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Set 2! Play with custom cards! The YCCG Organization


-Griffin

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Due to multiple requests, submissions for set two are now being accepted.

Goals for this set are:

 

* Increase the amount of splashable/semi-splashable cards, hopefully around 50% of the set.

 

* Create 3-5 supported Deck types, possibly, but unlikely, including one or two archtypes. (Try to keep these, for now, a max of 5 cards for a "supported Deck type")

 

* Duel.

 

* Have fun.

 

Enjoy submission, people.

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Sweet, set two, here are my submissions

Sacred Mage of Flames

FIRE lvl 4

Spellcaster / effect

When this card is Special Summoned, you can add 1 Level 4 or lower FIRE monster from your Deck to your hand. When this card destroys an opponent's monster by battle, inflict 500 damage to your opponent's Life Points.

1700 ATK / 1000 DEF

 

Pelemalu

FIRE Lvl 3

Pyro / Tuner

This card can only be Special Summoned by the effect of a FIRE monster. You can Special Summon this card from your hand by paying 800 Life Points. When this card is selected as an attack target, you can Special Summon 1 "Pelemalu" from your deck and inflict 500 damage to your opponent. This card cannot use this effect during your opponent's turn after this card was Summoned.

1000 / 1000

 

Vulcanoto

FIRE Lvl 7

Pyro / Synchro / Effect

"Pelemalu" + 1 or more non-Tuner monsters

When this card is Synchro Summoned successfully, destroy 1 Spell or Trap card on the field and inflict 500 damage to your opponent's Life Points. Once per turn, you can negate one of your opponent's monster's attacks.

2500 ATK / 500 DEF

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|Mecha Soldier Dartine|0|YCCG|Machine/Effect|DARK|4||1600|1800|When this card is Normal Summoned, you can select 1 face-up monster your opponent controls and return it to their hand. When this card is destroyed as a result of battle, you can remove it from play to Special Summon 1 "Mecha Soldier" monster excluding "Mecha Soldier Dartine".|

|Mecha Soldier Tecano|0|YCCG|Machine/Effect|DARK|6||2200|1300|When this card is Normal Summoned, you can return 1 face-up monster your opponent controls and remove it from play. This card gains 100 ATK for each "Mecha Soldier" monster in your Graveyard. If this card is used for a Synchro Summon, you can Special Summon up to 2 removed from play "Mecha Soldier" monsters you control.|

|Mecha Soldier Obsolete|0|YCCG|Machine/Tuner|DARK|1||300|400|A monster too weak for true battle, this Mecha Soldier remains at the back lines, repairing other broken Mecha Soldiers.|

|Mecha Soldier Powerhouse|0|YCCG|Machine/Synchro/Effect|DARK|8||2700|2100|1 Tuner monster + 1 or more "Mecha Soldier" monsters

When this card is Synchro Summoned succesfully, you can Tribute 1 face-up "Mecha Soldier" monster you control to return all face-down cards your opponent controls to their hand. This card gains 100 ATK for each removed from play "Mecha Soldier" monster you control. When this card is destroyed as a result of battle, remove it from play.|

|Mecha Soldier Quickfire|0|YCCG|Machine/Effect|DARK|4||1900|800|This card can attack your opponent twice during the Battle Phase. When this card is destroyed except as a result of battle, remove it from play.|

|Mecha Soldier Reproduction Factory|0|YCCG|Trap Card|Trap||Continuous|||Once per turn, during your End Phase, you can remove from play 2 "Mecha Soldier" monsters in your Graveyard to Special Summon 1 "Mecha Soldier" monster from your hand.|

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Cool, playingwith your own (maybe) cards xD.

 

Do You mindifI Join???

 

Can you make cards/reword OCG/balance cards well in your opinion?:Meh, I review OCG almost everyday, had never Overpowered or Underpowered acard and fixed some minor OCG... Ya i think i can do that =]

Do you have YVD: Yesh!

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xRaven

Winged-Beast Dark Tuner Lv2 1300/600

This card's Type is also treated as Warrior. When this card inflicts Battle Damage to your opponent with direct attack select 1 random card in your opponent's hand and return it to bottom of owner's Deck.

 

 

xRavenXIII, Prince of Sad Melodies

Winged-Beast Dark Synchro Lv7 2800/1300

"xRaven" + 1 or more non-Tuner DARK monster(s)

This card's Type is also treated as Warrior. This card can attack your opponent's Life Points directly, but damage inflicted that way is halved. When this card inflicts Battle Damage to your opponent with direct attack select 1 card in your opponent's hand and return it to bottom of owner's Deck.

 

Cheers!

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Well, I don't really know if this is how I post cards here, but....

 

[spoiler= Cardz]

[spoiler= Crystal Core Lord Set, Rock type support]

[spoiler= Crystal Core Lord]

Attribute: Light

Type: Rock

Level: 8

Effect:

This card cannot be set or normal summoned. This card cannot be special summoned unless by the effect of "Crystal Core Lord Part - Head". This card gains 600 attack points for each Rock type monster in your graveyard. When this card is destroyed, remove from play 2 Rock type monsters instead. During your stand by phase, special summon any level 4 Rock-type monster from your hand. When this card is sent to the graveyard, special summon 3 Rock-type monsters from your hand or graveyard.

 

Attack: 600

Defense: 3000

 

 

 

[spoiler= Crystal Core Lord Part - Head]

Attribute: Light

Level: 8

Type: Rock

Effect:

This card can only be normal summoned. When this card is normal summoned, special summon 3 "Crystal Core Lord Part" monster from your hand, deck, and graveyard. This card cannot be destroyed by battle. (Damage calculations apply normally.) When 4 "Crystal Lord Part" monsters with different names are on your side of the field, tribute them to special summon 1 "Crystal Core Lord" from your hand, deck, or graveyard.

 

Attack: 0

Defense: 0

 

 

 

[spoiler= Crystal Core Lord Part - Legs]

Attribute: Light

Type: Rock

Level: 4

Effect:

When this card is Normal Summoned, destroy it after this turn. When this card is destroyed, special summon 1 "Crystal Core Lord Part" card from your hand.

 

Attack: 1000

Defense: 1000

 

 

 

 

[spoiler= Crystal Lord Part - Arm]

Attribute: Light

Level: 4

Effect: When this card is Normal Summoned, destroy it after this turn.When this card is destroyed, special summon 1 "Crystal Core Lord Part" card from your hand.

 

Attack: 2000

Defense: 1000

 

 

 

 

 

[spoiler= Crystal Core Lord Part - Frame]

Attribute: Light

Level: 4

Effect: When this card is Normal Summoned, destroy this card. When this card is destroyed, special summon 1 "Crystal Core Lord Part" card from your hand.

 

Attack: 1000

Defense: 1900

 

 

 

[spoiler= Crystal Core Lord Part - Guard]

Attribute: Light

Level: 4

Effect: When this card is Normal Summoned, destroy this card. When this card is destroyed, special summon 1 "Crystal Core Lord Part" card from your hand.

 

Attack: 1000

Defense: 1000

 

 

 

 

 

 

I'll try to make moar.

 

 

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Well, here's some more of my fire cards:

Searing Magnification

Continuous Spell Card

Whenever a FIRE monster inflicts Effect Damage to your opponent, they take 500 damage.

 

Pyronis Maximus

FIRE lvl 3

Pyro / Effect

FLIP: Inflict 1000 damage to your opponent. Whenever your opponent takes Effect Damage, you can flip this card into face-down Defense Position.

 

Quick Destruction

Quick-Play Spell Card

Activate only when 1 of your monsters is destroyed by battle. Destroy up to 2 Spell or Trap cards on the field.

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WATER and WIND looks like it could get more support.

 

|Sunken Ship|84|YCCG|Spell Card|Spell||Field|||Increase the ATK and DEF of all WATER monsters by 100. Decrease the Level of all WATER monsters on the field, in both Players Graveyard and Decks by 1. Once per turn, if a player attacks a WATER monster, the controller of that monster can change the target of that attack to another WATER monster.|

 

|Submerge|13|YCCG|Spell Card|Spell||Equip|||Equip only to a WATER monster. Decrease the Level of that monster by 1. The monster equipped is unaffected by any spell cards (except this one), and cannot be selected as an attack target (if it is the only monster you control, your opponent may attack you directly.)|

 

|Seeker Shark|12|YCCG|Fish/Effect|Water|4||1700|1000|Once per turn you can discard 1 WATER monster from your hand to add 1 level 4 or lower WATER monster from your Deck to your hand.|

 

|Wall of Water|0|YCCG|Trap Card|Trap||Normal|||Activate only when your opponent declares an attack against a WATER monster. Negate the attack, then you can switch the battle position of the opponent's attacking monster or your attacked monster. You can add this card from your graveyard to your hand instead of conducting your draw phase.|

 

|Thorn Manta|26|YCCG|Fish/Effect|Water|6||2100|2500|If you control a Fish-type monster, you can normal summon this card without tributing. During your end phase, you can change any of your Fish-type monsters to Defense Position. Once per turn, by tributing 1 Fish-type monster in face-up Defense Position, destroy 1 face-up monster on the field.|

 

|Air Force Gale Jet|11|YCCG|Machine/Effect|Wind|3||900|400|When this card is normal summoned, return 1 card on the field to its owners hand.|

 

|Hurricane Summon|1|YCCG|Spell Card|Spell||Continuous|||You can normal summon twice per turn, as long as both monsters summoned are WIND monsters level 4 or less (this is optional). During the turn you use this effect, you cannot special summon.|

 

|Speed Ninja|2|YCCG|Warrior/Effect|Wind|4||1200|400|When this card Attacks or is Attacked, during the damage step, you can return a number of WIND monsters you control to their owner's hands, and increase the ATK of this monster by the number returned x1000 until the end of the turn.|

 

|Tornado Zone|82|YCCG|Spell Card|Spell||Field|||Increase ATK of all WIND monsters on the field by the number of empty opponent's Spell/Trap zones x100. When a WIND monster is Normal Summoned, controller of that monster can return 1 Spell or Trap on the field to its owner's hand.|

 

|Skeletal Bird|17|YCCG|Zombie/Effect|Wind|6||2300|800|When you Tribute Summon this card by Tributing a WIND monster, return that monster to your hand at the end of the turn. Once per turn, you can return all Spell and Trap cards to their owner’s hands. If you activate this effect, you cannot declare an attack with this card during that turn.|

 

 

Sorry if i'm wrong when i say this, but that xRaven card could be used like Yata-Garasu if your opponent gets a dead draw.

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@seatleite - good notice!! I changed that it returns card to bottom of deck !

 

Griffin, Guardian of Ancient Library

Wind Winged-Beast Lv8 2900/2200

When this card is Normal Summoned, you can select 1 Spell Card from your Deck and add it to your hand. You cannot activate Spell Card of same name while this card is face-up on the field.

 

Ifarion, Guardian of Sulfur Hell

Fire Pyro Lv12 0/0

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by its own effect. During your Standby Phase, you can reveal this card in your hand to send 5 cards from top of your Deck to the Graveyard. If total number of stars of monsters sent this way is bigger then 12, Special Summon this card to your side of the field, else remove this card from play. When this card battles with monster that have lower Level then this card, negate attack and inflict damage to opponent's Life Points equal to Level of monster that's battling with this card x 100. Then reduce this card's Level by Level of monster that was battling with this card until End Phase.

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  'xXJianXx said:

Cool' date=' playingwith your own (maybe) cards xD.

 

Do You mind if I Join???

 

Can you make cards/reword OCG/balance cards well in your opinion?:Meh, I review OCG almost everyday, had never Overpowered or Underpowered acard and fixed some minor OCG... Ya i think i can do that =']

Do you have YVD: Yesh!

I think I like this one, welcome.

 

 

  'Nightmarian said:

xRaven

Winged-Beast | DARK | Tuner Lv3 1300/600

This card's Type is also treated as Warrior. When this card inflicts Battle Damage to your opponent with direct attack select 1 random card in your opponent's hand and return it to bottom of owner's Deck.

 

 

xRavenXIII' date=' Prince of Sad Melodies

Winged-Beast Dark Synchro Lv7 2800/1300

"xRaven" + 1 or more non-Tuner DARK monster(s)

This card's Type is also treated as Warrior. This card can attack your opponent's Life Points directly, but damage inflicted that way is halved. When this card inflicts Battle Damage to your opponent with direct attack select 1 [b']random[/b] card in your opponent's hand and return it to bottom of owner's Deck.

Cheers!

 

Accepted with modifications.

 

  'VK-Duelist said:

Well' date=' I don't really know if this is how I post cards here, but....

 

[spoiler= Cardz']

[spoiler= Crystal Core Lord Set, Rock type support]

[spoiler= Crystal Core Lord]

Attribute: Light

Type: Rock

Level: 8

Effect:

This card cannot be set or normal summoned. This card cannot be special summoned unless by the effect of "Crystal Core Lord Part - Head". This card gains 600 attack points for each Rock type monster in your graveyard. When this card is destroyed, remove from play 2 Rock type monsters instead. During your stand by phase, special summon any level 4 Rock-type monster from your hand. When this card is sent to the graveyard, special summon 3 Rock-type monsters from your hand or graveyard.

 

Attack: 600

Defense: 3000

 

 

 

[spoiler= Crystal Core Lord Part - Head]

Attribute: Light

Level: 8

Type: Rock

Effect:

This card can only be normal summoned. When this card is normal summoned, special summon 3 "Crystal Core Lord Part" monster from your hand, deck, and graveyard. This card cannot be destroyed by battle. (Damage calculations apply normally.) When 4 "Crystal Lord Part" monsters with different names are on your side of the field, tribute them to special summon 1 "Crystal Core Lord" from your hand, deck, or graveyard.

 

Attack: 0

Defense: 0

 

 

 

[spoiler= Crystal Core Lord Part - Legs]

Attribute: Light

Type: Rock

Level: 4

Effect:

When this card is Normal Summoned, destroy it after this turn. When this card is destroyed, special summon 1 "Crystal Core Lord Part" card from your hand.

 

Attack: 1000

Defense: 1000

 

 

 

 

[spoiler= Crystal Lord Part - Arm]

Attribute: Light

Level: 4

Effect: When this card is Normal Summoned, destroy it after this turn.When this card is destroyed, special summon 1 "Crystal Core Lord Part" card from your hand.

 

Attack: 2000

Defense: 1000

 

 

 

 

 

[spoiler= Crystal Core Lord Part - Frame]

Attribute: Light

Level: 4

Effect: When this card is Normal Summoned, destroy this card. When this card is destroyed, special summon 1 "Crystal Core Lord Part" card from your hand.

 

Attack: 1000

Defense: 1900

 

 

 

[spoiler= Crystal Core Lord Part - Guard]

Attribute: Light

Level: 4

Effect: When this card is Normal Summoned, destroy this card. When this card is destroyed, special summon 1 "Crystal Core Lord Part" card from your hand.

 

Attack: 1000

Defense: 1000

 

 

 

 

 

 

I'll try to make moar.

 

 

 

I'm not 100% sure on these. What do others think of the idea? Personally, I don't like the amount of dedication required for ANY result.

 

  'sephiran1 said:

Well' date=' here's some more of my fire cards:

Searing Magnification

Continuous Spell Card

Whenever a FIRE monster inflicts Effect Damage to your opponent, they take 500 damage.

 

[b']Rejected. I'm find with FIRE monsters burning, but I don't want much interaction with the damage.[/b]

 

Pyronis Maximus

FIRE lvl 3

Pyro / Effect

FLIP: Inflict 1000 damage to your opponent. Whenever your opponent takes Effect Damage, you can flip this card into face-down Defense Position.

 

See above comment.

 

Quick Destruction

Quick-Play Spell Card

Activate only when 1 of your monsters is destroyed by battle. Destroy up to 2 Spell or Trap cards on the field.

 

Accepted.

 

  'seattleite said:

WATER and WIND looks like it could get more support.

 

|Sunken Ship|84|YCCG|Spell Card|Spell||Field|||Increase the ATK and DEF of all WATER monsters by 100. Decrease the Level of all WATER monsters on the field' date=' in both Players Graveyard and Decks by 1. Once per turn, if a player attacks a WATER monster, the controller of that monster can change the target of that attack to another WATER monster.|

 

[b']The first half seems much redundant, but I don't find a reason to reject this.[/b]

 

|Submerge|13|YCCG|Spell Card|Spell||Equip|||Equip only to a WATER monster. Decrease the Level of that monster by 1. The monster equipped is unaffected by any spell cards (except this one), and cannot be selected as an attack target (if it is the only monster you control, your opponent may attack you directly.)|

 

I don't think it can abusively interact with anything... hesitantly accepted.

 

|Seeker Shark|12|YCCG|Fish/Effect|Water|4||1600|1000|Once per turn you can discard 1 WATER monster from your hand to add 1 level 4 or lower WATER monster from your Deck to your hand.|

 

Accepted with 100 less ATK.

 

|Wall of Water|0|YCCG|Trap Card|Trap||Normal|||Activate only when your opponent declares an attack against a WATER monster. Negate the attack, then you can switch the battle position of the opponent's attacking monster or your attacked monster. You can add this card from your graveyard to your hand instead of conducting your draw phase.|

 

Odd, yet I like it. Accepted since it's the reasonable type of stall.

 

|Thorn Manta|26|YCCG|Fish/Effect|Water|6||2100|2500|If you control a Fish-type monster, you can normal summon this card without tributing. During your end phase, you can change any of your Fish-type monsters to Defense Position. Once per turn, by tributing 1 Fish-type monster in face-up Defense Position, destroy 1 face-up monster on the field.|

 

Eh... Crazy-ish effect... Hesitantly accepted.

 

|Air Force Gale Jet|11|YCCG|Machine/Effect|Wind|3||900|400|When this card is normal summoned, return 1 card on the field to its owners hand.|

 

Rejected. OP'd against any Deck running high level monsters IMO.

 

|Hurricane Summon|1|YCCG|Spell Card|Spell||Continuous|||You can normal summon twice per turn, as long as both monsters summoned are WIND monsters level 4 or less (this is optional). During the turn you use this effect, you cannot special summon.|

 

Balanced IMO. Good support.

 

|Speed Ninja|2|YCCG|Warrior/Effect|Wind|4||1200|400|When this card Attacks or is Attacked, during the damage step, you can return a number of WIND monsters you control to their owner's hands, and increase the ATK of this monster by the number returned x1000 until the end of the turn.|

 

Not sure if this is UP'd... accepted, though.

 

|Tornado Zone|82|YCCG|Spell Card|Spell||Field|||Increase ATK of all WIND monsters on the field by the number of empty opponent's Spell/Trap zones x100. When a WIND monster is Normal Summoned, controller of that monster can return 1 Spell or Trap on the field to its owner's hand.|

 

Accepted.

 

|Skeletal Bird|17|YCCG|Zombie/Effect|Wind|6||2300|800|When you Tribute Summon this card by Tributing a WIND monster, return that monster to your hand at the end of the turn. Once per turn, you can return all Spell and Trap cards to their owner’s hands. If you activate this effect, you cannot declare an attack with this card during that turn.|

 

Accepted.

Sorry if i'm wrong when i say this, but that xRaven card could be used like Yata-Garasu if your opponent gets a dead draw.

 

  'Nightmarian said:

@seatleite - good notice!! I changed that it returns card to bottom of deck !

 

Griffin' date=' Guardian of Ancient Library

Wind Winged-Beast Lv8 2900/2200

When this card is Normal Summoned, you can select 1 Spell Card from your Deck and add it to your hand. You cannot activate Spell Card of same name while this card is face-up on the field.

 

[b']Good, I suppose. It crates a pseudo-barrier against OP'd Spells getting through.[/b]

 

Ifarion, Guardian of Sulfur Hell

Fire Pyro Lv12 0/0

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by its own effect. During your Standby Phase, you can reveal this card in your hand to send 5 cards from top of your Deck to the Graveyard. If total number of stars of monsters sent this way is bigger then 12, Special Summon this card to your side of the field, else remove this card from play. When this card battles with monster that have lower Level then this card, negate attack and inflict damage to opponent's Life Points equal to Level of monster that's battling with this card x 100. Then reduce this card's Level by Level of monster that was battling with this card until End Phase.

 

Not sure what, but I dislike the feel of this card - it encourages luck too much in the bad manner. Rejected.

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Alright, I've changed it up a bit.

 

 

[spoiler= Cardz]

[spoiler= Crystal Core Lord Set, Rock type support]

[spoiler= Crystal Core Lord]

Attribute: Light

Type: Rock

Level: 8

Effect:

This card cannot be set or normal summoned. This card cannot be special summoned unless by the effect of "Crystal Core Lord Part - Head". This card gains 600 attack points for each Rock type monster in your graveyard. When this card is destroyed, remove from play 2 Rock type monsters instead. During your stand by phase, special summon any level 4 Rock-type monster from your hand. When this card is sent to the graveyard, special summon 3 Rock-type monsters from your hand or graveyard.

 

Attack: 600

Defense: 3000

 

 

 

[spoiler= Crystal Core Lord Part - Head]

Attribute: Light

Level: 8

Type: Rock

Effect:

This card can only be normal summoned. When this card is normal summoned, special summon 3 "Crystal Core Lord Part" monster from your hand, deck, and graveyard. This card cannot be destroyed by battle. (Damage calculations apply normally.) When 4 "Crystal Lord Part" monsters with different names are on your side of the field, tribute them to special summon 1 "Crystal Core Lord" from your hand, deck, or graveyard. When this card is destroyed and sent to the graveyard, you can remove from play this card to special summon 3 Rock-Type monster from your hand.

 

Attack: 0

Defense: 0

 

 

 

[spoiler= Crystal Core Lord Part - Legs]

Attribute: Light

Type: Rock

Level: 4

Effect:

When this card is Normal Summoned, destroy it after this turn. When this card is destroyed, special summon 1 Rock-Type monster from your hand. When this card is in your graveyard, you can remove from play this card to special summon 2 level 4 or lower Rock-Type monsters from your deck.

 

Attack: 1000

Defense: 1000

 

 

 

 

[spoiler= Crystal Lord Part - Arm]

Attribute: Light

Level: 4

Effect: When this card is Normal Summoned, destroy it after this turn. When this card is destroyed, special summon 1 Rock-Type monster from your hand. When this card destroys a monster by battle, send 1 Rock-Type monster from your deck to the graveyard, your opponent loses 800 life points.

 

Attack: 2000

Defense: 1000

 

 

 

 

 

[spoiler= Crystal Core Lord Part - Frame]

Attribute: Light

Level: 4

Effect: When this card is Normal Summoned, destroy this card. When this card is destroyed, special summon 1 Rock-Type monster from your hand. When this card is sent to the graveyard, send 3 Rock-Type monsters from your deck to the graveyard, inflict 500 damage to your opponent for each card sent this way.

 

Attack: 1000

Defense: 1900

 

 

 

[spoiler= Crystal Core Lord Part - Guard]

Attribute: Light

Level: 4

Effect: When this card is Normal Summoned, destroy this card. When this card is destroyed, special summon 1 Rock-Type monster from your hand. You can discard this card to special summon 1 Rock-Type monster from your hand, that monster gains 1,000 attack points.

 

Attack: 1000

Defense: 1000

 

 

 

 

 

[spoiler= Crystal Core Armor]

Attribute: Magic

Type: Equip

Effect:

Equip this card to a Rock-Type monster. When that monster is destroyed, destroy this card instead. If that monster has "Crystal" in it's name, increase that monster's attack points equal to the attacking monster's defense points during the damage calculations.

 

 

[spoiler= Crystal Core Bomb]

Attribute: Trap

Type: Continuous

Effect:

During your Stand by phase, you can send 1 Rock-Type monster from your deck to the graveyard. You can destroy this card during any player's turn, if you do, inflict 300 damage for each Rock-Type monster in your graveyard.

 

 

[spoiler= Crystal Core Generator]

Attribute: Magic

Type: Continuous

Effect:

Whenever a monster is sent from the deck to the graveyard, put a "Crystal" counter on this card. You can remove 2 "Crystal" counters from this card to add 1 card from your graveyard to your deck. If this card is destroyed, remove 1 "Crystal" counter instead.

 

 

 

 

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|Special Unit Summoner|0||Warrior/Effect|Dark|4||0|1700|When this card is Summoned, switch it to face up Defense Position. Once per turn, you can remove from play 1 monster card from your hand to Special Summon 1 monster from your Deck with the same Level as the removed monster.|

 

Pretty much a less OPed Version of Summoner Monk...

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  'Łεσ™ said:

|Special Unit Summoner|0||Warrior/Effect|Dark|4||0|1700|When this card is Summoned' date=' switch it to face up Defense Position. Once per turn, you can remove from play 1 monster card from your hand to Special Summon 1 monster from your Deck with the same Level as the removed monster.|

 

Pretty much a less OPed Version of Summoner Monk...

[/quote']

 

Being able to drag out any level is less OP'd?... =/

I know it's restricted by what you have in your hand, but it feels very OP'd with the slower format making such high-level monsters very valuable indeed.

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  '-Griffin said:
  Quote

|Special Unit Summoner|0||Warrior/Effect|Dark|4||0|1700|When this card is Summoned' date=' switch it to face up Defense Position. Once per turn, you can remove from play 1 monster card from your hand to Special Summon 1 level 4 or lower monster from your Deck.|

 

Pretty much a less OPed Version of Summoner Monk...

[/quote']

 

Being able to drag out any level is less OP'd?... =/

I know it's restricted by what you have in your hand, but it feels very OP'd with the slower format making such high-level monsters very valuable indeed.

 

Better?

 

I tried to make something more helpful.

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Thanks a lot =D

 

|Test Falcon|0|YCCG|Winged Beast/Effect|Wind|3||1300|1100|When this card is Summoned, add 1 "Test" monster from your Graveyard to your Deck.|

 

|Test Tuner|0|YCCG|Fiend/Tuner|Dark|2||700|700|This card cannot be Normal Summoned or Set. This card can only be Special Summmoned when you take Battle Damage. If this card is used to Synchro Summon a "Test" monster, it gains 500 ATK.|

 

|Testing the Water|0|YCCG|Spell Card|Spell||Quick-Play|||Activate only from your hand. When a "Test" monster you control declares an attack on a face-down monster, you can flip that monster face up before the start of the Damage Step. If the flipped monster has more ATK then the attacking monster, you can negate the attack. Your opponent draws 1 card.|

 

|Test Archfiend|0|YCCG|Fiend/Synchro/Effect|Dark|7||2700|1800|1 "Test Tuner" + 1 or more non-Tuner monsters

This card cannot be Special Summoned except for Synchro Summon. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent.|

 

More on these guys soon =]

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Ok. Testing the Water is going to be scratched. No more form him.

 

|Test of Time|0|YCCG|Spell Card|Spell||Quick-Play|||Activate only when a "Test" monster you control has been on the field or 6 or more turns. It gains 1000 ATK until the End Phase.|

 

|Test Cat|0|YCCG|Beast/Effect|Earth|1||300|300|Remove from play this card to activate 1 of the following effects: ● Add 1 "Test" monster from your Deck to your hand. ● Draw 1 card. If a level 4 or lower "Test" monster, you can Special Summon it. ● Destroy 1 card on the field.|

 

|Test Snake|0|YCCG|Beast/Union|Earth|2||900|900|Once per turn, you can equip this card to a "Test" monster you control, OR unequip it to Special Summon this card in face-up Attack Position. While equipped to a monster by this effect, it gains 500 ATK and is also treated as a Tuner Monster. (A monster can only by equipped with 1 Union Monster at a time. If the equipped monster would be destroyed (in battle), destroy this card instead.)|

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Ok. 1 more Spell Card then I will make other cards.

 

|Explosional Test|0|YCCG|Spell Card|Spell||None|||Activate during the Main Phase after a "Test" monster you control was destroyed by battle. Remove from play 3 "Test" monsters in your Graveyard to draw 2 cards.|

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