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Leo's Yu-Gi-Oh! CCG


.Leo

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|Marionette Soldier|0|DSAT|Fiend/Effect|Earth|4||0|0|You can Special Summon this card to your opponent's side of the field. When you do, you cannot perform another Special Summon this turn. When this card is destroyed by battle, take control of 1 monster your opponent controls until the End Phase of your next turn. That monster cannot declare an attack this turn.|

|Marionette Horse|0|DSAT|Fiend/Union/Effect|Earth|3||0|0|Once per turn, during your Main Phase, if you control this card on the field, you can equip it to a face-up "Marionette" monster as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. When the equipped monster is destroyed, you can send this card to the Graveyard instead and all Battle Damage involving the equipped monster becomes 0. When this card is destroyed, take control of 1 monster your opponent controls until the End Phase of your next turn. That monster cannot declare an attack this turn.|

|Marionette Worker|0|DSAT|Fiend/Effect|Earth|4||0|0|You can discard 1 card to take control of 1 "Marionette" monster your opponent controls. When that monster is destroyed, take control of 1 monster your opponent controls until the End Phase.|

|Marionette Genewarper|0|DSAT|Fiend/Tuner/Effect|Earth|4||0|0|While your opponent controls a "Marionette" monster, you can use monsters your opponent controls for the Synchro Summon of a "Marionette" monster. That monster cannot attack on the turn it was Synchro Summoned.|

|Marionette Girl|0|DSAT|Fiend/Effect|Earth|3||0|0|You can Special Summon this card onto your opponent's side of the field. When you do, you cannot perform another Special Summon this turn. When you declare an attack, your opponent can take tribute this card and take control of the attacking monster. You can tribute 1 other "Marionette" monster you control to negate this card's effect.|

|Marionette Gadget|0|DSAT|Fiend/Tuner/Effect|Earth|3||0|0|You can Special Summon this card to your opponent's side of the field. When you do, you cannot perform another Special Summon this turn. Your opponent can use this card and other monsters you control for a Synchro Summon.|

|Marionette Manipulator|0|DSAT|Fiend/Synchro/Effect|Earth|6||2500|0|1 "Marionette" Tuner + 1 or more non-Tuners. Once per turn, you can Special Summon 1 "Marionette" monster from your Graveyard onto your opponent's side of the field. That monster cannot be used for a Synchro Summon this turn.|

|Marionette Ruler|0|DSAT|Fiend/Synchro/Effect|Earth|7||2800|0|1 "Marionette" Tuner + 1 or more non-Tuners. When this card is Synchro Summoned, take control of a monster your opponent controls. That monster cannot declare an attack. Your opponent must attack that monster whenever possible.|

|Marionette Dragon|0|DSAT|Fiend/Synchro/Effect|Earth|8||3000|0|1 "Marionette" Tuner + 1 or more non-Tuners. When this card is Synchro Summoned, take control of all "Marionette" monsters your opponent controls. Their effects are negated. When this card is selected as an attack target, you can tribute 1 "Marionette" monster you control to negate the battle. When a "Marionette" monster you control other than "Marionette Dragon" is destroyed by battle and sent to the Graveyard, take control of the monster that destroyed that monster.|

|Seduction of the Marionette|0|DSAT|Spell Card|Spell||Normal|||During this turn, take control of a monster that battles a "Marionette" monster at the end of the Damage Step.|

|Puppet Panic|0|DSAT|Spell Card|Spell||Continuous|||Take control of all "Marionette" monsters your opponent controls. Your opponent cannot use any "Marionette" monsters you control for a Synchro Summon. When this card is destroyed, give control of all monsters you have taken control of by this card's activation.|

|Marionette's Trap Hole|0|DSAT|Trap Card|Trap||Normal|||Activate when your opponent summons a monster with 1500 ATK or more. Tribute 1 "Marionette" monster your opponent controls and destroy the summoned monster.|

 

So, how do you like the Marionettes? I tried to make them as balanced as a controlling archtype can as possible, but they should be fun to play around with.

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Sorry 0-Chill.

 

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.

 

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|Marionette Soldier|0|DSAT|Fiend/Effect|Earth|4||0|0|You can Special Summon this card to your opponent's side of the field. When you do, you cannot perform another Special Summon this turn. When this card is destroyed by battle, take control of 1 monster your opponent controls until the End Phase of your next turn. That monster cannot declare an attack this turn.|

|Marionette Horse|0|DSAT|Fiend/Union/Effect|Earth|3||0|0|Once per turn, during your Main Phase, if you control this card on the field, you can equip it to a face-up "Marionette" monster as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. When the equipped monster is destroyed, you can send this card to the Graveyard instead and all Battle Damage involving the equipped monster becomes 0. When this card is destroyed, take control of 1 monster your opponent controls until the End Phase of your next turn. That monster cannot declare an attack this turn.|

|Marionette Worker|0|DSAT|Fiend/Effect|Earth|4||0|0|You can discard 1 card to take control of 1 "Marionette" monster your opponent controls. When that monster is destroyed, take control of 1 monster your opponent controls until the End Phase.|

|Marionette Genewarper|0|DSAT|Fiend/Tuner/Effect|Earth|4||0|0|While your opponent controls a "Marionette" monster, you can use monsters your opponent controls for the Synchro Summon of a "Marionette" monster. That monster cannot attack on the turn it was Synchro Summoned.|

|Marionette Girl|0|DSAT|Fiend/Effect|Earth|3||0|0|You can Special Summon this card onto your opponent's side of the field. When you do, you cannot perform another Special Summon this turn. When you declare an attack, your opponent can take tribute this card and take control of the attacking monster. You can tribute 1 other "Marionette" monster you control to negate this card's effect.|

|Marionette Gadget|0|DSAT|Fiend/Tuner/Effect|Earth|3||0|0|You can Special Summon this card to your opponent's side of the field. When you do, you cannot perform another Special Summon this turn. Your opponent can use this card and other monsters you control for a Synchro Summon.|

|Marionette Manipulator|0|DSAT|Fiend/Synchro/Effect|Earth|6||2500|0|1 "Marionette" Tuner + 1 or more non-Tuners. Once per turn, you can Special Summon 1 "Marionette" monster from your Graveyard onto your opponent's side of the field. That monster cannot be used for a Synchro Summon this turn.|

|Marionette Ruler|0|DSAT|Fiend/Synchro/Effect|Earth|7||2800|0|1 "Marionette" Tuner + 1 or more non-Tuners. When this card is Synchro Summoned, take control of a monster your opponent controls. That monster cannot declare an attack. Your opponent must attack that monster whenever possible.|

|Marionette Dragon|0|DSAT|Fiend/Synchro/Effect|Earth|8||3000|0|1 "Marionette" Tuner + 1 or more non-Tuners. When this card is Synchro Summoned, take control of all "Marionette" monsters your opponent controls. Their effects are negated. When this card is selected as an attack target, you can tribute 1 "Marionette" monster you control to negate the battle. When a "Marionette" monster you control other than "Marionette Dragon" is destroyed by battle and sent to the Graveyard, take control of the monster that destroyed that monster.|

|Seduction of the Marionette|0|DSAT|Spell Card|Spell||Normal|||During this turn, take control of a monster that battles a "Marionette" monster at the end of the Damage Step.|

|Puppet Panic|0|DSAT|Spell Card|Spell||Continuous|||Take control of all "Marionette" monsters your opponent controls. Your opponent cannot use any "Marionette" monsters you control for a Synchro Summon. When this card is destroyed, give control of all monsters you have taken control of by this card's activation.|

|Marionette's Trap Hole|0|DSAT|Trap Card|Trap||Normal|||Activate when your opponent summons a monster with 1500 ATK or more. Tribute 1 "Marionette" monster your opponent controls and destroy the summoned monster.|

 

So, how do you like the Marionettes? I tried to make them as balanced as a controlling archtype can as possible, but they should be fun to play around with.

Your right they do seam fun to play with.

Also and I qoute from Leo and Sea *clears voice in a box* "No new Archtypes in set 8, next set yes"

 

Sorry 0-Chill.

LOL just said the same thing.

 

Oh and Sea fixed Sandstorm now Blizzard

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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) Big thing for them is though, if they can't get a synchro play, they don't have much to back them up.

 

Aqueans - have field control , but with the drawback of using up your hand. Which is why I want them to have support to make the meta very interesting.

 

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

 

 

P.S. I call "random stuff" Everybody is making random stuff.

 

So, I won't be on tomorrow. Wednesday we will start the set.

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Owait, there's...ESCROC SUPPORT (CAPS for LOUD, BOOMING EMPHASIS!).

 

|Escroc le Remplacement|0|DSAT|Psychic/Effect|Dark|4||1200|0|This card cannot be Special Summoned. If this card was added from your Deck to your hand by the effect of an "Escroc" monster, remove it from play when it is removed from the field.|

|Escroc le Annuleur|0|DSAT|Psychic/Effect|Dark|2||100|200|You can discard this card to the Graveyard to end the Battle Phase. This effect can be activated during either player's turn. If this card was sent to the Graveyard by it's own effect, you can remove from play 1 Trap Card in your Graveyard to Special Summon it. If this card is removed from the field after it was Special Summoned by it's own effect, remove it from play.|

|Silence, Enfant Stupide!|0|DSAT|Trap|Trap Card||Normal|||Activate only when you control a face-up "Escroc" monster. Negate the effect of a Spell or Trap Card and destroy it.|

 

Those French are just too awesome.

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Warning this post Includes but is not limited to Ideas, results, & some of my cards for set 8.

 

And Leo gave me premission to finish the Leviathans in this pack. :D (I think)

 

[spoiler=Cards for set 8 & thats ALOT.]

|Leviathan of a Thousand Arms|1|DSAT|Sea Serpent/Effect|Water|10||2900|2900|This card cannot be Set. This card can only be Normal Summoned by tributing 2 WATER attribute Sea Serpent-Type monsters. During the turn that this card is summoned by tributing a "Leviathan" monster negate the activation and effects of all Spell and Trap cards on the field. This card can attack all monsters your opponet controls once each.|

 

|Leviathan of the Devoring Waters|2|DSAT|Sea Serpent/Effect|Water|10||3000|2000|This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 2 Lv 10 or higher WATER attribute Sea Serpent-Type monsters in your hand. Once per turn You can tribute one Water attribute monster you control to Special Summon 2 "Leviathan Tokens" (Sea Serphent-Type/Water/Level 6/ATK 0/DEF 0) in Defense Position.|

 

|Leviathan Overlord|3|DSAT|Sea Serpent/Effect|Water|12||4500|3500|This card cannot be Special Summoned. If this card is Tribute Summoned then the tributes must be 2 face up Atk postion level 10 or higher "Leviathan" monsters. There can only be one face up "Leviathan Overlord" on the field. The turn this card is summoned you can pay half of your life points and select up to 4 "Leviathan" monsters in your Graveyard and Special Summon them ignoring summoning conditions with thier effects negated and there original Atk and Def haved.|

 

|The Leviathan of Torment|4|DSAT|Sea Serpent/Effect|Water|11||3700|3700|This card cannot be Normal Summoned or set this card cannot be Special Summoned except when a level 10 or higher "Leviathan" monster has been destroyed and sent to the Graveyard. When this card is Special Summoned remove from play all other cards you and your opponet controls. As long as this card remains face up on the field all other monsters both players control cannot be destroyed by battle or by card effects. This card cannot declare an attack the turn its Special Summoned.|

 

|Whirlpool Leviathan|5|DSAT|Sea Serpent/Effect|Water|4||2000|1300|If this card is added to your hand by a card effect Special Summon it in face up Atk postion. This card cannot declare an attack the turn its summoned. If this card attacks, it is changed to Defense Position at the end of the Battle Phase. This card's battle position cannot be changed until the end of your next turn, except with a card effect.|

 

|Leviathans Hunting Ground|6|DSAT|Spell Card|Spell||Field|||You can add 1 "Leviathan" named card from your Deck to your hand instead of conducting a normal draw in your Draw Phase. Any time you would Tribute Summon a "Leviathan" named monster other than "Leviathan Overlord" you can pay 1000 life points and tribute this card to count as the full tribute for the Leviathan monster you are attempting to summon.|

 

|The Gathering of the Leviathans|7|DSAT|Spell Card|Spell||Quick-Play|||Add upto two "Leviathan" named monsters from your Deck or Graveyard to your hand.|

 

|Tribute to the Leviathans|8|DSAT|Spell Card|Spell||Normal|||Discard one Water attribute monster to Special Summon 2 "Leviathan Tokens" (Sea Serphent-Type/Water/Level 6/ATK 0/DEF 0) in Defense Position.|

 

|The Overlords Desire|9|DSAT|Trap Card|Trap||Counter|||You can only activate this card when your life points are 2000 or less and a face up "Leviathan Overlord" that you control is being destroyed by a card effect or by battle While you have 5 Leviathan monsters on the field all with different names negate it's destruction and inflict half of the Atk of one face up "Leviathan Overlord" you control to your opponets life points. All Leviathan monsters on the field cannot be destroyed this turn.|

 

|Leviathans Barrier|10|DSAT|Trap Card|Trap||Continuous|||When an opponent's monster declares an attack, you can discard 1 "Leviathan" or "Leviathans" named card from your hand to the Graveyard and negate the attack. After this effect has been activated five times destroy this card and add one "Leviathan" card from your Graveyard to your hand.|

 

|WereDragon|11|DSAT|Dragon/Synchro/Effect|Earth|8||2800|2200|1 tuner + 1 or more nontuner monsters

This card gains 200 attack points for every Beast-Warrior and Beast-Type monster(s) in your Graveyard. While you control this face-up card your opponet cannot activate the effect(s) of Spell and Trap cards during the Battle Phase.|

 

|Inferno Obiturary|12|DSAT|Spell Card|Spell||Normal|||You can only activate this card if all monsters you control have the same Attribute Pay 1500 Life Points select one level 4 or lower non-tuner monster on your side of the field and Special Summon as many copys of the selected monster from your hand and Deck as possible. You can only activate one "Inferno Obiturary" per turn.|

 

|Synthetic Zombie|13|DSAT|Zombie/Synchro/Effect|DarK|4||0|0|1 tuner + 1 or more nontuner monsters

When this card is Synchro Summond destroy it then discard a combined total of upto 7 cards from both players hands (at least 1 card must be yours). While this card is in the Graveyard you can only select and activate one of the following effects per turn.

* Instead of counducting your normal Draw Phase you can add one Zombie-Type monster from your deck to your hand.

* Durning your Stand by Phase you can discard a number of monsters from your hand to the Graveyard who's combind level equals that of one Zombie-Type monster in your Graveyard and Special Summon that monster.|

 

 

 

[spoiler=Cards That explain me TOO WELL]

|WereLord|14|DSAT|Beast-Warrior/Normal|Fire|8||3100|2300|Lord of Werewolves, Cinders, and Slivers. This man knows no fear. It is said that as Daylight Dies in the state of Absolution he will tell you to Reject Yourself and prepare for his Reckoning. So throw open your Arms of Sworrow and pray that in his Heart Still Beats your Name.|

 

|Asylum|15|DSAT|Spell Card|Spell||Field|||Monsters cannot be destroyed by batte. When this card is activated select one monster on your field its effect is negated and it gains the following effect this card loses 500 attack during each Stand by Phase. If this card battles another monster its effect is negated and it gains this effect.|

 

|True Chaos|16|DSAT|Trap Card|Trap||Continuous|||Durning each of your Stand by Phases add one Chaos Counter to this card. During either players turn you can send this card to the Graveyard to activate one of the following effects based on the number of counters on this card. 5 or more counters Destroy upto 3 Spell Cards and Trap Cards on the field. 8 or more counters destroy one monster on the field and inflict its Atk to that cards owner. 10 or more counters both players can select one monster in their decks Graveyards or Extra Decks and Special Summon that monster ignoring all summoming conditions. After this card is sent to the Graveyard after having 10 or more Chaos Counters on it destroy all mosters on the field and inflict damage to both players equal to half the combind total Atk of all monsters on the field.|

 

|The Discord Matron|17|DSAT|Trap Card|Trap||Continuous|||You can only activate this card during a Main Phase. After activation, this card is treated as a Effect Monster Card (Fiend-Type/DARK/Level 10/ATK 0/DEF 0), and is Special Summoned to your Monster Card Zone. (This card is also still treated as a Trap Card.)Any monster that battles with this card is destroyed before the Damage Step. This card cannot declare an attack or be trageted by monster effects.|

 

 

 

I will post more but heres a notice for LEO and SEA! IF YOU WANT MY OPPIONS ON CARDS I'VE POSTED HERE FOR LIMITING ECT. PM ME NOW!!! VERY IMPORTANT SO I'M NOT BUGGED LATTER BY YOU GUYS!!!

 

G2G Latter

 

Note: I WOULD fear the Leviathan.

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Aw, what the heck.

 

 

http://lccg.forumotion.com/basket-f2/here-it-is-t1.htm#1

 

 

@ Alfred - I like the Escroc Cards.

 

@ WereLord - Leviathans are really cool. Of your other 4 your member card and True Chaos are good, but the other 2 stall a lot so they will either have to be limited or changed. And yes I did PM you reguarding the matter.

 

 

-------------------------------

here are my cards that i will repost. LeoMence counted it as a theme not a full-fledged archetype so I think it's ok? ( too lazy to put in YVD format but it shouldn't matter since i'm compiling them anyway :| )

 

Brittle Field

Continuous Spell Card

This card is treated as a Field Spell card while in the deck. Damage calculation to a player(s) is resolved by comparing the ATK of the Attacking monster with the DEF of the attacked monster when both monsters are in Attack position. Damage to the monsters is calculated normally. When a monster attacks, and it’s DEF is lower than the ATK of it’s target, during damage calculation the monster’s controller takes battle damage equal to the difference. You can add this card from your graveyard to your hand by skipping your draw phase.

 

Vibrato Singer

Warrior-Tuner/WATER/Lv3/1000/1900

While you control “Brittle Field”, destroy any monster that this card battles with a DEF lower than this card’s ATK at the end of the damage step.

 

Mirror Dragon – Ictinus

Sea-Serpent/WIND/Lv7/500/2600

By sending 1 “Brittle Field” you control to the graveyard, switch the ATK and DEF of all monsters on the field until the end of the turn. This card is not destroyed in battle while in Attack Position.

 

Spiked Pestle

Equip Spell Card

The DEF of a monster that the equipped monster battles is halved before damage calculation. When the equipped monster is destroyed in battle and this card is sent to the graveyard, draw 1 card.

 

Glass Spirit

Rock/LIGHT/Lv1/0/1600

Discard this card from your hand to add 1 “Brittle Field” from your deck to your hand. During either player’s turn, you can remove this card from your graveyard to decrease the DEF of 1 monster by 500 until the end of the turn.

 

Matrix Magician

Psychic/DARK/Lv4/100/1800

Once per turn, you can pay 500 Life Points to Switch the ATK and DEF of all monsters you control, except this card, until the end phase. If this card is destroyed by battle while in Attack Position, Special Summon 1 Level 4 or Lower Monster from your deck with an ATK equal to or lower and a DEF equal to or higher than the difference between this card's ATK and the monster that destroyed this card. You cannot activate this effect more than once per turn.

 

 

Elastic Field

Field Spell Card

When an Attack-position monster would be destroyed in battle by a monster with less ATK than that monster's DEF, once per turn, it is not destroyed.

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ok, then here are the cards i made until now (except archtypes):

 

[spoiler= cards for set 8]

|Alloy Warrior|x|xxx|Warrior/Effect|EARTH|4||2000|0|When you would take Battle Damage, you can decrease this card's ATK by the same amount of that damage instead, if you would take damage higher than this card's ATK, destroy this card instead.This card cannot attack directly.

 

|Superalloy Warrior|x|xxx|Warrior/Effect|EARTH|6||2600|0|When a "Alloy Warrior" you control is destroyed by its own effect, you can Special Summon this card from your hand.When you would take Battle Damage, you can decrease this card's ATK by the same amount of that damage instead, if you would take damage higher than this card's ATK, destroy this card instead.If this card attacks directly, its ATK is halved.

 

|Ultimate Alloy Warrior|x|xxx|Warrior/Fusion/Effect|EARTH|8||3000|0|"Alloy Warrior" + "Superalloy Warrior".This card can only be Special Summoned from your Extra Deck by sending the above cards from your side of the field to your Graveyard.(You do not use "Polymerization".)When you would take Battle Damage, you can decrease this card's ATK by 750 instead. When this card's ATK is 0, it is destroyed and both players draw 1 card.

 

|Caliburn, Star of the Benevolence|x|xxx|Warrior/Sychro/Union|LIGHT|6||2000|2000|1 Tuner + 1 or more non-Tuner monster(s). Once per turn, during your Main Phase, you can equip this card to a Level 2 or lower monster you control as an Equip Card, OR unequip it to Special Summon this card in face-up Attack Position. (A monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, destroy this card instead.) If the equipped monster attacks a Level 8 or higher monster, destroy that monster without damage calculation and inflict damage to both players equal to the destroyed monster's Level x100.

 

|Brainstorming|x|xxx|Spell Card|Spell|||||Declare a Level, if your opponent has 1 monster of the declared Level in their hand, send it to the Graveyard,(If there are more than 1, your opponent can choose.)then, Special Summon 1 monster of the declared Level from your hand to your field. If called it wrong, you take 500 damage.

 

|Duke And Box|x|xxx|Trap Card|Trap|||||You can activate this card when a monster you control is attacked, negate the attack and inflict damage to your opponent equal to the attacked monster's ATK.

 

|Favoured Target|x|xxx|Spell Card||Continuous Spell|||Pay 1000 Life Points to activate this card. Declare an attribute. All monsters of the declared attribute cannot attack unless their controller pays Life Points equal to that monster's Level x100.

 

|Wide Range|x|xxx|Trap Card|Trap|||||If the effect of card you control would destroy 1 card your opponent controls, you can pay 500 Life Points to destroy another selectable target on the field.

 

|Emergency Supply|x|xxx|Trap Card|Trap||Continuous Trap|||Pay 1000 Life Points to activate this card. Whenever a card(s) you control would be destroyed, you can put 1 Emergency Counter on it instead. A monster with an Emergency Counter on it has its DEF reduced to 0. A Spell or Trap Card with an Emergency Counter on it cannot be activated until your next turn. If a card has 2 Emergency Counter on it, it is removed from play.

 

|Escape Tunnel|x|xxx|Trap Card|Trap|||||You can activate this card when a monster your opponent controls attacks a monster you control. Remove your monster from play and decrease all Battle Damage you would take by the removed monster's DEF (Max 0)until the end of the turn. During your next Standby Phase, Special Summon the removed monster to your field.

 

|Instant Clipeus|x|xxx|Spell Card|Spell||Quick Spell|||When you activate this card it is Special Summoned to your Monster Card Zone and is treated as a Normal Monster Card (Warrior-Type/EARTH/Level 2/ATK 0/DEF 0). This card cannot be used as a Tribute for a Tribute Summon.

 

|Cross Despair|x|xxx|Trap Card|Trap|||||You can activate this card when you take 4000 damage or less, inflict the same damage you took to your opponent. You opponent draws 1 card. When a card you control is destroyed by the effect of a card your opponent controls, you can remove from play this card from your Graveyard to destroye another card on the field.

 

|Lights On!|x|xxx|Trap Card|Trap|||||Flip face-up all face-down monsters on the field. (Their effects are negated.) During your next Standby Phase, flip face-down all face-up cards on the field and discard cards equal to the number of cards flipped this way, if you cannot, you take 2000 damage.

 

|Half Core|x|xxx|Spell Card|Spell||Continuous Spell|||All damage you take is halved. When you take damage discard 1 card, if you cannot, destroy this card.

 

|Encouragement|x|xxx|Trap Card|Trap|||||If you control no Effect Monsters, all Gemini Monsters you control are treated as Effect Monsters and gain their effects. While this card is in your Graveyard, whenever a Gemini Monster you control destroys a monster by battle, you can return this card to your Deck and shuffle it.

 

|Changing Flag|x|xxx|Spell Card|Spell||Continuous Spell|||Declare an Attribute, Attributes of all monsters on the field are also treated as the declared Attribute.

 

 

 

they're in yvd format but need changes to set name and card number, other than writing errors :)

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Owait, there's...ESCROC SUPPORT (CAPS for LOUD, BOOMING EMPHASIS!).

 

|Escroc le Remplacement|0|DSAT|Psychic/Effect|Dark|4||1200|0|This card cannot be Special Summoned. If this card was added from your Deck to your hand by the effect of an "Escroc" monster, remove it from play when it is removed from the field.|

|Escroc le Annuleur|0|DSAT|Psychic/Effect|Dark|2||100|200|You can discard this card to the Graveyard to end the Battle Phase. This effect can be activated during either player's turn. If this card was sent to the Graveyard by it's own effect, you can remove from play 1 Trap Card in your Graveyard to Special Summon it. If this card is removed from the field after it was Special Summoned by it's own effect, remove it from play.|

|Silence, Enfant Stupide!|0|DSAT|Trap|Trap Card||Normal|||Activate only when you control a face-up "Escroc" monster. Negate the effect of a Spell or Trap Card and destroy it.|

 

Those French are just too awesome.

 

Remplacement is like a weaker Peintre - instead of Special Summoning itself it uses up the Normal Summon and it has no additional effects. Annuleur is stall in case the FTK needs to set itself up again. Silence is to help the eventual OTK/FTK get through any set Traps.

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Ok, I will be accepting cards for Set 8 now. The name is Darkstrike Assault and the code is DSAS.

 

I have the 5 Supreme Cards here.

 

|Supreme Darksoul - Revenge Monarch|0|DSAS|Fiend/Effect|Dark|5||2200|1700|If this card is Tribute Summoned by Tributing a "Supreme" monster, you can add 1 Spell Card from your Graveyard to your Hand.|

 

|Supreme Xan - Fiend of Flames|1|DSAS|Fiend/Effect|Fire|4||1200|0|Once per turn, you can discard 1 card from your hand to Special Summon 1 Level 3 or lower "Supreme" monster from your Graveyard.|

 

|Supreme Phoenix - Plasma Master|2|DSAS|Winged Beast/Effect|Fire|1||300|0|You can remove from play this face-up card to destroy 1 monster your opponent controls.|

 

|Supreme Kraken - Sea Beast|3|DSAS|Sea Serpent/Tuner|Water|3||1300|200|When this card is Special Summoned, this card gains 500 ATK.|

 

|Supreme Exploitation|4|DSAS|Spell Card|Spell||Quick-Play|||When a "Supreme" monster is Special Summoned, destroy 1 Spell or Trap Card your opponent controls.|

 

Since I don't want this screwed up, I want the 4-5 Escroc cards to be posted next, no more cards to keep this a little easier for me.

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|Aquean Trench Crab|0|DSAT|Aqua/Effect|Water|3||600|800|If this card is returned to your Deck by the effect of an "Aquean" card, destroy 1 card on the field.|

|Aquean Seahorse|0|DSAT|Aqua/Tuner/Effect|Water|4||1600|1200|You can return 1 "Aquean" monster you control to the top of your Deck to Special Summon this card from your Graveyard. You can only activate this effect once per turn.|

|Aquean Stargazer|0|DSAT|Aqua/Synchro/Effect|Water|8||2600|1800|1 WATER Tuner + 1 or more Aqua-Type non-Tuner monsters When this card is Synchro Summoned, return all monsters on the field to the top of the respective owners' Decks except for this card. You cannot conduct your Battle Phase this turn. Once per turn, you can return 1 "Aquean" monster to the top of the respective owner's Deck to add 1 Field Spell Card from your Graveyard to your hand.|

|Aquean Trench|0|DSAT|Spell Card|Spell||Field|||You can return this card to your hand to return all "Aquean" monsters on the field to the top of the respective owners' Decks. For each card removed from the field by this card's effect, inflict 500 damage to your opponent.|

|Aquatic Parry|0|DSAT|Trap Card|Trap||Counter|||Activate when your opponent declares an attack. Return 1 "Aquean" monster you control to the top of the respective owner's Deck. Negate the attack and end the Battle Phase.|

 

Got 5 Aquean Cards.

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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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Alrighty, added to the set.

 

I would love now to have some stuff that counters decks in the game today. Maybe 10-15?

 

|Apprentice Controller|19|DSAS|Spellcaster/Effect|Dark|4||1900|1600|As long as this card remains face-up on the field, neither players can Special Summon a Level 8 or higher monster.|

 

|Thunder Baboon|20|DSAS|Thunder/Effect|Light|4||1900|0|If your opponent Special Summons a monster, you can remove from play this card to negate the Special Summon and remove from play the monster.|

 

|Card of Great Reward|21|DSAS|Spell Card|Spell||Quick-Play|||Negate the activation of a Trap Card. Then, draw 1 card.|

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