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Leo's Yu-Gi-Oh! CCG


.Leo

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Set 8:

 

Will Include:

 

Supreme Support (5 Cards by me.)

Reversed and Dark Hero (8 cards each by me.)

Aquean Support (5 cards by ???)

Escroc Support (3 cards by ???)

Ritual Support (5 cards by ???)

Staple Trap Cards (5-8 Cards by me and ???)

Cards that counter decks in the game (??? by ???)

All the other random stuff that you guys like to post. No archetypes though.

 

THOUGHTS BOYZ?

Yah ****you

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Set 8:

 

Will Include:

 

Supreme Support (5 Cards by me.)

Reversed and Dark Hero (8 cards each by me.)

Aquean Support (5 cards by ???)

Escroc Support (3 cards by ???)

Ritual Support (5 cards by ???)

Staple Trap Cards (5-8 Cards by me and Insert Name Here)

Cards that counter decks in the game (??? by Insert Name Here)

All the other random stuff that you guys like to post. No archetypes though.

 

THOUGHTS BOYZ?

There we go. I can do counters to decks and Staple Trap cards.

Merry Christmas

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Set 8:

 

Will Include:

 

Supreme Support (5 Cards by me.)

Reversed and Dark Hero (8 cards each by me.)

Aquean Support (5 cards by ???)

Escroc Support (3 cards by ???)

Ritual Support (5 cards by ???)

Staple Trap Cards (5-8 Cards by me and ???)

Cards that counter decks in the game (??? by ???)

All the other random stuff that you guys like to post. No archetypes though.

 

THOUGHTS BOYZ?

 

 

I have an idea based on my previous rantings. I would like as much feedback as possible. Please tell me if you love it or hate it. If you absolutely hate it then that's ok, tell me why and I can fix it/ trash the whole idea if it sucks.

 

Archetypes are going to be based on certain themes right? So when we submit more cards let's follow that theme, and if it has certain "drawbacks" then leave that open to be filled with Generic Cards, Attribute support, type support, etc. etc. as to encourage more creativity and make each archetype unique.

 

Supremes - focus on heavy synchroing, with the drawback of relatively low ATK (with the exception of Forest Cat)

 

Aqueans - have field control , but with the drawback of using up your hand.

 

Escrocs - are an OTK archetype, with the drawback of limiting other options (like some of them say you can't normal summon this turn).

 

 

P.S. I call "random stuff"

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Here are some of my deck lists use them Well.

If you need pointers PM me.

 

[spoiler=WereLords]

Monsters-18

3x Tuner Wolf

3x Werelord-The Destroyer

3x Werelord-The Healer

3x WereLord-The Protector

3x WereLord-The Summoner

3x Greed Jar

 

Spells-16

2x Blood Moon

3x Call of the WereLord

2x Hunters Night

2x Perma Frost

2x Sword of Space

2x Sword of Time

3x WereLords Rage

 

Traps-10

3x Attack Barrier

2x Dark Moon Rebirth

1x Force Breaker

3x WereLords Protection

1x WereLords Last Resort

 

Extra Deck All of their Synchros 3x

 

 

 

[spoiler=Pain]

Monsters-29

3x Book of countercurses

3x Cosmic Prophet

3x Exploding Divebomber

3x Thanatos the Horror

3x Wall of Pain

3x Turtle from the Sky

3x Swarm Horn

2x Speed Tripwire

3x Reinforced Ruby Dragon

3x Escroc le Diamant

 

Spells-9

3x Tarot Card Reading

2x Soulcore

1x Refueling

3x Ice Cube

 

Traps-7

1x WereLords Last Resort

2x Survivor

2x Supreme Decloration

2x Soul Shield

 

Extra Deck-14

3x WereLord-The Hunter

3x Supreme Queen - Fairy of Heart

3x Reinforced Crystal Dragon

1x Rainbow Tail

1x Hercules Manta

3x 1000 Flames Dragon

 

 

 

The rest I'll hafe to recreate cause their at my moms house & I'm at my dads.>_>

Anyways enjoy

[just oppion but WereLords Last Resort shoud be a Staple in any deck]psychic=Broken through church windows Sea.

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I missed all the fun. That chat took place at what was 1am in the morning here in England. I am mostly Irish and English, but my "English" relatives were all actually Irish immigrants to Liverpool. I've also got German and Jewish in there somewhere, but I'm almost entirely Irish with little bits of Welsh (my Great-Great Grandfather - my Dad's Dad's Dad's Dad) and English (all Liverpudlians).

 

So, who wants to foight? I'll take you all, for sure!

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So, who wants to foight? I'll take you all, for sure!

[hic]The man whose 1/4 Irish Will [hic]

 

Has the strategy page been made yet or am I to make it? [LONG night & day so far] :(

 

Made these in Study Hall today

*for the record WereLord calls anything he feals is worth submiting*

 

Fusion Eater/ Lv 4/Dark/Fiend/Atk 1600/Def 1600

effect-If this card battles a Fusion monster destroy it and remove it from play.

 

Synchro Eater/Lv 4/Dark/Fiend/Atk 1900/Def 1300

effect-If this card battles a Synchro monster destroy it and remove it from play.

 

Ritual Eater/Lv 4/Dark/Fiend/Atk 1700/Def 1500

effect-If this card battles a Ritual monster destroy it and remove it from play.

 

Counter Fusion/ Counter Trap

Effect-Activate only when your oppnet summons a Fusion monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points.

 

Counter Ritual/ Counter Trap

Effect-Activate only when your oppnet summons a Ritual monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points.

 

Counter Synchro/ Counter Trap

Effect-Activate only when your oppnet summons a Synchro monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points.

 

Blizard/oo Trap

Effect- Players can only Summon or Set one monster per turn. When this card is activated you can add one Counter Trap card from your deck to your hand.

 

don't fell like typing the rest right now. maybe latter

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The Pac is back! (LOLOLOLOLOLOLOL-*is shot*)

 

[spoiler=Thought up all of these last night...teh ritual support]

Ritual Booster

***

DARK

Machine/Effect

Lore:You can remove from play this card in your Graveyard to have one Ritual monster you control gain 1000 ATK. That monster loses 500 ATK during the End Phase

ATK/1000 DEF/1000

(No, its effect cannot be used during your opponents turn)

 

Ritual Defender

***

DARK

Machine/Effect

Lore:You can remove this card from play from your Graveyard. If you do, Ritual monsters you control cannot be destroyed by battle this turn, and you take no damage from battles involving Ritual monsters. This effect can be activated during either players turn.

ATK/1000 DEF/1000

 

Ultimate Ritual

Ritual Spell

Lore:Tribute at least 3 monsters from your Field or Hand whose combined levels equal 12 or more. Special Summon one Ritual monster from your Deck. This is counted as a Ritual Summon. You can only activate one "Ultimate Ritual" per turn.

 

Ritual Revival

Normal Spell

Lore:Remove from play one Ritual Spell card from your Graveyard, and select one Ritual monster in your Graveyard that is mentioned in the text of that card. Tribute monsters from your Field or Hand equal to the cost on the Ritual Spell card, and Special Summon that Ritual monster. This is counted as a Ritual Summon. You can only activate one "Ritual Revival" per turn.

 

Game End Ritual

Normal Spell

Lore:Activate only if your Life Points are 2000 or lower. Special Summon one Ritual monster from your Hand, Deck, Graveyard, or Removed from Play Zone. During your End Phase, remove from play that Ritual monster. If the Ritual monster is removed from the field, take damage equal to its original ATK.

 

 

[spoiler=And a bunch of attack stopping traps...(plus a random Spell)]

Attack Redirection Unit-A

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and discard a random card from your opponent's Hand.

 

Attack Redirection Unit-B

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and remove from play 2 cards from your opponents Graveyard.

 

Attack Redirection Unit-C

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and gain Life Points equal to the level of the attacking monster x300.

 

Attack Redirection Unit-D

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and inflict damage to your opponent equal to the level of the attacking monster x300.

 

Attack Redirection Unit-E

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and destroy one Spell or Trap Card your opponent controls.

 

Attack Redirection Unit-F

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and send the top 3 cards of your opponents Deck to the Graveyard.

 

Attack Redirection Unit-G

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and send 2 random cards from your opponents Extra Deck to the Graveyard.

 

Rotation

Normal Spell

Select one monster on the field, and change its battle position.

 

 

 

I don't expect all of the Attack Redirection Units will get made...I'll edit the letter of the ones that do...

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[hic]The man whose 1/4 Irish Will [hic]

 

Has the strategy page been made yet or am I to make it? [LONG night & day so far] :(

 

Made these in Study Hall today

*for the record WereLord calls anything he feals is worth submiting*

 

Fusion Eater/ Lv 4/Dark/Fiend/Atk 1600/Def 1600

effect-If this card battles a Fusion monster destroy it and remove it from play.

 

Synchro Eater/Lv 4/Dark/Fiend/Atk 1900/Def 1300

effect-If this card battles a Synchro monster destroy it and remove it from play.

 

Ritual Eater/Lv 4/Dark/Fiend/Atk 1700/Def 1500

effect-If this card battles a Ritual monster destroy it and remove it from play.

 

Counter Fusion/ Counter Trap

Effect-Activate only when your oppnet summons a Fusion monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points.

 

Counter Ritual/ Counter Trap

Effect-Activate only when your oppnet summons a Ritual monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points.

 

Counter Synchro/ Counter Trap

Effect-Activate only when your oppnet summons a Synchro monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points.

 

SandStorm/oo Trap

Effect- Players can only Summon or Set one monster per turn. When this card is activated you can add one Counter Trap card from your deck to your hand.

 

don't fell like typing the rest right now. maybe latter

 

All completely fine, splashable and harmless.

The Pac is back! (LOLOLOLOLOLOLOL-*is shot*)

 

[spoiler=Thought up all of these last night...teh ritual support]

Ritual Booster

***

DARK

Machine/Effect

Lore:You can remove from play this card in your Graveyard to have one Ritual monster you control gain 1000 ATK. That monster loses 500 ATK during the End Phase

ATK/1000 DEF/1000

(No, its effect cannot be used during your opponents turn)

 

Ritual Defender

***

DARK

Machine/Effect

Lore:You can remove this card from play from your Graveyard. If you do, Ritual monsters you control cannot be destroyed by battle this turn, and you take no damage from battles involving Ritual monsters. This effect can be activated during either players turn.

 

Ultimate Ritual

Ritual Spell

Lore:Tribute at least 3 monsters from your Field or Hand whose combined levels equal 12 or more. Special Summon one Ritual monster from your Deck. This is counted as a Ritual Summon. You can only activate one "Ultimate Ritual" per turn.

 

Ritual Revival

Normal Spell

Lore:Remove from play one Ritual Spell card from your Graveyard, and select one Ritual monster in your Graveyard that is mentioned in the text of that card. Tribute monsters from your Field or Hand equal to the cost on the Ritual Spell card, and Special Summon that Ritual monster. This is counted as a Ritual Summon. You can only activate one "Ritual Revival" per turn.

 

Game End Ritual

Normal Spell

Lore:Activate only if your Life Points are 2000 or lower. Special Summon one Ritual monster from your Hand, Deck, Graveyard, or Removed from Play Zone. During your End Phase, remove from play that Ritual monster. If the Ritual monster is removed from the field, take damage equal to its original ATK.

 

 

[spoiler=And a bunch of attack stopping traps...(plus a random Spell)]

Attack Redirection Unit-A

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and discard a random card from your opponent's Hand.

 

Attack Redirection Unit-B

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and remove from play 2 cards from your opponents Graveyard.

 

Attack Redirection Unit-C

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and gain Life Points equal to the level of the attacking monster x300.

 

Attack Redirection Unit-D

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and inflict damage to your opponent equal to the level of the attacking monster x300.

 

Attack Redirection Unit-E

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and destroy one Spell or Trap Card your opponent controls.

 

Attack Redirection Unit-F

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and send the top 3 cards of your opponents Deck to the Graveyard.

 

Attack Redirection Unit-G

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and send 2 random cards from your opponents Extra Deck to the Graveyard.

 

Rotation

Normal Spell

Select one monster on the field, and change its battle position.

 

 

 

I don't expect all of the Attack Redirection Units will get made...I'll edit the letter of the ones that do...

 

Again, all fine. Rotation will really only be used as a Book of Moon-style card.

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[hic]The man whose 1/4 Irish Will [hic]

 

Has the strategy page been made yet or am I to make it? [LONG night & day so far] :( Probably going to be included on the forum, once it's made

 

Made these in Study Hall today :D Most of my ideas come while i'm in school too

*for the record WereLord calls anything he feals is worth submiting*

 

Fusion Eater/ Lv 4/Dark/Fiend/Atk 1600/Def 1600

effect-If this card battles a Fusion monster destroy it and remove it from play.

 

Synchro Eater/Lv 4/Dark/Fiend/Atk 1900/Def 1300

effect-If this card battles a Synchro monster destroy it and remove it from play.

 

Ritual Eater/Lv 4/Dark/Fiend/Atk 1700/Def 1500

effect-If this card battles a Ritual monster destroy it and remove it from play.

 

Counter Fusion/ Counter Trap

Effect-Activate only when your oppnet summons a Fusion monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points.

 

Counter Ritual/ Counter Trap

Effect-Activate only when your oppnet summons a Ritual monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points.

 

Counter Synchro/ Counter Trap

Effect-Activate only when your oppnet summons a Synchro monster, Negate the summon and return it to the Extra Deck. Inflict half of the sent monsters Atk to your opponets life points.

 

SandStorm/oo Trap

Effect- Players can only Summon or Set one monster per turn. When this card is activated you can add one Counter Trap card from your deck to your hand.

 

don't fell like typing the rest right now. maybe latter

 

All good. But We already have a card named SandStorm (Back from ENIL) needs re-naming

 

The Pac is back! (LOLOLOLOLOLOLOL-*is shot*)

 

[spoiler=Thought up all of these last night...teh ritual support]

Ritual Booster

***

DARK

Machine/Effect

Lore:You can remove from play this card in your Graveyard to have one Ritual monster you control gain 1000 ATK. That monster loses 500 ATK during the End Phase

ATK/1000 DEF/1000

(No, its effect cannot be used during your opponents turn)

 

Ritual Defender

***

DARK

Machine/Effect

Lore:You can remove this card from play from your Graveyard. If you do, Ritual monsters you control cannot be destroyed by battle this turn, and you take no damage from battles involving Ritual monsters. This effect can be activated during either players turn.

 

Ultimate Ritual

Ritual Spell

Lore:Tribute at least 3 monsters from your Field or Hand whose combined levels equal 12 or more. Special Summon one Ritual monster from your Deck. This is counted as a Ritual Summon. You can only activate one "Ultimate Ritual" per turn.

 

Ritual Revival

Normal Spell

Lore:Remove from play one Ritual Spell card from your Graveyard, and select one Ritual monster in your Graveyard that is mentioned in the text of that card. Tribute monsters from your Field or Hand equal to the cost on the Ritual Spell card, and Special Summon that Ritual monster. This is counted as a Ritual Summon. You can only activate one "Ritual Revival" per turn.

 

Game End Ritual

Normal Spell

Lore:Activate only if your Life Points are 2000 or lower. Special Summon one Ritual monster from your Hand, Deck, Graveyard, or Removed from Play Zone. During your End Phase, remove from play that Ritual monster. If the Ritual monster is removed from the field, take damage equal to its original ATK.

 

 

[spoiler=And a bunch of attack stopping traps...(plus a random Spell)]

Attack Redirection Unit-A

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and discard a random card from your opponent's Hand.

 

Attack Redirection Unit-B

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and remove from play 2 cards from your opponents Graveyard.

 

Attack Redirection Unit-C

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and gain Life Points equal to the level of the attacking monster x300.

 

Attack Redirection Unit-D

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and inflict damage to your opponent equal to the level of the attacking monster x300.

 

Attack Redirection Unit-E

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and destroy one Spell or Trap Card your opponent controls.

 

Attack Redirection Unit-F

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and send the top 3 cards of your opponents Deck to the Graveyard.

 

Attack Redirection Unit-G

Normal Trap

Lore:Activate only when your opponent declares an attack. Negate that attack, and send 2 random cards from your opponents Extra Deck to the Graveyard.

 

Rotation

Normal Spell

Select one monster on the field, and change its battle position.

 

 

 

I don't expect all of the Attack Redirection Units will get made...I'll edit the letter of the ones that do...

 

ALL ARE AWESOME :D Now THIS is what i'm talking about when I say generic S/T, which fit better in some decks than others. (But, Ritual Defender needs ATK/DEF)

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