shadowsapex Posted November 29, 2019 Report Share Posted November 29, 2019 Masked Shadow Quick-Play Spell When an "Elemental HERO" Fusion Monster you control is sent to the GY by your opponent's card (either by battle or by card effect): You can Special Summon 1 "Masked HERO" monster from your Extra Deck with the same Attribute as that monster had on the field, ignoring its Summoning conditions. Thousand-Eyes Falsehood Dragon Link to comment Share on other sites More sharing options...
Draconus297 Posted November 29, 2019 Report Share Posted November 29, 2019 Thousand-Eyes Falsehood Dragon DARK - Level 1 - Dragon/Fusion/Effect - 0/0 2 monsters that cannot be Normal Summoned/Set Must be Fusion Summoned. If this Fusion Summoned card used a Ritual monster as Material, negate the effects of your opponent's monsters on the field and in the Graveyard with less ATK than this card, also this card can immediately activate the below effect as a Quick Effect. If either player takes damage from a battle involving this card and an opponent's Special Summoned monster: Inflict damage to your opponent equal to that damage. Once per turn, you can target 1 face-up Attack Position monster your opponent controls: Equip that target to this card (your opponent's monster effects cannot activate in response to this effect or its activation). Monsters equipped to this card by its own effect gain the following effects: ●The equipped monster gains ATK/DEF equal to half this card's ATK/DEF. ●Once per turn, if your opponent activates a Spell/Trap Card or effect (Quick Effect): You can negate the effects of that card on the field, until the End Phase. Any Quick-Play or Trap-based generic Fusion effect gains a huge boost if you can put a Ritual monster in a relevant location, given that you get to steal any targetable monster with zero ability for your opponent to respond in most cases, and shut down the vast majority of weak monsters used for combo plays. The damage effect gives you both revenge burn if your opponent succeeds in beating over it and effectively doubled damage against Special Summoned monsters, and Abyss-style backrow negation is enough to take out a lot of stun strategies. NEXT: Phantasmal Mist OR Visions of the Future Link to comment Share on other sites More sharing options...
Rayfield Lumina Posted November 29, 2019 Report Share Posted November 29, 2019 Visions of the Future Trap-Continuous During your End Phase: You can look at the top card of your opponent's Deck; place that card on the top or bottom of their Deck. You can declare 1 card name; your opponent cannot Special Summon monsters from the Extra Deck with the declared name until the end of this turn. You cannot declare the same card name more than once with this effect of "Visions of the Future". If this card is destroyed by your opponent's card effect: You can declare 1 card type (Monster, Spell, or Trap), then excavate the top 5 cards of your opponent's Deck and if you do banish 1 excavated card with the declared card type, also shuffle the rest into their Deck. You can only use each effect of "Visions of the Future" once per turn. Next: FF Magitek Elite - Terra Branford Link to comment Share on other sites More sharing options...
Lystern Posted January 14, 2020 Report Share Posted January 14, 2020 FF Magitek Elite - Terra Branford LIGHT Psychic/Effect Level 5 - 1800/1800 If this card is Summoned: Take 1 Equip Spell from your Deck, either add it to your hand or equip to that monster. During Battle Phase: You can pay 800 LP, double its ATK and DEF until the end of Battle Phase. Mists of Sunken Island Link to comment Share on other sites More sharing options...
Rayfield Lumina Posted January 14, 2020 Report Share Posted January 14, 2020 Great! Finally someone made the Terra Card. Mists of Sunken Island Spell-Continuous Once per turn: You can target 1 WATER monster you control; it cannot be targeted by your opponent's card effects until the end of this turn. Monsters your opponent controls cannot target WATER monsters you control for an attack, except monsters in the same column. If this card is destroyed by your opponent's card effect: You can target 1 "Lemuria, the Forgotten City" in your GY; add it to your hand. Next - Spectral Covenant Link to comment Share on other sites More sharing options...
Lystern Posted January 19, 2020 Report Share Posted January 19, 2020 Spectral Covenant Continous Trap Activate this card by Tributing 1 DARK or Zombie monster you control. If a monster on the field leaves the field while this card is face-up on the field, banish it instead. You can banish this card from your GY, Special Summon 1 monster among banished cards to your field. Exmathmech Calculum Link to comment Share on other sites More sharing options...
morrisoni4 Posted February 10, 2020 Report Share Posted February 10, 2020 "Exmathmech Calculum" Trap Activate if a Machine-Type monster you control is attacked by your opponent's monster. That Machine-Type monster you control gains ATK and DEF equal to the LP of whichever player's LP is highest until your End Phase. Next: "Deus Ex Machina" and "Diabolus Ex Machina" - preferably two cards that either complement or counter each others' effects. Link to comment Share on other sites More sharing options...
Tinkerer Posted March 25, 2020 Report Share Posted March 25, 2020 Deus Ex Machina EARTH 8* Machine/Ritual/Effect You can Ritual Summon this card with "Diabolus Ex Machina". Once per turn: You can pay 800 LP; destroy 1 card on the field, then, if you destroy your own card by this effect, draw 1 card and reveal it. If the drawn card is a monster that can be Normal Summoned, you can Special Summon it. 2800/1300 Diabolus Ex Machina Ritual Spell This card is used to Ritual Summon "Deus Ex Machina". You must also Tribute monsters from your hand or field whose total Levels equal 8 or more. If "Deus Ex Machina" leaves the field while this card is in the GY: You can banish this card from the GY; Special Summon 1 "Diabolus Ex Malefactor Token" (Machine/DARK/Level 8/ATK 2800/DEF 1300). If a "Diabolus Ex Malefactor Token" is destroyed by battle or card effect, you can Special Summon 1 "Deus Ex Machina" from your hand or GY. (This Special Summon is treated as a Ritual Summon.) Next: Jungle Man Jim - Ideally an EARTH counterpart to "Swift Birdman Joe", but you can do something else if you think of something interesting. Link to comment Share on other sites More sharing options...
Lystern Posted March 26, 2020 Report Share Posted March 26, 2020 Jungle Man Jim EARTH Warrior/Effect Level 6 - 2500/1700 If this card is Tribute Summoned by Tributing an EARTH monster, change all other monsters on the field into face-up Defense Position. Monsters changed by this effect cannot change their battle positions. Unforeseen Carnage Link to comment Share on other sites More sharing options...
morrisoni4 Posted March 26, 2020 Report Share Posted March 26, 2020 "Unforeseen Carnage" Trap When a monster you control leaves the field because of an opponent's card: Destroy all cards on the field, then inflict 500 damage to both players for each card destroyed. Next: "On the House" Link to comment Share on other sites More sharing options...
Guduss Posted March 29, 2020 Report Share Posted March 29, 2020 On the House TRAP Continuous Trap card If a face-up monster you control is destroyed by battle and you no longer have any monsters on your side of the field, activate this card. When this card is activated, after each Battle Phase, you can Special Summon a monster from your Deck or hand with the same ATK as the damage you took. This card is activated for three turns. If you get attacked directly by a monster Special Summoned from the Extra Deck while this card is in your GY, you can banish this card and Special Summon a monster from your Extra Deck with the same DEF or less than the ATK of the attacking monster. You can only activate one effect per turn and you can only activate both effect once per Duel. Purple-Eyes Gray Dragon Link to comment Share on other sites More sharing options...
morrisoni4 Posted April 5, 2020 Report Share Posted April 5, 2020 Purple-Eyes Gray Dragon Fusion/Dragon/Effect/Level 12/LIGHT 2 "Red-Eyes" monsters and 2 "Blue-Eyes" monsters If this card leaves the field: Destroy all other monsters on the field, then Special Summon, from your GY, the 4 monsters used as Material for this card's Fusion Summon. Next: Tick Tock Link to comment Share on other sites More sharing options...
Tinkerer Posted April 16, 2020 Report Share Posted April 16, 2020 Tick Tock Spell Special Summon 1 "Time Wizard" from your hand, Deck or GY then immediately activate its effect. When a coin toss is performed while this card is in the GY, you can banish this card from your GY; redo the coin toss. (If the toss involved multiple coin flips, redo all of them.) You can only use this effect of "Tick Tock" once per turn. Ryu Dai-Henshin (For context, "Henshin" means transform. Ryu and Dai were chosen because there's an idea that the card "Warrior Dai Grepher" became "Ryu Senshi". You don't have to, but bonus points if you can somehow make that connection work through this card.) Link to comment Share on other sites More sharing options...
Vanadis Posted April 17, 2020 Report Share Posted April 17, 2020 Ryu Dai-Henshin Spell/Quick-Play Send 1 level 4 or lower Warrior Normal monster you control to the GY; Special Summon from your Extra Deck 1 level 6 or lower Warrior Fusion monster ignoring its Summoning conditions, but negate that monster's effect until your opponent's End Phase. When your opponent activates a Spell or Trap effect while you control a Fusion monster: You can banish 1 Dragon monster from your GY; Negate the activation, and if you do, banish that card, then all Fusion monsters you control gain 500 ATK. Tried to make something that would facilitate Ryu Senshi's summoning and also give it some extra power with a negating effect and an ATK boost. The restriction of temporarily negating its effect was just to prevent abuse if using it to summon Dark Law. Ryu Dai-Heshin would do a nice combo with Unexpected Dai (Maybe a little too hard to pull off, since you'd need both cards in your hand and neither of them is searchable, but anyway) Next: Fudomyo the Immovable King Link to comment Share on other sites More sharing options...
morrisoni4 Posted April 17, 2020 Report Share Posted April 17, 2020 "Fudomyo the Immovable King" Level 6/Warrior/Effect/EARTH/2500/4000 Cannot attack. Cannot be destroyed by battle. If your opponent declares an attack on another monster you control: You can activate this effect, change the attack target to this card, then the attacking monster loses 2000 ATK until the end of the Damage Step. Next: "Frame-Up" Link to comment Share on other sites More sharing options...
RedHood0122 Posted April 18, 2020 Report Share Posted April 18, 2020 Frame-up Quick-Play Spell At the start of your Main Phase 1: Take one Continuous Spell from your deck and either set it in your field or add it to your hand. For the rest of this turn after this card resolves, you cannot activate Continuous Spells. Next: Ride the Wind Link to comment Share on other sites More sharing options...
Rayfield Lumina Posted April 19, 2020 Report Share Posted April 19, 2020 Ride the Wind Continuous Spell Monster you control are unaffected by your opponent's EARTH monster effects. You can target 1 monster you control; it gains 300 ATK for each WIND monster you control and can attack directly this turn, but other monsters cannot attack this turn. If this card is in your GY: You can banish it, then target Spell/Traps your opponent controls up to the number of WIND monsters you control; return those targets to the hand. You can only use 1 "Ride the Wind" effect per turn, and only once that turn. Next: Witch Switch Twitch xD Link to comment Share on other sites More sharing options...
RedHood0122 Posted April 19, 2020 Report Share Posted April 19, 2020 Witch Switch Twitch Normal Trap You can send one Spellcaster monster you control to the GY; Special Summon one Spellcaster from your deck with a equal or lower level from your deck. Next: Call in the Fleet Link to comment Share on other sites More sharing options...
Guduss Posted April 19, 2020 Report Share Posted April 19, 2020 Call in the Fleet Spell Card When this card activates, you can select 5 WATER Machine-type monsters from your Deck or Graveyard. Your opponent can choose two of the monsters to be added to your hand and shuffle the rest into the Deck. Once per turn, while this card is in the Graveyard, except for the turn it was sent to the Graveyard, you can banish this card and Special Summon a WATER Machine-type from your hand. You can use one of these effects of "Call in the Fleet" once a turn. Eye Change Link to comment Share on other sites More sharing options...
Tinkerer Posted April 19, 2020 Report Share Posted April 19, 2020 Eye Change Quick-Play Spell Tribute 1 "-Eyes" Dragon monster; Special Summon 1 "-Eyes" Dragon monster from your hand or Deck with a different attribute than the tributed monster. During your Main Phase: You can banish this card from your GY and tribute 1 monster; Special Summon 1 "-Eyes" Dragon monster from your hand or GY, but you cannot Special Summon monsters from your Extra Deck for the rest of this turn except Dragon monsters. You can only activate 1 "Eye Change" per turn. Final Vice Link to comment Share on other sites More sharing options...
Rayfield Lumina Posted April 20, 2020 Report Share Posted April 20, 2020 Final Vice Quick-Play Spell Activate during either player's Main Phase 2. If during this turn a monster you control activated an effect when it was sent to the GY: You can activate this effect; activate the same effect that monster activated when it was sent to the GY. You can only use this effect of "Final Vice" once per turn. Probably wrong in the card grammar, but I did what I could >_<''. Gotta find a suitable art to create the card's full image. Next - "A witch's Delusional Dream" Link to comment Share on other sites More sharing options...
Lystern Posted April 23, 2020 Report Share Posted April 23, 2020 A Witch's Delusional Dream Normal Trap When the Special Summon of monsters negated this turn: Special Summon all of them, then pay 500 LP for each. This effect cannot be negated. Equilibrium Link to comment Share on other sites More sharing options...
Tinkerer Posted April 25, 2020 Report Share Posted April 25, 2020 Equilibrium Continuous Trap Activate 1 of the following effects. - Target 1 LIGHT monster you control; return it to your hand then Special Summon 1 DARK monster from your GY with the same Level as the returned monster, and if you do, inflict damage to your opponent equal to the Level of the summoned monster x 200. - Target 1 DARK monster you control; return it to your hand then Special Summon 1 LIGHT monster from your GY with the same Level as the returned monster, and if you do, gain LP equal to the Level of the summoned monster x 300. You can only use 1 effect of "Equilibrium" once per turn. Boltmare Link to comment Share on other sites More sharing options...
Dramatic Crossroad Posted April 25, 2020 Report Share Posted April 25, 2020 Boltmare (DARK) Level 3 [Thunder/Tuner/Effect] ATK/200 DEF/300 If this card is used as Material for the Fusion, Link, Synchro or Xyz Summon of a monster or Tributed for a Tribute or Ritual Summon; the monster Summoned gains the following effect: "If this card is targeted by an attack or effect; inflict 300 damage to both players." Super Junior Grudge Link to comment Share on other sites More sharing options...
Rayfield Lumina Posted April 25, 2020 Report Share Posted April 25, 2020 Super Junior Grudge Normal Trap When a monster you control is destroyed by an opponent's attack or by your opponent's card effect: Inflict damage to your opponent equal to half of that destroyed monster's ATK in the GY, and if you do, you can place that destroyed monster on the top of your Deck, and the next time it is Summoned, it gains 1000 ATK and cannot be destroyed by the same type of card (Monster, Spell or Trap) that destroyed it last time. I took some liberties with the card grammar, but oh well Next: Hyper Senior Grudge Link to comment Share on other sites More sharing options...
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