gain 100 ATK and DEF for each Plant-type monster that is removed from play. Once per turn, you can Special Summon one of your Level 4 or lower Plant-type monsters that is removed from play. It cannot declare an attack during the turn it is Summoned.

 

I've seen the name used to many times that my eyes bleed, but the card looks like interesting support for the RFG theme plants are starting to get.

 

Annoyance Strategy

Spell

Both players look at their opponent's Extra Deck and select 3 monsters. Send those monsters to the graveyard. You cannot activate this card if there are less then 3 monsters in either player's Extra Deck.

 

It could be OP'd with Phantom of Chaos or something, seems very risky. Although I do like it's power to cripple most Glads, making it a good side in most Decks.

 

Chaos Drain

Spell

Gain 200 Life Points for each card that is removed from play.

 

Make it 300/400. LP gain is considered 'meh' and this is UP'd in it's current state.

 

Crimson Bullet

Trap

Select one appropriate face-up monster on the field. Have that monster use one of it's effects of your choosing (you are treated as that monster's current controller).

 

Too confusing, will make too many ruling arguments, possibly OP'd somewhere. I'd love to see this in a way that solves all that but I doubt it's possible.

 

D.D. Dark Hole

Trap/Continuous

Each time a player deals Battle Damage to their opponent, they must select 1 monster in their Deck whose ATK is equal to or lower then the Battle Damage dealt and remove it from play.

*Note: the attacking player removes the card.

 

It should be clear without a note. The card seems like it could be interesting, although probably best done as a Spell so that you can quickly RFG something you want.

 

Dark Oath

Trap/Continuous

Tribute all monsters you control(except tokens). When this card is removed from the field, deal 800 points of damage to your opponent's Life Points for each monster you tributed for this card's effect.

 

It probably lost it's best use because of the "except tokens" clause. Remove that and let it be some fun in an interesting token-burn Deck.

 

Much better, I like the way things are tying together.

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Glad you like it ^^

I tried to make them balanced.

 

Now to the discussion board:

 

 

Faux Cat

- I'll admit, I feel proud about this sucker. Basically, the idea was to use it with cards like Allure of Darkness and DAD for extra destruction and it's beast status makes it a nice Rescue Cat target (Faux cat was based upon it)

 

Heal Golem

-Oops, forgot to add the "cannot normal summon" part, thanks for reminding me.

 

Mecha Ruler H-Des

-I guess it would make a decent DSF replacement as a Level 7 monster(might even give him Dark Ruler Ha Des' stats + 100)

 

Yggdrasil, Tree of Life

-Not much to say here, I designed this one because I hated it when my monsters get BTH-ed

 

Annoyance Strategy

-I thought it would be interesting; like you said, a decent side deck card.

 

Chaos Drain

- 400 might be too much (1 Necroface would equal at least 4000 LP heal), so 300 seems fine

 

Crimson Bullet

-Okay, this was an experiment; I planned to use this card against DAD and Gale

 

D.D. Dark Hole

-This used to be a Spell card but, I needed Trap cards so I turned it into one

 

Dark Oath

-I added the "except Tokens" because I thought it would be OP, but I might test it in YVD to see how powerful it would be.

 

 

 

Thanks for the thoughts.

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In order to make up for my last series' date=' here is the 3rd set:

 

Series 3:

 

Mecha Ruler H-Des

EARTH

Level: 5

[Machine/Synchro/Effect']

1 Tuner + 1 or more Machine-type monsters

Once per turn, when an Effect Monster's effect is activated, negate it. Once, if this card would be destroyed, it is not destroyed.

ATK/ 2000

DEF/ 1150

 

The first part initially looks overpowered, but the machine-limited summoning and that it doesn't destroy the negated card's effect, probably balances it. I'd actually like to see this at level 7 with a bit more ATK &/or DEF to make Black Salvo usable.

 

That makes sense.

 

Yggdrasil, Tree of Life

Spell/Field

All Plant-type monsters you control gain 100 ATK and DEF for each Plant-type monster that is removed from play. Once per turn, you can Special Summon one of your Level 4 or lower Plant-type monsters that is removed from play. It cannot declare an attack during the turn it is Summoned.

 

I've seen the name used to many times that my eyes bleed, but the card looks like interesting support for the RFG theme plants are starting to get.

 

What the F**K ios Yggdrasil anyway?

 

Annoyance Strategy

Spell

Both players look at their opponent's Extra Deck and select 3 monsters. Send those monsters to the graveyard. You cannot activate this card if there are less then 3 monsters in either player's Extra Deck.

 

It could be OP'd with Phantom of Chaos or something, seems very risky. Although I do like it's power to cripple most Glads, making it a good side in most Decks.

 

Anti-GB? I like it!

 

Chaos Drain

Spell

Gain 200 Life Points for each card that is removed from play.

 

Make it 300/400. LP gain is considered 'meh' and this is UP'd in it's current state.

 

Or convert it to burn.

 

Crimson Bullet

Trap

Select one face-up monster on the field. Activate 1 of its effects (you are treated as that monster's current controller).

 

Too confusing, will make too many ruling arguments, possibly OP'd somewhere. I'd love to see this in a way that solves all that but I doubt it's possible.

 

I can see use for this. I made DAD kill himself in response to his own effect, so the real DAD effect fizzles. Awesome.

 

D.D. Dark Hole

Trap/Continuous

Each time a player inflicts Battle Damage to their opponent, they must select 1 monster in their Deck whose ATK is equal to or lower then the Battle Damage dealt and remove it from play.

 

It should be clear without a note. The card seems like it could be interesting, although probably best done as a Spell so that you can quickly RFG something you want.

 

Agreed

 

Dark Oath

Trap/Continuous

Tribute all monsters you control(except tokens). When this card is removed from the field, deal 800 points of damage to your opponent's Life Points for each monster you tributed for this card's effect.

 

It probably lost it's best use because of the "except tokens" clause. Remove that and let it be some fun in an interesting token-burn Deck.

 

I agree. Allow Tokens.

 

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Genma No Ou:

Though you were probably joking, if you are interested in what Yggdrasil is, try Wikipedia.

 

Chaos Drain

-we have D.D. Dynamite, no need for burn

 

Crimson Bullet

-since I made the card, I decide on the rulings :D ; the effect of DAD would not fizzle, he would be destroyed but so would the card he targeted.

 

Dark Oath

- Agreed, Tokens it is.

 

 

EDIT: After giving it some thought, I decided this will be the effect of Crimson Bullet:

Switch the opponent's Monster Card effect that designates 1 or more cards on the field as a target to another correct target(s).

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Howling Frost Dragon

WATER

Level: 7

[Dragon/Synchro/Effect]

1 Tuner + 1 or more non-Tuner monsters

When this card attacks a face-up Attack position monster, switch this card's ATK with that monster. If this card attacks, it is changed to Defense position at the end of Damage Calculation. While this card is in face-up Defense position, it cannot be destroyed by card effects.

ATK/ 0

DEF/ 2500

This totaly owns honest.

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Otakon how do you even get made up cards on YVD. Either way these are good so 9/10.

 

I'm sure there's a tutorial somewhere on the forum but I use this method:

 

Simply open the yvd.SET with Notepad and from there you will pretty much understand everything; but here's an example of how things look inside:

 

|7 Colored Fish|8;98;2|SDJ;MRD;SD4|Fish|Water|4||1800|800|A rare rainbow fish that has never been caught by mortal man.|

 

 

First comes the name, then the set numbers(you can put pretty much whatever here), set name, type(cam be ex. Beast/Effect), attribute, level, attack and def and then the lore.

 

There are plenty of examples in the set, so just copy a line and change the values.

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It's here

 

Series 4:

 

 

Scrap Eater

FIRE

Level: 3

[beast/Effect]

Once per turn, you can remove from play one Machine-type monster from your graveyard to have this card gain ATK points equal to the removed monster's ATK until the End Phase.

ATK/ 1000

DEF/ 800

 

 

Supernova

LIGHT

Level: 8

[Rock/Effect]

When this card is Tribute Summoned successfully, destroy all cards on the field.

ATK/ 0

DEF/ 0

 

 

Master Harpie

WIND

Level: 5

[Winged-Beast/Effect]

Once per turn, by discarding 1 card, you can Special Summon 1 "Harpie Lady" or "Harpie Girl" from your hand, Deck or Graveyard to your side of the field.

ATK/ 1300

DEF/ 2000

*NOTE: it's a chick (no pun intended)

 

 

Millennium Power

Spell/Equip

Equip only to a "Millennium Shield" you control. Increase the equipped monster's DEF by 1000 if it is the only monster on your side of the field. All face-up Attack Position monster(s) your opponent controls must attack the equipped monster if able.

 

 

D.D. Summon

Spell/Quickplay

Special Summon one of your Level 4 or lower monster(s) that is removed from play. It cannot declare an attack or be used as a tribute as long as it remains face-up.

 

 

Fatal Gift

Spell

Special Summon one Level 4 or lower monster from your deck to your opponent's side of the field in face-up Defense Position.

 

 

Silent Battle

Trap/Continuous

No Trap Cards can be activated during the Battle Phase.

 

 

Solar Bang

Trap

Tribute one face-up LIGHT monster you control. Deal damage to your opponent equal to the level of the tributed monster x300

 

 

Great Spell Absorbing Vortex

Trap/Continuous

A player can negate the activation and the effect of a Normal Spell Card by paying half of his/her Life Points.

 

 

Enjoy

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