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Skyson's Card Compendium [Update: now 320 cards]


Skyson

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I figured now would be a good time to stop being lazy. I went through my folder of cards that I'd written down and took out a bunch to be typed out for this thread. I'll split them up into categories (or at least, some kind of categorization) so that I'm not posting 200-some cards in a row. >_>

 

How long ago I made some of these cards really does impact how good they are, but I only took ones that I particularly liked.

 

 

[spoiler=Elemental Hero Cards]Some random E-Hero cards I made at some point in time.

 

Elemental Hero Flame Breaker - FIRE

5/Warrior/Fusion/Effect

[Elemental Hero Burstinatrix] + [Elemental Hero Burstinatrix]

This card can only be Special Summoned by Fusion Summon. When this card destroys a monster by battle, you can pay 500 Life Points to deal 1000 damage to your opponent.

1900/1600

 

Elemental Hero Aqua Pulseman - WATER

5/Warrior/Fusion/Effect

[Elemental Hero Bubbleman] + [Elemental Hero Bubbleman]

This card can only be Special Summoned by Fusion Summon. If there are no cards in your hand during your Draw Phase, you can remove from play this card to draw 2 additional cards.

1600/1800

 

Elemental Hero Statueman - EARTH

5/Warrior/Fusion/Effect

[Elemental Hero Clayman] + [Elemental Hero Clayman]

This card can only be Special Summoned by Fusion Summon. You can discard 1 card to negate the effect of a card that would destroy this card and destroy it.

1200/3000

 

Elemental Hero Air Cutter - WIND

5/Warrior/Fusion/Effect

[Elemental Hero Avian] + [Elemental Hero Avian]

This card can only be Special Summoned by Fusion Summon. If your opponent activates 2 or more Spell and/or Trap Cards during their next turn, this card can attack twice during your next Battle Phase.

2000/2000

 

Elemental Hero Thunderbolter - LIGHT

6/Warrior/Fusion/Effect

[Elemental Hero Sparkman] + [Elemental Hero Sparkman]

This card can only be Special Summoned by Fusion Summon. If this card is destroyed by the effect of a Trap Card, you can destroy 1 card on the field.

2400/1950

 

Elemental Hero Assaultman - EARTH

6/Warrior/Fusion/Effect

[Elemental Hero Wildheart] + [Elemental Hero Wildheart]

This card can only be Special Summoned by Fusion Summon. When this card destroys a monster by battle, neither player can flip a Set card face-up until your next turn.

2250/2400

 

Elemental Hero Shadowcrafter - DARK

6/Warrior/Fusion/Effect

[Elemental Hero Necroshade] + [Elemental Hero Necroshade]

This card can only be Special Summoned by Fusion Summon. This card gains 200 ATK for each Set card on the field.

1900/2300

 

Elemental Hero Diamond Blader - LIGHT

8/Warrior/Fusion/Effect

[Elemental Hero Bladedge] + [Elemental Hero Bladedge]

This card can only be Special Summoned by Fusion Summon. Increase any Battle Damage dealt by this card by 200 for each face-up "Elemental Hero" monster you control, except this card.

3200/2400

 

Elemental Retreat - Spell

Pay 1000 Life Points. Return all "Elemental Hero" Fusion Monsters to your Fusion Deck from your Graveyard. Then, add 1 "Elemental Hero" monster to your hand from your Graveyard.

 

 

 

[spoiler=Kirby Cards]A few of the bosses from Kirby Super Star (and general Kirby games) with OCG that is probably very old. I made these a while ago.

 

Chef Kawasaki - EARTH

5/Warrior/Effect

Once during your Battle Phase, you can destroy 1 face-up monster on your opponent's side of the field, and increase your Life Points by an amount equal to half of the destroyed monster's ATK or DEF points. This card cannot attack during the turn you use this effect.

1800/1950

 

Dynablade - WIND

7/Machine/Effect

When this card is Tribute Summoned successfully, you can destroy 1 card on the field. When this card attacks an opponent's monster, Spell and Trap Cards cannot be activated. During your opponent's Standby Phase, you can remove this card and 1 monster on your opponent's side of the field from play. During your next End Phase after this effect was activated, Special Summon this card to your side of the field.

2750/1400

 

Chameleo Arm - EARTH

5/Reptile/Effect

Discard 1 card from your hand and declare an Attribute. Your opponent cannot attack this card with a monster unless that monster is the selected Attribute. This effect lasts for 2 of your opponent's turns.

1900/1400

 

Combo Cannon - DARK

8/Machine/Effect

This card cannot be Special Summoned. This card cannot attack. During each of your turns, you can activate up to 3 of the following effects:

- Send the card you drew during your Draw Phase to the Graveyard and inflict 700 points of damage to your opponent.

- During your Standby Phase, select 1 Defense Position monster on the field. Its DEF is treated as 0 during this turn.

- Increase the ATK of all face-up monsters on your side of the field by 400 points during your Main Phase 1.

- Negate the effect(s) of 1 face-up monster on your opponent's side of the field during your Battle Phase.

- Inflict 400 points of damage to your opponent's Life Points for every monster that was involved in a battle during this turn.

- Switch the Battle Position of 1 face-up monster on your side of the field during your End Phase.

0/3100

 

King Dedede - EARTH

8/Aqua/Effect

Negate the effect of Effect Monsters that this card destroys as a a result of battle. If this card would be sent from the field to the Graveyard, you can decrease this card's ATK by 500. If you do, this card is not removed from the field.

2600/1800

 

 

 

[spoiler=Ancient Labyrinth]A set of cards that I developed off of the card "Pharaoh's Treasure." The effect of shuffling cards face-up into your Deck and gaining an effect when drawn face-up.

 

Hidden Wall Soldier - DARK

6/Warrior/Effect

You can add this card face-up into your Deck from your hand and shuffle it. When you draw this face-up card, it is Special Summoned to your side of the field, and you can destroy 1 monster on the field.

2000/1800

 

Collapsing Ceiling - Trap Card

Add this card face-up into your Deck and shuffle it. When you draw this face-up card, send it to the Graveyard and destroy all monsters on the field.

 

Pharaoh's Curse - Spell Card

Add this card face-up into your Deck and shuffle it. When you draw this face-up card, send it to the Graveyard and destroy all Spell and Trap Cards on the field.

 

False Tile - EARTH

1/Rock/Effect

When this face-down Defense Position card is flipped face-up by an attack, you can select 1 card in your Deck that has an effect that activates when it is drawn face-up from the Deck, and flip it face-up.

0/100

 

Hieroglyphic Falcon Knight - FIRE

4/Beast-Warrior/Effect

You can add this card face-up into your Deck from your hand and shuffle it. When you draw this face-up card, it is Special Summoned to your side of the field. If you Special Summon this card in this manner, its ATK is increased by 600, and it cannot be the target of Spell or Trap Cards.

1350/1400

 

Pharaoh's Scout - DARK

3/Spellcaster/Effect

When this card is sent from your side of the field to the Graveyard, you can add this card face-up into your Deck and shuffle it. When you draw this face-up card, it is Special Summoned to your side of the field, and you can destroy 1 Spell or Trap Card on the field.

1100/800

 

Deactivation Unit - Spell Card

Discard 1 card from your hand. Select 2 face-up cards in your Deck that have an effect that activates when drawn face-up from the Deck, and flip them face-down. Then, draw 2 cards from your Deck.

 

Wall Golem - EARTH

4/Rock/Effect

When this face-up card is sent to the Graveyard, add this card face-up into your Deck and shuffle it. When you draw this face-up card, it is Special Summoned to your side of the field.

1500/1800

 

D.D. Shadow Soldier - DARK

4/Warrior/Effect

You can add this card face-up into your Deck from your hand and shuffle it. When you draw this face-up card, it is Special Summoned to your side of the field. When you Special Summon this card in this manner, any monsters that battle with this card are removed from play after damage calculation.

1650/1400

 

Pharaoh's Labyrinth - Field Spell Card

Increase the ATK of all face-up monsters whose effect(s) activate when they are drawn face-up from the Deck by 300. Whenever a monster is destroyed as a result of battle, the controller of the destroyed monster may select 1 card from his/her Deck and turn it face-up, then shuffle his/her Deck.

 

Pre-emptive Activation - Continuous Spell

If the top card of your Deck is face-up and has an effect that activates when drawn face-up from the Deck, you can pay 600 Life Points to activate the effect of that card (as if you had drawn it).

 

Shadow Jar - DARK

3/Rock/Effect

FLIP: Both players add 2 cards from their Graveyards into their Decks face-up, then shuffle their Decks.

400/700

 

Shadow Guard - DARK

3/Rock/Effect

You can add this card from your hand to your Deck face-up and shuffle it. When you draw this face-up card, it is Special Summoned to your side of the field. If this card is Special Summoned by this effect, your opponent can only select this card as an attack target.

900/1800

 

Lost Bandit - EARTH

2/Fiend/Effect

You can add this card from your hand to your Deck face-up and shuffle it. When you draw this face-up card, it is Special Summoned to your side of the field, and you can select 1 random card from your opponent's hand. Add the selected card to your hand.

800/300

 

Binding Shadows - Spell Card

Select 1 monster on your opponent's side of the field. Add the selected card to your opponent's Deck face-up and shuffle it. When the selected card is drawn face-up, it is placed on your opponent's side of the field in the same position it was returned to the Deck in.

 

 

 

[spoiler=Composition Shuffle]Monsters that act as Spells and Traps and vice-versa, and some cards that activate when destroyed.

 

Shuffle Soldier - LIGHT

4/Warrior/Effect

When this card is sent to the Graveyard, add this card to your Deck. Then, select 1 "Soldier Shuffle" from your Deck and Set it face-down on your side of the field. Shuffle your Deck afterwards.

1600/1400

 

Soldier Shuffle - Trap Card

When this Set card is destroyed and sent to the Graveyard, add this card to your Deck. Then, Special Summon 1 "Shuffle Soldier" from your Deck to your side of the field. Shuffle your Deck afterwards.

 

Sealed Resurrection - Trap Card

When this Set card is destroyed and sent to the Graveyard, you can Special Summon 1 monster from your Graveyard to your side of the field.

 

Kozaky's Shutdown Button - Trap Card

When this Set card is destroyed and sent to the Graveyard, the player who destroyed this card skips his/her next turn.

 

Poison Bomb - Quickplay Spell Card

When this Set card is destroyed and sent to the Graveyard, inflict 400 points of damage to the player who destroyed this card for each monster on the field.

 

Composition Cannon - Quickplay Spell Card

When this Set card is destroyed and sent to the Graveyard, you can discard 1 Monster Card, 1 Spell Card, and/or 1 Trap Card from your hand. Select and activate the effect(s) based on the card(s) you discarded:

- Monster: Destroy 1 card on the field.

- Spell: Inflict 900 points of damage to your opponent.

- Trap: Your opponent discards 1 card from his/her hand, and sends the top 2 cards of his/her Deck to the Graveyard.

 

Nobleman of Reversal - Quickplay Spell Card

When this Set card is destroyed and sent to the Graveyard by a card effect, destroy the card and remove it from play. Then, remove all copies of the card from both players' Hands, Decks, and Graveyards from play.

 

Pot of Compensation - Quickplay Spell Card

When this Set card is destroyed and sent to the Graveyard by a card effect, his/her opponent may draw 2 cards from his/her Deck.

 

Valiance - Trap Card

When this Set card is destroyed and sent to the Graveyard, select 1 face-up monster on the field. The selected monster must attack twice during its owner's next Battle Phase.

 

Chain Reaction - Trap Card

When this Set card is destroyed and sent to the Graveyard, place 1 Reactive Counter on all face-up cards on the field. Whenever a card with a Reactive Counter is removed from the field, destroy all cards with Reactive Counters on them.

 

D.D. Archmage - LIGHT

4/Spellcaster/Effect

When this card is removed from play from your side of the field, you can destroy up to 2 Spell or Trap Cards on the field.

1550/1300

 

Imitation Assassin - DARK

4/Warrior/Effect

You can Set this card as a Trap Card in 1 of your Spell/Trap Card Zones during your Main Phase. When this card would be destroyed as a Trap Card by a card effect, Special Summon this card to your side of the field and destroy 1 card on the field.

1700/1500

 

Spellbinding Aura - Continuous Trap Card

You can Set this card as a monster card in 1 of your Monster Card Zones during your Main Phase. If this card is attacked while face-down, flip this card face-up and place it in 1 of your Spell/Trap Card Zones. The monster that attacked this card cannot attack, its effect(s) are negated, and its ATK and DEF are decreased by 600.

 

Shapeshifter - WATER

5/Aqua/Effect

You can Set this card as a Trap Card in 1 of your Spell/Trap Card Zones during your Main Phase. If this card would be destroyed as a Trap Card by a card effect, Special Summon this card to your side of the field. If you Special Summon this card in this manner, this card is unaffected by Spell Cards.

1900/1500

 

Mystic Dragon - LIGHT

4/Dragon/Effect

This card cannot be Normal Summoned or Set. You can Set this card as a Trap Card in 1 of your Spell/Trap Card Zones during your Main Phase. If this card would be destroyed as a Trap Card by a card effect, it is Special Summoned to your side of the field. This card cannot be Special Summoned in any other manner.

2400/1800

 

Lightning Swordsman - LIGHT

7/Thunder/Effect

You can Set this card as a Trap Card in 1 of your Spell/Trap Card Zones during your Main Phase. When this card would be destroyed as a Trap Card by a card effect, Special Summon this card to your side of the field. If you Special Summon this card in this manner, you can discard 1 Spell Card from your hand to destroy all face-up or face-down monsters on your opponent's side of the field.

2600/1300

 

Cursed Mannequin - Spell Card

You can Set this card as a monster card in 1 of your Monster Card Zones during your Main Phase. If this card is flipped face-up as a monster card, it is sent to the Graveyard, and all monsters on the field are destroyed. Special Summon a number of "Puppet Tokens" (3/DARK/Fiend/900/1200) to each player's side of the field in Defense Position for each of their monsters destroyed by this card's effect.

 

 

 

[spoiler=You win the Duel.]Self-explanatory.

 

Balance Magician - DARK

3/Spellcaster/Effect

While this card face-on the field, apply the following effects while you have the same number of cards in your Deck, Graveyard, and/or removed from play:

- Deck and Graveyard: Your opponent cannot activate Spell Cards.

- Deck and removed from play: Double the ATK of all monsters you control.

- Graveyard and removed from play: Your opponent cannot activate Trap Cards.

- Deck, Graveyard, and removed from play: You win the Duel.

1200/850

 

Seraph's Eye - LIGHT

2/Fairy/Effect

This card's effect cannot be activated if any cards in your opponent's Deck are face-up. Tribute this card from your side of the field to activate this card's effect. Guess the types (Monster, Spell, or Trap) of the next 7 cards from the top of your opponent's Deck. Your opponent picks up the top 7 cards of his/her Deck to confirm your choices. For each incorrect guess, you take 700 damage. Activate the following effect based on the number of correct guesses:

- 2 or less: Increase the ATK of 1 face-up monster by 200 for each correct guess.

- 3-4: Randomly discard 1 card from your hand, then draw 2 cards.

- 5-6: Draw 2 cards from your Deck.

- 7: You win the Duel.

400/800

 

Supernova Summoner - FIRE

3/Spellcaster/Effect

Discard 10 FIRE monstes from your hand. If you do, you win the Duel.

900/1000

 

20,000 Gigaton Destruction Cannon - Spell Card

Remove all monsters in your Graveyard from play. If the total ATK of the removed monsters equal 20000, you win the Duel. If they do not, you take 5000 damage.

 

Ancient Judgment - Quickplay Spell Card

Add all of your cards that are removed from play to your hand. Add all cards in your Graveyard to your hand. Add all cards on your side of the field to your hand. Then add your hand to your Deck and shuffle it. Guess the name of the card on top of your Deck, then pick up the card. If you guessed correctly, you win the Duel. Otherwise, remove the card from play.

 

Grand Oblivion - Spell Card

Remove 55 Spell Counters from your side of the field. You win the Duel.

 

Methods of the Pacifist - Spell Card

After 10 of your turns following this card's activation, if you do not inflict any damage to your opponent, you win the Duel.

 

Chaotic Symbiosis - Trap Card

This card can only be activated when you control 5 face-up monsters, each with a different Attribute and different Type. You win the Duel.

 

Sealed Spell Alignment - Trap Card

Discard 1 Normal Spell Card, 1 Quick-play Spell Card, 1 Continuous Spell Card, 1 Field Spell Card, 1 Ritual Spell Card, and 1 Equip Spell Card from your hand. You win the Duel.

 

 

 

[spoiler=Theme Support Cards]A few cards to support a variety of specific themes. I haven't made any for newer ones yet, but if I do I'll add them here. >_>

 

[Archfiends]

Fearsquare Archfiend - WIND

3/Fiend/Effect

This card's controller must pay 300 Life Points during each of his/her Standby Phases. This card can be Special Summoned from your hand if you control 2 or more face-up "Archfiend" monsters. Whenever 1 of your "Archfiend" monsters is targetted by your opponent's card effect, you can roll a six-sided die. If the result is 2 or 5, negate the effect and destroy the card. If the result is 4, all of your face-up "Archfiend" monsters are unaffected by Spell and Trap Cards until your next End Phase.

1300/1200

 

Maliceboard Archfiend - EARTH

2/Fiend/Effect

This card's controller must pay 500 Life Points during each of his/her Standby Phases. Whenever 1 of your "Archfiend" monsters is targetted by your opponent's card effect, you can Tribute this face-up card to negate the effect and destroy the card. Then, all of your face-up "Archfiend" monsters gain 800 ATK until your next End Phase.

1000/1400

 

Archfiend's Beckoning - Spell Card

This card can only be activated if "Pandemonium" is face-up on the field. Special Summon 1 "Archfiend" monster from your Deck to your side of the field in face-up Attack Position. Any Battle Damage inflicted by the summoned monster during the turn this card is activated is doubled.

 

[Crystal Beasts]

Crystal Beast Diamond Raptor - WIND

6/Dinosaur/Effect

You can Special Summon this card from your hand by revealing a number of other "Crystal Beast" monsters from your hand to your opponent, then shuffling them into your Deck. If you Special Summon this card in this manner, this card gains 400 ATK for each revealed monster.

1700/2000

 

Crystal Beast Onyx Crocodile - DARK

4/Reptile/Effect

This card cannot attack face-down monsters. When this card is destroyed, you can place this card in your Spell/Trap Card Zone instead of sending it to the Graveyard.

2200/400

 

Crystal Beast Pearl Pirahna - WATER

2/Fish/Effect

When this card battles a monster, you can send 1 Crystal Beast from your Spell/Trap Zone to the Graveyard to destroy the opponent's monster. When this card is destroyed, you can place this card in your Spell/Trap Card Zone instead of sending it to the Graveyard.

700/200

 

Crystal Warrior - WATER

7/Warrior/Effect

This card can be Special Summoned by selecting 2 face-up "Crystal Beast" monsters in your Spell and Trap Zones and shuffling them into your Deck.

2600/2000

 

Shattered Crystals - Spell Card

Place all "Crystal Beast" monsters from your hand face-up into your Spell and Trap Card Zones. If there are more monsters than open Spell and Trap Zones, the monsters are sent to the Graveyard.

 

Crystal Radiance - Trap Card

Select 1 face-up monster on the field. The selected monster gains 300 ATK for every face-up Spell and Trap Card on the field until the End Phase.

 

[Volcanics]

Volcanic Inferno - FIRE

3/Pyro/Effect

Once per turn, you can inflict damage to your opponent equal to 200 x the number of face-up "Volcanic" monsters on your side of the field. If you activate this effect, this card cannot declare an attack this turn.

1500/1300

 

Volcanic Storm - Spell Card

Select 1 face-up "Volcanic" monster on your side of the field. Remove a number of FIRE monsters in your Graveyard from play equal to the Level of the selected monster. Then, inflict damage to your opponent equal to 200 x the Level of the selected monster.

 

Volcanic Backlash - Continuous Trap Card

Whenever your opponent's card effect destroys your "Volcanic" monster(s) and sends them to the Graveyard, you can activate the effect of the destroyed "Volcanic" monster(s). This card is destroyed during your second Standby Phase after its activation.

 

[six Samurai]

Samurai Claymore - Equip Spell Card

This card can only be equipped to a "Six Samurai" monster. The equipped monster gains 500 ATK. An Effect Monster that battles with the equipped monster has its effect(s) negated.

 

 

Samurai Battlefield - Spell Card

Discard 1 "Great Shogun Shien" and 1 other card from your hand. During the current Duel, you gain 2 Monster Card Zones. These additional Monster Card Zones can only be occupied by a "Six Samurai" monster.

 

War Cry - Spell Card

Select 1 face-up "Six Samurai" monster you control. The selected monster cannot attack during the turn this card is activated. Increase the ATK of your attacking "Six Samurai" monsters by half of the ATK of the selected "Six Samurai" monster.

 

 

Ambush - Trap Card

This card can only be activated by discarding 2 cards from your hand while your opponent has more monsters on his/her side of the field than you. Special Summon a number of "Six Samurai" monsters from your Graveyard so that you and your opponent have an equal number of monsters on the field.

 

Avenger - Trap Card

Activate when 1 of your monsters (except a "Six Samurai" monster) is destroyed. Special Summon 1 "Six Samurai" monster with a Level equal to the destroyed monster's Level from your Deck.

 

Samurai Soul - Continuous Trap Card

Whenever you destroy 1 of your "Six Samurai" monsters through its own effect, your opponent takes damage equal to half of the destroyed monster's original ATK.

 

[Harpie Lady]

Clear Skies - Spell Card

Select 1 "Harpie Lady" or "Harpie Lady Sisters" you control. The selected monster can attack your opponent's Life Points directly during this turn.

 

Harpie's Feathers - Spell Card

Destroy a number of Spell and/or Trap Cards on your opponent's side of the field equal to the number of face-up "Harpie Lady" and "Harpie Lady Sisters" monsters you control

 

Tailwind - Trap Card

If your opponent's attack or card effect targets your face-up "Harpie Lady" or "Harpie Lady Sisters", negate the attack or effect and return the opponent's card to the top of its owner's Deck.

 

[Elemental Heroes]

Elemental Hero Shapeshifter - WATER

4/Warrior/Effect

When this card is Normal Summoned, flipped face-up, or Special Summoned, you can treat this card's name as the name of 1 of your "Elemental Hero" monsters in your Graveyard as long as this card remains face-up.

1500/1600

 

Elemental Chamber - Continuous Spell Card

When this card is activated, add 3 counters to this card. You can perform a Fusion Summon for 1 of your "Elemental Hero" Fusion Monsters by sending the Fusion-Material Monsters to the Graveyard and removing 1 counter from this card. When there are no counters on this card, destroy this card.

 

Hero's Redemption - Trap Card

Special Summon 1 of your "Elemental Hero" Fusion Monsters from your Graveyard. The summoned monster is returned to the Fusion Deck at the end of the turn.

 

[Dark Scorpions]

Dark Scorpion Sacrifice - Quickplay Spell Card

Whenever a card effect would destroy more than 1 "Dark Scorpion" monster (or "Cliff the Trap Remover"), and/or "Don Zaloog" on your side of the field, you can instead Tribute 1 of these monsters to prevent the remaining monsters from being destroyed.

 

Dark Scorpions' Toll - Continuous Spell Card

Your opponent's hand limit is 3 cards. Destroy this card if you do not control a face-up "Don Zaloog".

 

Scorpion Signal - Continuous Trap Card

Instead of drawing a card during your Draw Phase, you can Special Summon 1 "Dark Scorpion" monster (or "Cliff the Trap Remover") from your Deck. Shuffle your Deck afterwards.

 

[Destiny Heroes]

Destiny Hero Admiral Duke - DARK

7/Warrior/Effect

If you Tribute 2 "Destiny Hero" monsters to Tribute Summon this card, you can add any number of "Destiny Hero" monsters from your Graveyard to your Deck. While this card is in face-up Defense Position, your "Destiny Hero" monsters are unaffected by your opponent's monster card effects.

2600/2000

 

Destiny Barrage - Quickplay Spell Card

Pay 1500 Life Points. Pick up the top 5 cards of your Deck. Special Summon any "Destiny Hero" monsters amongst the picked up cards, and remove the remaining cards from play. Battle damage inflicted by monsters summoned by this card's effect is halved.

 

Dark Cloak - Trap Card

Select 1 "Destiny Hero" monster you control. The selected monster cannot be selected as an attack target for 2 of your turns after this card's activation.

 

[Ancient Gears]

Ancient Gear Guard - EARTH

4/Machine/Effect

If this face-up monster is attacked, you can change this card to Defense Position before the attack.

1200/2000

 

Ancient Gear Factory - Continuous Spell Card

Once per turn during your Main Phase, you can Normal Summon 1 "Ancient Gear" monster from your hand without Tributing monsters. If you do, you must skip your next Draw Phase.

 

Ancient Gear Production Line - Continuous Spell Card

Whenever you Normal Summon an "Ancient Gear" monster to your side of the field, you can discard 1 card from your hand to add 1 monster with the same name as the summoned monster from your Deck to your hand. Shuffle your Deck afterwards.

 

[Aliens]

Alien Blade - EARTH

4/Reptile/Effect

If all face-up monsters on your opponent's side of the field have any A-Counters on them, your opponent cannot activate Spell or Trap Cards during your turn.

1900/1400

 

Alien Parasite - DARK

3/Reptile/Effect

When this card is sent from the field to the Graveyard, all monsters with A-Counters on them are changed to Defense Position and must remain in Defense Position until your opponent's next End Phase.

1000/600

 

Spore Infection - Spell Card

Remove a number of "Alien" monsters in your Graveyard from play. Add a number of A-Counters equal to the number of monsters removed from play with this card's effect to any of your opponent's face-up monsters.

 

[Dark Magician]

Disappearing Act - Quickplay Spell Card

Return 1 "Dark Magician" you control to your Deck, then select up to 2 cards on your opponent's side of the field and add them to their owner's Deck. Shuffle both Decks afterwards.

 

Staff of Dark Magic - Equip Spell Card

A Spellcaster-type monster equipped with this card gains 500 ATK. A "Dark Magician" equipped with this card is unaffected by your opponent's Trap Cards.

 

Magic Illusion - Counter Trap Card

Whenever your opponent's card effect would remove your face-up "Dark Magician" from the field, you can tribute 1 Spellcaster-type monster on your side of the field to negate the activation and effect of the card and destroy it.

 

[blue-Eyes White Dragon]

Blue Soul Knight - WATER

4/Warrior/Effect

This card gains the following effects based on the number of "Blue-Eyes White Dragon" monsters in your Graveyard:

- 1+: When your opponent activates a Spell or Trap Card during your turn, you can Tribute 1 face-down monster you control to negate the effect and destroy the card.

- 2+: The original ATK of this card becomes 2500.

- 3: Your opponent's monster card effects are negated while this card remains face-up on the field.

1500/1500

 

Dragon's Nest - Field Spell Card

By discarding 1 card from his/her hand, a player can Normal Summon or Set a level 7 or higher Dragon-type monster from his/her hand without Tributing.

 

White Dragon's Roar - Spell Card

Activate only when you control a face-up "Blue-Eyes White Dragon". Your opponent must pay 600 Life Points to activate a Spell or Trap Card until your next turn.

 

[umi/A Legendary Ocean]

Freshwater Salmon - WATER

1/Fish/Effect

If this card is sent to the Graveyard while "Umi" is face-up on the field, you can add up to 2 "Freshwater Salmon" from your Deck to your hand. Shuffle your Deck afterwards.

300/300

 

High Tide - Quickplay Spell Card

This card can only be activated while "Umi" is face-up on the field. Shuffle all WATER monsters on your side of the field to your Deck, then Special Summon the same number of WATER monsters that you returned to your Deck with this card's effect. The total Levels of the summoned monsters cannot exceed the total Level of the monsters sent back to your Deck.

 

Whirlpool - Continuous Trap Card

If "Umi" is not face-up on the field, this card is destroyed. Whenever your WATER monsters' card effect sends a card(s) from your opponent's side of the field to his/her hand, the cards are sent to the Graveyard instead.

 

[sanctuary in the Sky]

The Agent of Vision - Jupiter - LIGHT

4/Fairy/Effect

While "The Sanctuary in the Sky" is active, your opponent takes all Battle Damage that you would receive from a battle involving your Fairy-type monsters.

1000/1600

(pretty sure the way it's worded means that it wouldn't make the battle damage 0 from sanctuary >_>)

 

Life Force - Spell Card

Discard your entire hand. Send 4 of your Fairy-type monsters to the Graveyard, and remove from play your face-up "The Sanctuary in the Sky". Double your Life Points.

 

Spear of Solace - Equip Spell Card

While "The Sanctuary in the Sky" is active, whenever you gain Life Points, the equipped monster gains ATK equal to half of the amount of Life Points gained.

 

 

 

[spoiler=Flavor Text Effects]This section will definitely be updated with time. I had fun making the ones that are here now. The main idea was to fit the effects with the description that the flavor text gives.

 

Ancient Elf - LIGHT

4/Spellcaster/Effect

When this card attacks, you can negate the attack to destroy 1 face-up monster on the field with an ATK that is less than 300 x the number of your removed from play monsters.

1450/1200

 

Ansatsu - EARTH

5/Warrior/Effect

Whenever your opponent's monster attacks directly, you can discard this card to negate the attack and destroy the attacking monster.

1700/1200

 

Armored Zombie - DARK

3/Zombie/Effect

When this card attacks, toss a coin and call it. If you call it correctly, destroy 1 card on the field. If you call incorrectly, negate the attack and this card's ATK becomes 0 until your next turn.

1500/0

 

Baron of the Fiend Sword - DARK

4/Fiend/Effect

When this card is Normal Summoned, remove from play the top 3 cards of your Deck. This card gains 300 ATK for each monster with less than 1000 ATK removed from play with this effect.

1550/800

 

Blue-Eyes White Dragon - LIGHT

8/Dragon/Effect

If this card is Tribute Summoned, it cannot be removed from the field by the effects of Spell Cards. Once during your opponent's turn, you can negate the activation and effect of a Trap Card and destroy it. If you use this effect, this card cannot attack during your next turn. A monster that battles with this card is shuffled back into its owner's Deck after damage calculation.

3000/2500

 

Chamberlain of the Six Samurai - EARTH

3/Warrior/Effect

Remove from play this card in your Graveyard to negate the effect of a card that would destroy your "Six Samurai" monster(s) and destroy the card.

200/2000

 

Curse of Dragon - DARK

5/Dragon/Effect

When this card attacks a monster, you can discard 1 Trap Card. If you do, this card's ATK is doubled during the Damage Step. Any Battle Damage dealt during this battle becomes 0.

2000/1500

 

 

 

[spoiler=Light Counters]A set that I put up earlier, but figured I'd toss in here to be a total compilation.

 

The idea of Light Counters is a parallel to Sionnach's Dark Counters. They are unique to other counters in the sense that you keep your own reserve of them instead of placing them on monsters. Instead of adding/removing Light Counters to face-up monsters, you (as a player) gain and lose Light Counters, maintaining your own reserve to pay for effects. Here's what I have thusfar.

 

Temporal Warrior - LIGHT

4/Warrior/Effect

When this card is Normal Summoned, you gain 1 Light Counter. When this card is destroyed and sent to the Graveyard, you can pay 3 Light Counters to Special Summon this card to your field.

1650/1700

 

D.D. Lightbringer - LIGHT

2/Spellcaster/Effect

When this card is removed from play from your field, you gain 2 Light Counters.

400/750

 

Mystic Cleric - LIGHT

3/Spellcaster/Effect

Whenever you gain Life Points, you gain 1 Light Counter for each multiple of 500 Life Points gained. When this card is destroyed, you gain 300 Life Points for each of your Light Counters.

1100/1400

 

Paladin of Guidance - LIGHT

3/Warrior/Effect

When this card is Normal Summoned, you gain 1 Light Counter for each of your face-up "Paladin" monsters (except this card). When this card is Summoned, you can add 1 LIGHT monster with a level that is equal to or less than half of your Light Counters from your Deck to your hand. You cannot select "Paladin of Guidance" with this effect.

1300/1000

 

Paladin of Justice - LIGHT

4/Warrior/Effect

When this card is Normal Summoned, you gain 1 Light Counter for each of your face-up "Paladin" monsters (except this card). When this card battles a monster, you can pay 2 Light Counters to negate the effect(s) of the opponent's monster.

1900/1600

 

Paladin of Bravery - LIGHT

4/Warrior/Effect

When this card is Normal Summoned, you gain 1 Light Counter for each of your face-up "Paladin" monsters (except this card). When this card attacks a monster with higher ATK than this card, you can pay a number of Light Counters equal to the difference in ATK x 200 to destroy the opponent's monster.

1700/1400

 

Paladin of Courage - LIGHT

3/Warrior/Effect

When this card is Normal Summoned, you gain 1 Light Counter for each of your face-up "Paladin" monsters (except this card). This card cannot be destroyed by battle while it is in face-up Defense Position.

1500/1200

 

Paladin of Spirit - LIGHT

4/Warrior/Effect

When this card is Normal Summoned, you gain 1 Light Counter for each of your face-up "Paladin" monsters (except this card). You can pay 2 Light Counters to negate the activation and effect of a Normal Spell or Trap Card, once per turn.

1600/1700

 

Kykendia, Archangel of the Rising Sun - LIGHT

8/Fairy/Effect

This card cannot be Special Summoned, except by paying 7 Light Counters. During your End Phase, you gain Light Counters equal to the number of your face-up LIGHT monsters that did not attack during your turn.

2800/2600

 

Dusnea the Wanderer - EARTH

4/Warrior

"Dusnea wanders the world as a lone soldier seeking a higher purpose in life. He seeks to obtain the powers of the divine sanctuary, but does not prefer to fight without a cause."

1450/1500

 

Dusnea the Divine Titan - LIGHT

8/Fairy/Effect

This card cannot be Normal Summoned or Set. This card cannot be Special Summoned, except by sending "Dusnea the Wanderer" to the Graveyard with the effect of "Divine Ascension." Once per turn, you can activate 1 of the following effects:

- Pay 2 Light Counters. Destroy 1 card on the field.

- Discard the top card of your Deck. If the card was a monster card, you gain 3 Light Counters.

2900/3000

 

Spectrum Summoner - LIGHT

3/Spellcaster/Effect

When this card is destroyed by battle, you can Special Summon 1 LIGHT monster from your Deck by paying a number of Light Counters equal to the monster's Level +2.

1200/1400

 

Kei, Emissary of Light - LIGHT

6/Fairy/Effect

During your End Phase, you gain Light Counters equal to half of the Light Counters you paid during your turn, rounded down.

2100/1600

 

Star Striker - LIGHT

4/Thunder/Effect

When this card deals Battle Damage, you can pay up to 10 Light Counters. Increase the Battle Damage dealt by 100 for each Light Counter paid with this effect.

1800/1450

 

Sanctuary Dragon - LIGHT

6/Dragon/Effect

When this card battles a monster, before damage calculation, you gain 1 Light Counter.

2200/2000

 

Messenger of Light - LIGHT

4/Fairy/Effect

You gain 1 Light Counter during each of your Standby Phases.

1400/1550

 

Ascension Hunter - LIGHT

4/Thunder/Effect

When this card destroys a monster by battle, you gain 2 Light Counters.

1700/800

 

Star Rock - EARTH

1/Rock/Effect

FLIP: You gain 1 Light Counter.

200/300

 

Ark Flash - Trap

Discard the top 3 cards of your Deck. You gain 1 Light Counter for each Spell or Trap Card discarded in this manner. You lose 1 Light Counter for each monster discarded in this manner.

 

Shining Aura - Equip Spell

When this card is activated, you can pay any number of Light Counters. The equipped monster gains 150 ATK for each Light Counter paid for this effect. Your monsters in the columns adjacent to the equipped monster gain 50 ATK for each Light Counter paid for this effect.

 

Solar Spear - Equip Spell

When this card is activated, you can pay up to 3 Light Counters. The equipped monster accumulates the following effects based on the number of Light Counters paid:

- 1+: The equipped monster gains 300 ATK.

- 2+: When the equipped monster destroys a monster by battle, you gain 1 Light Counter.

- 3: The equipped monster is unaffected by Trap Cards.

 

Divine Ascension - Quick-play Spell

Pay 4 Light Counters and send 1 monster you control to the Graveyard. Special Summon 1 Fairy-type monster from your hand or Deck that is 4 Levels higher than the monster sent to the Graveyard.

 

Paladin Order - Spell

Place 1 "Paladin" monster on the bottom of your Deck from your hand. You gain 3 Light Counters.

 

Spirit Reincarnation - Trap

Special Summon 1 monster from your Graveyard or 1 of your monsters that is removed from play to your field. You must pay Light Counters equal to the monster's Level.

 

Seal of Life - Continuous Trap

Pay 3 Light Counters. Special Summon 1 monster from your Graveyard. If this card is removed from the field, destroy the monster. If the monster is removed from the field, destroy this card.

 

First Existance - Spell

Destroy all cards on your side of the field. You gain 1 Light Counter for each card destroyed by this card's effect.

 

Circle of Life - Continuous Spell

Whenever 1 LIGHT monster is destroyed and sent to the Graveyard from your field, you gain 1 Light Counter.

 

Radiance - Quick-play Spell

Halve the ATK of 1 LIGHT monster you control. You gain Light Counters equal to the monster's halved ATK, divided by 400, rounded down.

 

Luminous Synthesis - Spell

Draw 1 card from your Deck for every multiple of 3 Light Counters you have. If you activate this card, you cannot gain, lose, or pay any Light Counters during this turn.

 

Paladin's Oath - Trap

Discard 1 card. Pick up cards from the top of your Deck until you reach a "Paladin" monster and Special Summon it. You lose 1 Light Counter for every other card picked up with this card's effect. The other cards are shuffled back into your Deck.

 

 

 

[spoiler=Location Unconfirmed]Another set I posted previously, this was a 40-card set that was based on cards that revolve around effects that activate or trigger when they are in the same column as the opposing cards, and cards that involve column switching in general.

 

A strong archetype I added in here, parallel to the Six Samurai I guess, is Storm Slashers, which each have their own ability to switch columns with all other face-up Storm Slashers you control. Each has its own effect that pertains to a card in the same column, thus switching them around enables you to place the right Storm Slasher in the column that you need its effect in.

 

As I said in the thread, some of these OCGs were hard, since Senet cards are relatively nonexistant. >_>

 

Admiral Slash - FIRE

7/Winged Beast/Effect

When this card is Tribute Summoned successfully, you can Special Summon up to 2 "Storm Slasher" monsters from your Deck to the columns adjacent to this card's column. They cannot attack or apply their effects during the turn they are summoned.

2300/1900

 

Covert Archer - WIND

4/Warrior/Effect

This card cannot be attacked by a monster that is more than 1 column away from this card.

1700/1100

 

Force Generator - FIRE

4/Machine/Effect

Once per turn, you can select 1 monster in a column adjacent to this card's column. It gains 700 ATK until the End Phase. If you use this effect, this card cannot attack during this turn.

1600/1700

 

Shield Statue - LIGHT

3/Rock/Effect

This card can only be attacked by a monster in a column that is adjacent to this card's column.

1000/1700

 

Shining Star Defender - LIGHT

8/Warrior/Effect

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play, from your side of the field and/or Graveyard, 1 "Star Aura Shield," "Star Aura Armor," and "Star Aura Helmet." You can pay 600 Life Points to negate the activation and effect of a card that would remove this card from the field and destroy it.

1600/2900

 

Shining Star Knight - LIGHT

6/Warrior/Effect

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play, from your side of the field or Graveyard, 1 "Star Aura Sword" and "Star Aura Shield." When this card destroys a Defense Position monster, draw 1 card.

2100/1700

 

Shining Star Soldier - LIGHT

6/Warrior/Effect

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play, from your side of the field or Graveyard, 1 "Star Aura Spear" and "Star Aura Helmet." This card gains 400 ATK when it destroys a monster by battle.

2000/1300

 

Shining Star Warrior - LIGHT

8/Warrior/Effect

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play, from your side of the field and/or Graveyard, 1 "Star Aura Sword," "Star Aura Armor," and "Star Aura Spear." When this card destroys a monster by battle, deal 600 damage to your opponent.

2900/1600

 

Shock Wave Striker - LIGHT

4/Thunder/Effect

When this card destroys a monster by battle, you can flip 1 face-down Defense Position monster in a column adjacent to the destroyed monster's column into face-up Attack Position. Negate its effect(s).

1700/1550

 

Snowball Roller - WATER

4/Beast/Effect

When this card attacks a monster, this card gains 400 ATK during the Damage Step for each column away from this card that the attacked monster's position is.

1400/1700

[snowball Roller in the first column attacks a monster in the opposite end column. Snowball Roller would gain 1600 ATK (4 columns away).]

 

Storm Slasher Cobalt - WATER

3/Winged Beast/Effect

Once per turn, you can destroy 1 card in the same column as this card. If the card was face-up, you must discard 1 card. Once during your Standby Phase, you can switch this face-up card with any of your other face-up "Storm Slasher" monsters.

1200/1100

 

Storm Slasher Indigo - DARK

4/Winged Beast/Effect

This card gains 300 ATK for each Spell or Trap Card in the same column as this card. Once during your Standby Phase, you can switch this face-up card with any of your other face-up "Storm Slasher" monsters.

1700/1400

 

Storm Slasher Mahogany - EARTH

3/Winged Beast/Effect

This card cannot be destroyed by battle by a monster in the same column as this card. This card is unaffected by the effect(s) of cards in the same column as this card. Once during your Standby Phase, you can switch this face-up card with any of your other face-up "Storm Slasher" monsters.

700/1800

 

Storm Slasher Saffron - LIGHT

3/Winged Beast/Effect

When this card destroys a monster in the same column as this card by battle, it can attack again as a direct attack. Once during your Standby Phase, you can switch this face-up card with any of your other face-up "Storm Slasher" monsters.

1400/600

 

Storm Slasher Scarlet - FIRE

4/Winged Beast/Effect

Once per turn, you can destroy 1 face-down card in the same column as this card. If you use this effect, this card cannot attack during this turn. Once during your Standby Phase, you can switch this face-up card with any of your other face-up "Storm Slasher" monsters.

1800/1300

 

Storm Slasher Viridian - WIND

4/Winged Beast/Effect

Negate the effects of other cards in the same column as this card. Once during your Standby Phase, you can switch this face-up card with any of your other face-up "Storm Slasher" monsters.

1700/1300

 

Storm Summoner - WATER

4/Spellcaster/Effect

Once per turn, you can discard 1 card from your hand to Special Summon 1 "Storm Slasher" monster from your Graveyard to a column adjacent to this card's column.

1600/1400

 

Cosmic Force - Quickplay Spell

Pay 800 Life Points. Activate 1 of the following effects:

- Add 1 "Star Aura" card from your Deck to your hand.

- Add 1 "Shining Star" card from your Deck to your hand.

 

Detonator - Spell

Roll a six-sided die. If the result is a 6, roll again. Otherwise, destroy all cards in the column corresponding to the result.

 

Diamond Deadweight - Spell

This card can only be activated in the middle column. Pay 1000 Life Points and toss a coin. If the result is heads, destroy all cards to the left of this card. If the result is tails, destroy all cards to the right of this card.

 

Explosive Fist of Flame - Equip Spell

The equipped monster gains 700 ATK. When the equipped monster destroys a monster by battle, your monsters in the columns adjacent to the equipped monster gain 300 ATK.

 

Radiant Fist of Flame - Equip Spell

The equipped monster gains 600 ATK. Your monsters in the columns adjacent to the equipped monster gain 200 ATK.

 

Slash Swap - Quickplay Spell

Select and activate 1 of the following effects:

- Tribute 1 "Storm Slasher" monster to Special Summon 1 "Storm Slasher" monster from your Graveyard to the same column as the Tributed monster.

- Discard 1 "Storm Slasher" monster to return 1 "Storm Slasher" monster from your Graveyard to your hand.

 

Star Aura Armor - Continuous Spell

Your monster in the same column as this card gains 500 DEF.

 

Star Aura Helmet - Continuous Spell

Your monster in the same column as this card cannot be destroyed by the effects of Spell Cards.

 

Star Aura Shield - Continuous Spell

Your monster in the same column as this card is unaffected by Trap Cards.

 

Star Aura Spear - Continuous Spell

Your monster in the same column as this card cannot be destroyed by monster card effects.

 

Star Aura Sword - Continuous Spell

Your monster in the same column as this card gains 600 ATK.

 

Storm Swap - Quickplay Spell

Select and activate 1 of the following effects:

- Return 1 "Storm Slasher" monster from your field to your hand, then Special Summon 1 "Storm Slasher" monster from your hand to the same column.

- Return 1 "Storm Slasher" monster from your field to your Deck, then Special Summon 1 "Storm Slasher" monster from your Deck to the same column.

 

Storm Strike! - Spell

Tribute 1 "Storm Slasher" monster to destroy all cards in the same column as the Tributed monster.

 

Subsequent Swap - Spell

Select 2 columns that contain a monster on both players' sides of the field. Switch control of the monsters in the selected columns.

 

Zephyr Skies - Field Spell

All "Storm Slasher" monsters gain 400 ATK and DEF when battling a monster in the same column.

 

Magnet Line - Trap

This card can only be Set and activated in the first or last column. After this card's activation, place the closest card in each row to this activated card's column in the column that this card was activated in.

[Really tough wording. If it was activated in the first column, the closest card in each row is pulled over and placed on that column.]

 

Resurrection Loop - Trap

Activate when a monster is destroyed in the column that this card is activated in. Special Summon the destroyed monster to the same column.

 

Sand Sweep - Trap

When this Set card is destroyed and sent to the Graveyard, destroy all cards in the column that this card was Set in.

 

Slasher Assault - Trap

You can Special Summon "Storm Slasher" monsters from your hand to the columns where your opponent controls a monster. You must pay 700 Life Points for each monster Special Summoned through this effect.

 

Spirit Chain - Trap Card

Select 1 monster on the field. When the selected monster is destroyed by a card effect, you can select 1 monster in a column subsequent to the destroyed monster and destroy it.

 

Stardust - Trap

When this Set card is destroyed by a card effect, the Spell and/or Trap Cards in the columns adjacent to this card's column cannot be destroyed by a card effect for 2 of your turns after this card's activation.

 

Storm Reversal - Trap

This card can only be activated in a column that is not occupied by another card. Special Summon 1 "Storm Slasher" from your Graveyard to this card's activated column.

 

Storm Slash!! - Trap

This card can only be activated during your turn. Pay 1500 Life Points. Your opponent cannot activate Spell or Trap Cards for the rest of your turn. During this turn, all of your "Storm Slasher" monsters in a column not occupied by an opponent's monster may attack your opponent directly.

 

Triangle Slash - Trap

Activate when you control 2 "Storm Slasher" monsters, and there is 1 column between them. Destroy all cards in the column between the 2 monsters.

 

 

 

[spoiler=Cards Based off Song Titles]A few cards based off the song titles of a few bands I like to listen to. The effects don't really relate to each other, but I like them as just "general cards" or something. >_>

 

For a gold star: Name all of the bands whose songs I use!! <_<

 

Alpha and Omega - WATER

7/Aqua/Effect

When your opponent activates a Spell or Trap Card, you can Tribute 1 monster to Special Summon this card. If your opponent activated a Trap Card, this card is treated as a FIRE Pyro-type monster, and its ATK and DEF are switched.

1600/2600

 

Blank File – DARK

4/Thunder/Effect

When this card is Normal Summoned successfully, both players send the top card of their Decks to the Graveyard. The ATK and DEF of this card becomes the total ATK and DEF of the monster cards sent to the Graveyard by this card's effect.

?/?

 

Bright Eyes - LIGHT

6/Fairy/Effect

When this card is Tribute Summoned, shuffle all face-up Spell and Trap Cards back into their owners' Decks.

2100/1900

 

Disciples of Babylon – DARK

5/Fiend/Effect

When 1 of your Fiend-type monsters with higher ATK than this card’s ATK is sent from the field to your Graveyard, you can Special Summon this card from your hand.

2200/1600

 

Dragonforce – FIRE

4/Dragon/Effect

When this card attacks a monster, you can destroy both this card and the defending monster before damage calculation. If the defending monster was face-down and you apply this effect, the face-down monster is not flipped face-up.

1900/500

 

Dream Thieves - DARK

3/Fiend/Effect

You can discard this card to negate the effect of a monster with an effect that activated when it's flipped face-up, then deal 600 damage to your opponent.

1100/600

 

Eagleheart - WIND

6/Beast-Warrior/Effect

When this card is Summoned, you can remove 1 Winged Beast-type monster in your hand from play. If you do, this card gains 400 ATK and is unaffected by monster card effects.

2200/2000

 

Silent Goddess – LIGHT

4/Fairy/Effect

Your opponent cannot activate Trap Cards during your turn, except during your Battle Phase.

1900/800

 

Silver Tongue – WIND

4/Reptile/Effect

When this card is Special Summoned from your hand, this card gains 1000 ATK.

1500/1000

 

The Inquisitor - DARK

3/Spellcaster/Effect

Before your opponent draws a card during his/her Draw Phase, you can pay 600 Life Points to toss a coin and call it. If you call it incorrectly, your opponent does not draw a card and discards the top card of his/her Deck.

1300/1400

 

Warbird – FIRE

3/Winged Beast/Effect

When this card attacks a monster, your opponent can discard 1 card to negate the attack and remove this card from play. Otherwise, destroy the opponent’s monster before damage calculation.

1300/1100

 

8th Commandment - Continuous Spell

Neither player can activate Continuous Spell or Trap Cards.

 

Ascension – Quick-Play Spell

Activate when 1 of your monsters would be sent from the field to the Graveyard. Turn the top card of your Deck face-up. If the revealed card is a monster with more ATK than the monster that would be destroyed, Special Summon the revealed monster and remove the other monster from play. Otherwise, place the revealed monster on the bottom of your Deck.

 

Birth of a Hero - Quick-Play Spell

Activate when 1 of your Level 7 or higher monsters is destroyed. Special Summon 1 Level 4 monster from your Deck. It is unaffected by monster card effects.

 

Blind Guardian – Spell

Discard 1 card. Flip all Set monsters on the field face-up. Monsters flipped face-up by this card’s effect with an ATK higher than their DEF are removed from play. Otherwise, the monster gains 800 DEF. Flip Effects of monsters flipped face-up by this card are not activated.

 

Body Breakdown – Equip Spell

Destroy all monsters that the equipped monster attacks before damage calculation. After the equipped monster declares an attack, the equipped monster loses 700 ATK.

 

Call of the Wilderness – Quick-Play Spell

If this card is destroyed and sent to the Graveyard by a card effect, you can Special Summon 1 EARTH monster from your hand by paying 800 Life Points.

 

Dream Theater – Continuous Spell

Your opponent’s attacking monsters lose 100 ATK for each of your monsters removed from play with the same Attribute as the attacking monster during the Damage Step.

 

For the Sake of Revenge – Quickplay Spell

Activate this card when you take Battle Damage from an opponent’s monster. The Battle Damage dealt by your first attack that deals Battle Damage to your opponent after this card’s activation is doubled.

 

Ghost Opera – Continuous Spell

Your attacking monsters gain 100 ATK for each monster in your Graveyard with the same Attribute as the attacking monster during the Damage Step.

 

Invocation of Apocalyptic Evil - Quick-Play Spell

Any damage you deal to your opponent during this turn is instead dealt to you, and is treated as being dealt by your opponent's monster or card effect.

 

Karma – Continuous Spell

An attacking monster loses ATK equal to the amount of Battle Damage it dealt to a player during the End Phase.

 

Respect the Wilderness – Continuous Spell

Whenever a Field Spell Card would be removed from the field, you can discard 1 card to place the Field Spell Card back in the Field Card Zone.

 

Temples of Gold - Field Spell

Instead of drawing a card during his/her Draw Phase, a player may toss a coin and call it. If called correctly, that player can add 1 Spell Card from their Deck to their hand. If called incorrectly, that player skips his/her turn.

 

The Harvest - Spell

Discard 1 monster. You gain 300 Life Points for each monster in your Graveyard with less ATK than the discarded monster's ATK.

 

Two Minds, One Soul – Equip Spell

Select 1 monster in your Graveyard. Negate the effect(s) of a monster equipped with this card. The equipped monster gains ATK and DEF equal to the selected monster’s original ATK and DEF. When this card is destroyed while equipped to a monster, both the equipped monster and the selected monster are removed from play.

 

Another Holy War – Continuous Trap

Pay 500 Life Points during each of your Standby Phases or destroy this card. Effect Monsters gain 200 ATK for each sentence of text their effect(s) contains.

 

Battle of Sudden Flame - Trap

Activate this card when your opponent deals at least 1500 points of damage to your Life Points with a card effect. It is now the Battle Phase of the current player's turn.

 

Break the Ice – Counter Trap

Destroy all face-up cards on the field that involve negating the activation or effect of Trap Cards. This card’s effect and activation cannot be negated.

 

Call of the Sea – Counter Trap

Whenever a card effect is activated that would remove your face-up “Umi” from the field, you can select 2 WATER monsters in your Deck and remove them from play to negate the effect and activation of the card and destroy it.

 

Fall From Grace – Trap

Both players take 100 damage for each of their cards that are removed from play, then both players add all of their cards that are removed from play to their Decks and shuffle them.

 

Future Shock - Trap

After 2 of your turns following this card's activation, deal 200 damage to your opponent for each card on your opponent's side of the field.

 

I’m Still Alive – Continuous Trap

Activate when 1 or more of your monsters are sent to the Graveyard by a card effect. Special Summon the monster(s) to your side of the field. You take 700 damage for each monster Special Summoned.

 

Learning to Live - Trap

Activate only when you have no cards in your hand. Pick up the top 5 cards of your Deck. Amongst the picked up cards, Set 1 Spell or Trap Card, and Set 1 monster. Shuffle the remaining cards into your Deck. Skip your next 2 Draw Phases.

 

Misplaced – Counter Trap

Negate the activation of a Spell Card and shuffle it back into the owner’s Deck.

 

My Spirit Will Go On – Trap

When 1 of your monsters is destroyed by your opponent’s attack or card effect and sent to the Graveyard, remove the monster from play to Special Summon 1 “Spirit Token” (?/? stars/?/?/?) to your side of the field. The “Spirit Token” has the same Attribute, Level, Type, ATK, and DEF as the removed monster.

 

One Day I’ll Win – Continuous Trap

Whenever 1 of your monsters is destroyed by battle, add 1 counter to this card. At any time during your turn, you can remove a number of counters from this card and select 1 of your face-up monsters. The selected monster gains 300 ATK for each counter removed from this card until the End Phase.

 

Requiem for the Innocent - Continuous Trap

By paying 500 Life Points, 1 of your face-up monsters that would be destroyed by the attack or effect of a monster with higher ATK is not destroyed.

 

Sonata Arctica – Trap

This card can only be activated during your End Phase. Your opponent cannot flip any of his/her Set cards face-up until the end of your next turn.

 

Soul Society – Continuous Spell

You cannot add any cards from your Deck to your hand outside of drawing. Damage dealt to your Life Points by your opponent is decreased by 100 for each of your monsters that are removed from play.

 

The Edge – Continuous Trap

Activate this card when your opponent deals damage to your Life Points. Any damage dealt to your Life Points by your opponent that is equal to or less than the amount dealt when you activated this card becomes 0.

 

Under The Ice – Trap

Your opponent reveals the top card of his/her Deck. Then turn the card face-down. If the revealed card is a Spell or Trap Card, your opponent skips his/her next Draw Phase.

 

 

 

[spoiler=Banned Cards]Cards that are currently/have been banned at one time, with their effect re-done to be less broken. Another category I'm working on and plan on updating.

 

Pot of Greed - Spell

Draw cards until you have 5 cards in your hand. You lose 1000 Life Points for each card drawn by this effect.

 

Graceful Charity - Spell

Draw 3 cards, then return 2 cards from your hand to your Deck. Shuffle your Deck afterward.

 

Magician of Faith - LIGHT

1/Spellcaster/Effect

FLIP: Remove 1 Spell Card in your Graveyard from play. Then add 1 Spell Card in your Graveyard to your hand.

300/400

 

Raigeki - Spell

Destroy all monsters your opponent controls. You must then destroy a number of cards on your side of the field equal to the number of opponent's monsters destroyed by this card's effect. If you cannot, you lose 2000 Life Points.

 

Painful Choice - Spell

Discard 1 card. Select 5 cards from your Deck and show them to your opponent. Your opponent selects 1 card to be added to your hand, 2 cards to be put on the bottom of your Deck, 1 card to be sent to the Graveyard, and 1 card to be removed from play.

 

Chaos Sorcerer - DARK

6/Spellcaster/Effect

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by removing from play 1 LIGHT and 1 DARK monster in your Graveyard. Once per turn, you can remove from play 1 LIGHT or DARK monster in your Graveyard to activate the corresponding effect:

- LIGHT: Destroy and remove from play 1 Set monster.

- DARK: Destroy and remove from play 1 face-up monster.

If you use this effect, this card cannot attack during this turn.

2300/2000

 

Monster Reborn - Spell

Special Summon 1 monster from either player's Graveyard that was sent to the Graveyard since your last turn.

 

 

 

 

Page 2

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Page 2 of the Compendium, since page 1 reached its posting limit. >_>

 

[spoiler=Random Cards]No real theme to any of them, just some general cards I made at some point or another.

 

Ancient Gladiator - EARTH

6/Warrior/Effect

If there is a face-up Field Spell Card, this card cannot be destroyed as a result of battle. Increase the ATK of this card by 200 for every face-up Equip Spell Card on the field.

2100/2100

 

Arcane Reaper - DARK

7/Zombie/Effect

While this card is face-up on the field, all of your opponent's cards that are sent to the Graveyard are placed under this card instead. This card gains 100 ATK for each card under this card. You can return 2 cards to your opponent's Graveyard from under this card to negate the activation and effect of a card that targets this card and destroy the card.

1700/1900

 

Combustion Magician - FIRE

4/Spellcaster/Effect

If a Trap Card is activated, this card is removed from play.

2500/0

 

Cybernetic Attack Force - EARTH

4/Machine/Effect

When this card attacks, it is changed to Defense Position at the end of the Damage Step. If you have no cards in your hand, this effect is not applied.

2300/600

 

D.D. Swordsman - LIGHT

4/Warrior/Effect

You can remove this face-up card from play during your Battle Phase. If you use this effect, Special Summon this card to your side of the field during your opponent's End Phase. This card can attack twice during the same Battle Phase if you have 5 or more cards removed from play.

1800/1500

 

Paladin of Guidance - LIGHT

3/Warrior/Effect

Once per turn, you can discard 1 monster from your hand to add 1 monster that is 2 or more levels lower than the discarded monster from your Deck to your hand. Shuffle your Deck afterwards.

1200/800

 

Transgenerative Slime - WATER

3/Aqua/Effect

When this card is Tributed for a Tribute Summon, return this card to your hand.

1200/1000

 

Active Shield - Equip Spell Card

This card can only be equipped to a face-up Attack Position monster. The equipped monster is unaffected by card effects that designate a target. Once per turn during your Main Phase, you can equip this card to 1 of your other face-up Attack Position monsters.

 

Cloning Capsule - Quickplay Spell Card

This card can only be activated when you Tribute Summon a monster. Special Summon a "Clone Token" to your side of the field in face-up Defense Position. The Attribute, Type, Level, ATK, and DEF of the "Clone Token" are equal to 1 of your monsters used as a Tribute for the Tribute Summon.

 

Extensive Summoning - Continuous Spell Card

Discard 1 card from your hand. Special Summon 1 monster from your Deck. If the selected monster attacks, you lose 3000 Life Points. If this card is removed from the field, add the monster to your Deck.

 

Production Line - Spell Card

Select 1 monster in your Graveyard. Discard 1 monster card from your hand with an ATK equal to the ATK of the selected monster, and Special Summon the selected monster to your side of the field.

 

Restructure - Spell Card

Both players discard all Spell Cards in their hands, and draw the same number of cards from their Decks as they discarded.

 

Sealed in Ice - Continuous Spell Card

When this face-up card is destroyed by a card effect, select 1 monster in your Deck that cannot be Special Summone, and add it to your hand. Shuffle your Deck afterwards.

 

Survival of the Fittest - Spell Card

Both players select the monster in their Deck with the lowest ATK and remove it from play.

 

 

 

[spoiler=Total Insight]A set of cards that had to do with both ESP/prediction and luck/gambling cards. Again, older OCG.

 

Aura Magician - LIGHT

4/Spellcaster/Effect

When this card is Summoned, send the top card of your Deck to the Graveyard. The following effect is applied based on the type of card (Monster, Spell, or Trap) sent to the Graveyard for this effect:

- Monster: This card gains 50 ATK for each Monster Card in both players' Graveyards.

- Spell: Your opponent must show you any card(s) he/she draws while this card remains face-up on the field.

- Trap: Inflict 400 damage to your opponent whenever he/she changes the Battle Position of 1 of his/her monsters.

1400/1300

 

Aura Sniper - DARK

3/Machine/Effect

During your opponent's Draw Phase, you can pay 500 Life Points and declare a type of card (Monster, Spell, or Trap) before your opponent draws a card. Your opponent then reveals the card drawn. If the card is the type you selected, send the card to the Graveyard. Otherwise, add the card to your opponent's hand, and your opponent gains 500 Life Points.

1300/800

 

Aura Warrior - LIGHT

4/Warrior/Effect

When this card destroys a monster by battle, you can shuffle your Deck, then pick up the top 3 cards of your Deck. This card gains 500 ATK for each Monster Card picked up. This card gains 500 DEF for each Spell Card picked up. If you pick up a Trap Card, all 3 cards are immediately sent to the Graveyard. Otherwise, shuffle all 3 cards back into your Deck.

1500/1500

 

Conversion Magician - DARK

4/Spellcaster/Effect

Once per turn, you can turn the top card of your opponent's Deck face-up. If the card is a monster card, send it to the Graveyard, and you can destroy 1 monster on the field. Otherwise, add the card to your opponent's hand.

1600/1300

 

Hiro's Shadow Spy - DARK

2/Fiend/Effect

FLIP: Your opponent draws 5 cards. Both players look at the cards drawn. Discard all Spell and Trap Cards among the cards drawn with this card's effect.

750/700

 

Kinetic Magician - LIGHT

3/Spellcaster/Effect

Whenever your opponent attacks with a monster, you can select and Tribute 1 face-down Spell or Trap Card on both sides of the field to negate the attack. This effect can only be activated once per turn.

1000/800

 

Lightforce Swordsman - LIGHT

4/Warrior/Effect

When this card battles with a monster, randomly select 1 card from your opponent's hand. Guess the type of the selected card (Monster/Spell/Trap) and reveal it. If you guessed correctly, the card is sent to the Graveyard and this card gains 700 ATK during the Damage Step.

1600/1300

 

Lucky Luke - LIGHT

4/Beast-Warrior/Effect

When this card is Normal Summoned successfully, you can change the result of 1 six-sided die roll to a 6.

1400/1500

 

Mirror Warrior - DARK

4/Machine/Effect

When your opponent attacks this monster, both you and your opponent select 1 card from each other's hand and reveal it. If the types of the picked cards (Monster/Spell/Trap) are different, negate the attack.

1500/1500

 

Moon Swordsman - LIGHT

4/Warrior/Effect

During your End Phase, your opponent may select 1 monster from his/her Deck and set it face-down. He/She then declares 2 Attributes, 1 of which must be the Attribute of the selected monster. Then, select 1 of the Attributes. If the selected Attribute is the same as the selected monster's, it is removed from play. Otherwise, the monster is added to your opponent's hand.

1800/1700

 

Vision Magician - DARK

4/Spellcaster/Effect

When this card destroys a monster by battle, your opponent must reveal his/her hand.

1800/1400

 

Blackjack - Spell Card

Discard 1 card from your hand. Both players pick up cards from the top of their Decks, adding up the Levels of each Monster Card picked up. Once a player has picked up a Monster Card that brings his/her total picked up Monster Card Level to 21 or higher, he/she stops picking up cards. If a player obtains a total of 21, he/she gains 4000 Life Points. If a player obtains a total higher than 21, that player skips his/her next turn. All cards picked up are shuffled back into their owners' Decks after this card's effect is activated.

 

Crystal Ball - Continuous Spell Card

Whenever you draw a card(s) from your Deck, you may instead add the same number of cards from the bottom of your Deck to your hand.

 

Intrisnic Magic - Spell Card

Pay 800 Life Points. Pick up cards from your Deck until you pick up a Spell Card. If the Spell Card can be activated, activate it immediately. Otherwise, send the card to the Graveyard. The remaining cards are shuffled back into the Deck.

 

Old Maid - Spell Card

Both players turn the top card of their Decks face-up, then shuffle their Decks. The player who draws his/her face-up card first removes the card from play and takes 3000 damage. Then, the other player turns his/her card face-down.

 

Possession Prediction - Spell Card

When this card is activated, declare a number. After 3 of your turns following the activation of this card, if your opponent's hand contains the same number of cards that you declared, draw 3 cards from your Deck.

 

Power Scale - Spell Card

Select 1 face-down monster on your opponent's side of the field and 1 face-up monster on your side of the field. Guess if the ATK of the face-down monster is higher or lower than the ATK of the face-up monster, then reveal the face-down monster. If you guessed correctly, remove the face-down monster from play. Otherwise, destroy the face-up monster and you take damage equal to the destroyed monster's ATK.

 

Predicted Conflict - Spell Card

Both players pick up cards from the top of their Deck until they reach a monster card. Remove both monsters from play, and shuffle all other cards picked up back into the Decks. The controller of the monster with lower ATK takes the difference between the monsters' ATK points as Battle Damage to his/her Life Points.

 

Psychic Swap - Spell Card

Discard 1 card from your hand. Pick up cards from your Deck until you pick up a card with the same type (Monster/Spell/Trap) as the card you discarded, and add that card to your hand. The remaining cards are shuffled back into your Deck.

 

Summon Force - Spell Card

Discard 1 card from your hand. Roll a six-sided die 4 times. Then, you can Special Summon 1 monster with an ATK that is equal to or less than the sum of the rolls x 100 from your Deck.

 

Extrasensory - Trap Card

Pick up the top 2 cards of your Deck. If the cards picked up are the same type, (Monster/Spell/Trap) add them to your hand. Otherwise, remove both of the cards from play.

 

Lockdown - Trap Card

Discard 1 card from your hand. Your opponent can then discard 1 card from his/her hand with the same type (Monster/Spell/Trap) as the card you discarded. If your opponent does not discard, your opponent skips his/her next Draw Phase.

 

Neutral Force - Continuous Trap Card

Remove this card and the first monster Special Summoned after this card's activation from play.

 

Perception - Continuous Trap Card

When you draw a card during your Draw Phase, you may draw 1 more card from your Deck. If the types of the cards (Monster/Spell/Trap) are different, both cards are removed from play.

 

Psychic Bind - Trap Card

Remove 1 monster in your Deck from play face-down, then reveal 1 monster from your hand whose Level is different than the level of the face-down monster. Your opponent then guesses if the revealed monster's Level is higher or lower than the face-down monster's Level. If he/she guesses correctly, remove the revealed card from play. If he/she guesses incorrectly, add the face-down monster to your hand.

 

Revelation - Trap Card

An attacking monster loses 1000 ATK for each copy of that monster in both players' Graveyards.

 

Reverse Psychology - Continuous Trap Card

Whenever your opponent activates a card or card effect that requires discarding a card(s) from his/her hand as a cost, look at your opponent's hand, and select the card(s) discarded. Discard 1 card from your hand during each of your opponent's End Phases. If you do not, this card is destroyed.

 

Shifting Snare Floor - Continuous Trap Card

Declare an Attribute when you activate this card. The player that Normal Summons or Special Summons a monster of the declared Attribute takes 1000 damage. Then, that player can declare a new Attribute.

 

Spiritual Balance - Continuous Trap Card

While you have the same number of Monster, Spell, and Trap Cards in your Graveyard, the ATK of all your face-up monsters are doubled. This card is destroyed if your Graveyard does not contain at least 1 Monster, Spell, and Trap Card.

 

 

 

[spoiler=More Random Cards]A card set that I made a few years ago with various ideas.

 

Damascus Blade Knight - LIGHT

4/Warrior/Effect

When this card is Summoned, add 3 counters to this card. Remove 1 counter from this card during each of your End Phases. When there are no counters on this card, you can send this card from the field to your Graveyard to destroy all cards on the field. This card cannot attack while you have 2 or more cards in your hand.

1900/1500

 

Voltage Soldier - WIND

4/Thunder/Effect

During each your End Phases that this card did not attack, this card gains 350 ATK and DEF.

1400/1600

 

Shock Wave Spearman - LIGHT

4/Thunder/Effect

When this card destroys a monster by battle, you can select 1 face-up monster on the field. It loses 500 ATK and DEF.

1850/1400

 

Calamity Dragon - DARK

4/Dragon/Effect

While this card is face-up on the field, you cannot activate Trap Cards, and the effects of your face-up Trap Cards are negated. This card cannot be Summoned if you have any cards in your Spell and Trap Zones. When this card deals Battle Damage to your opponent, send the top 4 cards of your Deck to the Graveyard and discard 2 cards, or destroy this card.

2600/100

 

Toxic Viper - EARTH

3/Reptile/Effect

When this card deals Battle Damage to your opponent, deal 600 damage to your opponent.

1300/1100

 

Freed the Legendary Crusader - LIGHT

7/Warrior/Effect

As long as you control at least 1 other face-up Warrior-type monster, your opponent cannot activate Continuous Spell or Trap Cards.

2500/2150

 

Digroid - EARTH

4/Machine/Effect

When this Set card is flipped face-up by an attack, you can negate the attack and add 1 Trap Card from your Graveyard to your hand. Then, add this card from your side of the field to your Deck. Shuffle your Deck afterward.

1700/1800

 

Graceful Illusion - Spell Card

Draw 3 cards from your Deck, then add 2 cards from your hand to your Deck. Shuffle your Deck afterwards.

 

Ancient Incantation - Quick-Play Spell

Discard 1 Monster Card from your hand and remove it from play. Special Summon 1 monster from your Graveyard with the same Type as the discarded monster.

 

Herbal Potions - Quick-Play Spell

After this card is activated, you can send any number of Plant-type monsters from your hand to the Graveyard. For each Plant-type monster discarded, select and activate 1 of the following effects:

- You gain 1000 Life Points.

- Select 1 face-up monster. It gains 500 ATK and DEF until the End Phase.

- Add 1 card in your Graveyard to your Deck and shuffle it.

 

Frustration - Equip Spell

While your opponent's Life Points are higher than your Life Points, the equipped monster gains ATK equal to the difference between Life Points. When your Life Points are higher than your opponent's Life Points, remove this card and the equipped monster from play.

 

Tactics of the Underdog - Continuous Spell

Discard 3 Normal Monsters. Effect Monsters cannot declare an attack.

 

Force Amplifier - Equip Spell

During each of your End Phases, add 1 counter to this card. When the equipped monster attacks, remove all counters from this card, and the equipped monster gains 400 ATK for each counter removed from this card until the end of the Damage Step.

 

Kishido Barrier - Continuous Trap

Pay 1000 Life Points. Monsters on your side of the field cannot be destroyed in a battle with an opponent's monster of an equal Level.

 

Kozaky's Shutdown Button - Trap Card

When this Set card is destroyed by a card effect, the controller of the card effect must skip his/her next turn.

 

Imperial Decree - Continuous Trap

This card cannot be activated if there are any other cards in your Spell & Trap Zones. Negate the effects of all face-up Spell Cards. During each player's End Phase, discard 1 Spell Card. If you do not discard, this card is removed from play and your opponent draws 2 cards.

 

Royal Exterminator - WATER

4/Warrior/Effect

When this card destroys a monster by battle and sends it to the Graveyard, you can select 1 Set Spell or Trap Card on the field and remove it from play.

1600/1700

 

Royal Nobleman - WATER

4/Warrior/Effect

When this card destroys a monster by battle and sends it to the Graveyard, you can flip 1 face-down monster on the field into face-up Attack Position. If the flipped monster has an effect(s) that activates when it is flipped face-up (including Flip Effects,) negate the effect(s) and remove the monster from play.

1800/1500

 

Goblin Bandit - EARTH

2/Fiend/Effect

When this card is flipped face-up, randomly discard 1 card from your opponent's hand. When this card is destroyed by battle, your opponent draws 1 card.

800/600

 

Graceful Angel - LIGHT

3/Fairy/Effect

Whenever a Continuous Spell Card is activated, draw 1 card. When this card is destroyed by your opponent's card effect, discard your hand.

1100/950

 

Lightning Beast - LIGHT

6/Thunder/Effect

When this card is Tribute Summoned, draw 1 card for every face-up Spell and Trap Card your opponent controls.

2100/1650

 

Grave Magician - DARK

3/Spellcaster/Effect

Once per turn during your End Phase, you can randomly discard and remove from play 1 card from your hand. Then, Special Summon 1 monster from your Graveyard. The summoned monster cannot attack directly, and any effects of the Summoned monster are negated. When this card is sent to the Graveyard by battle, add all Monster Cards in your Graveyard to your Deck and shuffle your Deck.

1100/800

 

Tree of Fallen Souls - DARK

5/Plant/Effect

The original ATK of this card is equal to the number of cards in your Graveyard x 200. The original DEF of this card is equal to the number of cards in your opponent's Graveyard x 200.

?/?

 

Wildcat - EARTH

3/Beast/Effect

When this face-up card is destroyed and sent to the Graveyard, draw 1 card for each "Wildcat" in your Graveyard (excluding this card).

800/850

 

Stealth Ninja - DARK

3/Warrior/Effect

This card cannot be destroyed by battle while it is in Defense Position.

1200/0

 

Reckless Boar - EARTH

4/Beast/Effect

This card is unaffected by card effects that prevent a monster(s) from declaring an attack.

1900/200

 

Voltage Valkyrie - LIGHT

4/Thunder/Effect

Once during your Main Phase you can pay 600 Life Points. If you do, until the End Phase, negate the effect(s) of monsters that battle with Thunder-type monsters you control.

1700/1200

 

 

 

[spoiler=Rhapsody of Fire/More Music Cards]Mostly Rhapsody of Fire cards, but a few extras.

 

Defenders of Gaia - EARTH

6/Warrior/Effect

When this card is Tribute Summoned, your face-up EARTH monsters are unaffected by the effects of Spell Cards while this card remains face-up on the field.

2300/2600

 

Guardians of Destiny - LIGHT

4/Warrior/Effect

When you Normal Summon this card, you can pay 800 Life Points and Tribute this card to Normal Summon 1 Level 5 or 6 monster from your hand as a Tribute Summon.

1400/1900

 

Knightrider of Doom - DARK

4/Warrior/Effect

Remove from play this card and 1 card in your hand during your Standby Phase.

2300/100

 

Lord of the Thunder - LIGHT

8/Thunder/Effect

If you Tribute Summon this card, destroy all monsters your opponent controls. Remove from play 1 Set Trap Card you control to negate the effect of a Spell Card that would remove this monster from the field and destroy the card.

2800/2700

 

Son of Pain - DARK

4/Fiend/Effect

You can Special Summon this card from your hand whenever you take damage from a card effect. The original ATK and DEF of this card becomes the amount of damage you took when you Summoned this card.

0/0

 

Warrior of Ice - WATER

4/Warrior/Effect

You can set this card in 1 of your Spell & Trap Zones as a Trap Card. If this card in your Spell & Trap Zone is destroyed by a card effect, Special Summon this card to your side of the field, and it gains 800 ATK.

1700/1700

 

Emerald Sword - Equip Spell

The equipped monster gains 700 ATK. If this card is destroyed while equipped to a monster, the monster that was equipped with this card gains 1000 ATK.

 

Fire Dance - Quick-Play Spell

Activate when 1 of your FIRE monsters is destroyed. Reveal 1 FIRE monster from your hand with higher ATK than the destroyed monster's ATK. Your opponent takes damage equal to the destroyed monster's ATK.

 

Madness Strikes at Midnight - Quick-Play Spell

Activate during the End Phase of a turn by paying 1000 Life Points when both players control at least 2 non-Token monsters. Flip all monsters on the field into face-down Defense Position, then shuffle them all together. Your opponent randomly selects the same number of monsters that he/she controlled when this card was activated, and Sets them in Defense Position on his/her side of the field. The remaining monsters are Set in Defense Position on your side of the field.

 

Power of the Dragonflame - Quick-Play Spell

This card can only be activated during the Battle Phase by discarding 2 Dragon-type monsters. Double the ATK of 1 face-up monster you control.

 

Rhapsody of Fire - Continuous Spell

Once per turn, you can Tribute 1 FIRE monster. Your face-up monsters gain ATK equal to half of the Tributed monster's original ATK until the End Phase.

 

Wings of Destiny - Equip Spell

This card's activation and effect cannot be negated by any other card's effect. The equipped monster cannot attack, and its effects are negated. The controller of the equipped monster can draw 1 additional card during his/her Draw Phase while the equipped monster remains face-up on the field.

 

Echoes of Tragedy - Trap Card

If 3 or more of your monsters were destroyed by your opponent's attack and/or card effect during this turn, your opponent loses 3000 Life Points.

 

Flames of Revenge - Counter Trap

Discard 1 FIRE monster to negate the effect of a card that deals damage to your Life Points and destroy it. The controller of the card then takes damage equal to the discarded monster's ATK.

 

The Pride of the Tyrant - Continuous Trap

The face-up monster(s) on the field with the highest ATK is unaffected by monster card effects. If this card is removed from the field, the ATK of the face-up monster(s) with the highest ATK on the field becomes 0.

 

Unholy Warcry - Trap Card

Activate at the beginning of your Battle Phase. Your monsters cannot be destroyed by battle during this turn. If you activate this card, any Battle Damage dealt to your opponent is instead dealt to your Life Points during this turn.

 

 

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