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Remake a Card


shadowsapex

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Scrounging Goblin (same stats)

 

All "Goblin" monsters you control gain this effect: (Quick effect) you can reveal one "Goblin" card in your hand; this card can attack directly this turn, but at the end of the battle phase: switch this card's attack and defense until the end of your opponent's next turn. If this card inflicts battle damage to your opponent: special summon one "Goblin" monster from your deck, and if you do, activate one "Goblin" spell or trap card from your deck or your opponent can hand you one card from their hand to you (your choice), or place one monster on their side of the field (your choice) on your side of the field in face-up attack position and give you control of it to negate this effect. You can only activate this effect of "Scrounging Goblin" once per turn.

 

- more swarming

 

- more speed

 

- more damage output

 

-and a nice little swap effect which gives the deck a little more protection

 

- and finally, stayed true to the theme of the card (hopefully)

 

 

X-Head Cannon

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Ido the Supreme Magical Force

Level 6, 2200/800, DARK, Fiend

You can Tribute 1 monster; Special Summon this card from your hand or GY. Destroy all other monsters you control. If this card battles a monster: That monster is not destroyed, but its ATK and DEF become 0, its effects are negated, and it cannot be Tributed or used as Material for a Summon. If this card on the field is destroyed and sent to the GY: If it was destroyed by battle, you can inflict 600 damage to your opponent, also Special Summon this card during your End Phase. You can only control 1 "Ido the Supreme Magical Force".

 

Wrapped in a bunch of random stuff from the duel it was used in.

 

Desert Twister

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We already did Desert Twister, so I'm going to do the other suggestion.

X-Head Cannon

LIGHT/Machine/Effect/Level 4/1800 ATK/1500 DEF

When this card is Normal Summoned: You can reveal 1 LIGHT Machine Fusion Monster from your Extra Deck; add up to 2 Level 4 or lower LIGHT Machine Union Monsters from your Deck or GY to your hand that are listed as Fusion Materials on the Fusion Monster revealed by this effect. During your Main Phase, if you control no other monsters: You can equip 1 Union Monster from your hand that can equip to this card directly to this card. You can only use each effect of "X-Head Cannon" once per turn. During the turn you activate either of these effects, you cannot Special Summon monsters from the Extra Deck, except LIGHT Machine Fusion Monsters, also you cannot activate "Polymerization" or any "Fusion" Spell Cards.

Changelog: Searches out more Unions to play around with, and can even get Unions onto the field to equip to itself, at the cost of making ABCs not able to do the crazy plays they are used to.

Next Card: V-Tiger Jet

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V-Tiger Jet

LIGHT - Level 4 - Machine/Effect - 1600/1800

When this card is Normal or Special Summoned: You can reveal any number of LIGHT Machine-Type Fusion Monsters from your Extra Deck; Special Summon from your GY up to 2 Level 4 or lower LIGHT Machine-Type Monsters listed on those Fusion Monsters as Fusion Materials. When this card you control is sent to your GY: You can add 1 Union Monster from your deck to your hand. You can only use each effect of "V-Tiger Jet" once per turn. During the turn you activate an effect of "V-Tiger Jet", you cannot Special Summon monsters from the Extra Deck, except LIGHT Machine-Type Fusion Monsters, also you cannot activate "Polymerization" or any "Fusion" Spell Cards. 

 

Changelog: 
A sort of counterpart to the above X, this one special summons any of your materials that happen to go to the grave, but only two at a time. It also floats into any union monster.

 

Next: Y-Dragon Head

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Y-Dragon Head

LIGHT
Machine/Union/Effect

4/1500/1600

Once per turn, you can either: Target 1 LIGHT Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. You can only use the following effects of "Y-Dragon Head" once per turn. During the turn you activate either of these effects, you cannot Special Summon monsters from the Extra Deck, except LIGHT Machine Fusion Monsters, also you cannot activate "Polymerization" or any "Fusion" Spell Cards.

  • If this card is Normal or Special Summoned: You can reveal 1 LIGHT Machine Fusion Monster from your Extra Deck; Send, from your Deck to the Graveyard, up to 2 LIGHT Machine monsters from your Deck to the GY whose names are listed on the revealed monster.
  • You can send this equipped card to the GY, then target 1 LIGHT Machine Union monster in your GY with a different name; Special Summon it.

 

Mill to play with V-Tiger, send eff to configure materials for the other fusions if you don't like having Y for some reason.

 

Z-Metal Tank

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Z-Metal Tank 

LIGHT/Machine-Type Union Effect Monster/Level 4/1500 ATK/1300 DEF

 

Lore: Once per turn, you can either: Target 1 LIGHT Machine monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. A monster equipped with this card gains 600 ATK, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. You can only use each of the following effects of "Z-Metal Tank" once per turn. 

• If you control a Machine monster that is equipped with a card(s): You can Special Summon this card from your hand, and if you do, for the rest of this turn, you cannot Special Summon monsters from the Extra Deck, except LIGHT Machine monsters, also you cannot activate "Polymerization" or any "Fusion" Spell Cards

• You can shuffle this banished card into the Deck: Special Summon 1 "X-Head Cannon" or "Y-Dragon Head" that is either in your GY or banished.

 

BD'Switchups:

 

  • So as the final XYZ member, this card has the same restriction on its Summon effect (well, its own self-Summon) as the other fix-ups to the line. 
  • Speaking of which, LIGHT Machine equipping as well.
  • Doesn't give 600 DEF though, have to compensate for all the effect goodies somewhere.
  • And it also allows to re-Summon the other X-Y pieces if its banished, gee, wonder how that'll happen?

NEXT UP: 

 

Curse of Fiend

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Curse of Fiend

At the start of your Main Phase 1: Change the Battle Positions of all monsters on the field (flip effects are not activated), also their ATK/DEF become 0. Monsters with 0 ATK/DEF have their effects negated until the end of this turn.

 

Inferno Reckless Summon

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Inferno Reckless Summon

If you special summon exactly one monster to your field: special summon as many monsters as possible with the same name as the summoned monster, from your hand, Deck, and/or graveyard but the monster(s) special summoned by this effect have their effects negated until the end phase, and if you do, your opponent can reveal one monster card in his hand or target one face up monster they control; your opponent can special summon as many monsters as possible with the same name as the monster revealed or targeted by this effect from their hand, deck, and/or graveyard in face up attack position, but the monster(s) special summoned by this effect are banished when they leave the field.

 

Graydle Dragon

 

 

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Graydle Dragon

WATER/Aqua-Type Synchro Effect Monster/Level 8/3000 ATK/2000 DEF

 

Lore: 1 Aqua Tuner + 1+ non-Tuner monsters

When this card is Synchro Summoned: You can destroy cards your opponent controls, up to the number of WATER monsters used for the Synchro Summon of this card. You can banish 1 monster whose original name is either "Graydle Eagle", "Graydle Cobra" or "Graydle Alligator" that you control or in your GY; only this card can attack for the rest of the turn, also equip 1 monster from your Deck with the same name as that banished card to a monster your opponent controls (their choice) and if you do, the equipped card is treated as if it were equipped by its own effect.  If this card is destroyed by battle or card effect: You can Special Summon 1 WATER monster from your Spell & Trap Zone or GY, but it has its effects negated. You can only use each effect of "Graydle Dragon" once per turn. 
 
BD'Swtichups
  • extensive as hell, but the biggest of the changes is that "banish to equip" and "destroy-to Summon" effect.
  • "Banish to equip" effectively possesses a monster, through non-targeting means, so your opponent picks the possessed to balance it out. 
  • "banish to Summon now also includes the Spell & Trap Zone, in case you wanna reset a Graydle. 
  • And finally, this card no longer has to hit the GY to trigger the Summon; being destroyed will do now. 

 

T'was fun

 

NEXT CARD, SINCE PARASITES ARE OUR BAG NOW

 

Parasite Paracide

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Parasite Paracide

EARTH - Level 2 - Insect/Flip/Effect - 500/300

If this Set card would leave the field by a card effect, you can reveal this Set card: Negate that effect, then return this card to face-down Defense Position. This card cannot be Tributed or used as Material for a Summon, except for the Summon of an Insect-Type monster.

FLIP: If this card is flipped face-up by an opponent's attack that does not inflict damage, this card is not destroyed by that battle. Shuffle this card into your opponent's Deck, face-up. If you draw this card that was shuffled into your Deck this way, Special Summon this card in Defense Position, and lose 1000 LP (or all of your LP, if less than 1000). Then, while this card is face-up on the field, all monsters you control become Insect-Type.

 

Changelog:

●A Flip monster for searchability.

●Inability to be Tributed or used as ED Material, so it clogs the board unless your opponent is willing to crash with it.

●Unkillable as a Set card bar mass negation, Counter Trap fieldwipes, BP effect lockouts, and monsters with piercing.

●PSCT to the rescue.

●LP loss instead of burn damage, because it's unpreventable, again bar negation.

 

Nobleman-Eater Bug

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Nobleman-Eater Bug

Level 5 | EARTH | Insect | Flip | Effect

1350/1800

FLIP: Destroy up to 3 monsters on the field. 

Once per turn: You can flip this card into face-down Defense Position.

 

Changelog:

  • Stats are triple that of the original Man-Eater Bug
  • Can kill up to 3 monsters, so no forcing yourself to kill monsters you don't want to.
  • Assuming this thing lived, you can flip it face-down again for another kill.


 

Bellcat Fighter

 

http://yugioh.wikia.com/wiki/Bellcat_Fighter

(Like most of the stuff in that promo pack, this is garbage right now.)

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Bellcat Fighter
WIND/Machine/Link/Effect/2000 ATK/LINK-3
Link Arrows: Left, Top, Right
2+ monsters, including a Token
Unaffected by your opponent's card effects, also cannot be targeted for attacks, while you control a Token in a zone this card points to. When this card inflicts battle damage to your opponent: You can Special Summon 1 “Bellcat Token” (Machine/WIND/Level 4/ATK 2000/DEF 2000) to a zone this card points to, but it cannot be used as a Tribute or a Material for a Summon during the turn it was Special Summoned.

 

Changelog: Now it actually has some worth getting out, and if you can have it hit your opponent, you get a powerful Token.

 

Next Card: Since we're going around fixing useless Links, let's go with Reloader Dragon.

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Reloader Dragon

DARK/Dragon-Type Link Effect Monster/Link-2/1800 ATK

Link Arrows: Left, Right

Lore: 2 monsters 

You can target 1 Link Monster you control; Special Summon 1 Dragon monster from your hand to your zone that Link Monster points to in Defense Position, but it cannot be used as Link Material or activate its effects unless it is a "rokket" monster, also destroy it during the End Phase. You can only use this effect of "Reloader Dragon" once per turn. When this card is sent to the GY: You can target 1 "Rokket" monster in your GY with a Level; add it to your hand, and if you do, activate its effect that activates if it were targeted by a Link Monster's effect (if any).

 

BD'Switchups:

  • Due to the whole thing about this archetype-locking to Dragons anyway, I did away with the "rokket" requirement for its Summon.
  • Also, it Summons Dragons from the hand, but the lack of Link Material-ing and an effect negation apply UNLESS IT'S A ROKKET. It's also in Defense Position so no beat-stickery games thank you
  • Effect activates if it's sent ot the GY, only targets a Rokket monster with a level...
  • AND allows it to trigger the effect of Link-targeting if it adds, so now you have a way to hit the opponent's board proactively with Rokkets without going negativo-or-equal on resources. 

NEXT UP: 

 

Trickstar Bloom (We've handled the worst of the Link-3s and Link-2s, let's finish this trifecta with the worst of the Link-1s)

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Trickstar Bloom

Link-1 LIGHT Fairy/Effect

1 Fairy Monster

If this card is Special Summoned: You can make each player draw 1 card. If this card is sent to the GY as Link Material: You can inflict 200 damage to your opponent for each card in their hand. You can only use each effect of "Trickstar Bloom" once per turn.

 

Change Log:

Needs only 1 Fairy Monster

Makes both players draw 1 card when Special Summoned.

Inflicts damage when used as Link Material, instead of a Trickstar Monster getting destroyed by Battle or Card effects.

 

Omega Summon

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Trickstar Bloom

Link-1 LIGHT Fairy/Effect

1 Fairy Monster

If this card is Special Summoned: You can make each player draw 1 card. If this card is sent to the GY as Link Material: You can inflict 200 damage to your opponent for each card in their hand. You can only use each effect of "Trickstar Bloom" once per turn.

 

Change Log:

Needs only 1 Fairy Monster

Makes both players draw 1 card when Special Summoned.

Inflicts damage when used as Link Material, instead of a Trickstar Monster getting destroyed by Battle or Card effects.

 

Omega Summon

Or Chronomaly Mayan Machine

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I'll do both of them this time.

 

Omega Summon

Normal Trap

Target up to 3 of your banished "Invoked" monsters; Special Summon those targets. If you control "Aleister the Invoker", you can activate this card from your hand. 

 

Changelog

  • Limiter, but...how often are you summoning more than 3 anyway from being banished
  • Not in Defense Position
  • Can be hand trap if Aleister exists.

 

Chronomaly Mayan Machine

Level 3 | EARTH | Machine | Effect

1500/700

You can Tribute this card; Special Summon 2 Level 4 or lower "Chronomaly" monsters from your hand or Deck with different names, except "Chronomaly Mayan Machine". You can only use this effect of "Chronomaly Mayan Machine" once per turn.

 


 

Now what other card do I think needs a remake (or gets complained about by Yugitubers and TCG):

 

Let's try...

 

Darkness Metal the Blacksteel Dragon

 

(It's that Link-4 retrain of REDMD)

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You can only use this card name’s effect once per turn.

(1) You can target 1 of your monsters that is banished or in your GY; you cannot Special Summon Link Monsters for the rest of this turn, except for DARK and/or Dragon monsters, also Special Summon that monster in Defense Position to your zone this card points to, but that monster’s effects are negated, and if it leaves the field, return it to the bottom top of the Deck.

 

It now sends the card to the top of your Deck instead of the bottom and changed the Link Summon lock to only allow for DARK and Dragon monsters.

 

Kozmo Dark Planet

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Kozmo Dark Planet

DARK - Level 10 - Machine/Effect - 4000/4000

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing "Kozmo" monsters from your hand, field, or Graveyard whose total Levels equal 10 or more. Cannot be targeted by your opponent's card effects. If your opponent activates a Spell/Trap Card or effect, you can banish 1 "Kozmo" monster from your Graveyard: Negate the activation, and if you do, destroy it. If this card is destroyed by battle or card effect and sent to the Graveyard, you can banish this card from your Graveyard: Add 1 Level 9 or lower "Kozmo" monster from your Deck to your hand; and if you do, you can Special Summon 1 Level 8 or lower "Kozmo" monster from your hand or Graveyard, or from among your banished cards.

 

Changelog:

●Semi-nomi.

●Functions as comeback potential by being able to eat resources from your field or Graveyard.

●Can now negate Traps and effects (so on-field effects, like Field Spells and Continuous cards, can get hit, as can Graveyard effects for things like Reincarnation)

●You can now field a free monster after it dies so long as your opponent doesn't drop an Ash Blossom the search effect.

 

Red Warg

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When you Normal Summon a "Resonator" monster: You can Special Summon this card from your hand or GY, but its ATK becomes halved. You can banish this card from your GY; Special Summon 1 “Resonator” monster from your Hand. You can only use the effect of “Red Warg” once per turn, and only once that turn.

 

Can be triggered by special summons as well, can be summoned from the GY now, and has a graveyard effect too.

 

Gravekeeper’s Vassal

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Alright, so this will be a full on remake of a card.

 

Gravekeeper's Vassal

If this card is in your GY, and "Necrovalley" is not face-up in your Field Zone, you can Special Summon this card, then activate 1 "Necrovalley" from your Deck or GY. You can only Special Summon "Gravekeeper's Vassal once per turn this way. If "Necrovalley" would be destroyed or be banished by an opponent's card effect, you can banish this card from your GY instead. This effect cannot be negated by the effects of "Necrovalley".

 

Now he acts as a proper servant to the Gravekeeper's, and helps protect the field Spell.

 

Next:

Elemental HERO Flame Wingman

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Elemental HERO Flame Wingman

Must first be Fusion Summoned. If this card battles an opponent's monster. Once per turn, before damage calculation, if this card battles an opponent's monster: You can destroy that monster, and if you do, inflict damage to your opponent equal to the destroyed monster's ATK.

 

Changes:

  • Nomi to Seminomi
  • Burning effect activates upon battle and not after it (see SK Clear wing)

Destiny HERO - Diamond Dude

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Destiny HERO - Diamond Dude

 

Once per turn: You can excavate the top or bottom card of your Deck, and if you do, you can send it to the GY, then activate 1 of these effects, depending on the Card Type of the card sent to the GY with this effect.

● Monster: You can make this card's name, Attribute, ATK and DEF becomes the sent monster's until the End Phase.

● Spell/Trap: You can activate the effect of that Spell/Trap in your GY during your next Main Phase (even if you no longer control this face-up card).

 

Elemental HERO - Phoenix Enforcer

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Elemental HERO Phoenix Enforcer

FIRE/Warrior-Type Fusion Effect Monster/Level 6/2100 ATK/1200 DEF

Lore: "Elemental HERO Avian" + "Elemental HERO Burstinatrix"

Must be either Fusion Summoned, or Special Summoned by revealing 1 Normal Spell in your hand and banishing the above cards from your field or GY when you control no Fusion Monsters (in this case, you do not use "Polymerization"). Cannot be destroyed by battle. A Fusion Monster that was Fusion Summoned using this card as material gains this effect. 
  • When this card is Summoned: You can Set 1 "D -" or "HERO" Spell/Trap from your Deck.

BD'Switchups:

  • Is there anything that ABC-like Contact Fusion extensions cannot solve? You be the judge.
  • Of course if your revealed card is "Polymerization" and you use it during that turn  (where one would originally have wasted it to Summon this)....
  • The second effect will let you Set something from your Deck to compensate for the hand loss. Neat, huh?

 

Best continue the gravy train then, this time with the worst of the Evil HERO cards now...

 

Evil HERO Malicious Edge

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Evil HERO Malicious Edge

 

If your opponent controls a monster and you control only "HERO" monsters, you can Special Summon this card (from your hand). If this card attacks Defense Position monster, inflict piercing Battle Damage to your opponent. A Fusion Monster that was Fusion Summoned using this card as material gains this effect:

*Once per Battle Phase, if this card battles an opponent's monster, that monster's ATK and DEF becomes 0, also any Battle Damage involving this card is doubled during that battle only.

 

Changes:

Becomes a Big Cyber Dragon

Turns Fusion Monster into Chaos Max Dragon

 

 

 

 

Elemental HERO Shinkng Flare Wingman or Shinkng Phoenix Enforcer

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Elemental HERO Shining Phoenix Enforcer

LIGHT/Warrior-Type Fusion Effect Monster/Level 8/2500 ATK/2100 DEF
Lore: "Elemental HERO Phoenix Enforcer" + "Elemental HERO Sparkman"
Must be either Fusion Summoned, or Special Summoned by revealing 1 Normal Spell in your hand and banishing the above cards from your field or GY when you control no Fusion Monsters (in this case, you do not use "Polymerization"). Gains 300 ATK for each "Elemental HERO" card in your GY. Cannot be destroyed by battle. Once per turn, before resolving your opponent's card or effect that targets a "HERO" card(s) you control (Quick Effect): You can set 1 "D -" or "HERO" Spell/Trap from your hand or GY, but banish it when it leaves the field. That Set card can be activated this turn.
 
BD'Switchpanel (alright, so I changed the name of the changelog, go figure):
  • So this is LIGHT now, like its counterpart on the Flare Wingman side of the pond. 
  • Has the same Contact Fusion summoning conditions I gave Phoenix Enforcer. 
  • It also protect-well, not exactly, it slaps down-a "HERO" or "D" Spell/Trap as well, and does so when targeted by an opponent's card or effect, though its quick if it's a Trap. 
  • And the card is banished when it leaves the field, because I do believe there should be allowed a potential for this to work like it did in the anime, seamlessly switching from Elemental-to-Destiny HERO strategies in the blink of an eye.

 

NEXT UP: 

 

Sword of Dark Rites

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