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shadowsapex

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The Second Sarcophagus
Spell/Continuous
When this card is activated: Set 1 "The First Sarcophagus" or "The Third Sarcophagus" from your Deck directly into your Spell & Trap Card Zone. If you control "The First Sarcophagus", double the ATK of all Level 2 or lower Zombie Normal Monsters you control. If you control "The Third Sarcophagus", halve the ATK and DEF of all Effect Monsters your opponent controls.

Changelog: I like where Draconus297 is going.

Next Card: The Third Sarcophagus

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Uhh . . . Frank? Read what you typed. Carefully. I'll give you a hint: it's not interacting with "The Third Sarcophagus".

 

The Third Sarcophagus

Continuous Spell

When this card is activated: You can Set 1 "The First Sarcophagus" directly from your Graveyard. If you control "The First Sarcophagus": Halve the Levels of all Zombie-Type monsters in your Graveyard. If you control "The Second Sarcophagus", your opponent cannot add cards from their Deck to their hand, except by drawing.

 

Spirit of the Pharaoh

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Thank you, Draconus.

Spirit of the Pharaoh
LIGHT/Zombie/Effect/Level 6/2500 ATK/2000 DEF
If this card is in your hand or GY while you control "The First Sarcophagus", "The Second Sarcophagus", and "The Third Sarcophagus": You can send 2 Zombie Normal Monsters from your Deck to the GY; Special Summon this card. When this card is Special Summoned while you have no cards in your Extra Deck, and no monsters that were Special Summoned from the Extra Deck are on your side of the field or in your GY: You can Special Summon as many Level 3 or lower Zombie Normal Monsters from your GY as possible. When your opponent activates a monster effect (Quick Effect): You can send 1 "The First Sarcophagus" from your hand or field to the GY; negate the activation, and if you do, destroy it. When your opponent activates a Spell Card or effect (Quick Effect): You can send 1 "The Second Sarcophagus" from your hand or field to the GY; negate the activation, and if you do, destroy it. When your opponent activates a Trap Card or effect (Quick Effect): You can send 1 "The Third Sarcophagus" from your hand or field to the GY; negate the activation, and if you do, destroy it. You can only use each effect of "Spirit of the Pharaoh" once per turn.

 

Changelog: Gave some incentive to Summon this without the Sarcophagi, as well as some incentive to do so. Yes, the negations are powerful, but you have to have the proper cards for each kind.

Next Card: Since Dragulas got cucked, let's go with Card of Sanctity.

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I am glad I wasn't the only that though all the sarcs needed to be here to make sense. Anyway since I am here:

 

Card of Sanctity

At the start of your Main Phase 1: Both players draw until they have 4 cards in their hand, also for the rest of this turn after this card resolves, your opponent takes no damage. You cannot add other cards from your Deck to your hand by card effects during the turn you activate this card. You can only activate 1 "Card of Sanctity" per turn.

 

Changes:

  • Activation requirement is to be the first card you use to prevent immediate set up like demise.
  • Draws 4 cards (Since demise draws 3), also this prevent a turn 1 sanctity.
  • No damage to prevent OTKs.
  • No more adding clause to prevent further advantage, but allows SS so real rouge decks can make a proper use of this card.
  • More of a ruling stuff I would like this to have; if your opponent already has 4 cards or more this cannot be used at all, so the benefit must be for both players or none

Black Luster Soldier - Envoy of the Evening Twilight

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Black Luster Soldier - Envoy of the Evening Twilight

DARK - Level 8 - Warrior/Effect - 3000/2500

Cannot be Normal Summoned/Set. Must first be Special Summoned by banishing LIGHT and/or DARK monsters from your Graveyard in multiples of 2 (min. 2 of one), while you have an equal number of each in your Graveyard. While face-up on the field or in the Graveyard, this card is also treated as LIGHT-Attribute. When this card is Special Summoned, and a number of times per turn up to half the number of the appropriate monster Attribute banished -1: Activate the appropriate effect, based upon the Attribute(s) of the monsters banished. You cannot conduct your Battle Phase during the turn you activate this effect.

●LIGHT: Target 1 card on the field: Banish it.

●DARK: Banish 1 random card from your opponent's hand, face-down, until your opponent's next End Phase.

 

Changelog:

●Can now be rezzed.

●You can now banish any even number of both, and the option exists not to utterly destroy your own Graveyard (although you still need to banish at least 2).

●Now counts as LIGHT in the Graveyard for Chaos purposes.

●If you eat up more resources, it gains an effect that can help put your opponent into a resource drain on a turn-by-turn basis.

●The LIGHT effect isn't limited to just monsters.

 

There. Now you have a powerful, if highly impractical, boss monster. Speaking of powerful, impractical boss monsters:

 

Dragon Master Knight

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Dragon Master Knight
LIGHT/Dragon/Fusion/Effect/Level 12/5000 ATK/5000 DEF
1 Level 8 or higher Warrior on the field + 1 Dragon Fusion Monster on the field
Must be Fusion Summoned. If this card is Fusion Summoned using both a "Black Luster Soldier" monster and a "Blue-Eyes" monster as materials, it gains these effects.

● Unaffected by your opponent's card effects, also it cannot be Tributed.

● It gains 500 ATK for each card on the field you control, except this card.

 

Changelog: I made it relatively easier to get out, and it rewards you for going the extra mile to get it out the proper way, instead of just, say, running Instant Fusion and Darkfire Dragon in a U.A. Deck to get out a big 5000 ATK beater.

Next Card: Since Rata just released a new video, let's start a Vylon theme, because pretty much all of the Vylon Main Deck non-Tuners suck. Vylon Charger.

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Vylon Charger

LIGHT - Level 4 - Fairy/Effect - 1000/1000

All face-up "Vylon" monsters you control gain 500 ATK for each Equip Card you control. If an Equip Card you control is sent to the GY, you can Draw 1 card. 

 

Changelog:
The ATK boost is now relevant, and gives Vylons some amount of actual power, while still requiring their Equip theme. 

It now makes all your equips (even the monster equips, importantly) floating...Yes, I know the spell ones already floated.

 

Next Card: Vylon Sphere

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Vylon Sphere

LIGHT/Fairy-Type Tuner Effect Monster/Level 1/400 ATK/400 DEF

 
Lore: You can send 1 face-up "Vylon" Spell from your hand or face-up from your field to the GY: Special Summon this card from your hand. When you do: You can add 1 Level 2 or higher "Vylon" monster from your Deck to your hand. You can only use this effect of "Vylon Sphere" once per turn. If this card is sent from the Monster Zone to the GY: You can pay 500 Life Points to target 1 face-up monster you control; equip this card to that target. You can send this Equip Card to the GY to target 1 Equip Spell or "Vylon" Union monster in your GY; equip that target to the monster this card was equipped to (that can equip to it with its effect if it is a Union monster), otherwise add it to your hand.
 
BD'Switchups:
  • Can self-summon by discarding a "Vylon" Spell, so no need to worry about a constant visit to brick city (and I don't mean Newark) with this in hand.
  • Speaking of which, searches other Vylons too on a different but co-dependent trigger (to avoid the whole thing being Ashed) so that's covered.
  • OPT tho, since I'm idly aware of how out of control endless searching can get (can't it, Astrograph Sorceror)
  • Can equip "Vylon" Union monsters in the GY as well.
  • And it places the targeted card in the hand if you can't or somehow the monster leaves the field (disruption is a thing).
  • So, +1ing all around? 

 

Next up: 

 

Vylon Polytope (I've tackled what's arguably Vylon's worst Tuner; let's see if you can tackle what arguably may be its worst Spell.)

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Vylon Polytope

Quick-Play Spell

Target any number of "Vylon" monsters that are Equip Cards: Special Summon that target(s) in face-up Defense Position. You can banish this card from your Graveyard: Add a number of "Vylon" cards from your Deck to your hand equal to the number of face-up "Vylon" cards in your Spell/Trap Zone, except "Vylon Polytope".

 

Changelog:

●Removed the banish bumfuckery.

●Vylons now have a powerful, if codependent, search card.

 

Congratulations, a winner is you. This was honestly the easiest fix I've ever had to do. With that being said, since we're on Vylons:

 

Vylon Tetra

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Vylon Tetra
LIGHT/Machine/Tuner/Effect/Level 2/900 ATK/900 DEF
If you control a monster equipped with an Equip Spell Card, you can Special Summon this card (from your hand). You can only Special Summon "Vylon Tetra" once per turn this way. If this card is sent from the Monster Card Zone to the Graveyard: You can pay 500 Life Points, then target 1 face-up monster you control; equip this card to that target. If the equipped monster would leave the field, you can destroy this Equip Card instead.

 

Changelog: I honestly don't think the Tuners are the problem, but here you go. Easier to Summon and does fun things.

Next Card: Let's stick with the non-Tuner Main Deck Vylons, OK? They literally do nothing but sit around wanting to be equipped with stuff, and barely take any initiative for themselves. Vylon Soldier.

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Vylon Soldier

LIGHT - Level 4 - Fairy/Effect - 1700/1000

You can reveal 1 "Vylon" Equip Spell or Union monster in your hand: Special Summon this card (from your hand or Graveyard). You can only activate this effect of "Vylon Soldier" once per turn. When this card declares an attack, you can change the battle positions of a number of monsters your opponent controls up to the number of cards equipped to this card. If this card destroys your opponent's monster by battle: You can Special Summon 1 "Vylon" Tuner monster from your Graveyard.

 

Changelog:

●Special Summon condition, let's go.

●BP effect doesn't target anymore.

●Main Phase 2 Synchro plays go!

 

Vylon Hept

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To the non-Tuner Vylons it is then. 

 

Vylon Hept

LIGHT/Fairy-Type Effect Monster/Level 4/1800 ATK/800 DEF 

Lore: During your Main Phase, you can Normal Summon 1 "Vylon" monster with less ATK than this card, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is Summoned: You can equip 1 "Vylon" Tuner or Union monster from your hand to this card. Once per turn (Quick Effect, except during the Damage Step): You can target 1 "Vylon" monster that is equipped to a monster; Special Summon that target in Defense Position, but banish it when it leaves the field, and if you do, immediately after this effect resolves, you can Synchro Summon using that Summoned monster you control.

 

BD'Switchups:

  • Evilswarm Castor/Constellar Pollux, but for Vylons.
  • Can equip stuff from the hand now, to further get around tricky situations.
  • INSTANT SYNCHROS, GET YER INSTANT SYNCHROS 'ERE
  • And finally, the Equip Summon effect is now 200w.gif

Speaking of such, let's see if another card can't help them along in that regard? 

 

Vylon Stigma

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[spoiler=Ninjas!]Vylon Hept
LIGHT - Level 4 - Fairy/Effect - 1800/800
You can reveal 1 "Vylon" Equip Spell or Union monster in your hand: Special Summon this card (from your hand or GY). You can target 1 "Vylon" Monster Card you control that is an Equip Card; Special Summon that target. If you control no "Vylon" Equip Cards; Equip 1 "Vylon" card from your hand to this card. You can only activate each effect of "Vylon Hept" once per turn.
 
Changelog: 
Special Summon condition, let's steal it from Draconus!
No longer has the banish condition
Now can start equip plays
Is now hard OPT on everything because GTFO loops.



 
Vylon Stigma
LIGHT - Level 4 - Fairy/Effect - 1600/1000

If you control a "Vylon" Equip Card, you can Special Summon this card (From your hand). Once per turn (Quick Effect): You can target 1 face-up "Vylon" Equip Card you control; Attach it to an appropriate monster OR Special Summon it. If a monster is Special Summoned this way, target 1 monster your opponent controls; Destroy it.
 
Changelog: 
Cleaned up the wording a little

Gave it an SS Condition
Now can SS its target instead of re-equipping it
If it does SS, it gives you some spot removal.
 
 
Next up: Vylon Ohm

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Double duty for Drac!

 

Vylon Stigma

LIGHT - Level 4 - Fairy/Effect - 1600/1000

You can Special Summon this card (from your hand) by sending 1 "Vylon" Tuner monster from your hand or Deck to the Graveyard. Once per turn, during either player's turn, you can target 1 Equip Card equipped to a "Vylon" monster you control: Equip that target to another appropriate monster. Once per turn, during either player's turn, if a "Vylon" monster is equipped with a "Vylon" card: You can add 1 "Vylon" Spell Card or Union monster from your Deck to your hand.

 

Changelog:

●FAAAAAAAAAST

●Search effect if equip shenanigans happen, meaning that Vylons are now stupid consistent.

 

Vylon Ohm

LIGHT - Level 4 - Fairy/Effect - 1500/200

If an equipped "Vylon" card is sent from the field to the Graveyard: You can Special Summon this card from your Graveyard. Once per turn, you can banish 1 Equip Spell or "Vylon" monster from your Graveyard: Add the banished card to your hand during your next Standby Phase.

 

Changelog:

●THEORETICALLY MAXIMUM FAST

●On-Summon effect is now OPT, making your plays not entirely reliant on your NS.

●You can now also recycle Vylon monsters, while still being able to get back generic Equips (like Kay'est).

 

Vylon Disigma

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Vylon Disigma

LIGHT - Rank 4 - Fairy/Xyz/Effect - 2500/2100

2 Level 4 "Vylon" Monsters

Once per turn: You can detach 1 Xyz Material from this card to target 1 Monster your opponent controls; equip that target to this card, also that target is treated as a "Vylon" Monster as long as it remains on your side of the field. At the start of the Damage Step, if this card battles a monster whose Attribute or Type is the same as a card equipped by this effect: Destroy that monster. Once per turn, if this card has more Equip Cards equipped to it than it has Xyz Materials; You can target a number of cards equipped to this card equal to the difference; attach them to this card as Xyz Materials. 

 

Changelog:

Now is archetypal, but only requires 2 materials. 

Now grabs any monster, not just face-up attack position effect monsters

It now treats the equipped monster as a Vylon for some synergy with our previous redesigns.

Now checks attribute and type, for fighting more things.

Now can gain more materials to eat even more enemies!

Next up!: 
Vylon Vanguard

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Sorry I ninja poofed you back there Draconus. Here's some gold.

 

Vylon Disigma

LIGHT/Fairy-Type Xyz Effect Monster/Rank 4/2500 ATK/2100 DEF

 

Lore: 3 Level 4 monsters

You can also Xyz Summon this card by using a Fairy Synchro Monster you control as material. If this card is Special Summoned: You can target 1 Tuner in your GY; attach it to this card as materialOnce per turn: You can detach 1 material from this card to target 1 Attack Position monster on the field; equip it to this card. At the start of the Damage Step, if this card battles an opponent's monster with the same Attribute as a monster equipped to this card, or is targeted by the effect of an opponent's monster with the same Attribute as a monster equipped to this card (Quick Effect): You can destroy that opponent's monster, then you can banish this card, but Special Summon it during the Standby Phase of your next turn. 

 

 

BD'Switchups:

 

  • Alternate Summoning conditions that favor the otherwise lackluster Vylon Synchro line - (well, until you get into the Level 8 and highers?) Yes plz
  • Chain Beat 4 dayz if you're going later in the game, and considering all the Special Summon triggers we've handed to the other Vylons....
  • Oi fella look another quick effect how'd dat get here mate
  • And it works on targeting oh fella ABC-Dragon Buster may have met its match!
  • And finally, a way to get back some material should it be Summoned back.

And as I post this I get ghosted. Ah well. I'll put up Phyrexian de la Kirk's entry as well then:

 

Vylon Vanguard

LIGHT/Fairy-Type Effect Monster/Level 4/1400 ATK/1000 DEF

Lore: When this card is Normal or Special Summoned from the hand: You can Special Summon 1 "Vylon" monster from your hand, except "Vylon Vanguard", then if you Summoned a Tuner this way, you can equip 1 "Vylon" Tuner or "Vylon" Union monster from your Deck to this card with the same Level as that monster, but a different name. You can only use this effect of "Vylon Vanguard" once per Duel.  When this card is sent to the GY because it was destroyed by a card effect or used as Synchro Material: You can draw 1 card for each Equip Card that was equipped to this card.

 

BD'Switchups:

  • When it comes to the equippin' game, gotta go faster faster fasterfasterfaster
  • Speaking of that, extra way to Synchro Summon from the hand too so Photon Lead isn't wasted in this Deck.
  • And now the draw comes if Vanguard's used as a Synchro material as well, hot dog.

 

 

Now that that's over with: 

 

Vylon Delta (worst Tuner and Spell in the Vylon lineup have been handled-now let's tackle its worst Synchro.)

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Vylon Delta
LIGHT/Fairy/Synchro/Effect/Level 7/1700 ATK/2800 DEF
1 Tuner + 1 or more non-Tuner LIGHT monsters
If this card is Special Summoned, or during a player's End Phase: You can target 1 Equip Spell Card in your GY; equip it to this card. You can only use this effect of "Vylon Delta" once per turn. If this face-up card would be destroyed, you can destroy 1 Equip Spell Card equipped to this card instead.

 

Changelog: Simple, yet effective. It equips more, recycles the Equips that you most likely burned through with Element, and it has protection for itself.

Next Card: Vylon Alpha. Let's finish this.

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Vylon Alpha

LIGHT/Machine-Type Synchro Tuner Effect Monster/Level 9/2200 ATK/2100 DEF

 

Lore: 1 "Vylon" Tuner + 1+ non-Tuner monsters

If this card is Synchro Summoned: You can target 1 Equip Spell in your GY; equip it to this card, and if you do, you can Special Summon 1 Level 8 or lower "Vylon" monster from your Deck or Extra Deck, but each turn, it cannot attack unless this card has already declared an attack that turn. Cannot be destroyed by card effects, except Equip Spells. While this card is equipped with an Equip Card, it loses 1 Level, the effects of all monsters on the field with more ATK than this card are negated, except Fairy monsters, also if you Synchro Summon "Vylon Omega" using this card as material, you can treat all other Synchro Materials (that have a Level) as Level 1 monsters. 
 
BD'Switchups: 
  • This is the only Machine "Vylon" Synchro, so it's going to act a Machine for once-like pumping out its lesser brothers upon Spell Speed 4 Synchro Summon.
  • Tis' also has the Kidolga restriction on the monster it Summons, so Alpha will have to attack first (oh look an Alpha and number one reference, let's count how many I put into this effect)
  • Gets to become Level 8 when equipped with something, so that's 1 Level down (1!) 
  • Can only be destroyed by one type of card in general instead of needing an equipped card to do so (2!)
  • And it makes every other Synchro Material used to bring about the lesser Omega Synchro the Vylon Big Boss much easier to do (3! THREE ALPHA/ONE  REFERENCES! Ohohohohoho) 
  • Oh look it also negates stuff with HIGHER ATK than itself so putting 2200 ATK on a Level 9 SYNCHRO MONSTER FOR VYLONS actually makes sense waddabout that

Witht that, Vylons are well and retrained thanks primarily to a Yubel-fetishist, a Phyrexian named after a Starfleet Captian, a president known for pushing all his problems away into oncoming subway trains and an archetype-spitting dragon. Good hustle everyone.

 

giphy.gif

 

Emissary of the Oasis (It's Afterlife-centered counterpart worked wonders in Exodia.dek once upon a time, let's see if EotO can help the vanilla monsters of today in a similar fashion!)

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REMAKERS! WHAT IS YOUR PROFESSION?

HA-HOO, HA-HOO, HA-HOO!

No, seriously guys, what do you do for a living?

 

I DO CARDS.

 

Emissary of the Oasis

LIGHT - Level 3 - Spellcaster/Effect - 600/400

When this card is Normal Summoned: You can Special Summon 1 Level 3 or lower Normal monster from your Graveyard. While you control a face-up Level 3 or lower Normal monster, this card cannot be targeted for attacks or effects. While you control this face-up monster, your opponent takes all damage you would have taken from battles involving Level 3 or lower Normal monsters.

 

Changelog:

●Reviving little Normals as fodder or for plays (remember that Gemini monsters count as Normal monsters in the Graveyard).

●Targeting effect immunity, because why not.

●Not only protects you from damage, but makes your opponent take it instead.

 

D-Fusion (no, not De-Fusion, the Destiny HERO thing)

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Odd we're getting an Arc-V era card remade, but sure, heck with it

 

 

D-Fusion

Normal Trap

Fusion Summon 1 monster from your Extra Deck, using DARK "HERO" monsters from your hand or on your field as Fusion Material. If a "Destiny HERO" monster is summoned this way, it is unaffected by card effects, aside from its own, this turn.

 

It's a better Flash Fusion, with added benefits and the ability to synergize with Vyon, Shadow Mist, and the Mask Change gang.

 

D-Time

(Keep that D-HERO flavor train going)

 

EDIT: Did NOT mean to make it a Super Poly

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D-Time

Trap - Normal

When a "HERO" monster you control leaves the field: Add 1 "HERO" monster from your Deck to your hand whose Level is less than or equal to that "HERO" monster's Level. Then, if you added a "Destiny HERO" monster, you can add 1 "Destiny HERO" monster from your Deck to your hand with the same Level as the added monster. If this card is in your GY, except during the turn it was sent to the GY: You can banish this card; Special Summon 1 Level 4 or lower "Destiny HERO" monster from your hand.

 

Changelog: 
Now doesn't care what type of HERO on either end, but gives an extra bonus when used with Destiny HEROes. 

Now has a GY effect.

 

Next: D-Formation

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D - Formation

Continuous Spell Card

 

Lore: If a "Destiny HERO" monster(s) you control is destroyed by a card effect,  place 1 D Counter on this card. If a "Destiny HERO" monster you control would be destroyed by battle, place 1 D Counter on this card instead. When you Normal or Special Summon exactly 1 DARK "HERO" monster (and no other monsters): You can remove up to 2 D Counters from this card, and if you do, add up to that many monsters from your Deck to the hand with the same original name as that Summoned monster. When the 5th D Counter is placed on this card: Send it to the GY, then make all "Destiny HERO" monsters you currently control gain 1000 ATK/DEF, until the end of the next turn.

 

BD'Switchups: 

  • Souvenir system for "D-HERO" protection, instead of just collection? Check. 
  • Also checks destructions while it accumulates, instead of doing so when they die. Very nice.
  • The effect, in exchange for specifying the need of a DARK "HERO" for it to activate, (and skipping over the GY, because Decider plucks from there anyway), can now do so 2 Phases earlier in the turn. 
  • It's up to 2 monsters now., so if you wanna go stag with the search, Bob's your uncle
  • And the 5th placed D Counter wrecks the card but boosts your otherwise ATK-lacking D-HEROes by a stack to help them better crack some heads in the pack. WORDPLAY!

Next up: 

 

D - Counter

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D-Counter

Trap- Counter

When a "Destiny HERO" monster you control is targeted for an attack or by a card effect: Destroy all attack position monsters your opponent controls. If this card was activated in response to a card effect: negate that effect, and if you do, destroy it. If this card was activated in response to an attack: You can draw 1 card for each "Destiny HERO" monster you control, then discard 1 card.

 

Changelog: 

Now is a Counter Trap and negates things, like the name suggests it should.
Now is a mirror force not a sakuretsu armor.

Now gives you some advantage if the enemy attacks into a field of D Heroes

 

Next: D-Chain

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D - Chain

Normal Trap Card

 

Lore: Target a "Destiny HERO" monster you control; equip this card to that target. It gains 500 ATK, also it and this equipped card are unaffected by the effects of an opponent's card that would target them. When it battles a monster your opponent controls, inflict 500 damage to your opponent. If this face-up card is sent from the field to the GY: You can add from your Deck to your hand, 1 "D - Chain" and 1 "Destiny HERO" monster with the same original Level the monster this card was equipped to on the field.

 

BD'S Switchups:

  • Targeting immunity for both the D - Chain and the monster it equips to. Simple and clean. 
  • Damage comes each time it battles, 'stead of when a naturally ATK-deficient Archetype destroys something by battle. 
  • And it even double-searches itself and another similarity Leveled Destiny HERO upon its departure, for more shenanigans!

And now for the next card, since I can't see any other "D -" cards in need of the fixin's...(might be because of it being near 4:00 and all, but regardless...)

 

Return of the Doomed

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Return of the Doomed

Quick-Play Spell

Discard 1 monster. During the End Phase of the turn this card was activated: Add up to 3 cards that were sent to the Graveyard this turn, except "Return of the Doomed", to your hand, then, if you added 3 monsters from your Graveyard to your hand this way; your opponent selects 1 of the added cards at random, then you immediately Special Summon the selected card.

 

Changelog:

●Quick-Play for disruption purposes, but left the discard effect for any Fabled or Dark World players that still exist.

●You can get any 3 cards that went to the Graveyard this turn to your hand, not just a single one of your monsters that was destroyed on the field.

●Neat RNG SS effect if you don't use it to get back backrow, steal your opponent's sheet, or put back ED tools.

 

Final Destiny

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