Huntar! Posted December 8, 2009 Report Share Posted December 8, 2009 Welcome to the YCM COTW! This week is currently: COTW #2! This week's theme is: Equip Spell Card Entry Begins: 12/7/09Entries end: 12/14/09 -This thread is for ENTRIES ONLY-This thread is NOT for discussion-This thread is NOT for voting-Please post your username and the card you are entering. Have fun! :] Link to comment Share on other sites More sharing options...
.Impact Posted December 8, 2009 Report Share Posted December 8, 2009 Im in ~AuXiLiArY~This card cannot be activated unless the difference between both players’ Life Points is greater than 2000. This card can only be equipped to a monster with 2000 ATK or more. The equipped monster gains 500 ATK and loses 1000 DEF. The equipped monster cannot be destroyed by battle. During each Standby Phase of the controller of the equipped monster, Special Summon 1 "Chain Token" (Fiend-Type/DARK/Level 10/ATK 0/DEF 0). When the controller of the equipped monster controls 3 "Chain Tokens", destroy the equipped monster and all "Chain Tokens" on the field. The controller of the destroyed monster loses 500 Life Points for each "Chain Token" destroyed, and must skip their next 2 Draw Phases. This card cannot be added from your Graveyard to your hand. If the equipped monster is destroyed by a card effect than destroy this card and all “Chain Tokens” on the field without activating this card’s effect. Link to comment Share on other sites More sharing options...
ayy lmao Posted December 9, 2009 Report Share Posted December 9, 2009 [align=center] Unorthodox Simplicity [spoiler=[b]Lore][/b]When this card is Summoned, roll a die, if it's an even number this card stays on the field, if it's an odd number, destroy this card. This cards ATK is determined by how many DARK attribute monsters both players have in their Graveyards x300. When this card is destroyed select 3 DARK attribute monsters in your Graveyard and send them to the bottom of your Deck. Your Deck is then shuffled. If this card has been in your Graveyard for 3 turns or more, during your or your opponents Standby Phase, Special Summon this card in face-up Attack Position with 1000 ATK and 0 DEF. If this card was Special Summoned and then destroyed by a result of battle, remove this card from play. This card cannot be Special Summoned if it's removed from play. Picture Credit: Father Wolf[/align] Link to comment Share on other sites More sharing options...
ΣДĢĪςίÅл Φƒ Đåŗķлꪪ Posted December 9, 2009 Report Share Posted December 9, 2009 Username: ΣДĢĪςίÅл Φƒ Đåŗķлꪪ Descard 2 Machine-Type monster from your hand or Deck to Summon 2 "Merge Tokens" (Machine-Type/Wind/Level 1/ATK ????/DEF ????) the ATK of this token is equal to the ATK of the Equiped monster.If that monster is destroyed destroy the tokens and summon 1 "Merge Master" from your Deck, hand or Graveyard and Equip this card with "Merge Master".Once per turn increase "Merge Masters" ATK by 200 and decrese it DEF by 200. Link to comment Share on other sites More sharing options...
Sander Posted December 9, 2009 Report Share Posted December 9, 2009 [align=center] Unorthodox Simplicity [spoiler=[b]Lore][/b]When this card is Summoned' date=' roll a die, if it's an even number this card stays on the field, if it's an odd number, destroy this card. This cards ATK is determined by how many DARK attribute monsters both players have in their Graveyards x300. When this card is destroyed select 3 DARK attribute monsters in your Graveyard and send them to the bottom of your Deck. Your Deck is then shuffled. If this card has been in your Graveyard for 3 turns or more, during your or your opponents Standby Phase, Special Summon this card in face-up Attack Position with 1000 ATK and 0 DEF. If this card was Special Summoned and then destroyed by a result of battle, remove this card from play. This card cannot be Special Summoned if it's removed from play. [b']Picture Credit:[/b] Father Wolf[/align] You're supposed to post a EQUIP SPELL CARD, not monster. Change it or your card won't be counted for the COTW. Link to comment Share on other sites More sharing options...
ihop Posted December 10, 2009 Report Share Posted December 10, 2009 iHopEquip only to "Terrorbug Berserk Ant". Once per turn, you can change the Type of the equipped monster. If the Equipped monster destroys an Insect-Type monster, you can pay 500 Life Points to Special Summon the destroyed monster to your side of the field. If this card is destroyed and removed from play by a Spell Card effect, Special Summon 2 "Terrorbug Tokens" (Insect-Type/DARK/Level 1/ATK 0/DEF 500) to your opponent's side of the field. During your Standby Phase, draw cards equal to the amount of "Terrorbug Tokens" your opponent controls. You may want to see the card it equips to:This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 4 Insect-Type monsters in your Graveyard. Once per turn, you can pay 1000 Life Points to change the Type of this card. If this card destroys a monster of the same Type by battle, add 1 of your removed from play Insect-Type monsters to your hand. Link to comment Share on other sites More sharing options...
AltJunkie Posted December 12, 2009 Report Share Posted December 12, 2009 AltJunkie Ok, i decided to make my first ever card for a contest, so please help by pointing out errors (after the contest has been judged, of course).Hope you like it! Link to comment Share on other sites More sharing options...
XP_Lulz Posted December 12, 2009 Report Share Posted December 12, 2009 [align=center]Username - Xp_lulz [spoiler=Lore] The equipped monster gains 3000 ATK and DEF. The equipped monster cannot attack until your 4th Standby Phase after this card was equipped. The equipped monster is not affected by the effect of Spell Cards, other than this card. This card is changed to Defense Position when it is Normal Summoned or Flip Summoned successfully. The equipped monster can attack while it is in Defense Position. If the equipped monster attacks while in Defense Position, apply the ATK of the equipped for damage calculation. During each of your Standby Phases, decrease the equipped monsters ATK and DEF by 200, and add a Rust Counter (Max. 14) to this card. When this card has 14 Rust Counters, destroy this card. When this card is destroyed, add 1 Side Effect Counters to the monster that was equipped with this card. As long as this card exist in the Graveyard, all monsters with Side Effect Counters lose 400 ATK, and cannot attack. [/align] Link to comment Share on other sites More sharing options...
Y B Posted December 12, 2009 Report Share Posted December 12, 2009 My entry, simple and interesting effect Link to comment Share on other sites More sharing options...
◎Kaleidoscope Posted December 13, 2009 Report Share Posted December 13, 2009 [align=center]Bl♣ze [spoiler=Pulsating Blaze of the Estranged]You can only activate this card during your Main Phase 1. Equip this card to a monster your opponent controls. If the equipped monster is a Fiend-Type monster, it gains 300 ATK for each monster on the field. The controller of the equipped monster loses 300 Life Points each Standby Phase. If the equipped monster is face-up on your opponent's field for more then 2 turns, destroy 1 monster on your field for every turn the equipped monster is on yuor opponent's field. When this card or the equipped monster is destroyed, the last controller of this card must Tribute an extra monster each time he/she Tribute Summons a monster. Img by FW[/align] Link to comment Share on other sites More sharing options...
Huntar! Posted December 14, 2009 Author Report Share Posted December 14, 2009 This contest is now over and has been automatically moved to the Finished Contests forum. Link to comment Share on other sites More sharing options...
HLG KillerNinja Posted December 14, 2009 Report Share Posted December 14, 2009 HLG KillerNinja [/img] Link to comment Share on other sites More sharing options...
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