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Here's an [b]Extra Deck[/b] monster I call a [b]Vanguard[/b]. Combine a monster and an Equip Card into a living weapon!
[spoiler="Entry"][font="Tahoma"]Atomic Ace
Level 4
LIGHT Warrior/Vanguard
1500/1300
"Rocket Warrior" + "Light Laser"
This card cannot be destroyed by battle. Neither player takes Battle Damage from battles involving this card. Banish any monsters that this card attacks at the end of the Damage Step. When this card is removed from the field, destroy and banish all face-up monsters.[/font][/spoiler]
To Summon this nuclear fella, [b]send Rocket Warrior equipped with Light Laser to the Graveyard[/b]. The materials can be as simple as "1 'Morphtronic' monster + 1 Equip Spell Card" or as complex as "'Shapesnatch' + 'Amulet of Ambition' + 'Amulet of Ambition'".

You may note that Atomic Ace has no more ATK than Rocket Warrior. [b]Vanguards[/b] can have boosted ATK, but their main purpose is to support (because again, "living weapon").
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This is my first time.

Sea Lord Dragon
WATER/10 Stars
Dragon/Synchro/Effect:

1 Water Attribute tuner + 1 or more non-tuner Dragon-Type monsters
This monster can only attack if you show your opponent one spell card in your hand.
ATK/ 3200 DEF/ 2200
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[quote name='sǝlnɹʍʇp' timestamp='1308759306' post='5302935']
i think its a cool idea, but every other subtype had a draw back, from what i see, this one has none
[/quote]

Well, first of all, it needs to be the same attribute & types, so it probably only works for Meta Decks
& these cards cannot be used for Synchro Summon, while some Meta Decks use Synchro Monsters as their trump card
So basically, I designed it only for a fast Xyz Summon Deck :lol:

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This is copy-pasted from something I did in a Written Cards project that Icy had done earlier:

Hope you won't mind that there's more than 1 card. If not, choose which ever one is the most appropriate.

[spoiler=It's Quite Long And Has More Than 1 Card][center][i]Verge Monster Cards are a sub-type of card (therefore can be Synchro, Normal, Ritual, Fusion or Effect Monster Cards). Verge Monsters have this stated on their effects: [/i]

[size="1"][b]Once per turn, while you control 2 or more Verge Monster Cards, you can change the Battle Position of this card and 1 other Verge Monster on your side of the field to activate the following effect:
•[/b][/size]

[i]There are various variations to this rule. It can be so that there are more than 1 effect to activate:[/i]

[size="1"][b]Once per turn, while you control 2 or more Verge Monster Cards, you can change the Battle Position of this card and 1 other Verge Monster on your side of the field to activate one of the following effects:

•[/b][/size]

[i]Also, although 2 or more is usually the amount of Verge Monster Cards needed, that can change. Also, you may be required to change the Battle Position of more than 1 other Verge Monster on the field to activate its effect:[/i]

[size="1"][b]Once per turn, while you control 3 or more Verge Monster Cards, you can change the Battle Position of this card and 2 other Verge Monsters on your side of the field to activate the following effect:
•[/b][/size]

[i]In the first clause, it may have a condition that it excludes a certain card):[/i]

[size="1"][b]Once per turn, while you control 2 or more Verge Monster Cards (excluding "Insert Card Name Here"), you can change the Battle Position of this card and 1 other Verge Monster on your side of the field to activate the following effect:
•[/b][/size]

[i]They can also gain effects instead of activating them straight away:[/i]

[size="1"][b]Once per turn, while you control 2 or more Verge Monster Cards, you can change the Battle Position of this card and 1 other Verge Monster on your side of the field to gain the following effect:
•[/b][/size]

[i]Some will also have normal effects, in which they will be set out like so (in a similar setout to cards such as Worm Hope), unless it is a Summoning Condition:[/i]

[size="1"][b]Once per turn, while you control 2 or more Verge Monster Cards, you can change the Battle Position of this card and 1 other Verge Monster on your side of the field to activate the following effect:

"Insert Other Generic Effect Here"[/b][/size]

[i]Some are also able to change the Battle Position of Verge Monsters on the other side of the field, instead of just your side of the field:[/i]

[size="1"][b]Once per turn, while you control 2 or more Verge Monster Cards, you can change the Battle Position of this card and 1 other Verge Monster on the field to activate the following effect:
•[/b][/size][/center]

[u][b]Examples[/b][/u]

[color="#FFA500"][b]Shatter Berry [壞す・ベリー]
[Plant-Type/LIGHT/Level 2/Verge]
[300 ATK/1100 DEF][/b]
Once per turn, while you control 2 or more Verge Monster Cards, you can change the Battle Position of this card and 1 other Verge Monster on your side of the field to activate the following effect:
• Special Summon 1 Level 2 or lower monster from your Graveyard in face-up Attack Position. Its effect is negated, cannot be Tributed for a Tribute Summon or be used as a Synchro Material Monster for a Synchro Summon.[/color]

[color="#FFA500"][b]Double-Edge Knight [ダブルエッジドナイト]
[Warrior-Type/EARTH/Level 6/Verge]
[2200 ATK/900 DEF][/b]
Once per turn, while you control 2 or more Verge Monster Cards, you can change the Battle Position of this card and 1 other Verge Monster on your side of the field to activate one of the following effects:
• Destroy all Verge monsters you control, then draw 2 cards.
• Draw 1 card then destroy 1 card you control.[/color]

[color="#FFA500"][b]Scurvesea Weed [汚い海藻]
[Plant-Type/WATER/Level 1/Verge]
[0 ATK/100 DEF][/b]
Once per turn, while you control exactly 3 Verge Monster Cards, you can change the Battle Position of this card and 1 other Verge Monster on your side of the field to activate the following effect:
• Special Summon up to 2 other "Scurvesea Weeds" from your Graveyard, hand or Deck. Their effects are negated and cannot be Tributed for a Tribute Summon. Your opponent draws 1 card during their next Standby Phase.[/color]

[color="#FFA500"][b]Swarm of Moths [蛾の軍勢]
[Insect-Type/DARK/Level 3/Verge]
[700 ATK/800 DEF][/b]
Once per turn, while you control 1 or more Verge Monster Cards (excluding "Swarm of Moths"), you can change the Battle Position of this card and 1 other Verge Monster on your side of the field to activate the following effect:
• Destroy 1 card on the field. Both players then draw 1 card during the End Phase.
When you Normal Summon this card, you can Special Summon 1 "Swarm of Moths" from your Deck. Its effect is negated.[/color]

[color="#FFA500"][b]Sakura Priestess [桜の巫女]
[Spellcaster-Type/LIGHT/Level 4/Verge]
[1700 ATK/100 DEF][/b]
Once per turn, while you control 2 or more Verge Monster Cards, you can change the Battle Position of this card and 1 other Verge Monster on your side of the field to gain the following effect:
• Once per turn, you can place 1 Spell Counter on the field. During your End Phase, remove 1 Spell Counter from the field. If you cannot, destroy this card.[/color]

[color="#FFA500"][b]Malicious Ponderer [ディアボリックガイ熟考するマー]
[Fiend-Type/DARK/Level 4/Verge]
[1600 ATK/1500 DEF][/b]
Once per turn, while you control 2 or more Verge Monster Cards, you can change the Battle Position of this card and 1 other Verge Monster on the field to activate the following effect:
• Special Summon 1 Fiend-Type monster from your Graveyard, then destroy 2 cards you control.
Once per turn, if your opponent controls more monsters than you, you can discard 1 card from your hand to treat 1 monster on the field as a Verge Monster.[/color]

[color="#000080"][b]Chained Fortress Earthly Tank [連鎖要塞地上タンク]
[Machine-Type/EARTH/Level 8/Ritual/Verge]
[2600 ATK/1800 DEF][/b]
This monster can only be Ritual Summoned with the Ritual Spell Card, "Earthly Tank Manufacture". Once per turn, while you control 2 or more Verge Monster Cards, you can change the Battle Position of this card and 1 other Verge Monster on your side of the field to activate the following effect:
• Destroy this card you control to destroy 3 cards on the field.[/color]

[color="#C0C0C0"][b]Djinn of the Eastern Wind [東の風の精霊]
[Fiend-Type/WIND/Level 6/Synchro/Verge]
[2300 ATK/0 DEF][/b]
1 Tuner + 1 or more non-Tuner Monsters
Once per turn, while you control 3 or more Verge Monster Cards, you can change the Battle Position of this card and 2 other Verge Monsters on the field to activate one of the following effects:
• Change the original ATK of 1 monster on the field to 2200.
• Change the original ATK of 1 monster on the field to 2400.
This card returns to your Extra Deck during the End Phase. You can then Special Summon as many of the Synchro Material Monsters used for the Synchro Summon of this card from your Graveyard.[/color][/spoiler]
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[color="#483D8B"][b]Kisano, Heavenly Dragon[/b]
(LIGHT/Dragon/Aero/Effect/LV 8/ATK 3000/DEF 2600)
1 "Judgment Dragon" from your Deck + 1 Synchro Monster from your Graveyard + 1 Tuner Monster from your opponent's Graveyard + 1 Xyz Monster from your side of the field
Must be Special Summoned by Aero Summon, and cannot be Special Summoned by other ways. This monster is always treated as a "Lightsworn" monster. When this card is Aero Summoned: destroy all other cards on the field. Once per turn: you can send the top 4 cards of your Deck to the Graveyard to target 1 Level 4 or lower "Lightsworn" monster in either player's Graveyard; Special Summon the targeted monster to your side of the field in Attack Position. That monster's effect(s) is negated, but its ATK becomes 3000. During each of your End Phases: Send the top 4 cards of your Deck to the Graveyard.[/color]

How to Aero Summon:

Aero Monsters can be Aero Summoned from the Extra Deck by Banishing the specified Effect Monster from your Deck, a Synchro Monster from your Graveyard and a Tuner Monster from your opponent's Graveyard whose combined Levels equal the Level of the Aero Monster, and 1 Xyz Monster you control whose Rank is equal to half the Level of the Aero Monster. Due to the setup required to summon them, Aero Monsters are intended for late game as finishers. You may consider an Aero Monster broken, but considering how hard it is to summon one, they kind of have the right to be broken. Aero Monsters are indigo colored.
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[color="#2E8B57"][b]Fusion Synthesis
[Quick-Play Spell Card][/b]
Banish 1 Fusion monster you control; banish 1 card your opponent controls. Special Summon the banished Fusion monster in face-up Defense Position during your next Standby Phase. While this card is in your Graveyard: banish this card and, instead of conducting your normal Draw Phase, select 1 Fusion Monster Card in your Extra Deck; add 1 of the Fusion Material monsters listed on that card from your Deck to your hand.[/color]
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Like Djinns much?

MBCC-032 [b]Playful Imp[/b] [color="#A0522D"]Rare[/color]
[color="#4B0082"][b]DARK[/b][/color]
Spellcaster
**
ATK 300 / DEF 200
Effect: You can substitute this card for any 1 Fusion-Material Monster. When you do this, the other Fusion-Material Monster(s) must be the correct one(s). When you Fusion Summon a Fusion Monster, you can remove from play this card from your Graveyard as 1 of the monsters required for the Fusion Summon.

Could add a Djinn style 'pass on' effect, but why clutter the principle?
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