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Delibirb

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just posting the 2 rough drafts of main deck monsters, will post more after response from all players and judges

 

Mag-MAX Wolf

FIRE/Beast/Effect

Level 4

1300 ATK / 900 DEF

You can only use each effect of "Mag-MAX Wolf" once per turn.

1) If you control no monster(s): You can Special Summon this card from your Hand.

2) When this card is Special Summoned: You can Special Summon a "Mag-MAX" Tuner monster from your Hand or Graveyard, and if you do, you take damage equal to the Special Summoned monster's ATK.

 

Mag-MAX Panther

FIRE/Beast/Effect

Level 4

1400 ATK / 1000 DEF

You can only use each effect of "Mag-MAX Panther" once per turn.

1) When this card is Normal Summoned: You can add 1 "Mag-MAX" monster from your Deck to your Hand except "Mag-MAX Panther".

2) A "Mag-MAX" Synchro monster Synchro summoned using this card as Synchro material gains this effect :

When it is Synchro Summoned: You can return up to 2 set cards your Opponent controls to the Hand.

 

Basically i will pm you why they return to hand and i will post it full in ideology and theory tomorrow.

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Submitting 3 further generics:
 
Hellbound Incinerating Dragoon
8/DARK/Dragon/Ritual
2800/2400
You can Ritual Summon this card with "Dragonsbane Emblem - Eternal Ritual". Must be Ritual Summoned and cannot be Summoned by other ways. You can discard this card; add 1 "Dragonsbane Emblem - Eternal Ritual" from your Deck to your hand. During your Main Phase: You can Special Summon 1 DARK Dragon-Type monster from your hand or Graveyard. This card cannot attack during the turn you activate this effect. You can only use each effect of "Hellbound Incinerating Dragon" once per turn.
 
Apocalyptic Archfiend Incinerating Dragon
12/DARK/Dragon
4000/0
1 DARK Fiend-Type Tuner Monster + 1 DARK Dragon-Type Non-Tuner Monster
Must be Synchro Summoned and cannot be Summoned by other ways. You can pay half your LP; destroy as many cards on the field as possible, and if you do, both players takes 300 damage for each card destroyed this way. If you do, you cannot conduct your Battle Phase for the rest of this turn. If this card is destroyed (by battle or by card effect), you can target one of its Synchro Materials; Special Summon that target, but its ATK and DEF becomes 0.
 
Dragonsbane Emblem - Eternal Ritual
Continuous Spell
When a Level 8 DARK Dragon-Type monster is Normal Summoned, you can target 1 DARK Fiend-Type monster in your Graveyard; send 1 Level 8 DARK Dragon-Type monster from your Deck to the Graveyard, and if you do, shuffle that target into the Deck. You can send this card to the Graveyard, then select and activate one of the following effects. You can only activate this effect of "Dragonsbane Emblem - Eternal Ritual" once per turn.:
● Fusion Summon 1 DARK Dragon-Type Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. You must control no Fusion Monsters to activate and resolve this effect.
● Tribute monsters from your hand or field, then Ritual Summon 1 DARK Dragon-Type Ritual Monster from your hand or Graveyard whose Level exactly equals the total Levels of those monsters. You must control no Ritual Monsters to activate and resolve this effect.
● Target 1 DARK Fiend-Type monster you control; that target becomes a Tuner until the End Phase. You must control no Synchro Monsters to activate and resolve this effect.
● Target 1 DARK Fiend and 1 DARK Dragon-Type monster you control; the first target becomes the Level of the second target until the End Phase. You must control no Xyz Monsters to activate and resolve this effect.

 

Kano?

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I've submitted 4 generics already, so let's get the last 6 out quickly!

 

[spoiler=FIRE RUM]Rank-Up-Magic Inferno Evolution
Normal Spell
Target 1 FIRE Xyz Monster you control; Special Summon from your Extra Deck, 1 FIRE monster with DEF equal to or lower than that monster but up to 2 Ranks higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) When a FIRE Xyz Monster is Special Summoned to your side of the field while this card is in your Graveyard (except during the Damage Step): You can Set this card from your Graveyard, but banish it when it leaves the field. A monster Summoned by this card's effect gains this effect.

@ If this card is Xyz Summoned: You can target 1 card on the field; destroy it at the end of this turn.

 

 

[spoiler=Instant Fusionable Tuner]Dovadbooloo
DARK/Level 2/Reptile/Fusion/Tuner/Effect
2 Reptile-Type monsters
When this card is Fusion Summoned using the above Fusion Materials: You can shuffle each player's Deck, then send the top 3 cards of each player's Deck to the Graveyard.
400/1150

 

 

[spoiler=Sea Serpents]Liopleurodon the Annihilator
DARK/Level 6/Sea Serpent/Effect
Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by controlling a Sea Serpent-Type monster. When Special Summoned this way: Target 1 Sea Serpent-Type monster you control; destroy that target. You can only control 1 "Liopleurodon the Annihilator". This card must attack if able. If this card destroys an opponent's monster by battle: You can target 1 other Sea Serpent-Type monster you control with ATK less than or equal to the destroyed monster's ATK; it can make a second attack this Battle Phase.
2500/1800

Gimmick Snake
WATER/Level 2/Sea Serpent/Tuner/Effect
Once per turn, if you control another Sea Serpent-Type monster: You can increase this card's Level by 1. A Synchro Monster that was Summoned using this card and only Sea Serpent-Type monsters as Synchro Material gains these effects.
@ Once per turn, if a card or effect is activated that would let you draw card(s): You can target 1 Sea Serpent-Type monster in your Graveyard; place it on top of the Deck.
@ If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.
1200/1200

The Ancient Dragon of a Drowned Empire
WATER/Level 8/Sea Serpent/Synchro/Effect
1 WATER Tuner + 1 or more non-Tuner Sea Serpent-Type monsters
When this card is Synchro Summoned: Draw 1 card. At the start of the Damage Step, if this card attacks an opponent's monster: Double its original ATK until the end of the Damage Step. At the end of the Battle Phase: You can change this card's battle position.
1500/2700

Life on Europa?
WATER/Level 7/Sea Serpent/Fusion/Effect
1 monster with 2000 or more ATK + 1 WATER monster
During your opponent's turn: You can reveal this card from your Extra Deck; Tribute the above cards from your hand or side of the field, except "Life on Europa?", and if you do, Special Summon this card from your Extra Deck (this is a Quick Effect. This Special Summon is treated as a Fusion Summon.) You can only activate this effect of "Life on Europa?" once per turn.
2600/1200

 

 

I realise some of these cards may be too powerful or too synergistic, so please, please do leave a comment saying what sort of things need nerfing, if any. If you feel anything here needs a buff, please also feel free to say so.

 

EDIT: Made Life on Europa? tribute as part of the effect instead of the cost, because it would be killer if it got negated. I also made Ancient Dragon of a Drowned Empire only have once per turn effect destruction protection, but I might put it back to full protection, or give it something else because it is hard to summon and it is at 1500 ATK during your opponent's turn.

 

EDIT2: Nerfed FIRE RUM because RoD is too good. Also nerfed the Synchro 'cos it was way out there. Thanks Darkness and Toyo mainly for helping me with those. Darkness suggested the Dante-like effect to stop it being 1500 during opp's turn.

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[spoiler=Netrunner]

Netrunner Moderator

1Lv/Earth/Warrior/Tuner/Pendulum<4<>8>

900/1000

During either player's turn, If you have no cards in your other Pendulum Zone: You can banish this card; Special Summon 1 Level 4 or Higher "Netrunner"

monster from your hand.

(If this card was Special summoned it's treated as a Normal summon. When this card is Normal summoned: You can conduct 1 extra Normal Summon/Set

this turn; Add 1 "Netrunner" monster from your Deck to your hand, except "Netrunner Moderator".)

---

Netrunner Humanity's Shadow

2Lv/Earth/Warrior/Tuner

1300/900

If this card was Special summoned it's treated as a Normal Summon. When this card is Normal summoned: You can add 1 "Netrunner" monster from your Graveyard,

except "Netrunner Humanity's Shadow" to the top of your Deck. During either player's turn: You can discard this card; add 1 "Netrunner" Spell/Trap Card from

your Deck to your hand.

---

Netrunner Stimhack

3lv/Earth/Warrior/Effect

1600/800

If this card was Special summoned it's treated as a Normal Summon. If this card was sent to the Graveyard the turn it was Normal summoned, during either Player's

turn: You can banish this card from your Graveyard, Special Summon 1 Level 4 or lower "Netrunner" monster from your Deck.

---

Netrunner Trade-In

4Lv/Earth/Warrior/Pendulum<2<>2>

1900/700

You must control no monsters to activate this card. You can return this card to your Deck(shuffle): Until your next End Phase. During either player's turn,

when a Spell/Trap Card or another monster's effect is activated by your Opponent: You can shuffle 1 Face-up Pendulum Monster from your Extra Deck into the Deck.

(If this card was Special summoned it's treated as a Normal Summon. During either player's turn, when a monster you control is Normal summoned(excluding this card),

you can send up to 3 banished card(s) to the graveyard Or return 2 "Netrunner" Spell/ Trap cards in your graveyard to your Deck. Shuffle.)

---

Netrunner Plascrete Carapace

5Lv/Earth/Warrior/Effect

2300/600

If this card was Special summoned it's treated as a Normal summon. During either Player's turn: You can tribute this card to Destroy 1 card on the field.

Once per turn, you can banish 2 Warrior-Type monster(s) from your Graveyard to Destroy 1 monster your opponent controls. Banish it.

---

Netrunner Film Critic

6Lv/Earth/Warrior/Effect

2400/500

If this card was Special summoned it's treated as a Normal Summon. When this card is Normal summoned: Special Summon 2 “Netrunner Tokens” (Machine-Type/DARK/

Level 4/ATK 2000/DEF 2000) in Attack Position. They cannot be used as a Tribute, except for a Tribute Summon of a Warrior-Type monster. During either player's

turn: You can discard this card, Excavate 2 cards of your Deck, and If any "Netrunner" Spell/ Trap Cards are shown, add them to your hand. Otherwise,

send them to the Graveyard.

---

Netrunner Program: Icebreaker-AI·3.0

7Lv/Earth/Warrior/Effect

2500/400

If this card was Special summoned it's treated as a Normal Summon. During either player's turn: You can discard 1 "Netrunner" card, If this card was destroyed

by your opponent's card (either by battle or by card effect)and sent to the Graveyard this turn, you can Banish 1 "Netrunner" monster from your Graveyard to

Special Summon this card from the Graveyard. When this card is Special Summoned by this effect: You can return 1 card on the field to your hand.

---

Netrunner Core Programmer

8Lv/Earth/Warrior/Effect

3000/0

If this card was Special summoned it's treated as a Normal summon. You can Special Summon this card (from your hand) by banishing 1 face-up Warrior-Type monster

you control. When this card is Normal summoned: Destroy all Special Summoned monsters on the field. Once during either player's turn: You can Special Summon 1

Earth-type Warrior monster from your Hand or Graveyard, except "Netrunner Core Programmer".

---

---

Netrunner's Diesel

Normal Spell card

Excavate 3 cards of your Deck, and If any "Netrunner" Monster Cards are shown, add them to your hand. Otherwise, send them to the Graveyard.

When sent to the graveyard: You can banish this card and 1 "Netrunner" monster from your Graveyard; add 1 "Netrunner" Spell Card from your Deck to your hand.

---

Netrunner Sure Gamble

Normal Trap card

Excavate up to 3 cards of your Deck by declaring 1 "Netrunner" card name; if it is the declared card, add it to your hand. Otherwise, send all to the Graveyard.

For each sent card to the graveyard your Opponent Draws 1 card. When sent to the graveyard: You can banish this card and 1 "Netrunner" monster from your Graveyard;

add 1 "Netrunner" Trap Card from your Deck to your hand.

 

 

[10/20]

Now that I understand the rulings of these, I feel like there was an attempt to straighten some of this out, but I feel like there is a bit of uneveness throughout:

- Moderator feels like the main core of the Deck as a whole, and is rather fine although taking as such

- Shadow's on summon effect feels underwhelming, but the discard to add, especially without Hard OPT, feels a bit much

- Stimhack feels more like a ladder card with Moderator, and thus I will say it's ok for now since most of the time you will just be making R4s or higher level Synchro plays with it.

- Trade-In confuses me a lot with the wording. Even then I don't see how it's that useful except as a 2 scale

- Plascrete should target, iffy on it not being able to target but given how slow this Deck can be, it shouldn't be that bad if the second eff didn't banish. (PSCT is off though. I might have Kano have at fixing these)

- Critic needs a hard OPT on hand eff and maybe summon 1 token instead of 2

- Programmer's PSCT confuses me as to what the order of things goes, some enlightening on your end or an attempt on Kano's would be appreciated.

- Core needs a reasonable restriction or needs to blow up less, and the REDMD effect is the same, just overall Programmer needs tougher restrictions as it feels like it could set up a lot of high pushes in this Deck.

- Diesel should only really add 1, the potential to add 3 is a little bit silly here. I think the in Grave effect should be closer along the lines of Breakthrough Skill as well rather than being able to loop itself around. With no Hard OPT you can add up to 9 continuously

- Gamble I will say same thing about the Graveyard effect, but tbh I feel like this card is kinda redundant and could be used for something else spot wise

 

Overall, in spite of the fixes, I feel like once these are done this is going to be rather slow Deck. I might be able to suggest a few things on down the line but what I think this Deck really needs most is a Lonefire-esque card to get to its bosses or Moderator quicker since it feels like it NEEDS to have those cards to get itself going. I'll leave Kano to make a judgement himself though, perhaps I overlooked something, and there are a few upcoming cards that might help this out. Hmmm.....

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I've submitted 4 generics already, so let's get the last 6 out quickly!

 

[spoiler=FIRE RUM]Rank-Up-Magic Inferno Evolution

Normal Spell

Target 1 FIRE Xyz Monster you control; Special Summon from your Extra Deck, 1 FIRE monster with DEF equal to or lower than that monster but up to 2 Ranks higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) Then, you can destroy 1 monster your opponent controls, and if you do, both players take damage equal to the destroyed monster's original ATK. When a FIRE Xyz Monster is Special Summoned to your side of the field while this card is in your Graveyard (except during the Damage Step): You can Set this card from your Graveyard, but banish it when it leaves the field.

 

 

[spoiler=Instant Fusionable Tuner]Dovadbooloo

DARK/Level 2/Reptile/Fusion/Tuner/Effect

2 Reptile-Type monsters

When this card is Fusion Summoned using the above Fusion Materials: You can shuffle each player's Deck, then send the top 3 cards of each player's Deck to the Graveyard.

400/1150

 

 

[spoiler=Sea Serpents]Liopleurodon the Annihilator

DARK/Level 6/Sea Serpent/Effect

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by controlling a Sea Serpent-Type monster. When Special Summoned this way: Target 1 Sea Serpent-Type monster you control; destroy that target. You can only control 1 "Liopleurodon the Annihilator". This card must attack if able. If this card destroys an opponent's monster by battle: You can target 1 other Sea Serpent-Type monster you control with ATK less than or equal to the destroyed monster's ATK; it can make a second attack this Battle Phase.

2500/1800

 

Gimmick Snake

WATER/Level 2/Sea Serpent/Tuner/Effect

Once per turn, if you control another Sea Serpent-Type monster: You can increase this card's Level by 1. A Synchro Monster that was Summoned using this card and only Sea Serpent-Type monsters as Synchro Material gains these effects.

@ Once per turn, if a card or effect is activated that would let you draw card(s): You can target 1 Sea Serpent-Type monster in your Graveyard; place it on top of the Deck.

@ If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent.

1200/1200

 

The Ancient Dragon of a Drowned Empire

WATER/Level 8/Sea Serpent/Synchro/Effect

1 WATER Tuner + 1 or more non-Tuner Sea Serpent-Type monsters

When this card is Synchro Summoned: Draw 1 card. At the start of the Damage Step, if this card attacks an opponent's monster: Double its original ATK until the end of the Damage Step. Negate the effects of monsters destroyed by battle with this card (including in the Graveyard). Once per turn, this card cannot be destroyed by card effects.

1500/2700

 

Life on Europa?

WATER/Level 7/Sea Serpent/Fusion/Effect

1 monster with 2000 or more ATK + 1 WATER monster

During your opponent's turn: You can reveal this card from your Extra Deck; Tribute the above cards from your hand or side of the field, except "Life on Europa?", and if you do, Special Summon this card from your Extra Deck (this is a Quick Effect. This Special Summon is treated as a Fusion Summon.) You can only activate this effect of "Life on Europa?" once per turn.

2600/1200

 

 

I realise some of these cards may be too powerful or too synergistic, so please, please do leave a comment saying what sort of things need nerfing, if any. If you feel anything here needs a buff, please also feel free to say so.

 

EDIT: Made Life on Europa? tribute as part of the effect instead of the cost, because it would be killer if it got negated. I also made Ancient Dragon of a Drowned Empire only have once per turn effect destruction protection, but I might put it back to full protection, or give it something else because it is hard to summon and it is at 1500 ATK during your opponent's turn.

FIRE RUM is utterly silly, otherwise all accepted

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[spoiler=Updated]
Dolphin Mermaid Protector
Level 4 | WATER | Aqua | Effect
1850/1250
You can only use the effect of "Dolphin Mermaid Protector" once per turn.
(1) If your opponent activates a card effect that would target a WATER monster you control: You can negate the activation of that card, and if you do, destroy it.
 
(Added on a destroy effect; however, I will take it off again if it's too powerful. 2010 version gave battle immunity to other WATER monsters in place of targeting negation; would that make a difference?)

 

Milotic the Serpentine Aquatic Beauty
Rank 4 | WATER | Aqua | Xyz | Effect
2100/2500
2 Level 4 WATER monsters
(1) During each of your Standby Phases, gain 600 LP.
(2) You can detach 1 Xyz Material from this card and target 1 face-down card your opponent controls; shuffle it into the Deck.
 
(Removed the attacking clause, and just had it bounce stuff back)
 
Edict of the Ice Master
Trap | Counter
(1) During either player's turn, when a monster on the field activates its effect, or when a Spell/Trap Card that is already face-up on the field activates its effect: Shuffle 2 WATER monsters in your Graveyard into the Deck; negate the activation of that card, and if you do, destroy it.

(Activation requirement changed to match Yuki Usagi [name is easier to say than its TCG one; just know that the two are same if I say this], unless you intended for this card to get a hard OPT on it instead.)


 
As promised, I'll give you that Level 7 soon (I'll edit this post)
Still looking through stuff (and likely might be something from my Pokemon sets).
 
EDIT: Here's the Level 7.
I had something else in mind, but this will have to do.
 
[spoiler=Level 7]

Keldeo, Sacred Swordsman of Resolution

Level 7 | WATER | Beast-Warrior | Synchro | Effect

2400/1800
1 Tuner + 1 or more non-Tuner WATER monsters
When this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Monsters whose Level/Rank is equal or lower than this card's Level cannot activate their effects the turn they are Summoned.

 

http://images.yugiohcardmaker.net/103963/394163959.png

 

Aside from lack of its ATK boosting effect, everything is verbatim from Pokemon Card Set 1 [which I made in 2014].

 

Though, given the format so far, I'm thinking the second effect is pushing it (since it will lock down anything that isn't boss Level strength), even though it just stops them from triggering their effects on the summoning turn. You will still get access to your effects otherwise.

 

Original version stripped the opponent only, and left you free to do whatever with your L/R 7 or lower stuff.

 

(At time of editing, it's almost 3 am, so I'll have to fix this later on.)

 

 

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[spoiler=Updated]

Dolphin Mermaid Protector

Level 4 | WATER | Aqua | Effect

1850/1250

You can only use the effect of "Dolphin Mermaid Protector" once per turn.

(1) If your opponent activates a card effect that would target a WATER monster you control: You can negate the activation of that card, and if you do, destroy it.

 

(Added on a destroy effect; however, I will take it off again if it's too powerful. 2010 version gave battle immunity to other WATER monsters in place of targeting negation; would that make a difference?)

 

Milotic the Serpentine Aquatic Beauty

Rank 4 | WATER | Aqua | Xyz | Effect

2100/2500

2 Level 4 WATER monsters

(1) During each of your Standby Phases, gain 600 LP.

(2) You can detach 1 Xyz Material from this card and target 1 face-down card your opponent controls; shuffle it into the Deck.

 

(Removed the attacking clause, and just had it bounce stuff back)

 

Edict of the Ice Master

Trap | Counter

(1) During either player's turn, when a monster on the field activates its effect, or when a Spell/Trap Card that is already face-up on the field activates its effect: Shuffle 2 WATER monsters in your Graveyard into the Deck; negate the activation of that card, and if you do, destroy it.

 

(Activation requirement changed to match Yuki Usagi [name is easier to say than its TCG one; just know that the two are same if I say this], unless you intended for this card to get a hard OPT on it instead.)

 

 

 

As promised, I'll give you that Level 7 soon (I'll edit this post)

Still looking through stuff (and likely might be something from my Pokemon sets).

 

EDIT: Here's the Level 7.

I had something else in mind, but this will have to do.

 

[spoiler=Level 7]

Keldeo, Sacred Swordsman of Resolution

Level 7 | WATER | Beast-Warrior | Synchro | Effect

2400/1800

1 Tuner + 1 or more non-Tuner WATER monsters

When this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. Monsters whose Level/Rank is equal or lower than this card's Level cannot activate their effects the turn they are Summoned.

 

http://images.yugiohcardmaker.net/103963/394163959.png

 

Aside from lack of its ATK boosting effect, everything is verbatim from Pokemon Card Set 1 [which I made in 2014].

 

Though, given the format so far, I'm thinking the second effect is pushing it (since it will lock down anything that isn't boss Level strength), even though it just stops them from triggering their effects on the summoning turn. You will still get access to your effects otherwise.

 

Original version stripped the opponent only, and left you free to do whatever with your L/R 7 or lower stuff.

 

(At time of editing, it's almost 3 am, so I'll have to fix this later on.)

 

 

Keldeo is pushing it, the rest are fine if Edict gets a Hard OPT

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[spoiler=Updated]
Edict of the Ice Master
Edict of the Ice Master
Trap | Counter
You can only activate 1 "Edict of the Ice Master" per turn.
(1) During either player's turn, when a monster on the field activates its effect, or when a Spell/Trap Card that is already face-up on the field activates its effect: Shuffle 2 WATER monsters in your Graveyard into the Deck; negate the activation of that card, and if you do, destroy it.

 

(Has hard OPT now)
 
Keldeo, Sacred Swordsman of Resolution
Level 7 | WATER | Beast-Warrior | Synchro | Effect
2400/1800
1 Tuner + 1 or more non-Tuner WATER monsters

You can only activate the (2) effect of "Keldeo, Sacred Swordsman of Resolution" once per turn.

(1) When this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. (2) During either player's turn, if an opponent's monster activates its effect: You can discard 1 card; negate the activation of that card. 

 

(I figured the original effect was pushing it, even with the nerf. As such, just going to change it to hard OPT negation [but not destroy things]. Although, if this doesn't make it for the pack later tonight, that's fine. Just save it for the next pack.)

 

 

 

I am not at home at the time of writing, so can't make further changes until later. 

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[spoiler=Updated]

Edict of the Ice Master

Edict of the Ice Master

Trap | Counter

You can only activate 1 "Edict of the Ice Master" per turn.

(1) During either player's turn, when a monster on the field activates its effect, or when a Spell/Trap Card that is already face-up on the field activates its effect: Shuffle 2 WATER monsters in your Graveyard into the Deck; negate the activation of that card, and if you do, destroy it.

 

(Has hard OPT now)

 

Keldeo, Sacred Swordsman of Resolution

Level 7 | WATER | Beast-Warrior | Synchro | Effect

2400/1800

1 Tuner + 1 or more non-Tuner WATER monsters

You can only activate the (2) effect of "Keldeo, Sacred Swordsman of Resolution" once per turn.

(1) When this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. (2) During either player's turn, if an opponent's monster activates its effect: You can discard 1 card; negate the activation of that card. 

 

(I figured the original effect was pushing it, even with the nerf. As such, just going to change it to hard OPT negation [but not destroy things]. Although, if this doesn't make it for the pack later tonight, that's fine. Just save it for the next pack.)

 

 

 

I am not at home at the time of writing, so can't make further changes until later. 

As a note just like sales and the new packs, generic submission counts reset on the 17th and not the 9th. For Keldeo, it seems a little under the bar now. Probably just raising it to like 25 and having it destroy instead of just negating and it works tbh. Looks rather solid now, sort of a Hydreigon for WATER especially in terms of flavor, but is still in the context of said Decks rather impressive!

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Yeah, I think I can afford to buff Keldeo to 2500 ATK (especially since stuff like Gungnir outclass it as-is); that, and having it negate and destroy too.

Still fits into the original idea, but should be tamed down from the original version.

 

(Probably had the ATK at 2400, because it also boosted its own power after a while)

 

So final update (because I assume it is 11 pm in your area now)

 

Keldeo, Sacred Swordsman of Resolution
Level 7 | WATER | Beast-Warrior | Synchro | Effect
2500/1800

1 Tuner + 1 or more non-Tuner WATER monsters

You can only activate the (2) effect of "Keldeo, Sacred Swordsman of Resolution" once per turn.

(1) When this card attacks a Defense Position monster, inflict piercing battle damage to your opponent. (2) During either player's turn, if an opponent's monster activates its effect: You can discard 1 card; negate the activation of that card, and if you do, destroy it.

 

(I gave you a link to the pic earlier)

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I got inspired by Shark's Sharks and decided to make a competent series of cards that can function as a Rank 4-5 engine.

 

Colony Snake
LV5/EARTH/Reptile/Effect
1000/500
During your Main Phase, if you have at least 3 Reptile-Type monsters in your Graveyard: You can Special Summon this monster from your hand or Graveyard. When this monster is Summoned, if you have at least 5 Reptile-Type monsters in your Graveyard: You can target 1 Level 5 or lower Reptile-Type monster in your Graveyard, except a "Colony Snake"; Special Summon it. You can only use each effect of "Colony Snake" once per turn.
 
Cyber Snake
LV5/LIGHT/Reptile/Effect
1900/1400
During your Main Phase, if your opponent controls a monster, and all the monsters (if any) on your side of the field and in your Graveyard are Reptile-Type (and only Reptile-Type): You can send 1 Reptile-Type monster from your Deck to your Graveyard; Special Summon this card (from your hand). You can only use the effect of a "Cyber Snake" once per turn.

Speckled Snake Egg
LV4/WATER/Reptile/Flip/Effect
0/0
FLIP: You take no damage for the rest of the turn.
When this card is sent to the Graveyard, if the only monsters in your Graveyard are Reptile-Type: You can send 1 Reptile-Type monster from your Deck to the Graveyard. You can only use this effect of a "Speckled Snake Egg" once per turn.

Drill Snake
LV4/EARTH/Reptile/Effect
1700/300
When this card inflicts Battle Damage to your opponent: Inflict 300 points of damage to your opponent for each Reptile-Type monster in your Graveyard. Up to twice per turn: You can target 1 Reptile-Type monster on the field; apply 1 of these effects. You cannot Special Summon any monsters during the turn you activate this effect, except Reptile-Type monsters.
● Increase that monster's Level by 1.
● Reduce that monster's Level by 1.

Mirrorscale Snake
LV1/LIGHT/Reptile/Effect
0/100
When this card is Normal or Special Summoned: You can target 1 face-up Reptile-Type monster you control; this card's Level become the Level of the target. When a Reptile-Type monster you control is targeted for an attack: You can banish this card from your Graveyard, then target the attacking monster; negate the attack, and if you do, halve that target's ATK and DEF until the end of the next turn. You can only use this effect of "Mirrorscale Snake" once per turn.

Necro Snake
LV5/DARK/Reptile/Effect
1300/700
When this card is sent to the Graveyard, if the only monsters in your Graveyard are Reptile-Type: You can Special Summon this card. During your Main Phase, if this card is in your Graveyard: You can target 2 Reptile-Type monsters in your Graveyard, then your opponent chooses one of the targets; banish this card and the target your opponent chose, then Special Summon the other target. You can only use 1 "Necro Snake" effect per turn, and only once that turn.

Pitch-Black Snake
LV5/DARK/Reptile/Effect
1700/900
During your Main Phase: You can banish 1 Reptile-Type monster from your Graveyard; this turn, you can Special Summon this card (from your hand). You can only Special Summon "Pitch-Black Snake" this way once per turn. An Xyz Monster that was Summoned using only this card and other Reptile-Type monsters as Xyz Material gains this effect.
● When it is Xyz Summoned: You can target 1 of your banished Reptile-Type monsters; Special Summon it.

Twin-Headed Snake
LV4/FIRE/Reptile/Effect
1600/400
During your Battle Phase, if your opponent controls a monster after this card's first attack, this card can make a second attack. Once per turn, if you control another face-up Reptile-Type monster: You can increase this card's Level by 1 and its ATK by 200.

Many-Tailed Snake
LV4/WIND/Reptile/Effect
1100/1300
When this card is sent to the Graveyard, if the only monsters in your Graveyard are Reptile-Type: You can target 1 Set card your opponent controls; destroy it. When this card is banished: You can send 1 Reptile-Type monster from your Deck to the Graveyard. You can only use each effect of "Many-Tailed Snake" once per turn.

 

Rattler Snake
LV3/WIND/Reptile/Tuner/Effect
800/600
When this card is Normal Summoned, if all the monsters (if any) on your side of the field and in your Graveyard are Reptile-Type (and only Reptile-Type): You can target 1 Level 5 or lower Reptile-Type monster in your Graveyard; Special Summon it, but its effects are negated. Cannot be used as a Synchro Material, except for the Synchro Summon of a Reptile-Type monster.

 

Torrent of Snakes
Normal Spell Card
Activate only if all the monsters (if any) on your side of the field and in your Graveyard are Reptile-Type: Send up to 2 Reptile-Type monsters from your Deck to the Graveyard. You can only activate 1 "Torrent of Snakes" per turn.

Tide of Snakes
Normal Spell Card
Activate only if all the monsters (if any) on your side of the field and in your Graveyard are Reptile-Type: Add 1 Level 5 or lower Reptile-Type monster from your Deck to your hand. You can only activate 1 "Tide of Snakes" per turn.

Coiling Fusion
Normal Spell Card
Fusion Summon 1 Reptile-Type Fusion Monster from your Extra Deck, using monsters from your hand or your side of the field as Fusion Materials. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish 1 Reptile-Type monster from your Graveyard; add this card to your hand. You can only use this effect of "Coiling Fusion" once per turn.

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My 7 remaining generic cards for this submission month. Union and FIRE support!

 

[spoiler=Generics]Ember Cloak

Level 1/FIRE/Pyro/Union/Effect

ATK 200/DEF 200

Once per turn, you can either: Target 1 FIRE monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While equipped by this effect, if the equipped monster inflicts battle damage to your opponent: You can shuffle 1 FIRE monster from your hand or Field into the Deck, and if you do, draw 1 card and reveal it, then if it is a FIRE monster, you can add 1 FIRE Union monster from your Graveyard to your hand. If this card is destroyed while equipped to a monster: You can equip 1 Level 3 or lower FIRE Union Monster from your Deck to the monster this was equipped to, except "Ember Cloak". You can only use this effect of "Ember Cloak" once per turn. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

Flare Helmet

Level 3/FIRE/Pyro/Union/Effect

ATK 800/DEF 800

Once per turn, you can either: Target 1 FIRE monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While equipped by this effect, if the equipped monster destroys a monster by battle, you can place it at the bottom of the Deck instead of sending it to the Graveyard. If this card is destroyed while equipped to a monster: You can equip 1 Level 5 or lower FIRE Union Monster from your Deck to the monster this was equipped to, except "Flare Helmet". You can only use this effect of "Flare Helmet" once per turn. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

Blaze Shield

Level 5/FIRE/Pyro/Union/Effect

ATK 1400/DEF 1400

Once per turn, you can either: Target 1 FIRE monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. While equipped by this effect, the equipped monster gains 600 ATK and DEF, also, once per turn, if it attacks or is attacked, you can change the Battle Position of 1 monster on the field. If this card is destroyed while equipped to a monster: You can equip 1 Level 7 or lower FIRE Union Monster from your Deck to the monster this was equipped to, except "Blaze Shield". You can only use this effect of "Blaze Shield" once per turn. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

Conflagration Plate

Level 7/FIRE/Pyro/Union/Effect

ATK 2000/DEF 2000

Once per turn, you can either: Target 1 FIRE monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster cannot be targeted by an opponent's card effects. Once per turn, during either player's turn, while equipped by this effect: You can banish 2 FIRE monsters from your Graveyard, then target 1 card on each side of the field; destroy them. If this card is destroyed while equipped to a monster: You can equip 1 FIRE Union Monster from your Graveyard to the monster it was equipped to, except "Conflagration Plate". You can only use this effect of "Conflagration Plate" once per turn. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

Squire of Dark Blade

Level 2/Warrior/Union/Effect

ATK 900/DEF 750

You can discard this card; add 1 "Frontline Base" from your Deck to your hand. You can only use this effect of "Squire of Dark Blade" once per turn. Once per turn, you can either: Target 1 Union monster you control; equip this card to that target, OR: Unequip this card and Special Summon it in Defense Position. While equipped to a monster by this effect, you can Special Summon from your hand 1 monster that is named in the equipped monster's effect that it can equip to, then return the equipped monster to the hand. You can only use this effect of "Squire of Dark Blade" once per turn. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

Mystical Sheep #3

Level 3/Beast/Union/Effect

ATK 900/DEF 1000

If a card or effect is activated that would destroy a Fusion Monster you control while this card is in your hand: You can target 1 of those monsters; equip this card to it from your hand. Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card can be substituted  for any 1 Fusion Material Monster, but the other Fusion Material Monster(s) must be correct. If this card is sent to the Graveyard because the monster it was equipped to was used as a Fusion Material: You can add this card from your Graveyard to your hand. You can only use this effect of "Mystical Sheep #3" once per turn. (A monster can only be equipped with 1 Union monster at a time. If the equipped monster would be destroyed, destroy this card instead.)

 

Unified Escape

Counter Trap Card

If your opponent activates a card or effect that targets exactly 1 Union monster in your Monster Zone (and no other cards): Target 1 other monster you control that the targeted Union monster can equip to; negate the activation, and if you do, destroy and banish it, then equip that Union monster to that target, and if you do, Union monsters in your Spell/Trap Zone are unaffected by your opponent's card effects for the rest of the turn. If a Union monster in your Monster Zone would be destroyed by battle or by card effect: You can banish this card from your Graveyard instead.

 

 

Accepting all of these

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Netrunners Remastered

[spoiler=Awaiting Approval]

===

Monsters

===

Netrunner Moderator
1Lv/Earth/Warrior/Tuner/Pendulum<4<>8>
300/1000
During either player's turn, if you have no cards in your other Pendulum Zone: You can banish this card; Special Summon 1 Level 5 or Higher "Netrunner" monster from your hand.
(If this card was Special summoned it's treated as a Normal summon. When this card is Normal summoned: You can conduct 1 extra Normal Summon/Set this turn. During either player's turn: You can Banish (from your hand) this card Face-up, Add 1 "Netrunner" monster from your Deck to your hand, except "Netrunner Moderator". You can only activate 1 effect of “Netrunner Moderator” per turn.)
---
Netrunner Humanity's Shadow
2Lv/Earth/Machine/Tuner
900/900
If this card was Special summoned it's treated as a Normal Summon. When this card is Normal summoned: You can add 1 Level 4 or Lower "Netrunner" monster from your Deck to your hand. If you control 1 or more “Netrunner” monsters, you can Special Summon this card (from your hand) in face-up Attack Position.
---
Netrunner Stimhack
3lv/Earth/Warrior/Effect
1600/800
If this card was Special summoned it's treated as a Normal Summon. If this card was sent to the Graveyard the turn it was Normal summoned, during either Player's turn: You can banish this card from your Graveyard, Special Summon 1 Level 4 or lower "Netrunner" monster from your Deck. During your Main phase: You can Banish (from your hand) this card Face-up, Add 1 "Netrunner" Spell/Trap card from the Deck to the hand. You can only activate 1 effect of “Netrunner Stimhack” per turn.
---
Netrunner Plascrete Carapace
4Lv/Earth/Machine/Effect
1900/600
If this card was Special summoned it's treated as a Normal summon. When this card is Normal summoned: Once per Main phase, you can target 1 of your banished "Netrunner" monsters, except "Netrunner Plascrete Carapace"; add it to your hand. During either player's turn: You can Banish (from your hand) this card Face-up, then target 1 "Netrunner" monster you control; it gains 1500 ATK or DEF. Banish it during the End Phase of this turn.
---
Netrunner Film Critic
5Lv/Earth/Warrior/Effect
2000/500
If this card was Special summoned it's treated as a Normal Summon. When this card is Normal summoned: Special Summon up to 2 "Netrunner Tokens" (Machine-Type/Earth/Level 1/ATK 0/DEF 0) in Defense Position. During either player's turn: You can Banish (from your hand) this card Face-up, then target 1 "Netrunner" monster you control; if its targeted for an attack or by a card effect this turn, you can change the target to another Face-up card on the field(if able), until the End phase. Banish it during the End Phase of this turn.
---
Netrunner Core Programmer
6Lv/Earth/Machine/Effect
2400/0
If this card was Special summoned it's treated as a Normal summon. When this card is Normal Summoned, you can Special Summon 1 "Netrunner" monster from your hand or graveyard, and then equip it with this card. When this card is sent to the Graveyard/Banish pile, while equipped to a monster, Special summon that monster and then select 1 card on the field, and destroy it. During the End phase, if this card was sent to the graveyard or Banish pile (except by battle), the turn this card was Normal summoned: Special summon it.

===

Spell/Trap

===

Netrunner Data Base
[Field] Spell card
When this card is activated: Excavate 1 card from your Deck, and if a "Netrunner" Monster card is shown, add it to your hand. Otherwise, send it to the Graveyard. Once per turn: When you Normal summon a “Netrunner”, you can then activate 1 of these effects;
● Conduct 1 extra Normal Summon/Set this turn.
● Target 1 monster you control/ in your Graveyard; equip it to 1 Face-up “Netrunner” monster you control, OR: Unequip it and Special Summon it.
When sent to the graveyard: You can banish this card and 1 "Netrunner" monster from your Graveyard; add 1 "Netrunner Data Base" from your Deck to your hand. You can activate only 1 "Netrunner Data Base" per turn. 

----

Netrunner Diesel
Trap card

If your opponent would activate a card or effect(s) that would destroy 1 or more card(s) on the field, including 1 "Netrunner" monster you control; you can negate the activation, and if you do, destroy it. You can only activate 1 "Netrunner Diesel" per turn.

===

Extra

===

Netrunner Core Hacker A.I- Mich 
4Rank/Earth/Machine/ Xyz
2200/2000
2 Level 4 monsters
If this card was Special summoned it's treated as a Normal summon. When this card is Normal Summoned, you can Special Summon 1 "Netrunner" monster from your Banish pile or Graveyard, and then equip it with this card. Once per turn: You can detach 1 Xyz Material form this card; place 1 “Netrunner” Pendulum monster from your face-up Extra Deck Zone or Main Deck in your Pendulum Zone. If unable, Add that Pendulum Monster card to your hand.
---
Netrunner Hacker- Kash
5Lv/Earth/Warrior/Synchro
2400/1500
1 Tuner + 1 or more non-Tuner monsters
If this card was Special summoned it's treated as a Normal summon. When this card is Normal Summoned, you can Special Summon 1 "Netrunner" monster from your Banish pile or Graveyard, and then equip it with this card. Target 1 monster you control or in your Graveyard/Banish pile; equip it to 1 Face-up “Netrunner” monster you control, OR: Unequip it and Special Summon it. When sent to the graveyard: You can banish this card and 1 "Netrunner" monster from your Graveyard; add 1 "Netrunner Data Base" from your Deck or Graveyard/Banish pile to your hand. You can activate only 1 "Netrunner Hacker- Kash" per turn.
---
Netrunner Hacker Program- Dragon  
8Lv/Earth/Machine/ Synchro/ Pendulum<6<>6>
3000/2500
1 “Netrunner” Tuner + 1 or more non-Tuner monsters
(During either player’s turn, if you have no other cards in your Pendulum zone: You can Special summon this card in Face-up Attack position.)
If this card was Special summoned it's treated as a Normal summon. When this card is Normal Summoned, Target 1 monster you control or in your Graveyard/Banish pile; equip it to 1 Face-up “Netrunner” monster you control, OR: Unequip it and Special Summon it. During either Player’s turn: When a card effect is activated that target(s) or would destroy a card(s) on the field: You can return this card to your Pendulum Zone(if able); Negate the activation, and if you do, destroy it. You can only use this effect of "Netrunner Hacker Program- Dragon" once per turn.

 

 

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[spoiler=More Generics]

Fusion Harpist

Level 4 / LIGHT / Fairy

1200 ATK / 100 DEF

When this card is Normal Summoned: You can add 1 "Polymerization" from your Deck to your hand. Once per turn: You can reveal 1 Fusion Monster from your Extra Deck; tribute this card and Special Summon 1 of that revealed Level 4 or lower monsters Fusion Materials from your Deck. Its effects on the field are negated, also if it is used as Fusion Material, that Fusion Monster gains 500 ATK. You can only use this effect of "Fusion Harpist" once per turn.

 

Hera-Chaza, Queen of the Fallen

Rank 8 / DARK / Fairy / Xyz

0 ATK / 0 DEF

If you control no monsters: You can Xyz Summon this card by using 2 Level 6 or higher Monsters from your Graveyard as its Xyz Material that were sent there from the field and Special Summoned from the Extra Deck. You can return all Xyz Materials from this card to your Extra Deck; this card gains 3000 ATK until the end of your opponents next turn. You can only control 1 "Hera-Chaza, Queen of the Fallen".

 

Laila, the Lady of Mysteries

Rank 3 / DARK / Spellcaster / Xyz

1500 ATK / 1000 DEF

2 Level 3 monsters
When this card is Xyz Summoned: You can Special Summon 2 Spell/Trap cards from your Deck or Graveyard as face-down Defense Position Normal Monsters (0 ATK/0 DEF), and if you do, you can flip 1 monster your opponent controls face-down. Spell/Trap cards that were placed on the field by this effect are returned to the Deck or Graveyard, based on where they were Special Summoned from, when removed from the field. Cards Special Summoned by this effect cannot be tributed and are shuffled into the Deck when flipped face-up. This card gains 300 ATK for each face-down monster on the field.
 
Brachys, the Blooming Inferno
Level 5 / FIRE / Plant / Synchro
2300 ATK / 1500 DEF
1 Tuner + 1 or more non-Tuner monsters
Once per turn, during either players turn, you can banish this face-up card until your next Standby Phase, and if you do, inflict 500 damage to your opponent. You cannot activate this effects if your Life Points are higher than your opponents. You can only control 1 "Brachys, the Blooming Inferno".
 
Threedia, the Thunderstorm
Level 6 / WIND / Thunder / Synchro
2500 ATK / 1000 DEF
1 Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned, and while this card is in your Graveyard after it left the field during each of your Standby Phases: Roll a six-sided die. Treat your opponent's Monster Card Zones OR their Spell/Trap Card Zones as numbers 1-5, counting from your right, and destroy the card that is in the same Card Zone as the result. If the result is 6, roll again. If this card destroyed 3 cards with its effect during this duel: Banish it and all cards with the same name from your field and Extra Deck. You can only control 1 "Threedia, the Thunderstorm".
 
Starling, the Blue Diamond Flower
Level 7 / WATER / Aqua / Synchro
2400 ATK / 2900 DEF
1 Tuner + 1 or more non-Tuner monsters
Once per turn: Target 1 face-up card on the field; negate its effects until the End Phase, and if you do, this card can attack your opponent directly during the next Battle Phase, but halve all Battle Damage your opponent takes, also change this card to face-up Defense Position at the end of the Battle Phase.. If this effect was not activated during your turn, once per turn during your oppoennts turn: Target 1 face-down card on the field; destroy that target, and if you do flip this card face-down. (this is a quick effect) When this card is flipped face-up: Draw 1 card.
 
Orchid, the Purple Flower Dragon
Level 8 / EARTH / Dragon / Synchro
2600 ATK / 2600 DEF
1 EARTH Tuner + 1 or more non-Tuner monsters
When this card is Synchro Summoned while you control no other monsters: It is unaffected by other card effects until the End Phase of your opponents next turn. Once per turn: You can target up to 2 monsters on the field: Switch their ATK and DEF. You can only control 1 "Orchid, the Purple Flower Dragon".
 
Wishful Thinking
Quick-Play Spell Card
Send 1 monster you control to the Graveyard, and if you do, halve all Battle Damage you take this turn. During the End Phase, return that monster to the field, and if you do, destroy all monsters your opponent controls whose ATK is less than or equal to the Battle Damage you took this turn. You can banish this card from your Graveyard, then target 1 monster you control: It gains 700 ATK.
 
Pandora's Forbidden Chest
Counter Trap Card
If your opponent activates a card or effect that would add a card(s) from their Deck to their hand, or activates a card or the effect of a card that they added to their hand, except by drawing it: You can negate that card or effect, and if you do, destroy that card. 
 
Legion
Continuous Trap Card
During each End Phase, the turn player tributes 1 monster they control, and if they do, they Special Summon 1 monster from their Deck that has the same Type and Level, Type and ATK or that belongs to the same Archetype as that tributed monster. Its effects are negated, also return it to the hand during that players next Standby Phase.

 
Hope you like them. I know that "Legion" needs to be reworded because the term "Archetype" doesn't exist on card effects, but you get what it shoud do...
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