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Set 2! Play with custom cards! The YCCG Organization


-Griffin

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2 traps.

 

|Sudden Sandstorm|0||Trap Card|Trap||None|||Activate only by paying 1000 Life Points. All Level 1-3 monsters are destroyed, and Level 4-6 monsters are switched to face-up Defense Position. Level 7 and higher monsters are not affected.|

 

EDIT: Name added (don't get how I forgot that).

|Lucky Machine MK. VI|Trap Card|Trap||Continuous|||Once per turn, during your Standby Phase, roll a six-sided die.

1: Draw 1 card.

2: Discard 1 card.

3: Draw 2 cards, and discard 1 card.

4: Gain 1000 Life Points.

5: Lose 500 Life Points

6: Destroy this card|

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REQUESTS FOR CARDS:

 

I'd like cards that fit the following categories please:

 

1) A card that exclusively supports level 1 monsters

2) A card that supports level 2+3 monsters, and possibly level 1 monsters

3) A card that supports level 5 monsters, and possibly lower

4) A card that supports level 7 monsters, and possibly lower

 

They should all be good an usable in a Deck that only runs around 7 monsters of that level or less for the first two, around 5 for the third and 3 for the last. That means that the last one will probably search them from the Deck. Simple powerful effects trump long interesting ones, people.


2 traps.

 

|Sudden Sandstorm|0||Trap Card|Trap||None|||Activate only by paying 1000 Life Points. All Level 1-4 monsters are destroyed. Level 5-6 monsters are switched to face-up Defense Position.|

 

Card|Trap||Continuous|||Once per turn' date=' during your Standby Phase, roll a six-sided die.

1: Draw 1 card.

2: Discard 1 card.

3: Draw 2 cards, and discard 1 card.

4: Gain 1000 Life Points.

5: Lose 500 Life Points

6: Destroy this card|

[/quote']

 

After a name, the second is accepted, and the first will be accepted with the change I made.

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btw i saw some poor OCG on a number of cards...anyway i've been quite busy in the weekend, maybe i'll do some this evening.

 

OCG fix on the first card i saw:

|Sudden Sandstorm|0||Trap Card|Trap||None|||Pay 1000 Life Points to activate this card. Destroy all face-up Level 1-4 monsters on the field. All face-up Level 5-6 monsters on the field are switched to face-up Defense Position.|

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tut tut.

 

|Sudden Sandstorm|0||Trap Card|Trap||None|||Pay 1000 Life Points to activate this card. Destroy all face-up Level 4 or lower monsters on the field. All face-up Level 5 or higher monsters on the field are switched to face-up Defense Position.|

 

I think 5 or higher works better than 5-6.

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by now, some level support:

 

|Supply from the Weaker|0|YCCG|Spell Card|Spell||Continuous|||Once per turn, you can return 1 Level 1 monster in your Graveyard to your Deck to draw 1 card, then, shuffle your Deck.|

 

|Inner Force|0|YCCG|Trap Card|Trap||Continuous|||You take no Battle Damage from a battle involving a Level 3 or lower monster(s) you control.|

 

|Deceaseds Ineheritance|0|YCCG|Trap Card|Trap||None|||You can only activate this card when 2 or more monsters you control are destroyed be card's effect. If the total Levels of the destroyed monsters equal 7 or more, you can add 1 Level 7 monster from your Deck to your hand.|

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First one accepted.

Second one could only be accepted if Deck Reaper was removed since I don't want any indefinite battle defense for less than 3 cards.

Last one seems too situational to be worth it.

 

I'd like opinions on #2 vs Deck Reaper and more tries at cards 3) and 4) please.

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i think that that card + deck reaper are a NICE combo, but i wouldnt say a strong or even broken one. i think it's right to have cards that combo well with eachother, at least we got a valid reason to have a limit/semi-limited card (deck reaper).

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|Distraction|0|YCCG|Trap Card|Trap||Counter|||You can only activate this card when your opponent's monster declares an attack. The attacking monster's ATK becomes 0 during the Damage Step only.|

 

-maybe i could make it activates only when a level 3 or lower monster you control is attacked, but i think this would be a nice counterpart of sakuretsu armor/magic cylinder.

 

|Matron of the Weaklings|0|YCCG|Fairy/Effect|Light|6||1900|2500|As long as you control this card, Level 3 or lower monsters you control cannot be selected as target of an attack. You can Tribute this card to double th ATK of all Level 3 or lower monsters you control until the end of the turn.|

 

|High-Tension Area|0|YCCG|Spell Card|Spell||Continuous|||Level 3 or lower monsters on the field can attack twice during the same Battle Phase. During each of your Standby Phases, pay 100 Life Points for each Level 3 or lower monster you control or destroy this card.|

 

|Mighty Smash|0|YCCG|Spell Card|Spell||None|||You can only activate this card when you have exactly 1 Level 5 or 6 monster in your hand. Show it to your opponent and destroy 1 monster on the field whose ATK is equal or lower to that monster's ATK.|

 

|Contract with the Mercenary|0|YCCG|Spell Card|Spell||None|||Remove from play 2 monsters in your Graveyard whose total Levels equal 7 or more to add 1 Level 7 monster from your Deck to your hand and shuffle it.|

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|Distraction|0|YCCG|Trap Card|Trap||Counter|||You can only activate this card when your opponent's monster declares an attack against a Level 3 or lower monster you control. The attacking monster's ATK becomes 0 during the Damage Step only.|

 

|Matron of the Weaklings|0|YCCG|Fairy/Effect|Light|6||1900|2500|As long as you control this card' date=' Level 3 or lower monsters you control cannot be selected as target of an attack. You can Tribute this card to double th ATK of all Level 3 or lower monsters you control until the end of the turn.|

 

|High-Tension Area|0|YCCG|Spell Card|Spell||Continuous|||Level 3 or lower monsters on the field can attack twice during the same Battle Phase. During each of your Standby Phases, pay 100 Life Points for each Level 3 or lower monster you control or destroy this card.|

 

|Mighty Smash|0|YCCG|Spell Card|Spell||None|||You can only activate this card when you have exactly 1 Level 5 or 6 monster in your hand. Show it to your opponent and destroy 1 monster on the field whose ATK is equal or lower to that monster's ATK.|

 

|Contract with the Mercenary|0|YCCG|Spell Card|Spell||None|||Remove from play 2 monsters in your Graveyard whose total Levels equal 7 or more to add 1 Level 7 monster from your Deck to your hand and shuffle it.|

[/quote']

 

All accepted except I don't like the power that the second and third one have together, so I'm declining #2.

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If Konami can make exceptions' date=' we can.

The only serious difference if that they can't chain SS2 to it, which we could tweak with later.

Don't worry.

[/quote']

 

alright. Sorry, i guess it really doesn't matter.:D

 

but anyway.....

 

to replace tactical offering which you said swarms too much, voila:

 

|Half Life|x|YCCG|Trap Card|Trap||Normal|||Tribute 1 monster. Special summon 2 monsters from your deck with a level equal to half of the tributed monster's level (rounded down). They cannot be used in a Synchro Summon. You cannot activate this card during your battle phase.|

 

now it might seem that this card swarms a lot too, but its really a +0 . And considering you can only special summon once per turn one extra monster is all it really gives you.

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|Quickfire|0|YCCG|Trap Card|Trap|||||This card can only be activated when your opponent summons a Level 3 or lower monster. Your opponent discards their entire hand and draws 2 cards.|

 

|Marker of Reflection|0|YCCG|Fiend/Effect|Light|2||300|100|FLIP: Decrease your opponent's Life Points by an amount equal to the ATK of a monster that attacks this card.|

 

|Cave-In|0|YCCG|Spell Card|Spell||Quick-Play|||Destroy all face-down cards on the field.|

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|Black Birth|0|YCCG|Spell Card|Spell||Ritual|||This card can be used to Ritual Summon a Ritual monster. You must also offer monsters from your hand or field equal to the total level of the monster you are Summoning. The Summoned monster is treated as DARK and gains 300 ATK and DEF.|

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I need to say' date=' cards like Counter Destruction and Distraction are NOT Counter Trap Cards. They don't directly negate anything.

[/quote']

he's right, i was going to make something like negate attack, so a counter trap, but then i changed it but forgot to make it a normal trap.

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|Chain Golem|0|YCCG|Rock/Effect|EARTH|5||1800|2000|You can Special Summon this card from your hand if a chain of 3 or more Links occurs. If this card is Summoned this way' date=' you can add 1 "Chain Golem" from your Deck to your hand.|

 

Not sure on OCG.

[/quote']

 

The OCG seems ok, there is another way, but that's only for Spell an Trap Cards.

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