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shadowsapex

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Horus the Black Flame Dragon LV4
FIRE/Dragon/Effect/Level 4/1600 ATK/1000 DEF
Control of this card cannot switch. If this card is targeted by an opponent's card effect, OR when this card destroys an opponent's monster by battle and sends it to the GY (Quick Effect): You can Tribute this card; Special Summon 1 "Horus the Black Flame Dragon LV6" from your hand, Deck, or GY. You can only use this effect of "Horus the Black Flame Dragon" once per turn.

Changelog: Now this works a lot faster. Why wait until the End Phase when you can have a new Horus immediately? Also, it gets back cards from the GY as well, making Graveyard from the Fourth Dimension more or less obsolete.

Next Card: Horus the Black Flame Dragon LV6, or another starting stage of a LV chain.

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Horus the Black Flame Dragon LV6

You can Special Summon this card (from your hand) by banishing 1 "Horus the Black Flame Dragon LV4" from your field or GY. Unaffected by Spell effects. If a monster was destroyed by battle or card effect this turn (Quick Effect): You can Tribute this card; Special Summon 1 "Horus the Black Flame Dragon LV8 from your hand or Deck.

 

Changes:

  • Alternate Summon condition to facilitate laddering into LV8
  • More versatility and faster evolution, the effect is worded so once destruction happens, the user can evolve into LV8 at will, it doesnt have to evolve immediately upon destruction.

Armed Dragon LV10

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Cannot be Normal Summoned or Set. Cannot be Special Summoned, except by the effect of "Armed Dragon LV7". You can discard 1 card; banish all face-up monsters your opponent controls. If 3 "Armed Dragon" monsters with different names are in your GY, this card can attack all monsters your opponent controls, once each.

Everything else remains the same

 

Honestly, the most sweeping changes I made to this card were updating it to PSCT.

Actually I DID make the nuke more devastating, and gave it a UCT effect if you were climbing Levels properly. Oh, and made it actually link to LV7. Speaking of which...

 

Armed Dragon LV7

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Armed Dragon LV7

Level 7 WIND Dragon/Effect

Cannot be Normal Summoned/Set. Must be Special Summoned by "Armed Dragon LV5". You can send 1 Monster from your Hand or field to the GY; negate the effects of all monsters your opponent controls with ATK less than or equal to that sent monster's ATK, and if you do, destroy them. During the End Phase, if this card destroyed a Monster by battle or by this card's effect this turn: You can send this card to the GY; Special Summon 1 "Armed Dragon LV7" from your hand or Deck.

ATK/2800 DEF/1000

 

Changes:

  • More flexible options regarding sending a Monster to the GY
  • Negates Monster Effects before destruction
  • Triggers SS effect if you used its destruction effect.

 

Next:

Fuhma Shuriken

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Fuhma Shuriken

Equip Spell

 

Equip only to a "NInja" monster. It gains 700 ATK If you control no monsters but the equipped monster: You can Special Summon 1 "Ninja" monster from your GY in face-up or face-down Defense Position, then change the battle position of 1 monster on the field, and if you do, you can equip this card to that monster. You can only use this effect of "Fuhma Shuriken" once per Duel. If this card is sent from the field to the GY: You can Inflict 700 damage to your opponent, plus 700 more damage if you control a "Ninjitsu Art" card. 

 

BD'Switchlog:

  • oh lookie here now it lets you retrieve stuff from the GY too that won't be busted in a hot minute-does do it in Defense tho SO IT BENEFITS LE FLIP NINJAS.
  • Also it switches up a monster's battle position and even lets you equip this card to it wow almost like it can make the flip effects go off all in one stroke sure no monster can abuse that rite
  • And final caveat allows it to burn the opponent for a possible 1400 should you have a Ninjitsu Art card up, so Shadow Sealing becomes all the more jank.

 

NEXT CARD: 

 

Senri Eye

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Senri Eye

Continuous Spell

Once per turn, during the Standby Phase: you can pay 500 LP; look at the top card of a player's Deck, and if you do, return to either the top or the bottom of the Deck. If this card is sent from the field to the GY: declare the name of a card, then excavate the top card of your Deck, and add it to your hand if you are correct, otherwise banish it.

 

- You can peek at your own cards, or mess with your opponent, which is miles ahead of its original incarnation

- it also rewards you for keeping an eye on your own draws.

 

 

How about Inspection.

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Inspection
Spell/Continuous
Whenever your opponent adds a card(s) to their hand: You can pay 500 LP; your opponent chooses a card at random from their hand and reveals it.

Changelogs: Now, it activates each time cards are added to the hand, such as drawing, or card effects, though Spell Economics helps curb the cost. Basically, as long as you can afford the price, you can know the contents of your opponent's hand...hopefully...

Next Card: You know what. Let's start a new series where we retrain banned cards to make them legal.
Starting with Snatch Steal.

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I think that's what we call erratas, although i know you are refering to not castrating erratas (to the ones that are evitable), anyway:

 

Snatch Steal

Equip only to a monster your opponent controls. Take control of the equipped monster. Neither player takes no damage form battles with that monster, also it cannot activate its effects. Once per turn, during your opponent's Standby Phase: They gain 1000 Life Points, also give control of the equiped monster to your opponent until the end of that turn. You can only activate 1 "Snatch Steal" per turn.

 

Change log:

  • Drawback to the monster you steal so you cannot make full abuse of it, however said clause remains while equiped which synergyzes with the second change
  • Gave it a mark of the rose clause so stealing a boss monster (and leave it on the field) won't be that unfair, but the opponent cant make full use of that monster either
  • Hard OPT because loops.

 

Card of the Safe Return

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If a monster(s) is Special Summoned from the GY: You can draw 1 card. You can only use this effect of "Card of Safe Return" once per turn. During your End Phase, if you have not drawn a card by this effect this turn, send this card to the GY.
 
Changes:
  • "Pinpoint Landing" for GY Special Summons.
  • Include both GYs

Next: Last Will

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[spoiler=I ain't 'fraid of no ghost]

Card of Safe Return

Continuous Spell Card

 

Lore: You can declare the name of 1 Level 9 or lower monster whose ATK/DEF are not 0, but are a multiple of 500; until the end of the next turn, monsters with that name cannot be destroyed by card effects, also when a monster(s) is Special Summoned from your GY with that declared name, you can draw 1 card (even if this card leaves the field). You can only use this effect of "Card of Safe Return" once per turn.

 

BD'Switchlog:

  • First off it now only aligns to monsters whose stats are similar to Revival Jam, so that's already a big thing. 
  • Next, it gives the monster destruction immunity, because my other option to bring this effect more in line with the anime was to make it also activate on destruction by card effects and that just ain't flying for me.
  • HARD OPT, can't have this stack. 
  • And no, you may NOT Ghost Ogre your way away from a card this conditional, something like this now demands you use something specific to work with it, let it rise and fall on that physic.

 

 

 

 

Last Will

Normal Spell Card

 

Lore: Once during the turn this card was activated (and was not negated), if exactly 1 monster on your side of the field was sent to your GY, you can Special Summon 1 monster from your Deck with lower ATK than that sent monster, where the difference is 1500 or more. Unless that Summoned monster has the same original Type and Attribute as that sent monster, it has its effects negated, also banish it face-down when it leaves the field. You can only activate 1 "Last Will" per turn.

 

BD'Switchlog:

  • Hard load of conditions (1500+ lower ATK than the monster it succeeds, and negation/face-down banishing should it not share its Type and Attribute).
  • But the effect persists, even if with a HOPT. In hopes that the massive conditions needed for this card will keep it fair.

 

NEXT UP: 

 

Miraculous Rebirth

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Miraculous Rebirth

Quick Play Spell

Activate as Chain Link 3 or higher. Target a monster(s) in the GYs, up to the Chain Link of this card's activation divided by 2 (rounded down); Special Summon it/them, but their effects are negated, also shuffle them into the Deck during the End Phase. You can only activate 1 "Miraculous Rebirth" per turn, and cannot activate this card if cards/effects with the same name are in the same Chain.

 

Get more monsters, but you have to be higher up on the chain link to really profit from this card.

 

Ehther, The Heavenly Monarch, bonus points if you make it better but still able to come back to 3

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Ehther the Heavenly Monarch

Level 8 LIGHT Fairy/Effect

You can Tribute Summon this card by Tributing 1 Normal Summoned monster. If this card is Tribute Summoned: You can send up to 2 "Monarch" cards from your hand and/or Deck to the GY, and if you do, Special Summon 1 monster with 2400 or more ATK and 1000 DEF from your hand, Deck or GY, but Return it to the hand during the End Phase. During either player's turn, if this card is in your hand: You can banish 1 "Monarch" card from your Graveyard; immediately after this effect resolves, Tribute Summon this card. You can only Tribute Summon "Ehther the Heavenly Monarch" once per turn.

ATK/2800 DEF/1000

 

Changes:

  • Can use any Normal Summoned Monster for a Tribute instead of a Tribute Summoned Monster.
  • Sends Monarch Cards instead of Spell/Traps so Monsters are included.
  • Special Summons from anywhere after being Tributed Summoned.
  • Allows Hand Trap effect to work any time during either player's turn.
  • Hard OPT on tributing Summoning Ehther.
Next:

Fengsheng Mirror

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Fengsheng Mirror

If you control a Spirit monster: Look at your oppoent's hand. Choose 1 card among them and discard it plus another card if the discarded card was a Spirit monster. You can only activate 1 "Fengsheng Mirror" per turn.

 

Change log

  • A themed confiscation/delinquent duo (in mirror matches) for spirits
  • Hard OPT

Cyclone Blade

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Cyclone Blade

Equip Spell

Equip only to a "Destiny HERO" monster. If the equipped monster battles or activates its effect: Target 1 Spell/Trap Card on the field; destroy that target. If this card is in your GY: You can target 1 "Destiny HERO" monster that is banished or is in your GY; shuffle this card into the Deck, and if you do, Special Summon that target. You can only use this effect of "Cyclone Blade" once per turn.

 

 

Next:

Twin-Barrel Dragon

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Twin Barrel Dragon

Level 4 DARK Machine/Effect

Each time a DARK Machine Monster is Normal or Special Summoned: Toss a coin twice; if the result is 2 Heads, destroy 1 card on the field.

ATK/1700 DEF/200

 

Changes:

  • Can activate its effect if a DARK Machine Monster is Normal or Special Summoned
  • Non-Targeting Destruction

Next:

The Legendary Fisherman

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The Legendary Fisherman

level 7 WATER Warrior/Effect

Cannot be destroyed by battle. While "Umi" is on the field, this card is unaffected by Spell/Trap effects and you do not take battle damage from battle involving this card.

ATK/2000 DEF/1600

 

Changes!:

-Deleted its inabillity to be targeted for attacks while umi is active

-Gave it trap immunity while umi in on the board

-Made it indestructable by battle

-Made it so it doesn't take damage from battles while umi is your field spell of choise

 

Next: artifact achilleshield

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Artifact Achilleshield

LIGHT/Fairy/Level 5/Effect

1500/2200

You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Your opponent cannot target "Artifact" monsters you control for attacks for the rest of this turn. If a monster declares an attack: You can Special Summon this card from your hand, and if you do, negate the attack.

 

 

Next:

Heraldic Beast Eale

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Heraldic Beast Eale
EARTH/Beast/Effect/Level 4/1000 ATK/1800 DEF
If you control a "Heraldic Beast" monster, you can Special Summon this card (from your hand). If this card is Normal or Special Summoned: You can target 1 of your banished "Heraldic Beast" monsters; return it to the GY, and if you do, send 1 "Heraldic Beast" monster from your Deck to the GY. You can only activate this effect of "Heraldic Beast Eale" once per turn.

 

Notes: Not only does it get itself out quicker, but it now has an effect that lets you simultaneously recycle the banished monsters and sent up the Grave.

Next Card: I've noticed that there are a lot of cards that belong to an archetype, but don't actually do anything for that archetype. Let's start things off with Heraldic Beast Basilisk.

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Heraldic Beast Basilisk

Level 4 | EARTH | Beast | Effect

1000 | 1400

If you control a "Heraldic Beast" or "Heraldry" monster, you can Special Summon this card from your GY. If Special Summoned by this effect, you can attach it to 1 Xyz Monster you control as material. A "Heraldry" Xyz Monster that has this card as material gains this effect.

● If this card battles an opponent's monster: Destroy it before damage calculation, then inflict damage to your opponent equal to its ATK.

 

Changelog

  • Unicorn-style revival effect
  • Can attach itself as material.
  • Original destruction effect carries over to the Xyz Monster (though it is limited to Numbers 8, 18 and C/69)

 

====

Mecha Phantom Beast Blue Impala

 

(Because I would like a Level 3 Tuner for the Deck that doesn't require me to be getting ass kicked to trigger Token summoning)

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Mecha Phantom Beast Blue Impala
WIND/Machine/Tuner/Effect/Level 3/1400 ATK/1100 DEF
Cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Machine monster. The other Synchro Material Monster(s) are "Mecha Phantom Beast" monsters in your hand or on your side of the field. Once per turn, if you control a "Mecha Phantom Beast Token": You can target up to 2 Machine monsters in your GY; shuffle them into your Deck, and if you do, reduce this card's Level by the number of Machine monsters shuffled into the Deck by this effect. While you control a Token, this card cannot be destroyed by battle or card effects. During your Main Phase, except the turn this card was sent to the GY: You can banish this card from your GY; Special Summon 1 "Mecha Phantom Beast Token" (Machine/WIND/Level 3/ATK 0/DEF 0).

Notes: It can modulate its own Level by recycling MPBs, so you can better control the outcome of the Synchro monster you want, and it can now operate alongside its cousin O-Lion to help generate Tokens.

Next Card: Another card that doesn't work with its archetype: Cyber Dragon Zwei.

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Cyber Dragon Zwei

This card's name becomes "Cyber Dragon" while on the field or in the GY. If this card battles an opponent's monster, it gains 300 ATK during the Damage Step only. You can reveal 1 Spell in your hand; once, if you Fusion Summon a Machine Fusion Monster this turn, you can banish monsters from your hand, field, and/or GY as the Fusion Materials. You can only use this effect of "Cyber Dragon Zwei" once per turn.

 

Changes:

  • Copy names become present at all times
  • Boost works on opponent's turn
  • CFS effect for a relevant reason to reveal a spell

T.G. Striker

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T.G. Striker

EARTH/Warrior/Level 2/Tuner/Effect

800/0

If you control no monsters, you can Special Summon this card (from your hand). During the End Phase, if this card is in the GY because it was destroyed and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Striker".

 

A bit of a no-brainer, just made both effects more flexible.

 

 

Next:

Fabled Topi

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Fabled Topi

LIGHT
Fiend/Tuner/Effect

1/500/200

If you control a "Fabled" monster: You can discard this card and up to 1 other "Fabled" monster, then target Spell/Trap cards on the field, up to the number of monsters discarded this way; banish them. You can only use this effect of "Fabled Topi" once per turn.

 

The original had convoluted requirements for activation, required it to be on the field and tribute itself...it was a huge mess. I instead opted to give it a Grimro-like condition, and while it's strictly 1 for 1 removal, letting you trigger another fabled while breaking boards isn't a bad thing imo.

 

I think Fabled are a cool idea with a bunch of bad design backing it. For example, let's try to clean up Fabled Dyf.

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Fabled Dyf

If a "Fabled" monster(s) is sent from the hand to your GY: You can banish 1 of those monster(s); Special Summon 1 "Fabled" monster from your Deck with an equal or lower Level than the banished monster. You can only use this effect of "Fabled Dyf" once per turn.

 

Changes:

  • Instead of Tributing itself, it banishes the discarded monster (to avoid ridiculous pluses) instead to SS a Fabled from the Deck.
  • If instead of When.
  • Hard OPT.

Next: Fabled Dianaira

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Fabled Dianaira

LIGHT/Fiend/Level 8/Effect

2800/100

You can Tribute Summon this card in face-up Attack Position by Tributing 1 "Fabled" monster. (Quick Effect): You can discard 1 "Fabled" monster; Special Summon this card from your hand or GY. If Summoned this way, banish this card when it leaves the field. Once per turn, when your opponent activates a Normal Spell/Trap Card or a monster effect (Quick Effect): You can activate this effect; the activated effect becomes "Your opponent discards 1 card". ("Your opponent" means the controller of this monster.)

 

 

Next:

Fabled Gallabas

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