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Custom Archetype Duelist Competition, fourth edition!!


Kale

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I apologize, everyone! Real Life caught a hold of me and i wasn't able to come back for a while...

 

Enter if you want! you have until this Sunday, February the 6th. Results will be posted that day.

 

Thanks!

 

 

So here i was, trolling along the internet when it hit me. I should return to the cardmaker! Yes! Now my days will have purpose.

I started out with a few simple cards, but that wasn't enough. I had to get back to my old habits here.

So i started up a new fic which, as some of the older members recall, was what i used to be known for.

And i would like you to join in.

 

Here's how it goes:

 

Contest

 

1 Design an archetype. It does not have to be brand new to the forum to be posted here, it just needs to be a complete, well thought out archetype. It's even better if you have or are already creating one. ;)

 

2 Create a custom character that would use your archetype. Think of it as making your own Yusei Fudo or Jack Atlas. Tell me what they look like, how they present themselves, their habits, and their favorite food if you like. Let me know the character and how you want them to be so i can better write about them.

 

3 Tell me how the two above fit together. Most of my characters have a set that defines their personality, like how Yusei duels with 'junk' he found (memories of Satellite) and how Jack uses powerful creatures (to assert his dominance of the field). Tell me their play style, their win condition, favorite combos, ways to get around obstacles and the like. Also, include the deck list that you would like to use. Advanced format rules and limited lists apply to this, so study up.

 

 

How to win: This is a contest about originality, creativity, and cohesiveness. I have ran a contest like this three other times, all of which have shown talent from best to worst. To win, simply have a great set with an interesting character. The cards don't have to be powerful, the theme does.

 

Prizes

 

I know that this is what a lot of you come to a contest for, rather than the idea of the contest itself so... here are the prizes.

 

1st Place: 3 Reps, admittance to the fic.

2nd Place: 2 Reps, possible admittance

3rd Place: 1 Rep, possible admittance

4th and Below: possible admittance

 

Everyone has the potential to win, in a sense. Other prizes could arise, i will see what i can come up with.

 

End Date

 

I plan for this to be done and over with by the end of this month: Tuesday, February 1. That being said, i want all of entries in by Saturday, January 29. It can be sent in at the stoke of midnight on Saturday, i don't care. ;) But anything admitted after i wake up on Sunday will be ignored.

 

Fan Fic

 

This is the fic that you could potentially be featured in. Please give it a read, it could give you ideas. ;)

Click this link to see it.

 

 

 

Thank you guys for looking! Enjoy the contest. I expect great things, there must have been some good archetypes since i left the forum last summer. :D

 

-Kale.

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is this one acceptable

 

[spoiler=Monsters]333228n.jpg

Lore:When you summon this card, you can search your deck for Terra the force or Ventus the air rider.

 

333228j.jpg

Lore:When you summon this card, you can special summon 2 fire tokens (Level 4/ 0 Atk/ 500 Defense).

 

When this card is destroyed you can special summon another pyro type monster with less Atk points then Axel the fire tamer.

 

333228l.jpg

Lore:His real power is unkown but he has some high defense. When in friends or alone he likes rocking out on his Sitar.

 

333228l.jpg

Lore:This duck acompanies Sora on his journey. Even though he might not be strong he has some strong courage and pure of heart.

 

333228.jpg

Lore:Goofy on the downest situation still finds the way to make people smile ands has a strong defense.

 

333228r.jpg

Lore:When this card is summoned you can special summon from your deck Sora the Keyblade Chosen or Riku the wanderer.

 

333228jr.jpg

Lore:When this card is summoned you can special 2 rose tokens in defense mode. (Level 2/0 Atk/1500 defense)

 

333228r.jpg

Lore:When you summon this card you can special summon Sora the Ketblade Chosen or Kairi the friend from your hand, or Deck

 

333228r.jpg

Lore:When you summon this card you can special summon Sora the Ketblade Chosen or Kairi the friend from your hand, or Deck

 

333228d.jpg

Lore:When this card is tribute summon you can search in your deck for Sora the Keyblade Chosen and The Keyblade spell card.

 

333228m.jpg

Lore:When you tribute summon this Card you can special summon from your hand,Deck or graveyard Roxas the Nobody or Ventus the air rider and search your deck for The Keyblade spell card.

 

333228f.jpg

Lore:When this card is summoned you can search your deck for Aqua the pure heart or Ventus the air rider.

 

333228gn.jpg

Lore:When you summon this card you can special summon from your Deck, Hand, or graveyard Sora the Keyblade Chosen,Riku the wanderer, Kairi the friend or Roxas the Nobody.

 

333228c.jpg

Lore:When this card is summoned you can special summon from your deck Aqua the pure heart or Terra the force and if Terra the Force, or Aqua the pure heart is on the field this card gains 500 atk for each one.

 

333228w.jpg

Lore:This master has the abilty to control the keyblade and darkness.

 

333228n.jpg

Lore:She doesn't know much about her past and how she can use the keyblade but has high courage and attack.

 

 

[spoiler=Spells]333228z.jpg

Lore:When you activate this spell card you can equip it to Sora the Keyblade Chosen, Roxas the Nobody, Ventus the air rider, Aqua the pure heart or Terra the force and the equipped monster gains 1000 attack and defense

 

 

[spoiler=Traps]333228c.jpg

Lore:When this card is activated you can special summon from your Deck, Hand or Graveyard Sora the Keyblade Chosen, Roxas the Nobody and Ventus the air rider.

 

 

The Darkknight2 use a kingdom hearts deck, its mostly special summoning and searching the deck because the darkknight cant win unless he has al the friends, the darkknight if u see my member card its the third guy and doesnt eat much,he mistly likes to strategize his duels before dueling to have a combo already planned out, the Darkknight when he wins he says" i won with the pure of heart and my deck no better said my friends.", the Darkknight gets out of obstacles by believing in his cards and having the pure of heart

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Unfortunately an Archetype consists of more than one card. One card alone does not suit the bill.

 

Also, you only tried to complete one of the three tiers to my contest.

 

Please review your post and adjust it to fit the contest in its entirety.

 

I am pleased to see that someone is making an attempt at this though. :)

 

-Kale.

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I'll let the 40 cards slide during this tournament. When writing a fic i am lucky to be able to include half of the cards in the archetype, let alone 40 single cards.

 

Provide me with at least half a deck, so i can get a feel for what they duel like. explain it too, of course. So there is no real limit, but the more complete your deck feels to me will get you more points. ;)

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Guest Simdoggy
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I've been creating set of demon type cards that could work but it is a type rather than an archetype of monsters, I will do them if a whole type is ok? They are based on demons from hell and some of the more powerful and well known ones feature.

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Right... I will join, and heres my archetype... the Spirit Weapons (They are not a name sharing archetype eg. Synthetic Fairies).

 

Monsters

 

Chain

 

[spoiler=LV3]302788q.jpg

 

Once per turn you can select 1 monster on the field. Reduce it's ATK and DEF by 500 until the End Phase and it's Battle Position Changed. Once per turn you can equip 1 monster you control to this card.It is treated as an equip card and placed in your Spell and Trap card zone until your next Standby Phase. Increase this cards ATK by half the orignal ATK of the equipped monster -500. If this card is destroyed retunr the equip monster to it's owners side of the field. During your Standby Phase, by discarding 1 card from oyur hand to the Graveyard and tributing this face up card, you can Special Summon 1 "Spirit Chain LV5" from your hand or deck.

 

 

[spoiler=LV5]302788z.jpg

 

This card cannot be Normal Summoned or Set. This card can only be Special Summoned with the effect of "Spirit Chain LV 3". Once per turn you can select 1 monster on the field. Its ATK and DEF is halved until the End Phase and it's Battle position is changed. Once per turn you can select 1 other monster on the field. It is treated as an equip card and placed in your Spell and Trap card zone until your next Standby Phase. Increase the ATK and DEF of this card by half the original ATK and DEF of the equip monster. If this cards is destroyed, the equip monster is also destroyed. During your Standby Phase, by discarding 1 card from your hand to the Graveyard and tributing this face up monster Special Summon 1 "Spirit Chain LV7" from your hand or deck.

 

 

[spoiler=LV7]302788e.jpg

 

This card cannot be Normal Summoned or Set. This card can only be Special Summoned with the effect of "Spirit Chain LV5". Once per turn you can select 1 monster on your opponents side of the field. Switch it's battle position. It's ATK and DEF become 0 until the End Phase. Once per turn you can select 1 other monster on the field. It is treated as an equip card and placed in your Spell and Trap card zone until your next Standby Phase. This card gains ATK and DEF equal to the equip monsters ATK and DEF. If this card were to be destroyed destroy the equip monster instead.

 

 

Whip

 

[spoiler= LV3] 302788.jpg

 

Once per turn you can select 1 monster on your opponents side of the field. Halve it's original ATK until the End Phase. Then increase this cards ATK by half the selected monsters ATK -300 until the End Phase. Once per turn you can select 1 monster on your side of the field and equip it to this card. Increase this cards ATK and DEF by the half the equipped monsters original ATK and DEF -500. If this card were to be destroyed by battle the equip monster is destroyed instead. During your Standby Phase, by discarding 1 card from your hand and tributing this face up monster you can Special Summon 1 "Spirit Whip LV5" from your Hand or Deck.

 

 

[spoiler= LV5] 302788.jpg

 

This card cannot be Normal Summone or Set. This card can only be Special Summoned with the effect of "Spirit Whip LV3". Once per turn by discarding 1 card from your hand to the Graveyard, reduce the ATK and DEF of all monster on your opponents side of the field by 1000 until the End Phase. If any monsters ATK and DEF are both 0, destroy that card. Once per turn you can select 1 monster on the field. Increase this cards ATK and DEF by the equipped monsters ATK and DEF +500.

 

 

Spear/Pike/Sword

 

[spoiler= Spear] 302788x.jpg

 

When this card is Normal Summoned you can add 1 "Spirit Pike" from your Deck to your hand. Once per turn you can change the Battle position of 1 face up monster on the field. If the selected monster has more ATK than this card reduce it's ATK and DEF by 800 until the End Phase.

 

 

[spoiler= Pike] 302788y.jpg

 

When this card is Normal Summoned you can add 1 "Spirit Spear" from your Deck to your hand. Once per turn you can change the Battle position of 1 face down monster on the field to face up attack position (flip effects are not activated). If it has less ATK and DEF than this card, destroy it. If it has higher ATK and DEF than this card, return it to it's original position.

 

 

[spoiler= Sword] 302788.jpg

Spirit Spear + Spirit Pike

 

When this card is Fusion Summoned reduce the ATK and DEF of all monsters on the field by 800 until the End Phase. Any monsters whose Attack is lower than 1600 after this effect is destroyed. By tributing 1 monster you control you activate on of the following effects:

-Decrease the ATK and DEF of all monsters on your opponents side of the field by 800 until the End Phase.

-Flip all face down monsters on the field face up (flip effects are not activated at this time). Destroy all monsters with 1000 ATK or less flipped up by this effect.

 

 

Spirit Tri Metal

 

[spoiler= Tri Metal] 302788l.jpg

 

Select 1 monster on the field. The selected monster cannot declare an attack. During your Standby Phases, decrease the ATK of the selected monster by 100 and increase the ATK of this card by 100.

 

 

Spells

 

Barriers

 

[spoiler= Trap] 302788g.jpg

 

As long as this card remains face up on your side of the field, Fairy-type "Spirit" monsters cannot be destroyed by Trap card effects. During your 3rd Standby phase after you activated this card's effect, destroy this card.

 

 

[spoiler= Spell] 302788p.jpg

 

As long as this card remains face up on your side of the field, Fairy-type "Spirit" monsters cannot be destroyed by Spell card effects. During your 3rd Standby phase after you activated this card's effect, destroy this card.

 

 

[spoiler= Monster] 302788y.jpg

 

As long as this card remains face up on your side of the field, Fairy-type "Spirit" monsters cannot be destroyed as a result of Battle. During your 3rd Standby phase after you activated this card's effect, destroy this card.

 

 

Traps

 

 

[spoiler= Detonation] 302788v.jpg

 

Activate only when your opponent declares an attack on a face up Fairy-type "Spirit" monster. Destroy both monsters. Your opponent then must activate one of the following effects:

- Send cards from the top of their deck to the Graveyard equal to the combined level of the destroyed monsters.

-Discard 2 cards from there hand to the Graveyard, then select 2 face up monsters they control and reduce their ATK and DEF by 1000.

 

 

[spoiler= Shot] 302788m.jpg

 

Tribute 3 Fairy-type "Spirit" monsters on your side of the field. Then select 3 cards your opponent controls. Flip a coin:

-If Heads Destroy the 3 selected cards

-If Tails Reduce the ATK and DEF of any selected monsters by 500 until the End Phase.

 

 

[spoiler= Heal] 302788dg.jpg

 

Tribute 2 Fairy-type "Spirit" monsters on your side of the field. Your opponent must then destroy 1 monster on their side of the field. Increase your Life points by the orignal ATK of the 3 tributed monsters.

 

 

Character: Faye

Age: 16

Deck Type: Spirit Weapons

Personality: Studious, quick witted but does not like to be made fun of. Sensible and sometimes takes things to seriously but can have a laugh with friends.

Back Story: Has to retrieve the (Legendary Weapon of Sorts) for family and tags along with (Main Character) to find it.

Looks: Has a small amount of freckles upon face. Dark Brown shoulder length hair. Wears a green top with a white cardigan of sorts and a skirt.

Favorite Food: Eastern European Delicacies

Presents them selves as: A cold character yet when you get know her can be warm and friendly

Reason for Deck: Her family have owned the sacred weapon of (Insert Sacred Weapon User Here) for centuries but someone has taken it. She uses weapon cards as it she is skilled in martial arts and protects the sacred weapon.

Play Style: Uses her cards to minimize the opponents monster stats and then strikes with Spirit Chain and its "Relinquish" effect.

Play Style: Basically uses Level up to get her high level monsters out and then manipulates opponents monsters with her monsters effects.

Deck List:

 

Monsters:

 

Spirit Chain LV3 x2

Spirit Chain LV5 x2

Spirit Chain LV7 x2

Spirit Whip LV3 x3

Spirit Whip LV5 x3

Spirit Pike x3

Spirit Spear x3

Spirit Tri-Metal x3

 

Total: 21

 

Spells:

 

Riryoku x3

Level Up x3

Polymerization x1

Future Fusion x1

Spirit Defense 1 - Trap x2

Spirit Defense 2 - Spell x2

Spirit Defense 3 - Monster x2

 

Total: 14

 

Traps:

 

Deck Detonation Spirit x2

Spirit Shot x3

Spirit Growth x2

Magic Cylinder x2

 

Total: 9

 

Total: 44

 

Extra Deck:

 

Ultima Spirit of Sword x3

 

Hope this counts ;) If I've missed anything out, I'll just tell me and I'll edit this post...

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YES

 

I will get my, I guess I can say 'application' right away. And I will defiantly read your Fan Fic if my character gets included.

 

....not saying I'm not going to read it if I don't, I just think it'd be really cool to have my own character in someone else's fan fic.

 

Also, feel free to point out if I am missing anything / anything seems unclear to you.

 

[spoiler=Character (Done)]

Name

Jay Galishimo

 

Age

Your Choice, otherwise, 14, or 16.

 

Sex

Male

 

Looks

A mix of Brown and Black hair that I can't describe xD All I can say is his hair is somewhat long, with some of his head getting covered by bangs. He normally wears a Magician's cape, stick / wand (whatever you may call it), for this stick / wand at the simple touch of a button, becomes his duel disk (if there is going to be duel disks in the fan fic), all with a magician's hat. He wears a black and white striped shirt, designed with stars, with a pair of your classic worn out ripped blue jeans. He presents himself always in some way involving magic. For example, when coming to the rescue, he would appear in a cloud of smoke which would appear as it looks like from thin air, for this is how he would make an entrance, and exit, in most cases.

 

Or, this image can be used as a base of how he looks, so using either the description above, or this image, works for me.

 

Personality

Jay Galishimo is quite the mysterious person. He is very intelligent as well. He rarely talks in a happy, nor sad mood. However, he does not talk in monotone either. He talks as if he is explaining something of great knowledge to the person he may be speaking, or dueling with. When dueling, he likes to play tricks on his opponent's, whether confusing him with riddles, or just tying in his magic tricks with his choice of play somehow. For example, when summoning a monster, instead of your normal monster coming out from a card, he would remove his hat and face the inner part of it towards the field, where the monster would come out of.

 

Biography and Whatnot

Jay Galishimo was born within his family, who were in the job of magic. Jay has been a magic fanatic ever since he was young. At the age of 14, his parents died in a fire, due to a magic trick gone bad. Jay currently lives, well, anywhere. Jay goes from place to place doing his magic tricks and whatnot, doing his very best to earn some money, and to survive life on his own. Jay however, over his traveling here and there, has learned various things, making him highly intelligent. He does not trust a lot of people, for with him, you can never let your guard down even to the nicest of people, for even people who look nice, underneath, could be evil.

 

 

 

[spoiler=Archetype (Done)]

-Click-

 

My first completed Archetype. Everything you need to know is there, but for the sake of time, I'll post a few things here. The Mysterious Magicians are a DARK Attributed Spellcaster-Type Archetype revolving around Spell Counters, which they gain through their Field Spell and through the activation of Spell Cards as well. With a whopping 40 cards; 26 monsters, 10 Spells, and 4 Traps, they have various different playstyles. They can be used for beatdown, mill, hand control, etc. But, out of all the different playstyles my Archetype have, I insist you to use for the characters Deck, a Beatdown / Field Control oriented one, using some of the cards in the Archetype (which I will list) of course. Or, if you want, you can run a Highlander Deck, running every single card in the Deck at 1 (somewhat like what they do majority of the time in the anime), but seeing 4 of the monsters are in the Extra Deck, you may need to run specific cards (such as the Field Spell), at 3.

 

 

[spoiler=How They Work Together (Done)]

The Mysterious Magicians were an Archetype given to Jay from his dad, thus having a bunch of sentimental value. The 2 main monsters, Zane Zilios and Xand Xilia, portray his mother and father in a way. He never uses them in a duel though, for he fears the power within these 2 cards are far to powerful for him to handle. He also uses the Mysterious Magicians in his magic tricks every here and there, using his stick / wand (which remember, is a duel disk) to get his monsters out, which react to him, as if they were real. The following will be the Deck List for like I said, a Beatdown / Field Control kind of Deck, or if you wish, you may use a highlander Deck, which runs each card at 1.

 

Main combos are to reduce your opponent's field through cards such as Armed Assassination, Card Control, and Vague Villains. Using cards like Death Defections or False Faces combined with Urged Utilizations or Young Years can make a deadly combo, almost making it certain to run over monsters. Loved Levels is just for better Synchro Varieties to getting out the Synchro Monsters, which can be used as beaters, although some Synchros are unattainable due to Levels, that can be changed through using Tokens / stealing your opponent's monsters. Spells and Traps are used to help gain more advantage through Battle and through the field as a whole.

 

Monsters 20

3 Mysterious Magician of Armed Assassination

3 Mysterious Magician of Card Control

2 Mysterious Magician of Loved Levels

2 Mysterious Magician of Death Defections

2 Mysterious Magician of False Faces

2 Mysterious Magician of Urged Utilizations

2 Mysterious Magician of Young Years

2 Mysterious Magician of Vague Villains

 

Spells 14

3 Levitating Citadel of the Magicians

3 Spell Power Grasp*

3 Mana Spheres of the Magicians

2 Power Upgrade of the Magicians

2 Magical Blast*

1 Terraforming*

 

Traps 8

3 Magician's Circle*

2 The Magicians Cloaking Shield

2 The Magician's Hidden Reinforcements

1 Magic Cylinder*

 

Extra Deck 7

1 Mysterious Magician of Hard Hammerheads

1 Mysterious Magician of Krazed Kills

1 Mysterious Magician of Odd Offenses

1 Mysterious Magician of New Nights

1 Arcanite Magician*

1 Tempest Magician*

1 Explosive Magician*

 

*Are actual cards in the TCG

 

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Both my entries:

 

[spoiler=Shade]Name: Shade (real name unknown)

 

Age: N/A - guessed at about 20-24

 

Gender: Male

 

Deck Type: Minions of the Void.

 

Deck Theme: The Void monsters work around being removed from play, or being Special Summoned into play by each other. They can be rather weak and worthless on their own, but with the right cards, they're almost unstoppable demonic energy.

 

Deck Strategy: Shade will constantly remove his monsters from play, or "send them back to the void" as he says, to work in their effects. He'll pretty much work with what he has, eventually bringing out his Supreme Being of the Void, his main powerhouse.

 

Appearance: He has a serious face that rarely shows emotion. At the most, a slight twitch of the lips, a barely perceptible frown, or a small widening of his eyes, and he will never laugh. He has a rather pale skin tone, mostly from spending too much time out of the sun. He wears a short-cut style with his jet black hair that e cuts himself - with a pocket knife. Shade is often seen wearing a white tank-top covered by an open-front black hoodie, with dark navy jeans on. For this outfit, he has often been dubbed "emo".

 

Personality: As someone who raised himself, Shade trust nobody but himself, bar no one. He will look for the weakness in other duelists, and exploit them, whether it be for fun, or to get back at people. His single-mindedness for his objective can make him creepy to be around sometimes, but for those who have worked past his barriers, he can be a rather nice guy. He has been so long out of contact with anyone close, however, that he has all but forgotten his real name and instead just calls himself Shade.

 

Bio: Since his parents died when he was young, he has raised himself, off the street or off other people. When he could afford school, he was bullied because he was the "homeless kid". Now that he's in his adult life, most of it is centred on hunting down his childhood enemies and torturing him. Just before his seventeenth birthday, we worked up enough money to find out what the fuss about a trading card game was about. He found the Void monsters, and instantly took a liking to them.

 

Deck/Personality Crossover: The Void monsters, as Shade has found, have a rather extreme and painful method of torture, which he liked. He only wants to see his enemies on the ground in pain and agony.

 

Signature Phrase (what he says when he activates his key card): Welcome to the void. You are doomed, my friend. My creatures are not of this world; they live in a dimension where they rule supreme, and they punish anyone who stands in their way. Guess what? You're in their way. Gate to the Void, open! Supreme Being, Ul'Rath!

You can vary this any way you want, but that's the core of it.

 

[spoiler=Deck List (40)]Monsters (21)

3 x Void Soldier Grunt

3 x VoidWalker

3 x Void Scout

3 x Void Gatekeeper

2 x Void Scout

2 x Heavy Armed Void Soldier

1 x Static Summoner of the Void

1 x Void Battle Leader Gr'Sij

1 x Void Magic Leader Kzan'Tqi

1 x Supreme Being of the Void Ul'Rath*

 

Spells (11)

3 x Supreme Void Plane

2 x Terraforming

2 x D.D.R - Different Dimension Reincarnation

2 x Void Reach

2 x Expanded Portal

 

Traps (8)

2 x Escape from the Dark Dimension

2 x Dimensional Prison

2 x Void Vortex

2 x Void Destruction

 

* - Key card

 

[spoiler=Archetype][spoiler=Monsters][spoiler=Supreme Void Plane]

IMG_0043.jpg

LORE: While this card is face-up on the field, Spell Cards cannot be activated from the hand. Once per turn, you can remove from play 1 monster you control to increase the ATK and DEF of all "Void" monsters you control by 400 until your opponent's End Phase.

[spoiler=Void Battle Leader Gr'Sij]206849.jpg

LORE: This monster gains the following effect equal to the number to "Void" monsters removed from play: - 1: This card cannot be destroyed by battle. This card gains ATK equal to half the total sum of all monsters removed from play x200. - 2: Once per turn, when this card destroys a monster by battle, you can remove from play 1 card in your hand to attack once more. - 3+: Once per turn, you can remove from play 1 card you control to remove from play 1 card on the field. This card cannot declare an attack the turn you use this effect.

[spoiler=Void Magic Leader Kzan'Tqi]206849.jpg

LORE: This monster gains the following effect equal to the number to "Void" monsters removed from play: - 1: This card cannot be destroyed by card effects. Once per turn, you can remove from play 1 card in your hand to gain Life Points equal to the removed monster's ATK. - 2: Once per turn, when a monster would be removed from play due to your card effect, you can place it in its owner's Graveyard and increase your Life Points equal to the monster's Level x300. - 3+: Once per turn, you can remove from play 1 card you control to remove from play 1 card on the field. This card cannot declare an attack the turn you use this effect.

[spoiler=Heavy Armed Void Soldier]206849.jpg

LORE: When this card is removed from play due to a card effect, you can destroy cards equal to or less than the number of "Void" monsters with "Soldier" in their name removed from play +1.

 

Ignore the effect on the card for this one.

[spoiler=Void Soldier Grunt]206849.jpg

[spoiler=Void Gatekeeper]Sorry, I started having problems with the card maker from here, so the rest are all in written format.

Pics are given for most.

 

Void Gatekeeper

DARK ***

Fiend / Effect

ATK 600 / DEF 2000

LORE: When this card is removed from the field due to a card effect, you can add 1 "Supreme Void Plane" from your Deck to your hand. During your End Phase, if "Supreme Void Plane" is face-up on your side of the field., you can Special Summon 1 removed from play "Void" monster. While on the field, the Summoned monster's effect is negated until your opponent's End Phase.

Pic: http://i825.photobucket.com/albums/zz178/JazinKay/Demons/gfdgfdhfdsgfd.jpg

[spoiler=Static Summoner of the Void]

Static Summoner of the Void

DARK *****

Thunder / Effect

ATK 2400 / DEF 900

LORE: Once per turn, if you control a "Void" monster with "Leader" in its name, you can Special Summon 1 removed from play "Void" monster. If you use this effect, all "Void" monsters you control gain ATK and DEF equal to the Summoned monster's Level x100 until your opponent's End Phase.

Pic: http://i825.photobucket.com/albums/zz178/JazinKay/Demons/tfdyhdrtgftste.jpg

[spoiler=Supreme Being of the Void - Ul'Rath]

Supreme Being of the Void - Ul'Rath

DARK **********

Fiend / Effect

ATK 3300 / DEF 2800

LORE: This card cannot be Special Summoned. This card cannot be Normal Summoned or Set except by having exactly 7 "Void" monsters removed from play (you do not need to Tribute any monsters). While this card is face-up on the field, the field is treated as "Supreme Void Plane" (however Spell Cards are able to be activated from the hand). If there is an active Field Spell Card on the field, destroy it and treat the field as "Supreme Void Plane". If "Supreme Void Plane" is face-up on the field, ignore this effect. Once per turn, you can move 1 monster removed from play into its original owner's Graveyard to destroy discard cards from your opponent's hand or from the top of their deck equal to the Level of the moved monster. You can remove from play 1 "Supreme Void Plane" on the field to destroy all cards on the field, except this card. If you use this effect, the field is treated as "Supreme Void Plane".

Pic: http://i825.photobucket.com/albums/zz178/JazinKay/Demons/fghfghsdhfd.jpg

 

I'm not entirely sure about the OCG on that one, but since it’s in text, it won't all be said, will it?

He's all about opening the gate to the Void.

[spoiler=VoidWalker]

VoidWalker

DARK ****

Fiend / Effect

ATK 1900 / DEF 500

LORE: While "Supreme Void Plane" is face-up on the field, this card cannot be destroyed by battle by monsters with more than 1000 DEF. When this card is removed from play by a card effect, Special Summon during your opponent's next End Phase.

Pic: http://i825.photobucket.com/albums/zz178/JazinKay/Demons/gbsjsdafgdsaf.jpg

[spoiler=Void Scout]

Void Scout

DARK ****

Fiend / Effect

ATK 1700 / DEF 800

LORD: When this card is Normal Summoned or Special Summoned from your removed from play zone, you can Special Summon 1 removed from play "Void" monster.

Pic:http://i825.photobucket.com/albums/zz178/JazinKay/Demons/vfdbsjhgfdsgdsa.jpg

 

[spoiler=Spells][spoiler=Void Reach]

Void Reach

Quickplay Spell

LORE: Flip a coin. If heads, Special Summon 1 monster removed from play in face-up Attack position on your side of the field. If tails, remove from play 1 monster you control.

Pic: A large, shadowy hand reaching out of a portal.

Effect Pic (What it does when activated): A large coin shows up above the field and flips and then disappears. The hand reaches towards the field and drops the Special Summoned monster if heads, or reaches out and takes a monster if tails. When it's finished, the portal closes and the hand disappears inside it.

[spoiler=Expanded Portal]

Expanded Portal

Continuous Spell

LORE: This card's effect is only activated while you control 1 or more face-up "Void Gatekeeper". "Supreme Being of the Void - Ul'Rath" can be Special Summoned using the effect of "Void Gatekeeper".

Pic: Void Gatekeeper with a larger crystal, glowing green instead of purple.

Effect Pic: Void Gatekeeper essentially just grows bigger and his crystal glows green instead.

 

Not sure on the OCG on that, either, but it'll all be changed in the way it's said, right?

[spoiler=Void Vortex]

Void Vortex

Trap

LORE: Remove from play all face-up "Void" monsters you control. Gain Life Points equal to half the combined total of the removed monster's ATK. Then, Special Summon 1 "Void" monster from your hand with ATK equal to or less than the amount of Life Points gained.

Pic: A swirling purple/black whirlpool-looking thingy (lol)

Effect Pic: All face-up Void monsters get sucked into the vortex, and Shade gets covered in a green mist, which moves forward and spawns the Special Summoned monster.

 

[spoiler=Traps][spoiler=Void Destruction]

Void Destruction

Counter Trap

LORE: Remove from play 1 monster you control or pay half your Life Points to activate this card. Negate the activation and effect of any Trap Card/Spell Card/Monster Card/Summon and remove from play the negated card.

Pic: Void Gatekeeper's green crystal exploding.

Effect Pic: A monster or Shade (depending on what is used to activate it) grows Void Gatekeeper's green crystal on their body, which promptly explodes. The explosion sends crystal fragments shooting towards the negated card and shreds it.

 

 

 

[spoiler=Jaxyn Mallia]Name: Jaxyn Mallia

 

Age: 14

 

Gender: Male

 

Deck Type: Sacred Bodyguards

 

Deck Theme: The Sacred Bodyguards are all about preventing damage and taking hits for each other. Some get resurrected from the Graveyard to take hits, like Decoy Dragon's effect, and some get Special Summoned. All in all, it's just about making your Life Points untouchable. The regular Effect/Tuner monsters are a general type of bodyguard, but the Sychros are specific people, each with their own ability. In addition, the majority of the Effect/Tuner monsters are less than Level 5, meaning more protection, and the Synchros pack the meat of the Archetype. Additional Spells and Traps help to stop the opponent destroying monsters and doing damage.

 

Deck Strategy: He will often play whatever comes to him, but enjoys looking helpless right until Thantor is summoned on his opponent's turn.

 

Appearance: Jaxyn is a young boy who hasn't even started shaving yet. However, he has got rather profound bags under his eyes from many sleepless nights. He dresses often in fancy clothes, a creamy doublet with 3/4 matching trousers. He talks in a slightly English accent, and will usually start to get angry or upset if he doesn't get his way. When he gets angry, his cheeks start to get red, and his eyes grow slightly wider. He has pale brown hair, alabaster skin, and a rather stuck-up attitude.

 

Personality: As with most of the spoiled kids, Jaxyn is stuck up and arrogant. Or was. Since assassins have been trying to get to him, his life has become more down-to-earth, and, since he received a bodyguard deck, he has further understood what protectors have to go through in order to keep their assignment alive. Since he turned 12, when murders started appearing at every window and door, his attitude has changed to more of a defensive tone, and he has become slightly more modest, although he is not above a boast or two now and then.

 

Bio: Jaxyn is, put simply, filthy rich. He lives with his parents, both multi-billionaires themselves, and pamper their only child with anything and everything he wants. When he was 12, competitors started noticing Jaxyn. If we get rid of the kid, they had thought, then the fortune will go to no one else. Assassins and hired killers plagued Jaxyn at every doorway. His parents noticed and hired him a set of body guards, along with a matching deck. It has protected him well after two years, and he shows no signs of ever changing it.

 

Deck/Personality Crossover: Being rich and famous, Jaxyn needs protection around the clock, so he has a deck to protect him as well as his flesh-and-bone human bodyguards. His deck will take hits for him whenever they're called upon, and Jaxyn has learned to trust them.

 

Signature Phrase: You've done well to last this far. But you go no further! My bodyguards have always protected me, and they always will! Now, I need your protection! Thantor! Summon and protect!

Same thing as Shade; variate as you wish.

 

[spoiler=Deck List (40)]Monsters (22)

2 x Sacred Bodyguard - Rush

3 x Sacred Bodyguard - Bullet Protector

3 x Sacred Bodyguard - Great Warrior

3 x Sacred Bodyguard - Spellwarder

2 x Sacred Bodyguard - Disarmer

1 x Sacred Bodyguard - Galactic Defender

2 x Sacred Bodyguard - Backup Warrior

2 x Sacred Bodyguard's Scouting Bird

2 x Sacred Bodyguard - Spellweaver

2 x Sacred Bodyguard - Stealth Remover

 

Spells (12)

2 x Reinforcement of the Army

2 x The Warrior Returning Alive

3 x Sacred Protection

3 x Extra Protection

2 x Bodyguard Blitz

 

Traps (6)

3 x Dimensional Prison

2 x Scrap Iron Scarecrow

1 x Final Protection

 

Extra (9)

2 x Sacred Bodyguard - Xantia

2 x Sacred Bodyguard - Antho

2 x Sacred Bodyguard - Karan

2 x Sacred Bodyguard’s Hunting Falcon - Buri

3 x Sacred Bodyguard - Speed Protector Thantor

 

* - Key card

 

[spoiler=Archetype][spoiler=Monsters][spoiler=Sacred Bodyguard - Rush]Sacred Bodyguard - Rush

EARTH *****

Warrior / Tuner

ATK 2000 / DEF 1800

If you would take Battle Damage from an opponent's monster attack, you can Special Summon this card from your hand in face-up Attack Position and change the attacking monster's attack target to this card. You take no Battle Damage from battles involving this card.

Pic: http://i1195.photobucket.com/albums/aa394/KurodaKaito/Images%20Archive/experiment91.png

[spoiler=Sacred Bodyguard - Bullet Protector]Sacred Bodyguard - Bullet Protector

EARTH ***

Warrior / Effect

ATK 1400 / DEF 2000

If you would take damage from an opponent's card effect, you can Special Summon this card from your hand or Graveyard in face-up Defense Position. You take no damage from card effects the turn this card is Special Summoned this way.

Pic: http://i1124.photobucket.com/albums/l572/hunduel/Card%20Images/h-1.jpg

[spoiler=Sacred Bodyguard - Great Warrior]Sacred Bodyguard - Great Warrior

EARTH ****

Warrior / Effect

ATK 1800 / DEF 200

You take no Battle Damage from battles involving this card. Once per turn, if a monster you control would be destroyed by battle, it is not destroyed. If you activate this effect, the attacking monster's attack target is changed to this card.

Pic: http://i1195.photobucket.com/albums/aa394/KurodaKaito/Images%20Archive/gift.png

[spoiler=Sacred Bodyguard - Spellwarder]Sacred Bodyguard - Spellwarder

LIGHT ***

Spellcaster / Tuner

ATK 1200 / DEF 1300

If you would take damage from an opponent's card effect, you can Special Summon this card from your hand in face-up Attack Position. If this card is Special Summoned this way, negate the activation and effect of your opponent's card effects until the End Phase of the turn this card is Summoned. Once per turn, you can discard 1 card to negate the activation and effect of 1 card you opponent controls and destroy it.

Pic: http://i1195.photobucket.com/albums/aa394/KurodaKaito/Images%20Archive/gift3.png

[spoiler=Sacred Bodyguard - Disarmer]Sacred Bodyguard - Disarmer

DARK ******

Warrior / Effect

ATK 2400 / DEF 1400

If this card would inflict Battle Damage to your opponent, you can instead place Disarm Counters on this card (max 15). For every 500 damage done to your opponent's Life Points, place 1 Disarm Counter on this card. During either player's Standby Phase, you can remove Disarm Counters from this card to reduce the ATK and DEF of all non-"Sacred Bodyguard" monsters x100 until the End Phase. If you use this effect, this card's ATK becomes 1800 until the End Phase.

Pic: http://i1195.photobucket.com/albums/aa394/KurodaKaito/Images%20Archive/experiment43.png

[spoiler=Sacred Bodyguard - Galactic Defender]Sacred Bodyguard - Galactic Defender

DARK ********

Warrior / Effect

ATK 2700 / DEF 2000

This card cannot be Normal Summoned or Set. When you would take damage to your Life Points, you can Special Summon this card from your Graveyard to decrease any damage you would take during the turn this card is Summoned to 0. Once per turn, when an opponent's card effect would allow them to look through their deck or Graveyard and Special Summon a monster, you can negate the effect and Special Summon 1 monster from your deck or Graveyard with the same requirements. If you cannot, negate the activated card's effect and inflict 500 damage to your opponent's Life Points for each monster they control.

Pic: http://i1195.photobucket.com/albums/aa394/KurodaKaito/Images%20Archive/experiment87.png

 

I am really, really really not sure if this OCG even makes sense.

If you can make sense of it, he pretty much acts like a surveillance satellite.

[spoiler=Sacred Bodyguard - Backup Warrior]Sacred Bodyguard - Backup Warrior

EARTH ****

Warrior / Effect

ATK 1600 / DEF 1700

When your opponent inflict Battle Damage to your Life Points, you can Special Summon this card from your hand. If this card is Summoned in this way, all Battle Damage inflicted to you this turn becomes 0. This effect cannot be activated if you do not control a face-up "Sacred Bodyguard" monster.

Pic: http://i825.photobucket.com/albums/zz178/JazinKay/Warriors/bvghvghvghvkjnk.png

[spoiler=Sacred Bodyguard's Scouting Bird]Sacred Bodyguard's Scouting Bird

WIND **

Winged Beast / Tuner

ATK 800 / DEF 400

When this card is Normal Summoned, you can Special Summon 1 Level 3 or lower "Sacred Bodyguard" monster from your Graveyard, except "Sacred Bodyguard's Scouting Bird". While this card is face-up on the field, all "Sacred Bodyguard" monsters you control gain 300 ATK and DEF.

Pic: http://i218.photobucket.com/albums/cc5/worldofdarknesscards03/PXFire.png

[spoiler=Sacred Bodyguard - Spellweaver]Sacred Bodyguard - Spellweaver

DARK ***

Spellcaster / Tuner

ATK 1300 / DEF 1200

When you would inflict damage to your opponent due to a card effect, you can Special Summon this card from your hand. If this card is Special Summoned this way, inflict 500 damage to your opponent's Life Points. Once per turn, when your opponent activates a card that targets 1 or more monsters you control, you can pay 500 Life Points to negate its activation and destroy it.

Pic: http://i25.photobucket.com/albums/c78/wolfberserker/Litch.png

[spoiler=Sacred Bodyguard - Stealth Remover]Sacred Bodyguard - Stealth Remover

EARTH ****

Warrior / Effect

ATK 1600 / DEF 1500

When this card is Normal Summoned or Special Summoned by the effect of another “Sacred Bodyguard” monster, flip all face-down monsters your opponent controls face-up (Flip Effects are not activated at this time). If this card attacks a face-down opponent’s monster, destroy it without applying Damage Calculation.

Pic: http://img689.imageshack.us/img689/2012/samuraim.png

 

[spoiler=Spell Cards][spoiler=Sacred Protection]Sacred Protection

Quickplay Spell

This card can only be activated when an opponent’s monster declares an attack against a monster you control. Special Summon 1 “Sacred Bodyguard” monster from your hand or Graveyard, and change the attack target to the Summoned monster.

Pic: Sacred Bodyguard - Great Warrior jumping in front of a beam of energy.

Effect Pic: Just before the opponent’s attack connects with a monster, the Special Summoned monster appears just in front.

[spoiler=Extra Protection]Extra Protection

Continuous Spell

Once per turn, you can Normal Summon 1 additional Level 4 or lower “Sacred Bodyguard” monster from your hand.

Pic: An SB - Spellwarder, SB - Rush and SB - Bullet Protector standing around a smaller, vague monster.

Effect Pic: None. Monsters are Summoned as normal.

[spoiler=Bodyguard Blitz]Bodyguard Blitz

Quickplay Spell

Activate during your opponent’s Battle Phase. Select 1 monster your opponent controls. That monster’s ATK is halved. The selected monster must attack all “Sacred Bodyguard” monsters you control once each, even if it would destroy the selected monster. During the End Phase of the turn this card is activated, increase your Life Points equal to the number of times the selected monster attacked x800. During your next Battle Phase, if the selected monster is removed from the field, increase the ATK of all “Sacred Bodyguard” monsters you control by 500.

 

[spoiler=Trap][spoiler=Final Protection]Final Protection

Normal Trap

You can only activate this card when your Life Points would be reduced to 0. Negate the monster attack/card effect and Special Summon as many “Sacred Bodyguard” monsters from your Graveyard as possible. Inflict 400 damage to your opponent’s Life Points for each “Sacred Bodyguard” monster in your Graveyard after this effect resolves. Destroy all monsters Special Summoned by this card’s effect during your opponent’s fifth End Phase after this card’s activation. You can only activate 1 “Final Protection” each duel.

 

[spoiler=Extra][spoiler=Sacred Bodyguard - Xantia]Sacred Bodyguard - Xantia

LIGHT *******

Spellcaster / Synchro / Effect

ATK 2500 / DEF 2100

1 Spellcaster-Type "Sacred Bodyguard" Tuner monster + 1 or more non-Tuner "Sacred Bodyguard" monsters

Once per turn, when your opponent activates a card that would inflict damage to your Life Points, you can negate and destroy the activated card. If this card destroys a card this way, this card gains the effect of the destroyed card until the End Phase. If the destroyed card increased/decreased the ATK or DEF of your opponent's monsters, negate this effect.

Pic: http://i1195.photobucket.com/albums/aa394/KurodaKaito/Images%20Archive/experiment51.png

 

Again, not sure on OCG.

[spoiler=Sacred Bodyguard - Antho]Sacred Bodyguard - Antho

EARTH ********

Warrior / Synchro / Effect

ATK 2800 / DEF 2600

1 Warrior-Type "Sacred Bodyguard" Tuner monster + 1 or more non-Tuner "Sacred Bodyguard" monsters

Once per turn, when this card is involved in battle with an opponent's monster that has higher ATK than this card, you can pay Life Points to increase the ATK or DEF of this card equal to the amount of Life Points paid.

Pic: http://i825.photobucket.com/albums/zz178/JazinKay/Warriors/hgsdsgdgds.png

[spoiler=Sacred Bodyguard - Karan]Sacred Bodyguard - Karan

LIGHT *******

Warrior / Synchro / Effect

ATK 2400 / DEF 1700

1 “Sacred Bodyguard” Tuner monster + 1 or more non-Tuner “Sacred Bodyguard” monsters

Once per turn, before you attack, you can Tribute 1 “Sacred Bodyguard” monster you control to gain Life Points equal to the Tributed monster’s ATK. When this card destroys an opponent’s monster by battle and inflicts damage to your opponent’s Life Points, you can Special Summon 1 “Sacred Bodyguard” monster with DEF equal to or less than the amount of damage inflicted.

Pic:

[spoiler=Sacred Bodyguard’s Hunting Falcon - Buri] Sacred Bodyguard’s Hunting Falcon - Buri

WIND ******

Winged Beast / Synchro / Effect

ATK 2000 / DEF 1400

“Sacred Bodyguard’s Scouting Bird” + 1 non-Tuner “Sacred Bodyguard” monster

This card cannot be destroyed by battle. When this card is Synchro Summoned successfully, you can Special Summon 1 “Sacred Bodyguard” monster from your hand, Deck or Graveyard with 1800 or less ATK. While this card is face-up on the field, all face-up “Sacred Bodyguard” monsters gain 500 ATK and DEF.

Pic: http://img408.imageshack.us/img408/7682/vieh.png

[spoiler=Sacred Bodyguard - Speed Protector Thantor]Sacred Bodyguard - Speed Protector Thantor

EARTH **********

Warrior / Synchro / Effect

ATK 3000 / DEF 2600

1 “Sacred Bodyguard” Tuner monster + 2 or more non-Tuner “Sacred Bodyguard” monsters

When your opponent declares an attack, if you control the Material Monsters to Synchro Summon this card, you can Synchro Summon this card during your opponent’s turn. If you activate this effect, you opponent ends their Battle Phase. This card’s Special Summon cannot be negated. When this card is declared an attack target while this card is in face-up Attack Position, flip a coin. If heads, this card gains 500 ATK during the Damage Step only. If tails, this card is changed to Defense Position.

Pic: http://img98.imageshack.us/img98/7456/cewl.png

 

 

All images are from .:Kai Hiwatari:., Father Wolf, .Supervillan, Hunduel and JazinKay

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WOW. I have never had a contest go this fast before. If it continues at this rate i will have a slew of characters floating around here... :o

 

To answer questions i have seen:

 

Yes, Written cards are allowed. I will not be posting cards in the fic like i used to, i will leave it up to the reader's imagination. So actual cards are not necessary for this tournament. However, if you are writing out cards i will need descriptions of what they look like, what they should "do" (IE, for a spell or trap), or you can just post a link of the art you wish it to be like.

 

Multiple entries are allowed. I have done this in the past and it has not been bad for the overall tournament. No one else seemed to mind. However, if you choose to submit more than one entry they must both be up to the rules of this contest. And yes, both can win prizes.

 

There is no entry fee. I find this ludicrous. I will never charge anyone to participate in an event i hold. I want the users to have fun, and i am here as a boon to creativity. I am not here to get 'rich' off of eager contestants... Unless you all want to create a "lottery pool," in which case the winner would take it all. I am up for suggestions.

 

Deck lists do not have to be full. However, the less cards you post, the less i understand about how a tournament deck would be run, and the more i would have to fill in with my own suggestions. It would be in your best interest to post as many cards as possible. Always remember the staples.

 

 

I am already amazed by the contest. Here i have about 4 or 5 entries (i quickly scanned) and i am liking what i see. I am already forming opinions on some (which i probably shouldn't do right now) but it was sure to happen. XD

 

I can't wait to see what the rest of you post. I also hope that more people join, so i can see what this forum can really do.

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Very good question.

 

Yes, You can have real cards mixed in with your custom deck. However you can only do so if they are supporting cards. Such as: if you made a light deck, you could include Honest as regular support. OR you can make custom cards to suit some boss monster that is already real, to make it more playable. Such as: making cards that support Lava Golem to make a deck around him.

 

There should be a skewed ratio of custom to real cards. I would say probably 90%/10% in favor of custom cards. :)

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Meh, what the heck

 

(mines about as done as its going to get so dont pay attention to the not done or semi done)

 

[spoiler=Character (Semi-Done)]

Name: Sally Seagul (Always called Sea)

 

Gender: Female

 

Age: 18-20 or your choice

 

Decktype: Everything Under the Ocean (Seago/WATER)

 

Appearance: Long light blue hair, blue tanktop, bright blue eyes, Light blue glasses, and sea shell earings

 

Background: Sally was always given the chance for a nice pampered suite life, but she always denied it at the age of 10 she ran away from home to start her career as a duelist.

 

Personalty: Calm kind non-talkative and Sally rarely gets mad/angry with anyone. She keeps her cool in all battles, whether shes in a jam or in a clear path to victory.

 

Bio: Sally was born in the family of the new creators of yugioh. She ran away when she was 10 after being given the Seago archetype for her birthday. She has 2 Brothers who both ran away when they were 10. They and her were tired of the pampered life so they left. Her 2 brothers both left with about $3000 and became famous duelists.

 

 

 

[spoiler=Cards and Decklist (done)]

[spoiler=Cards]

149222g.jpg

 

Lore:This card is also treated as a Fish- Type monster. If you use this card as Synchro Material for a Synchro Summon you can Special Summon 2 level 2 or lower Fish- Type monsters from your deck or hand.

 

149222.jpg

 

Lore:This card cannot be Normal Summoned or set. This card can only be Special Summoned by returning 5 "Seago" monsters from your Graveyard to your deck. This card is also treated as a Sea Serpent- Type monster. When this card is Special Summoned you can Special Summon 1 "Seago" monster from your deck.

 

149222.jpg

 

Lore: 1 WATER Tuner + 1 or more non-Tuner Fish- Type monsters

This card is also treated as a EARTH Fish- Type monster. When this card is Synchro Summoned you can destroy 1 card on the field. If this card is destroyed by battle you can discard and remove from play 1 Fish or Sea Serpent- Type monster.

 

149222.jpg

 

Lore: This card is also treated as a Fish- Type monster. During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK of this card, inflict the difference as Battle Damage to your opponent. If this card inflicts battle damage to your opponent you can draw 1 card, if its a monster you can Special Summon it, if it is not discard it.

 

149222.jpg

 

Lore: If this card is Special Summoned you can Special Summon 1 level 4 or lower WATER monster from your deck.

 

149222o.jpg

 

Lore: During your Standby Phase Tribute 1 "Seago" monster or destroy this card. All "Seago" monsters gain 300 ATK and DEF. While this card is on the field negate the effects of all non-"Seago" cards on the field.

 

149222z.jpg

 

Lore: Once per turn if you Special Summon a WATER monster you can Special Summon 1 WATER monster with 1500 ATK or less from your deck.

 

149222.jpg

 

Lore: Activate this card while you control 1 WATER monster. Destroy up to 3 cards on the field.

 

149222hi.jpg

 

Lore: Activate only when a WATER monster you control attacks a monster your opponent controls. Return the attack target and the attacking monster to the owners hand.

 

149222c.jpg

 

Lore: If you control a face-up "Seago - Bliss the Serpent" you can Special Summon this card from your hand.

 

149222b.jpg

 

Lore: "Seago - Sheik the Shire" + 1 WATER monster

This card can only be Special Summoned from your Extra Deck by removing from play the above cards on your side of the field. (You do not use "Polymerization"). When this card is Special Summoned you can Special Summon 1 Fish- Type monster from your hand.

 

149222n.jpg

 

Lore: Once per turn you can Special Summon 1 level 2 or lower Sea Serpent- Type monster from your hand.

 

149222s.jpg

 

Lore: This card can only be Tribute Summoned by Tributing 1 WATER monster you control. Once per turn you can select 1 WATER monster on the field and equip it to this card. Once per turn you can send 1 card equipped to this card to the Graveyard to Special Summon 1 card with the same name of the card sent from your deck.

 

149222.jpg

 

Lore: Once per turn you can Special Summon 1 level 4 or lower "Seago" monster from your hand.

 

 

[spoiler=Decklist]

Everything Under The Sea

Seago/Water

42

9

Monsters: 25

3x Seago - Bliss the Serpent

2x Seago - King the Master of the Ocean

2x Seago - Serp the M Ca

3x Seago - Broken the Burglar

3x Under Sea Sub - Firan

2x Seago - Sheik the Shire

3x Seago - Narly the Crab

2x Seago - Phantasm the Swimming Platform

3x Mother Grizzly

2x Seago - Phanstm the Frozen Whale Jumper

 

Spells: 12

3x Torrent Blast

3x Seago War Base

2x Terraforming

2x Mystical Space Typhoon

1x Giant Trunade

1 Monster Reborn

 

Traps: 5

1x Mirror Force

1x Magic Cylinder

2x Water Mine

1x Solemn Judgement

 

Extra Deck: 9

2x Seago - Monste the Sea Cret

3x Red Dragon Archfiend

2x Red Nova Dragon

2x Seago - Phantasm the War Whale

 

 

 

 

 

 

[spoiler=How they work together (not done)]

Sea/Sally loves the water so she uses her nice watery archetype of the seago to stay calm and feel one with the ocean.

 

 

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[spoiler=my first entry]

 

[spoiler=Character]Character: Simon peter's

Deck: Reverse Dragons

Personality: rather over confident and strongheaded, he can be rather intimidating and but is actually kind hearted, if he were to get a request from a friend he would be unable to refuse.

bio: as a small child he was weak and often bullied, when he got older and stronger he was feared as a ruthless thug and given the nickname "Blunt" because he was supposedly to have killed someone with a single head-butt.

apperance: tall with a large body, his face is kind of flat with short red hair and has green eyes, he doesn't have any distinguishing features.

connection to deck: the more he was picked on as a weak child the stronger it made him now.

 

[spoiler=monsters][spoiler=alpha]131538.jpg

 

Once per turn, you can equip this card to a face-up "Bio Union Dragon" monster you control, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that equipped monster loses 500 ATK and DEF during each of your opponent's End Phases. When the equipped monster destroys an opponent's monster by battle, draw 1 card. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

[spoiler=beta]131538.jpg

 

Once per turn, you can equip this card to a face-up "Bio Union Dragon" monster you control, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that equipped monster loses 300 ATK and DEF during each of your opponent's End Phases. When the equipped monster destroys an opponent's monster by battle, discard 1 random card from your opponent's hand. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

[spoiler=gamma]131538l.jpg

 

[spoiler=delta]131538k.jpg

 

If this card is sent to the Graveyard for a Synchro Summon, selects a Union Monster in your Graveyard and Special Summons it in face-down Defense Position. The selected monster's battle position cannot be changed until the end of the next turn, except with a card effect.

 

 

[spoiler=epsilon]131538e.jpg

 

Once per turn, you can equip this card to a face-up "Bio Union Dragon" monster you control, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that equipped monster loses 400 ATK and DEF during each of your opponent's End Phases. Once per turn, if the equipped monster would be destroyed by battle, it is not destroyed. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

[spoiler=zeta]131538r.jpg

 

Once per turn, you can equip this card to a face-up "Bio Union Dragon" monster you control, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that equipped monster loses 300 ATK and DEF during each of your opponent's End Phases. If the equipped monster attacks, your opponent cannot activate any Spell or Trap Cards until the end of the Damage Step. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

 

[spoiler=eta]131538e.jpg

 

Once per turn, you can equip this card to a face-up "Bio Union Dragon" monster you control, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that equipped monster loses 500 ATK and DEF during each of your opponent's End Phases. Your opponent cannot select the equipped monster as an attack target. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

[spoiler=theta]131538b.jpg

 

Once per turn, you can equip this card to a face-up "Bio Union Dragon" monster you control, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that equipped monster loses 700 ATK and DEF during each of your opponent's End Phases. When the equipped monster destroys a monster by battle and sends it to the Graveyard, inflict damage to your opponent equal to the ATK of the destroyed monster. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

 

[spoiler=iota]131538g.jpg

 

Once per turn, you can equip this card to a face-up "Bio Union Dragon" monster you control, OR unequip it and Special Summon it in face-up Attack Position. When equipped to a monster by this card's effect, that equipped monster loses 200 ATK and DEF during each of your opponent's End Phases. When the equipped monster destroys an opponent's monster by battle, add 1 Union Monster from your Graveyard to your hand. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

 

[spoiler=keppa]131538e.jpg

 

 

 

[spoiler=spells][spoiler=dragons unite]131538y.jpg

 

All increases and decreases to ATK and DEF are reversed. Destroy a monster if its ATK becomes 0 by this effect. While this card is face-up on your side of the feild neither player can activate a Feild Spell.

 

[spoiler=Dragons combine]131538m.jpg

 

All increases and decreases to ATK and DEF are reversed. While this card is in your Graveyard you can remove it from play, to add one Field Spell in your Deck or Graveyard to your hand.

 

[spoiler=dragons bio union]131538.jpg

 

Add 1 Dragon-type Union Monster from your Deck to hand, then send 1 card from the top of your Deck to the graveyard. While this card is in your Graveyard you can remove it from play, to add one Field Spell in your Deck or Graveyard to your hand.

 

[spoiler=dragons strength]131538j.jpg

 

Inflict 600 points of damage to your opponent for each monster in your Spell & Trap ard Zones.

 

[spoiler=dragons revival]131538e.jpg

 

Pay half your life points, add up to 5 Dragon-type Union Monsters from your Graveyard to your Deck, then increase the ATK of every monster face up on your opponents side of the field equal to the amount of monsters returned to your deck X 300. While this card is in your Graveyard you can remove it from play, to add one Field Spell in your Deck or Graveyard to your hand. .

 

 

 

[spoiler=trap's][spoiler=dragons blue]131538k.jpg

 

All face up monsters equipped with a Union Monster cannot be destroyed by battle until the end of the turn.

 

[spoiler=dragons red]131538s.jpg

 

All face-up monsters equipped with a Union Monster cannot be target by the effects of Trap cards until the end of the turn.

 

[spoiler=dragons green]131538uu.jpg

All face-up monsters equipped with a Union Monster cannot be targetted by the effects of Spell cards until the end of the turn.

 

 

[spoiler=dragons yellow]131538.jpg

 

All face-up monsters equipped with a Union Monster cannot be targetted by the effects of your opponents monster cards until the end of the turn.

 

 

 

[spoiler=extra deck][spoiler=red]131538.jpg

 

1 Tuner + 1 or more non-Tuner

When this card is Synchro Summoned, you can select 1 Dragon-Type Union Monster your Graveyard and equip it as a Equip Card to this card, its effect is negated. Once per turn, you can send 1 Equip Card equipped to this card to the Graveyard to destroy 1 card on the field.

 

[spoiler=green]131538h.jpg

 

1 Tuner + 1 or more non-Tuner

When this card is Synchro Summoned, you can select 1 Dragon-Type Union Monster in your Graveyard and equip it to this card as an Equip Card, its effect is negated. Once per turn, you can send 1 Equip Card equipped to this card to the Graveyard, to Specail Summon one level 5 or below Dragon-type monster from your hand.

 

[spoiler=yellow]131538e.jpg

 

1 Tuner + 1 or more non-Tuner

When this card is Synchro Summoned, you can select 1 Dragon-Type Union monster monster in your Graveyard and equip it to this card as an Equip Card, its effects are negated. Once per turn, you can send 1 Equip Card equipped to this card to the Graveyard to draw 1 card.

 

[spoiler=blue]131538.jpg

 

1 Tuner + 1 or more non-Tuner

When this card is Syncho Summoned, select and equip this card with one Union Monster in either players Graveyard, its effects are negated. Once per turn you can Special Summon one level 4 or lower Union Monster, from your Graveyard in face up Defence position. If this card would be removed from the field, you can remove from play one Union Monster equipped to this card instead.

 

[spoiler=reverse]131538l.jpg

 

2 or more Tuner monsters + 1 or more non-Tuner "Bio Union Dragon" monsters

This card gains 200 ATK for each Union Monster in your Graveyard. When this card is destroyed and sent to the Graveyard, you can remove from play 2 "Bio Union Dragon" in your Graveyard to Special Summon it. While this card is face-up on the field, all increases and decreases to ATK and DEF are reversed.

 

 

 

 

[spoiler=the deck]Reverse Dragons

MONSTERS

 

2 X B U D Alpha

2 X B U D Beta

1 X B U D Gamma

2 X B U D Delta

2 X B U D Epsilon

2 X B U D Zeta

2 X B U D Eta

2 X B U D Theta

2 X B U D Iota

2 X B U D Keppa

 

SPELLS 12

 

3 X Dragons Unite

1 X Dragon Combine

2 X Dragon’s Bio Union

1 X Dragons Revival

1 X Dragons Strength

3 X Frontline base

 

TRAPS 10

 

1 X Dragon’s yellow

1 X Dragon’s Blue

1 X Dragon’s green

1 X Dragon’s red

3 X Roll Out

3 X Revers trap

 

EXTRA DECK 15

3 X B U D Reverse

3 X B U D Blue

3 X B U D Yellow

3 X B U D Green

3 X B U D red

 

 

 

 

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