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The C.C. Activists ~ Require More Members


Smesh

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  On 8/16/2010 at 8:32 PM, Yankee said:

Sure, forget the fact that I am one of the best card makers in ycm history...;)

 

Well i havent seen you around besides that EI thread. The R.C. needs better threads anyway

 

  On 8/16/2010 at 8:33 PM, LeoMence said:

I am joining this club kid.

 

You are joining this club kid

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None of you have seen my past cards?

Wow.

 

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Activate only when there are 15 or more cards in each player's Deck and each player controls 1 or more monsters. You cannot activate this card if you control more monsters than your opponent. When this card is activated, each player removes from play face-down the top 6 cards of their Deck. Monsters cannot attack players directly. Both players can only attack with 1 monster during their respective Battle Phases. When a monster attacks, if the attack target is not destroyed by battle, destroy the attacking monster. If a monster is attacked but not destroyed, it loses ATK if in Attack Position or DEF if in Defense Position equal to the ATK of the attacking monster. When a monster is destroyed by battle, its owner's opponent can randomly add 1 of their cards removed from play by this card's effect to their hand. If a player controls no monsters, they lose the duel. If a player moves all cards removed from play by this card's effect to their hand, they win the duel.

 

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When this card is summoned, switch your Deck with your Graveyard. The original ATK of this card becomes the number of cards in your Deck x200. Once per turn, you may add the top card in your Graveyard to your hand. If you do, this card may not attack this turn. Any card this card destroys by battle is shuffled face-up into the owners' deck. When a player draws a face-up card, they gain 500 Life Points.

 

Those are just a few...;D

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How sad ;D

 

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Once per turn, during your Standby Phase, you can select 2 Spell & Trap or Monster Card Zones on your field and 1 Spell & Trap or Monster Card Zone on your opponent's field. The selected Zones cannot be used until the beginning of your next turn. If any of the selected Zones are occupied, the cards are removed from play until the selected Zone can be used again. Decrease the ATK of this card by 500 for each card removed from play by this effect.

 

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When this card is Normal Summoned, select 1 monster on your opponent's side of the field. Treat this card as an Equip Card, and equip it to the selected monster. When the equipped card attacks with an ATK that is higher than the DEF of a Defense Position monster, inflict the difference as Battle Damage to the controller of the card's opponent's Life Points. As long as the equipped monster remains face-up on the field, decrease its ATK by 200 during each of your Standby Phases. When the equipped monster is destroyed, treat this card's ATK as half the original ATK of the equipped monster and Special Summon this card to your side of the field in face-up Attack Position.

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Heres a card that everyone likes, im not very fond of it anymore

[spoiler=Illusion Dragon]

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This card cannot be Special Summoned except by its own effect. You can Special Summon this card from your hand by discarding 5 cards from your hand to the Graveyard. If you Special Summon this card, Spell and Trap cards can only be activated by paying 500 Life Points. Once per turn you can flip a face-down card face-up. If it is a Spell or Trap card, it is not activated unitil the owner activates it. If it is a monster, flip effects are not activated at this time.

 

 

  On 8/16/2010 at 8:58 PM, Yankee said:

Ya mean this, Dane?

 

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Also, I'll face you Smesh. What kind of card shall I be making?

 

You can choose the requirements

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D:

 

I can't make cards like that, but I can do decently.

 

[spoiler=Reality Warp Zone]

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Card Lore:

As long as this card is on the Field, neither player may draw cards during their Draw Phase. Each player draws 1 card from their Deck during their End Phase. Neither player may Normal Summon or Set during their turn. Once during your opponent's turn, you may Normal Summon or Set 1 monster from your Hand. If a monster is destroyed and you would take damage, you instead gain the same amount. Once while this card is face-up on the Field, if a player's Life Points is 10000 or more, both players must discard their hand and draw 3 cards. Any card sent to the Graveyard is sent to the bottom of the deck instead. If a player has no cards in their hand during their Standby Phase, they must draw 1 card. When a monster is summoned in Attack Position, flip it face-down without changing the battle position. A monster in face-down Attack Position cannot declare an attack.

 

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You do not put quotes after Union, and do not say type.

 

"This card can only be Special Summoned by removing 3 Union monsters on the field from play."

 

"Once per turn, you can select and equip 2 Union monsters you control to this card."

 

"When this card is destroyed, return all Union monsters in your Graveyard to your Deck."

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