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Set 2! Play with custom cards! The YCCG Organization


-Griffin

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Yes. Here is the new version.

 

|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. It's effect(s) is negated.|

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Alright, I've just made some moar cards for Rock support. Is there anything I should do to improve?

 

[spoiler= Moar cards]

[spoiler= Crystal Core Support]

 

Crystal Core Cannon

Spell

Continuous

Effect:

Once per turn, you can send 1 Rock type monster from your deck to your graveyard. Inflict damage equal to the level of the monster x500. When this card is destroyed or removed from the field, select up to 3 monsters in your graveyard and add them to your hand.

 

Crystal Core Transfusion

Spell

Continuous

During your stand by phase, you can add 1 spell card from your graveyard to your hand. At your end phase, you can change the type of 1 monster in your hand. When it is your draw phase, send 1 Rock Type monster from your deck to your graveyard.

 

Crystal Storm!

Trap

Continuous

When your opponent activates a card effect or attacks, you can remove from play 1 Rock-Type monster from your graveyard to flip all Rock-Type monsters on the field into face down position.

 

Crystal Eruption

Trap

When your opponent attacks and you control no monsters, special summon as many level 4 or lower Rock-Type monsters from your deck in face down defense position. When your opponent's turn is over, destroy those monsters.

 

Crystal Catapult

Trap

Tribute 1 Rock-Type monster on your side of the field. Inflict damage equal to the monster's defense points. When this card is chained to another card, you can tribute another Rock-Type monster and inflict damage equal to it's attack points.

 

Crystal Defender

Monster

Level 4

Earth

Effect:

FLIP: Special summon 1 level 4 or lower Rock-Type monster from your hand in face down defense position. If this card is sent to the graveyard, you can add 1 Rock-Type monster with 1900 or lower attack points.

0/1900

 

Crystal OverLoad

Trap

If a level 8 or lower Rock-Type monster is destroyed, special summon it ignoring it's summoning requirements. It's defense points are doubled and it cannot be destroyed by battle. When the turn this card is activated, destroy the monster.

 

Crystal Encasement

Trap

Continuous

Send 1 Level 8 Rock-Type monster from the field to your hand. Any monsters on your opponent side of the field cannot be destroyed and cannot attacked or tributed as long as this card is on the field.

 

Crystal Gift

Spell

Equip

Equip this card to a Rock-Type monster only. When the equipped monster would be destroyed, destroy this card instead and flip it into face down defense position.

 

 

 

 

[spoiler= Random]

 

Magma Pressure

Spell

Quick Play

Double the ATK of all face up Rock-Type monsters on your side of the field. During your end phase, destroy all monsters you control.

 

Diamond Armor

Spell

Equip

You can only equip this card to a Rock-Type monster. The equipped monster cannot be destroyed. During your end phase, send a Rock-Type monster from your deck to your graveyard for each time the equipped monster would be destroyed, if not, destroy the equipped monster and this card.

 

Desert Wastelands

Spell

Field

When it is the end phase for any player, change all face up level 4 or lower Rock-Type monsters on the field into face down defense position. For each monster effected this card, put 1 "Dune" counter on this card. You can remove 3 "Dune" counters to normal summon again this turn. If this card would be destroyed, remove 1 "Dune" counter instead.

 

Desert Heat

Trap

All none Rock-Type monsters on the field cannot attack and is switched to defense position.

 

Boulder!

Spell

Quick Play

When a Rock-Type monster is attacked or attacks, increase the attack points of it by it's defense points.

 

Mother Gaia

Attribute: Earth

Rock

Level: 8

Effect:

This card cannot be Normal Summoned or Set. This card cannot be special summoned except by removing from play 4 Rock-Type monsters in your graveyard. This card's attack and defense points is equal to the number of Rock-Type monsters in your graveyard x600. Whenever a Rock-Type monster is flipped up, inflict damage to your opponent equal to the monster's defense points. If this card would be destroyed, remove from play 1 Rock-Type monster from your graveyard instead.

600/1000

 

Fine Sand

Trap

Tribute 1 Rock-Type monster on the field, destroy all Machine-Type monsters on the field, and decrease the attack points of none Rock-Type monsters by 1000.

 

Secrets of the Desert

Spell

Quick Play

Tribute 1 Rock-Type monster on the field and remove from play a Rock-Tye monster from your graveyard. Draw 3 cards.

 

 

 

 

 

 

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Ok , can i add 1 Theme? Since u ask for low number of cards i imagine Theme that can be merged with other decks? And obv that kinda theme shouldn't be overpowered to stop easy abusing...

So here is my try :

 

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Goblin Trooper

Fiend Wind Lv4 1500/1800

FLIP: Return 1 monster on the field to its owners hand. When this card inflicts Battle Damage, flip it to face-down Defense Position at end of Damage Step.

 

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Goblin Paraglider

Fiend Wind Lv3 800/1400

FLIP: You can return all Spells and Traps on the field to its owner's hand. When this card inflicts Battle Damage to your opponent, flip it to face-down Defense Position at end of Damage Step.

 

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Goblin Explorer

Fiend Earth Lv3 1000/1500

FLIP: You can discard 1 card to Special Summon 1 Level 4 or less Goblin monster from your Deck in Defense Position. When this card inflicts Battle Damage, flip this card to face-down Defense Position at end of Damage Step.

 

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Goblin General

Fiend Earth Lv5 2100/1400

This card can be Special Summoned by flipping 1 face-up "Goblin" monster on your side of the field to face-down Defense Position. When this card destroys opponents monster as result of battle, you can flip 1 monster on the field to face-up Attack Position.

 

 

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Goblin Overlord

Fiend Dark Lv8 2600/2000

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except when Flip Effect is activated. Negate that monster's Flip Effect activation, effect and destroy it. This card gains 100 ATK for each face-down card on the field. When this card inflicts Battle Damage, you can remove from play 1 Flip Effect monster in your Graveyard to activate its Flip Effect.

 

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Life Trade

Normal Spell

Flip 1 face-up "Goblin" monster to face-down Defense Position. Draw 2 cards. Next time that monster is flipped face-up, its destroyed.

 

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Shield Peep

Quick-Play Spell

Flip 1 face-down monster to face-up Attack Position. Until End Phase its ATK becomes equal to its DEF.

 

 

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Tapdown

Counter Trap

Flip all face-up monsters on the field to face-down Defense Position.

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|Inferno Incarnate|2|YCCG|Pyro/Fusion/Effect|Fire|7||2800|1900|"Flame Elemental" + "Eva Taka Tumi" Once per turn, you can remove from play 1 FIRE monster in your Graveyard to Destroy 1 Spell or Trap card and Inflict 500 damage.|

 

|Option Defender|4|YCCG|Trap Card|Trap||Normal|||The next 2 times you take Damage, decrease the damage to 0.|

 

|Phaethon, Driver of the Sun|5|YCCG|Beast-Warrior/Fusion/Effect|Fire|8||3000|1600|"Sun Flare Flayer" + "Chariot of Helios" This card is unaffected by all Trap cards. This card's Fusion Summon is not treated as a Special Summon. Once per turn, you can Special Summon 1 FIRE monster from your Deck. It cannot be Tributed or used as Synchro material, and during your End Phase, it is destroyed and you take damage equal to it's ATK. |

 

|Acidic Hermit Crab|7|YCCG|Fish/Fusion/Effect|Water|5||1900|2000|"Iodium Hammerfish" + "Speed Turtle" When this card is Fusion Summoned, until your next Standby Phase, WATER monsters you control cannot be Destroyed. When this card attacks a Defense Position monster, it is automatically destroyed without damage calculation, and Inflict damage equal to it's level x500.|

 

|Magician of Banishment|8|YCCG|Spellcaster/Fusion/Effect|Light|6||2300|2100|"D.D. Guardian" + "Book of Countercurses" Once per turn, Remove the top card on your opponent's Deck from play. During either player's Turn, you can Remove this face-up card from play to negate the activation of a Spell or Trap card and Remove it from Play.|

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A little Tuner and Synchro support since they are so bad right now.. This are not staple Tuners and Snychro since i don't like ones like that, but this will be useful in some decks i guess =)

 

Dark Medician

Attrib: Dark

Type: Fairy/Tuner/Effect

Level:3

Atk: ?

Def: 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.

 

 

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Shadow Necromeba

Dark ( or LIGHT ) Fiend Tuner Lv1 800/800

When monster you control inflicts Battle Damage to your opponent, you can reduce that damage to 0 to increase your Life Points by same amount. If this card is sent to the Graveyard during turn you use this effect, you can Special Summon it from your Graveyard at start of your next Standby Phase.

 

 

Honey Bear

Earth Beast Tuner Lv4 1300/1900

This creature is formed from a sacred honey and have ability to combine with any material in the world to increase its power.

 

-be free to change the description, but please leave the main idea.. I want he is made from honey and that he can merge with other thingies =)

- its normal Tuner monster if u didn't notice and being Lv4 at same time is teh key why i am posting this card =)

 

Ocean Wave Master

Attrib: Water

Type: Fish/Synchro/Effect

Level:6

Atk: 2400

Def: 2100

1 Tuner + 1 or more non-Tuner monsters

Your opponent's monsters cannot change their battle positions except by a card effect. When your opponent's monster declares an attack, you can change this card to Defense Position to flip the attacking monster into face-down Defense Position.

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Protector of Temple

Light Fairy Tuner Lv2 1200/800

When this card is attacked, you can negate that attack by returning 1 Spell/Trap on your side of the field to your hand.

 

Red Mouse

Fire Beast Lv1 800/0

When this card is attacked remove it from play until your next Standby Phase. This card accumulates effects if there is specific monster on your side of the field :

*Blue Mouse : When "Mouse" monster inflicts Damage to your opponent, inflict 500 Damage to your opponent's Life Points.

*Green Mouse : This card can attack your opponent's Life Points directly.

 

Green Mouse

Wind Beast Lv1 800/0

When this card is attacked remove it from play until your next Standby Phase.

This card accumulates effects if there is specific monster on your side of the field :

*Blue Mouse : This card can attack twice per turn.

*Red Mouse : Increase ATK of this card by 1000.

 

Blue Mouse

Water Beast Lv1 800/0

When this card is attacked remove it from play until your next Standby Phase.

This card accumulates effects if there is specific monster on your side of the field :

*Red Mouse : Tribute 1 "Mouse" monster except this card to destroy 1 card on the field.

*Green Mouse : Your opponent cannot target "Mouse" monsters with card effects.

 

Dark Prince

Dark Warrior Lv4 1700/1900

Negate effects of monster that is in same column as this card and that monster cannot declare attack.

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What's wrong with senet cards?

moar fire guyz

Flame Knight

FIRE level 3

Warrior / Effect

When this card is destroyed by battle and sent to the Graveyard, you can add 1 Level 4 or Lower FIRE monster from your Deck to your hand and inflict 500 damage to your opponent

ATK 1500 / DEF 1000

 

Flame Barrier

Trap Card

Tribute 1 FIRE monster to activate this card. This turn, all of your opponent's monsters must attack, if possible. During this turn, if an opponent's monster declares an attack, destroy that monster after damage calculation and inflict 500 damage to its controller.

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I'll join, and add in my Einherjar set.

 

Can you make cards/reword OCG/balance cards well in your opinion?: I do a fairly good job at it, I think about possiblitlies, abuse, and how the effects can backfire.

Do you have YVD: yes, but I'm not that good at using it yet.

 

anyway, here's my set.

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more cards latter soon.

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Omega XIII

Light Machine Lv4 1600/1200

When your opponent Special Summons monster(s) this card's ATK becomes 3000.

 

Meteopolitan's Shield

Earth Rock Lv4 1400/2000

When your opponent Special Summons monster(s) this card's DEF becomes 4000.

 

Power Leech

Fire Insect 1500/1200

Each time your opponent Special Summons monster(s) increase this card's ATK by 1000.

 

Soul Nitrogen

Fire Pyro Lv3 1400/1100

Tribute this face-up card. Destroy all Special Summoned monsters on the field.

 

 

Counter Trap

You can activate this card when monster is Special Summoned. Remove from play all Special Summoned monsters on the field.

 

- not just monsters that was special summoned right now!

 

Emo

Dark Plant Lv1 0/0

This card cannot be used for Synchro Summon. At start of your Main Phase 2, Special Summon 2 "Emo Tear" Tokens ( Aqua/Dark/Tuner/Lv1/0/0). During End Phase this face-up card is sent to the Graveyard.

 

The Ticker

Fire Machine Lv2 1000/1800

When Player Summons monster(s) place 1 "Tick" Counter on this card. When there is 4 or more "Tick" Counters on this card

destroy all monsters on the field and inflict 500 Damage to your opponent for each monster destroyed by this card effect.

 

Rotten Egg

Earth Zombie Lv2 800/800

This card cannot be destroyed as result of battle. During your Standby Phase, place 2 "Time" Counters on this card. You can send this card to the Graveyard to Special Summon 1 monster from your Graveyard that have Level equal to or less then number of "Time" Counters on this card.

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Alright, here's 4 Rock Support cards.

 

[spoiler= Supports]

 

Crystal Core Barrier

Spell

Quick Play

Flip all monsters on the field into face down defense position. For each monster affected by this effect, your opponent takes 500 damage.

 

Crystal Core Shield

Spell

Equip

Equip this card only to a Rock-Type monster. When it is destroyed, flip it into Face-Down defense position instead. If this card was to be destroyed by a card effect, return it to your hand instead of sending it to the graveyard.

 

Crystal Core Explosion

Trap

Counter

When your opponent's card effect destroys more then 2 cards on your side of the field, discard 2 Rock-Type monsters from your hand to negate it and destroy all cards on their side of their field.

 

Crystal core Warrior

Light

Rock

Level: 4

When this monster attack a face down monster, destroy it with this card's effect. When this card inflicts battle damage to your opponent, select 1 Rock-Type monster in your deck and add it to your hand then shuffle your deck.

1800/1900

 

 

 

 

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I'm likin mah fires, so heres more:

The Flame Avatar

FIRE Lvl 3

Pyro / Effect

When an effect inflicts damage to your opponent's Life Points, you can tribute this card to Special Summon 1 Level 4 or lower FIRE monster from your hand, and add "Ancient Flame Lord, Xanax" from your Deck to your hand

ATK 1000 / DEF 1000

 

Ancient Flame Lord, Xanax

FIRE Lvl 9

Pyro / Effect

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 3 FIRE monsters in your Graveyard. As long as this card remains face-up on the field, you can Tribute a FIRE monster to inflict 1500 damage to your opponent. If this card would be destroyed by a card's effect, you can Tribute a FIRE monster you control to negate that card's activation and destroy it.

ATK 3000 / DEF 1000

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FIRE, WATER and WIND has been supported, now for EARTH.

 

|Desert Bandit|0|YCCG|Warrior/Effect|Earth|3||1600|1300|When this card destroys a monster in battle, draw 1 card. If the drawn card is not an EARTH monster, send it to the graveyard.|

 

|Mud Mole|1|YCCG|Beast/Effect|Earth|3||700|700|Remove this card from your graveyard. Target EARTH monster gains 700 ATK and DEF, until the end of the turn. This can be activated during either player's turn.|

 

|Desert Traveler|2|YCCG|Warrior/Effect|Earth|3||800|1100|FLIP: Change all EARTH monsters you control to face-down DEF position. When this face-down card is destroyed in battle, you can special summon 1 "Desert Traveler" from your deck in face-up Defense position.|

 

|Naturalist|3|YCCG|Winged Beast/Effect|Earth|8||0|3000|You can Flip this card into Face-down Defense Position once per turn during your main phase. When this card is Flip Summoned, equip 1 EARTH monster from your graveyard to this card. It has the following effect: "The equipped monster gains the ATK and Effect(s) of this card." When the Equip Spell card would be destroyed because the equipped monster is Face-Down, Equip it to 1 other EARTH monster instead. By sending 1 Equip Spell Card you control to the Graveyard, negate a Spell or Trap card that targets this card and destroy it.|

 

|Roar of Nature|5|YCCG|Spell Card|Spell||Quick-Play|||All EARTH monsters gain 800 DEF. During your opponent's next end phase, by destroying all monsters affected by this card, Special Summon 1 EARTH monster from your deck in face-up or face-down DEF position.|

 

|Sand Pillar|6|YCCG|Trap Card|Trap||Continuous|||When you Set this card, Reveal it to your opponent, then Special Summon this card face-down as a Monster (Rock/EARTH/Lv4/300/2000). If this card is face-up, place it in your Spell/Trap zone (If this card was attacked face-down, put it in your Spell/Trap zone after damage calculation.) Once per turn, you can flip this face-up card Face-down. |

 

these effects are certainly.. unique lol.

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