Zeppeli Gyro Supreme Posted December 11, 2010 Report Share Posted December 11, 2010 I decided to continue this theme of reworking/writing out cards from the shows or manga, but instead of spamming them in multiple threads I decided to slap them all together in one thread. Please enjoy, and make any suggestions for characters you would like to see me do this with! [spoiler="Rafael"] Obedience Normal Spell Card Change the battle position of up to 2 face-up monsters on the field. Nightmare Binding Equip Spell Card When this card is activated, you gain 800 Life Points. The equipped monster loses 800 ATK and DEF and cannot be Tributed or used for a Synchro Summon. Orichalcos Sword of Sealing Equip Spell Card The equipped monster’s effect(s) are negated and cannot be activated. In addition, that monster’s effect cannot be activated at the time it is removed from the field. Guardian’s Treasure Continuous Spell Card When this card is activated, discard 5 cards and draw 2. Draw 2 cards during each of your Draw Phases. Purity of the Grave Continuous Spell Card During each of your opponent’s Standby Phases, inflict 100 damage to their Life Points for each monster in their Graveyard. Aid to the Doomed Quick-Play Spell Card This card can be activated from your hand during your opponent's turn if your Life Points are lower than your opponent’s by 2000 or more. End the current Battle Phase. Rescuer From the Grave Quick-Play Spell Card When this card is activated, select 1 monster on the field. That monster cannot declare an attack until the End Phase of your next turn. You may remove from play this and 4 other cards in your Graveyard to end a turn's Battle Phase. Self Tribute Quick-Play Spell Card Activate only when 2 or more of your monsters would be destroyed by a card effect. Select 1 monster on your side of the field. That monster is unaffected by other card effects this turn. Spirit Hunting Normal Trap Card Change the battle position of 1 face-up monster you control, then destroy 1 monster on the field in the Battle Position your monster was changed to.[/spoiler] [spoiler="Bastion"]Carboneddon Earth/Dinosaur/3/900/600 If this card is in your Graveyard and there are at least 10 cards on top of this card, you can remove from play this card to Special Summon 1 LIGHT Normal Monster from your Deck or Graveyard. Mathematician Earth/Spellcaster/3/1500/500 When this card is Normal Summoned, send the top card of your Deck to the Graveyard. When this card is destroyed by your opponent's monster (either by battle or card effect), draw 1 card. Living Fossil Equip Spell Card Special Summon 1 Level 4 or higher monster from your Graveyard, and equip it with this card. It loses 1000 ATK and its effect(s) is negated. When this card is removed from the field, destroy the equipped monster. Amorphous Barrier Continuous Trap Card While you control exactly 3 monsters, you may discard a card from your hand to end your opponent’s Battle Phase. [i]I didn't want to make the Magnets, because they were too situational and wordy. But if someone would like me to remake them, please say so![/i][/spoiler] [spoiler="Titan"]Banderillo Fiend Dark/Fiend/3/900/400 When this card is Normal Summoned, destroy 1 monster on the field. This card cannot attack the turn it is Summoned. Picador Fiend Dark/Fiend/4/1600/0 You can discard this card to add 1 “Dark Arena” from your Deck to your hand. This card is unaffected by the effects of “Dark Arena”. Archfiend Matador Dark/Fiend/6/0/0 This card can only be Ritual Summoned with the Ritual Spell Card, "Ritual of the Matador". When this card battles an opponent's monster, destroy that monster before applying Battle Damage. Control of this card cannot change. Ritual of the Matador Ritual Spell Card This card is used to Ritual Summon "Archfiend Matador". You must also Tribute monsters whose total Levels equal 6 or more from the field or your hand. While “Dark Arena” is on the field, you may discard this card to add 1 “Archfiend Matador” from your Graveyard to your hand. Dark Arena Field Spell Card All face-up monsters Level 4 or higher are changed to Attack Position during their owner's turn and must attack if possible. When a player attacks, their opponent selects the attack target.[/spoiler] [spoiler="Chumley"]Eucalyptus Mole Earth/Beast/3/800/1300 When this card is destroyed by a card (either by effect or battle), add 1 “Koala” monster or “Tree Otter” from your Deck to your hand. Ayer’s Rock Sunrise Field Spell Card When this card is activated, Special Summon 1 Level 6 or lower Beast-Type monster from your Graveyard. Monsters your opponent controls lose 100 ATK for each Beast, Beast-Warrior, and Winged-Beast-Type monsters in your Graveyard. Koala March Normal Spell Card Select and reveal 1 Level 4 or lower “Koala” monster or “Tree Otter” in your hand or Graveyard. Special Summon from your hand and/or Graveyard any number of monsters of the same name as the selected monster. Animal Trail Normal Trap Card Activate only when a monster you control is destroyed as a result of battle. Add 1 Beast-Type monster from your Deck to your hand.[/spoiler] [spoiler="Atticus"]Bronze Warrior Earth/Warrior/4/500/800 Once per turn, you may add 1 Level 6 or lower Beast-Warrior-Type monster from your Deck to your hand. While this face is in Attack Position, Beast and Beast-Warrior-Type monsters you control gain 400 ATK. Spotlight Continuous Spell Card Once per turn, select 1 monster on your side of the field and increase its ATK and DEF by 500. Only 1 monster may be affected by this card’s effect at a time. When the selected monster is removed from the field, you must select another monster you control and increase its ATK by 500 instead. Path to Destiny Equip Spell Card Equip only to a Beast or Beast-Warrior-Type monster. The equipped monster may attack your opponent’s Life Points directly. Damage the equipped monster inflicts to your opponent’s Life Points is halved. Stage Costume Equip Spell Card The equipped monster gains 2000 ATK and DEF. When the equipped monster declares an attack, its ATK is treated as its original value until after the Damage Step. If the equipped monster is destroyed, you may select another monster on your side of the field and equip it with this card. Cursed Ring Normal Trap Card Activate only when an opponent’s monster declares an attack. This card becomes equipped to the attacking monster as an Equip Spell Card. Monsters the equipped card battles are not destroyed as a result of battle. Miracle Moment Normal Trap Card Activate only when a Beast-Warrior-Type monster you control is destroyed. Special Summon 1 Beast, Warrior, or Beast-Warrior-Type monster with 1000 ATK or less from your hand or Deck. ------------------------------------------------------------------- Attachment Dragon Wind/Dragon/Union/1/100/100 Once per turn, during your Main Phase, if you control this card on the field, you can equip it to 1 monster on the field as an Equip Card, OR unequip it and Special Summon this card in face-up Attack Position. Once per turn, you may change the Battle Position of the equipped monster. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, you may destroy this card instead.) Magic Reflect Armor - Metal Plus Normal Trap Card After activation, equip this card to a face-up monster you control as an Equip Spell Card. Negate the effects of Spell and Trap Cards that target the equipped monster and destroy them. Offensive Guard Normal Trap Card Activate only when your opponent’s monster declares a direct attack. Halve the attacking monster's ATK and draw 1 card. [/spoiler] Link to comment
Azuh Posted December 12, 2010 Report Share Posted December 12, 2010 Mathematician is like... goddly good now >_> Link to comment
Zeppeli Gyro Supreme Posted December 12, 2010 Author Report Share Posted December 12, 2010 Edited it so it's more like the original effect, so it has to be destroyed by battle. However, I also made it so it can gain its effect when destroyed by a monster effect. Link to comment
Zeppeli Gyro Supreme Posted December 13, 2010 Author Report Share Posted December 13, 2010 Added Rafael's cards... that weren't related to Guardians. Link to comment
Zeppeli Gyro Supreme Posted December 18, 2010 Author Report Share Posted December 18, 2010 Bump. Link to comment
Zeppeli Gyro Supreme Posted March 6, 2011 Author Report Share Posted March 6, 2011 Made some edits to the cards and decided to give the thread a bump >> Link to comment
Mysty Posted March 6, 2011 Report Share Posted March 6, 2011 For the Magnet cards, just make their subtypes Plus or Minus, then make it such that battles with any monsters of the same subtype are negated, but if there is a monster on the opponent's side, they must battle when possible. Example: Magnet Warrior Omega Minus EARTH Level 4 [Rock / Minus] ATK 1900 DEF 600 If this card battles a Minus monster, that battle is negated. During the Battle Phase, if the opponent controls a Plus monster, this monster and the Plus monster must battle if possible. Conduction Warrior Linear Magnum Plus Minus EARTH Level 7 [Rock / Minus] ATK 2700 DEF 1300 This card cannot be Normal Summoned or Set. This card can only be Special Summoned by sending 1 Plus monster and 1 Minus monster from your hand or your side of the field to the Graveyard. When this card attacks, you can select 1 face-up Plus or Minus monster on the field to have this card gain ATK equal to that monster's ATK, until the End Phase. If this card battles a Minus monster, that battle is negated. During the Battle Phase, if the opponent controls a Plus monster, this monster and the Plus monster must battle if possible. Something like that. Make enough support to make it like an archetype and it could probably troll an opponent to insanity. "You think you'll attack him? Nope, I'll negate the battle by making your monster the same polarity." "Before you enter your Battle Phase, I'll make your monster's polarity the opposite of mine to force a battle." Link to comment
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