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Set 2! Play with custom cards! The YCCG Organization


-Griffin

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1 fusion:

 

|Scorching Eagleheart|0|YCCG|Winged Beast/Fusion/Effect|Fire|8||2900|1800|Whitefeather Eagleye + Blazing Wingman A monster destroyed in a battle with this card, is removed from play. Once per turn you can remove from play 1 card from your Graveyard. When this card is destroyed, return all cards removed from play by this card's effect to their owner's Deck and inflict damage to your opponent equal to the number of cards returned.|

 

support (no archtype):

|Fire Juggler|0|YCCG|Fiend/Effect|Fire|2||200|1300|When a card is removed from play, inflict 100 damage to your opponent.|

 

|Marksman's Shot|0|YCCG|Spell Card|Spell||None|||Inflict 500 damage to your opponent. Remove from play 1 card in your Graveyard to return this card to the top of your Deck,|

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1 fusion:

 

|Scorching Eagleheart|0|YCCG|Winged Beast/Fusion/Effect|Fire|8||2900|1800|Whitefeather Eagleye + Blazing Wingman A monster destroyed in a battle with this card, is removed from play. Once per turn you can remove from play 1 card from your Graveyard. When this card is destroyed, return all cards removed from play by this card's effect to their owner's Deck and inflict damage to your opponent equal to the number of cards returned.|

 

support (no archtype):

|Fire Juggler|0|YCCG|Fiend/Effect|Fire|2||200|1300|When a card is removed from play, inflict 100 damage to your opponent.|

 

|Marksman's Shot|0|YCCG|Spell Card|Spell||None|||Inflict 500 damage to your opponent. Remove from play 1 card in your Graveyard to return this card to the top of your Deck,|

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1 fusion:

 

|Scorching Eagleheart|0|YCCG|Winged Beast/Fusion/Effect|Fire|8||2900|1800|Whitefeather Eagleye + Blazing Wingman A monster destroyed in a battle with this card, is removed from play. Once per turn you can remove from play 1 card from your Graveyard. When this card is destroyed, return all cards removed from play by this card's effect to their owner's Deck and inflict damage to your opponent equal to the number of cards returned.|

 

support (no archtype):

|Fire Juggler|0|YCCG|Fiend/Effect|Fire|2||200|1300|When a card is removed from play, inflict 100 damage to your opponent.|

 

|Marksman's Shot|0|YCCG|Spell Card|Spell||None|||Inflict 500 damage to your opponent. Remove from play 1 card in your Graveyard to return this card to the top of your Deck,|

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1 fusion:

 

|Scorching Eagleheart|0|YCCG|Winged Beast/Fusion/Effect|Fire|8||2900|1800|Whitefeather Eagleye + Blazing Wingman A monster destroyed in a battle with this card' date=' is removed from play. Once per turn you can remove from play 1 card from your Graveyard. When this card is destroyed, return all cards removed from play by this card's effect to their owner's Deck and inflict damage to your opponent equal to the number of cards returned.|

 

[b']Times what? ~5 damage is awful.

And I guess this card is fine apart from that, could definately have some use, although I'm starting to think that we might want to change the Fusion rule so that one or all of the materials must be on the field, thoughts people?[/b]

 

support (no archtype):

|Fire Juggler|0|YCCG|Fiend/Effect|Fire|2||200|1300|When a card is removed from play, inflict 100 damage to your opponent.|

 

Underpowered, 200 ATK and no way to get him into Defense Position screams self-defeat.

 

|Marksman's Shot|0|YCCG|Spell Card|Spell||None|||Inflict 500 damage to your opponent. Remove from play 1 card in your Graveyard to return this card in your Graveyard to the top of your Deck.|

 

Assumed OCG fix. Seems like an interesting card.


Can you make cards/reword OCG/balance cards well in your opinion?: Yeah' date=' not the best tho ;)

Do you have YVD: I will soon.

 

Already got some ideas...

[/quote']

 

Then let's see them, accepted.

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1 fusion:

 

|Scorching Eagleheart|0|YCCG|Winged Beast/Fusion/Effect|Fire|8||2900|1800|Whitefeather Eagleye + Blazing Wingman A monster destroyed in a battle with this card' date=' is removed from play. Once per turn you can remove from play 1 card from your Graveyard. When this card is destroyed, return all cards removed from play by this card's effect to their owner's Deck and inflict damage to your opponent equal to the number of cards returned.|

 

[b']Times what? ~5 damage is awful.

And I guess this card is fine apart from that, could definately have some use, although I'm starting to think that we might want to change the Fusion rule so that one or all of the materials must be on the field, thoughts people?[/b]

 

support (no archtype):

|Fire Juggler|0|YCCG|Fiend/Effect|Fire|2||200|1300|When a card is removed from play, inflict 100 damage to your opponent.|

 

Underpowered, 200 ATK and no way to get him into Defense Position screams self-defeat.

 

|Marksman's Shot|0|YCCG|Spell Card|Spell||None|||Inflict 500 damage to your opponent. Remove from play 1 card in your Graveyard to return this card in your Graveyard to the top of your Deck.|

 

Assumed OCG fix. Seems like an interesting card.


Can you make cards/reword OCG/balance cards well in your opinion?: Yeah' date=' not the best tho ;)

Do you have YVD: I will soon.

 

Already got some ideas...

[/quote']

 

Then let's see them, accepted.

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1 fusion:

 

|Scorching Eagleheart|0|YCCG|Winged Beast/Fusion/Effect|Fire|8||2900|1800|Whitefeather Eagleye + Blazing Wingman A monster destroyed in a battle with this card' date=' is removed from play. Once per turn you can remove from play 1 card from your Graveyard. When this card is destroyed, return all cards removed from play by this card's effect to their owner's Deck and inflict damage to your opponent equal to the number of cards returned.|

 

[b']Times what? ~5 damage is awful.

And I guess this card is fine apart from that, could definately have some use, although I'm starting to think that we might want to change the Fusion rule so that one or all of the materials must be on the field, thoughts people?[/b]

 

support (no archtype):

|Fire Juggler|0|YCCG|Fiend/Effect|Fire|2||200|1300|When a card is removed from play, inflict 100 damage to your opponent.|

 

Underpowered, 200 ATK and no way to get him into Defense Position screams self-defeat.

 

|Marksman's Shot|0|YCCG|Spell Card|Spell||None|||Inflict 500 damage to your opponent. Remove from play 1 card in your Graveyard to return this card in your Graveyard to the top of your Deck.|

 

Assumed OCG fix. Seems like an interesting card.


Can you make cards/reword OCG/balance cards well in your opinion?: Yeah' date=' not the best tho ;)

Do you have YVD: I will soon.

 

Already got some ideas...

[/quote']

 

Then let's see them, accepted.

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lol, forgot to add the damage:

|Scorching Eagleheart|0|YCCG|Winged Beast/Fusion/Effect|Fire|8||2900|1800|Whitefeather Eagleye + Blazing Wingman A monster destroyed in a battle with this card, is removed from play. Once per turn you can remove from play 1 card from your Graveyard. When this card is destroyed, return all cards removed from play by this card's effect to their owner's Deck and inflict damage to your opponent equal to the number of cards returned x200.|

 

i think x200 is fair, maybe could raise to x300?

anyway i think it would be better if the fusion materials must be on the field, from the hand is not fair imo: first turn, you draw 2 fusion material, you fusion summon and normal summon something else, your opponent would have a quite hard time. yes he could be running fusions aswell, but that would make each deck based on fusion summoning.

 

and, are we allowed to make tuners/synchros by now?

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lol, forgot to add the damage:

|Scorching Eagleheart|0|YCCG|Winged Beast/Fusion/Effect|Fire|8||2900|1800|Whitefeather Eagleye + Blazing Wingman A monster destroyed in a battle with this card, is removed from play. Once per turn you can remove from play 1 card from your Graveyard. When this card is destroyed, return all cards removed from play by this card's effect to their owner's Deck and inflict damage to your opponent equal to the number of cards returned x200.|

 

i think x200 is fair, maybe could raise to x300?

anyway i think it would be better if the fusion materials must be on the field, from the hand is not fair imo: first turn, you draw 2 fusion material, you fusion summon and normal summon something else, your opponent would have a quite hard time. yes he could be running fusions aswell, but that would make each deck based on fusion summoning.

 

and, are we allowed to make tuners/synchros by now?

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lol, forgot to add the damage:

|Scorching Eagleheart|0|YCCG|Winged Beast/Fusion/Effect|Fire|8||2900|1800|Whitefeather Eagleye + Blazing Wingman A monster destroyed in a battle with this card, is removed from play. Once per turn you can remove from play 1 card from your Graveyard. When this card is destroyed, return all cards removed from play by this card's effect to their owner's Deck and inflict damage to your opponent equal to the number of cards returned x200.|

 

i think x200 is fair, maybe could raise to x300?

anyway i think it would be better if the fusion materials must be on the field, from the hand is not fair imo: first turn, you draw 2 fusion material, you fusion summon and normal summon something else, your opponent would have a quite hard time. yes he could be running fusions aswell, but that would make each deck based on fusion summoning.

 

and, are we allowed to make tuners/synchros by now?

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I created 7 cards just now. The Wind Dragon set! ;)

1:

|Wind Dragon|0||Dragon|Wind|3||1600|1000|It uses the wind to it's advantage as it swoops down from the sky to hunt.|

2:

|Baby Wind Dragon|0||Dragon/Effect|Wind|2||1300|900|If you control at least 1 "Wind Dragon", you can Special Summon this card from your Hand or Graveyard.|

3:

|Alpha Wind Dragon|0||Dragon/Effect|Wind|8||2700|2000|This card cannot be Special Summoned. When this card is Normal or Flip Summoned, you can pay 800 Life Points to Special Summon 1 "Wind Dragon" from your Hand or Deck.|

 

Sorry, I couldn't resist making a Synchro Monster...

4:

|Emperor Wind Dragon|0||Dragon/Synchro/Effect|Wind|9||2800|2100|"Morphing Wind Dragon" + 1 or more non-Tuner monsters

When this card is Synchro Summoned, increase it's ATK and DEF by 300 for every monster whose name includes "Wind Dragon" in your Graveyard. You can Tribute this card to Special Summon 1 "Overlord Wind Dragon" from your Hand or Deck.|

5:

|Morphing Wind Dragon|0||Dragon/Tuner|Wind|1||1000|1000|Increase this card's Level by 1 for every "Wind Dragon" monster you control.|

 

Well, a Synchro + Assault Mode...

6:

|Emperor Wind Dragon/Assault Mode|0||Dragon/Effect|Wind|10||3400|2500|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Assault Mode Activate". You can remove 1 "Emperor Wind Dragon" in your Graveyard from play to Special Summon 1 "Overlord Wind Dragon" from your Hand or Deck. When this card is destroyed, you can Special Summon 1 "Emperor Wind Dragon" from your Graveyard.|

7:

|Overlord Wind Dragon|0||Dragon/Effect|Wind|7||2900|2900|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Emperor Wind Dragon" or "Emperor Wind Dragon/Assault Mode".|

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I created 7 cards just now. The Wind Dragon set! ;)

1:

|Wind Dragon|0||Dragon|Wind|3||1600|1000|It uses the wind to it's advantage as it swoops down from the sky to hunt.|

2:

|Baby Wind Dragon|0||Dragon/Effect|Wind|2||1300|900|If you control at least 1 "Wind Dragon", you can Special Summon this card from your Hand or Graveyard.|

3:

|Alpha Wind Dragon|0||Dragon/Effect|Wind|8||2700|2000|This card cannot be Special Summoned. When this card is Normal or Flip Summoned, you can pay 800 Life Points to Special Summon 1 "Wind Dragon" from your Hand or Deck.|

 

Sorry, I couldn't resist making a Synchro Monster...

4:

|Emperor Wind Dragon|0||Dragon/Synchro/Effect|Wind|9||2800|2100|"Morphing Wind Dragon" + 1 or more non-Tuner monsters

When this card is Synchro Summoned, increase it's ATK and DEF by 300 for every monster whose name includes "Wind Dragon" in your Graveyard. You can Tribute this card to Special Summon 1 "Overlord Wind Dragon" from your Hand or Deck.|

5:

|Morphing Wind Dragon|0||Dragon/Tuner|Wind|1||1000|1000|Increase this card's Level by 1 for every "Wind Dragon" monster you control.|

 

Well, a Synchro + Assault Mode...

6:

|Emperor Wind Dragon/Assault Mode|0||Dragon/Effect|Wind|10||3400|2500|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Assault Mode Activate". You can remove 1 "Emperor Wind Dragon" in your Graveyard from play to Special Summon 1 "Overlord Wind Dragon" from your Hand or Deck. When this card is destroyed, you can Special Summon 1 "Emperor Wind Dragon" from your Graveyard.|

7:

|Overlord Wind Dragon|0||Dragon/Effect|Wind|7||2900|2900|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Emperor Wind Dragon" or "Emperor Wind Dragon/Assault Mode".|

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I created 7 cards just now. The Wind Dragon set! ;)

1:

|Wind Dragon|0||Dragon|Wind|3||1600|1000|It uses the wind to it's advantage as it swoops down from the sky to hunt.|

2:

|Baby Wind Dragon|0||Dragon/Effect|Wind|2||1300|900|If you control at least 1 "Wind Dragon", you can Special Summon this card from your Hand or Graveyard.|

3:

|Alpha Wind Dragon|0||Dragon/Effect|Wind|8||2700|2000|This card cannot be Special Summoned. When this card is Normal or Flip Summoned, you can pay 800 Life Points to Special Summon 1 "Wind Dragon" from your Hand or Deck.|

 

Sorry, I couldn't resist making a Synchro Monster...

4:

|Emperor Wind Dragon|0||Dragon/Synchro/Effect|Wind|9||2800|2100|"Morphing Wind Dragon" + 1 or more non-Tuner monsters

When this card is Synchro Summoned, increase it's ATK and DEF by 300 for every monster whose name includes "Wind Dragon" in your Graveyard. You can Tribute this card to Special Summon 1 "Overlord Wind Dragon" from your Hand or Deck.|

5:

|Morphing Wind Dragon|0||Dragon/Tuner|Wind|1||1000|1000|Increase this card's Level by 1 for every "Wind Dragon" monster you control.|

 

Well, a Synchro + Assault Mode...

6:

|Emperor Wind Dragon/Assault Mode|0||Dragon/Effect|Wind|10||3400|2500|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Assault Mode Activate". You can remove 1 "Emperor Wind Dragon" in your Graveyard from play to Special Summon 1 "Overlord Wind Dragon" from your Hand or Deck. When this card is destroyed, you can Special Summon 1 "Emperor Wind Dragon" from your Graveyard.|

7:

|Overlord Wind Dragon|0||Dragon/Effect|Wind|7||2900|2900|This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Emperor Wind Dragon" or "Emperor Wind Dragon/Assault Mode".|

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in the while a ritual:

 

|Call of the Holy Warchief|0|YCCG|Spell Card|Spell||Ritual|||This card can be used to Ritual summon "Urvath, Pure Blade". You must also Tribute monster(s) from your field or your hand, whose total Levels equal 8 or more. You can remove from play this card in your Graveyard to have 1 "Urvath, Pure Blade" you control gains 700 ATK until the end of the turn.|

 

|Urvath, Pure Blade|0|YCCG|Warrior/Ritual/Effect|Light|8||3100|2000|This card cannot attack directly. When this card destroys a monster by battle, you can return 1 removed from play card to your Graveyard. If you have no cards removed from play, this card cannot attack. Once per turn, you can remove from play 1 card in your hand.|

 

useful for 'remove from play' decks or decks that runs cards whose effects activate while in the graveyard, such as its ritual spell card.

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in the while a ritual:

 

|Call of the Holy Warchief|0|YCCG|Spell Card|Spell||Ritual|||This card can be used to Ritual summon "Urvath, Pure Blade". You must also Tribute monster(s) from your field or your hand, whose total Levels equal 8 or more. You can remove from play this card in your Graveyard to have 1 "Urvath, Pure Blade" you control gains 700 ATK until the end of the turn.|

 

|Urvath, Pure Blade|0|YCCG|Warrior/Ritual/Effect|Light|8||3100|2000|This card cannot attack directly. When this card destroys a monster by battle, you can return 1 removed from play card to your Graveyard. If you have no cards removed from play, this card cannot attack. Once per turn, you can remove from play 1 card in your hand.|

 

useful for 'remove from play' decks or decks that runs cards whose effects activate while in the graveyard, such as its ritual spell card.

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in the while a ritual:

 

|Call of the Holy Warchief|0|YCCG|Spell Card|Spell||Ritual|||This card can be used to Ritual summon "Urvath, Pure Blade". You must also Tribute monster(s) from your field or your hand, whose total Levels equal 8 or more. You can remove from play this card in your Graveyard to have 1 "Urvath, Pure Blade" you control gains 700 ATK until the end of the turn.|

 

|Urvath, Pure Blade|0|YCCG|Warrior/Ritual/Effect|Light|8||3100|2000|This card cannot attack directly. When this card destroys a monster by battle, you can return 1 removed from play card to your Graveyard. If you have no cards removed from play, this card cannot attack. Once per turn, you can remove from play 1 card in your hand.|

 

useful for 'remove from play' decks or decks that runs cards whose effects activate while in the graveyard, such as its ritual spell card.

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lol' date=' forgot to add the damage:

|Scorching Eagleheart|0|YCCG|Winged Beast/Fusion/Effect|Fire|8||2900|1800|Whitefeather Eagleye + Blazing Wingman A monster destroyed in a battle with this card, is removed from play. Once per turn you can remove from play 1 card from your Graveyard. When this card is destroyed, return all cards removed from play by this card's effect to their owner's Deck and inflict damage to your opponent equal to the number of cards returned x200.|

 

i think x200 is fair, maybe could raise to x300?

anyway i think it would be better if the fusion materials must be on the field, from the hand is not fair imo: first turn, you draw 2 fusion material, you fusion summon and normal summon something else, your opponent would have a quite hard time. yes he could be running fusions aswell, but that would make each deck based on fusion summoning.

 

[b']Agreed to an extent - one of them or all?[/b]

 

and, are we allowed to make tuners/synchros by now?

 

I'd rather you waited a bit longer, but you can if you really must

 

Wind Dragons (archtype)

Sorry' date=' none of that yet.[/b']

 

in the while a ritual:

 

|Call of the Holy Warchief|0|YCCG|Spell Card|Spell||Ritual|||This card can be used to Ritual summon "Urvath' date=' Pure Blade". You must also Tribute monster(s) from your field or your hand, whose total Levels equal 8 or more. You can remove from play this card in your Graveyard to have 1 "Urvath, Pure Blade" you control gains 700 ATK until the end of the turn.|

 

|Urvath, Pure Blade|0|YCCG|Warrior/Ritual/Effect|Light|8||3100|2000|This card cannot attack directly. When this card destroys a monster by battle, you can return 1 removed from play card to your Graveyard. If you have no cards removed from play, this card cannot attack. Once per turn, you can remove from play 1 card in your hand.|

 

useful for 'remove from play' decks or decks that runs cards whose effects activate while in the graveyard, such as its ritual spell card.

[/quote']

 

Can we lower the amount of returning removed from play cards to other places please? It defeats the point that the zone is after things are GONE.

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lol' date=' forgot to add the damage:

|Scorching Eagleheart|0|YCCG|Winged Beast/Fusion/Effect|Fire|8||2900|1800|Whitefeather Eagleye + Blazing Wingman A monster destroyed in a battle with this card, is removed from play. Once per turn you can remove from play 1 card from your Graveyard. When this card is destroyed, return all cards removed from play by this card's effect to their owner's Deck and inflict damage to your opponent equal to the number of cards returned x200.|

 

i think x200 is fair, maybe could raise to x300?

anyway i think it would be better if the fusion materials must be on the field, from the hand is not fair imo: first turn, you draw 2 fusion material, you fusion summon and normal summon something else, your opponent would have a quite hard time. yes he could be running fusions aswell, but that would make each deck based on fusion summoning.

 

[b']Agreed to an extent - one of them or all?[/b]

 

and, are we allowed to make tuners/synchros by now?

 

I'd rather you waited a bit longer, but you can if you really must

 

Wind Dragons (archtype)

Sorry' date=' none of that yet.[/b']

 

in the while a ritual:

 

|Call of the Holy Warchief|0|YCCG|Spell Card|Spell||Ritual|||This card can be used to Ritual summon "Urvath' date=' Pure Blade". You must also Tribute monster(s) from your field or your hand, whose total Levels equal 8 or more. You can remove from play this card in your Graveyard to have 1 "Urvath, Pure Blade" you control gains 700 ATK until the end of the turn.|

 

|Urvath, Pure Blade|0|YCCG|Warrior/Ritual/Effect|Light|8||3100|2000|This card cannot attack directly. When this card destroys a monster by battle, you can return 1 removed from play card to your Graveyard. If you have no cards removed from play, this card cannot attack. Once per turn, you can remove from play 1 card in your hand.|

 

useful for 'remove from play' decks or decks that runs cards whose effects activate while in the graveyard, such as its ritual spell card.

[/quote']

 

Can we lower the amount of returning removed from play cards to other places please? It defeats the point that the zone is after things are GONE.

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lol' date=' forgot to add the damage:

|Scorching Eagleheart|0|YCCG|Winged Beast/Fusion/Effect|Fire|8||2900|1800|Whitefeather Eagleye + Blazing Wingman A monster destroyed in a battle with this card, is removed from play. Once per turn you can remove from play 1 card from your Graveyard. When this card is destroyed, return all cards removed from play by this card's effect to their owner's Deck and inflict damage to your opponent equal to the number of cards returned x200.|

 

i think x200 is fair, maybe could raise to x300?

anyway i think it would be better if the fusion materials must be on the field, from the hand is not fair imo: first turn, you draw 2 fusion material, you fusion summon and normal summon something else, your opponent would have a quite hard time. yes he could be running fusions aswell, but that would make each deck based on fusion summoning.

 

[b']Agreed to an extent - one of them or all?[/b]

 

and, are we allowed to make tuners/synchros by now?

 

I'd rather you waited a bit longer, but you can if you really must

 

Wind Dragons (archtype)

Sorry' date=' none of that yet.[/b']

 

in the while a ritual:

 

|Call of the Holy Warchief|0|YCCG|Spell Card|Spell||Ritual|||This card can be used to Ritual summon "Urvath' date=' Pure Blade". You must also Tribute monster(s) from your field or your hand, whose total Levels equal 8 or more. You can remove from play this card in your Graveyard to have 1 "Urvath, Pure Blade" you control gains 700 ATK until the end of the turn.|

 

|Urvath, Pure Blade|0|YCCG|Warrior/Ritual/Effect|Light|8||3100|2000|This card cannot attack directly. When this card destroys a monster by battle, you can return 1 removed from play card to your Graveyard. If you have no cards removed from play, this card cannot attack. Once per turn, you can remove from play 1 card in your hand.|

 

useful for 'remove from play' decks or decks that runs cards whose effects activate while in the graveyard, such as its ritual spell card.

[/quote']

 

Can we lower the amount of returning removed from play cards to other places please? It defeats the point that the zone is after things are GONE.

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