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Remake a Card


shadowsapex

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T.G. Rush Rhino
EARTH/Beast/Effect/Level 4/1600 ATK/400 DEF
If this card battles, it gains 400 ATK during the Damage Step only. When this card destroys an opponent's monster by battle and sends it to the GY: You can Special Summon 1 "T.G." monster from your Deck. During the End Phase, if this card is in the GY because it was destroyed on the field and sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Rush Rhino".

Notes: Now it's a Flamvell Firedog for T.G.s. Which works so much better for the Deck.

Next Card: T.G. Cyber Magician.

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T.G. Cyber Magician

Level 1 LIGHT Spellcaster Tuner/Effect

When using this card you control as a Synchro Material, you can use "T.G." monsters in your hand as Synchro Materials. While this card is in your GY, you can target 1 "T.G." Monster you control (Quick-Effect); add this card to your hand and if you do, destroy it and if you do that, draw 2 cards. During the End Phase, if this card is in the GY because it was sent there this turn: You can add 1 "T.G." monster from your Deck to your hand, except "T.G. Cyber Magician". You can only use each effect of "T.G. Cyber Magician" per turn.

ATK/0 DEF/0

 

Changes:

  • Allows for the Synchro Summon of any Monster, not just T.G. Monsters
  • Pops T.G. Monsters to recovers itself while also being an in-Archetype Pot of Greed.
  • Hard OPT on both effects
Next:

TGX1-HL

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TGX1-HL

Quick-Play Spell

Target 1 "T.G." monster you control; apply 1 of the following effects.

- Halve its ATK and DEF, and if you do, destroy 1 other card on the field.

- Destroy it, and if you do, Special Summon 2+ "T.G." monsters from your GY equal to the Level of the destroyed monster on the field. You can only apply this effect of "TGX1-HL" once per turn.

 

Hard OPT only on the second effect to ease up on the shenanigans, but this has the benefit of turning your regular TG into two smaller ones, or destructively un-tuning your Synchro for a draw and a new synchro. You can even detonate your Halberd Cannon and go ham, since this isn't restricted like Recipro is.

 

TG-SX1

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TG-SX1

Normal Trap

Target 1 "T.G." monster in your GY; Special Summon it, and if you do, you can: Immediately after this effect resolves, Synchro Summon 1 Synchro Monster from your Extra Deck using Monsters you control as Synchro Material . If a "T.G." monster you control is destroyed by battle or card effect: You can Set this card from your GY, and if you do, you can activate it this turn. You can only use each effect of "TG-SX1" once per turn.

 

Changes:

  • Monster Reborns any T.G. Monster instead of Synchros
  • Urgent Tuning Effect
  • Can recur itself when T.G. Monster Is destroyed.

Next:

Hyper Synchron

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Hyper Synchron

LIGHT

Machine/Tuner/Effect

Level 4 - 1600/800

 

If this card is sent to the Graveyard for the Synchro Summon of a Dragon-Type monster: That monster gains 800 ATK and DEF, but its effects are negated.

(Banish cost removed for new cost, and DEF gain added.)

--------------------

Xtra HERO Wonder Driver

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Xtra HERO Wonder Driver

LIGHT

Warrior/Link/Effect

N S

ATK 1900/LINK - 2

2 "HERO" monsters

If a "HERO" monster is Normal or Special Summoned to your zone this card points to: Target 1 "Polymerization" Spell, "Fusion" Spell, or "Change" Quick-Play Spell in your GY; Set that target. You can only use this effect of "Xtra HERO Wonder Driver" once per turn. If this card is sent from the field to your GY: You can Special Summon 1 "HERO" monster from your hand. You cannot Special Summon monsters the turn you activate this effect, except "HERO" monsters.

 

Loosened up the ss from hand effect, but xenophobic'd it to prevent firewall part 2

 

Bri Synchron

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If this card is in your hand: You can target 1 Level 3 or lower non-Tuner Warrior or Machine monster you control; Special Summon this card, and if you do, this card's Level is reduced by the Level of the targeted monster. You can only use this effect of "Bri Synchron" once per turn. If this card is sent to the GY as a Synchro Material, until the end of this turn, you can have the Synchro Monster that used this card as a Synchro Material gains 1000 ATK, but its effects are negated. For a Synchro Summon, you can substitute this card for any 1 "Synchron" Tuner monster.

 

Changes:

  • The first effect gives "Yusei Deck" a little boost. It's technically a worse destrudo but without the heavy cost of paying half your LP +it synergies well with its archetype.
  • I made its original effect optional as you definitely don't want your effects negated, but there are times when beatsticks are needed so I increased the ATK boost to 1000.
  • The last part is there because of the trivial fact that it's one of the "Synchron"s to not have its Synchro Monster corresponding, so I gave it "Quickdraw" copying ability.

Next: Subterror Behemoth Fiendess

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Subterror Behemoth Fiendess

Link-2 EARTH Wyrm/Effect

Bottom-Left, Bottom-Right

2 "Subterror"Monsters

If this card is Link Summoned, Set 1 "Subterror" Spell/Trap or 1 "The Hidden City" directly from your Deck. During your Main Phase: You can send 1 "Subterror" monster from your Deck to the GY, and if you do, Special Summon 1 monster from your hand or GY in face-down Defense Position to a zone this card points to. You can only use this effect of "Subterror Behemoth Fiendess" once per turn. Once per turn, if you activated the effect of a "Subterrror" Monster, add 1 "Subterror" card from your Deck to your hand.

ATK/2000 LINK-2

 

Changes:

  • Well, I made it slightly more playable considering the main flaw is that it's a link Monster which can't be face-down.
  • Removed ATK Boost
  • Searches Spell/Trap cards as well as the field Spell
  • Can now send the Nemesis Monsters and revives from GY
  • Triggers search effect for any "Subterror" effect from the activation of a "Subterror" Monster effect.

Next:

Xtra HERO Dread Decimator

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We can hope that the ATK boost isn't legitimate trash, but you can do far better than just a big beater that pierces.

 

Xtra HERO Dread Decimator

Link 3 | DARK | Warrior | Link | Effect

2500

SW S SE

2+ Warrior monsters, including at least 1 "HERO" monster

When this card is Link Summoned: Special Summon 1 "HERO" monster from your hand or GY to a zone this card points to, ignoring Summoning conditions. Once per turn (Quick Effect): You can target 1 "HERO" monster you control or in your GY, except "Xtra HERO Dread Decimator"; this card gains the targeted monster's effects until the End Phase. If this Link Summoned card leaves the field: You can destroy 1 card your opponent controls.

 

Change log

- Materials are 2+ Warriors with requirement of 1 "HERO" (so you can go Isolde + HERO into this if you need to)

- Can revive Dark Law or any HERO you want when summoned.

- Copy effect of another HERO in GY or you control for turn. (Mostly to copy ED stuff)

- Blow up something when it dies.

 

So in hindsight, I literally remade it. Everything else like stats and markers were kept. You guys wanted to end on Dark Law or something else that advances your plays instead of beater; you got something that does it.

 


 

Alviss of the Nordic Alfar

(Fix it to however you feel is necessary to make Nordics competent in 2018)

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Alviss of the Nordic Alfar

DARK
Spellcaster/Tuner/Effect

4/1500/1000

If only this card is banished by the effect of a “Nordic” Link Monster or an "Aesir" monster: You can send to the GY 1 “Nordic” monster you control and 2 “Nordic” monsters from your Deck whose total Levels equal 10, then Special Summon 1 “Aesir” monster from your Extra Deck (This is treated as a Synchro Summon). If an “Aesir” monster(s) in your possession is sent to your GY by your opponent’s card: You can banish this card from your GY; Special Summon 1 “Aesir” monster from your Extra Deck with a different name from the cards in your GY. You can only use this effect of “Alviss of the Nordic Alfar” once per turn.

 

- Unrestricted its being banished by the link, so you get a free Aesir AND the full benefit of the synchro effect, which now actually Synchro Summons. Also the banish to summon Aesir thing can only work twice max without manipuating your grave something fierce. Also made it a tuner so you could banish it off Loki and summon another Aesir.

 

 

Jormungardr the Nordic Serpent

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Jormungardr the Nordic Serpent
DARK | Level 8 | Dragon/Effect | 3000/3000

Cannot be Normal Summoned/Set. If you control a "Nordic" monster, you can Special Summon this card (from your hand) to your opponent's side of the field in Defense Position. When Summoned this way: Immediately after this effect resolves, your opponent can Normal Summon 1 "Nordic" monster from their hand without Tributing. At the end of each turn, if an "Aesir" monster is not on the field, destroy this card. Once per turn, if this face-up Defense Position card you control is changed to face-up Attack Position: Take 3000 damage. If this card is sent from your opponent's side of the field to the GY: You can target 1 of your banished "Nordic" cards; add it to your hand. You can only use this effect of "Jormungardr the Nordic Serpent" once per turn.

Gave it an actual reason to Summon it, Tributing removal is to combo with Svartalf, made it playable without the Aesirs slightly, pumped up the burn effect and gave it a slight combo with the new Link.

Fenrir the Nordic Wolf

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Fenrir, Aesir Wolf of Nordic Legend

DARK

Beast/Effect

10/4000/4000

Cannot be Normal Summoned/Set. If an "Aesir" monster is on the field, you can Special Summon this card (from your hand) to your opponent's side of the field in Defense Position by Tributing one of their monsters. At the start of your Battle Phase: Change all Defense Position monsters you control to face-up Attack Position. If an attack is declared between an "Aesir" monster and this card; shuffle it into the Deck. If "Loki, Lord of the Aesir" attacks this monster, change control of this card instead. There can only be 1 "Fenrir, Aesir Wolf of Nordic Legend" on the field at a time.

 

Decided to give it a Kaiju vibe, it being one of the few monsters that jumps to your opponent's side and all. Made it an Aesir to slip under the Link monster's restrictions, to be a big Kaiju, and gave it some lore flavor (it's the son of Loki, so it stands to reason he could control it.

 

Nordic Relic Laevateinn

 

EDIT: Also for reference, we have done

 

  • Guldfaxe
  • Tanngjostr
  • Tanngrisnir
  • Garmr
  • Dverg
  • Thor
  • Ljosalf
  • Tyr
  • Svartalf
  • Mimir
  • Valkyrie
  • Odin
  • Nordic Lights
  • Gleipnir
  • Odin's Eye
  • Loki
  • Mara
  • Solemn Authority
  • Jormungardr
  • Alviss
  • Gotterdammerung

And I think that's it for the nordic stuff thus far

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Nordic Relic Laevateinn

Normal Trap

If a "Nordic" Monster is destroyed by battle, target 1 Monster your opponent controls; destroy it. If you control a "Nordic" Synchro Monster, Cards and effects cannot be activated in response to this card's activation.

 

I basic overhalled the card to make it work in Nordic better. Letting you take down a Monster if your Nordic monster goes down. And balancing the second effect, (let's be honest, this card having invincibility vs Card effect is broken.)

 

Next: Keeping on the Nordic train, Nordic Relic Brisingamen

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Nordic Relic Brinsgammen

Normal Trap

When this card is activated: Target 1 "Aesir" or "Nordic" monster you control; equip this card to that target. When it battles an opponent's monster: It gains ATK equal to half the other monster's original ATK, until the End Phase.

 

Instead of being equal for...whatever reason, we give it a boost. Also, you wear necklaces.

 

Nordic Relic Gungnir

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Nordic Relic Gungnir

Normal Trap Card

Banish 1 "Aesir" or "Nordic" monster in your hand or GY; shuffle 1 card on the field into the deck, also during the End Phase after activation, Special Summon that banished Monster. If you control an "Aesir" Monster you can activate this card from your Hand.

 

Changes:

  • More versatility from using Monsters in GY and Hand
  • Non-targeting Removal
  • Special Summons banished Monster during End Phase, because Gungnir always returned to the owner's control
  • Handtrap quality if you control an "Aesir"
Next:

Nordic Relic Draupnir

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Nordic Relic Draupnir
Equip Spell
Equip only to an "Aesir" or "Nordic" monster. It gains 800 ATK. If it would be destroyed, you can send this card to the GY instead. If this card is sent from the field to the GY: You can add 1 "Nordic Relic" card from your Deck to your hand.

Surprisingly alright card in a bad archetype.

The Nordic Lights

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The Nordic Lights
Field Spell
"Nordic" and "Aesir" monsters on the field cannot be targeted or destroyed  by effects. Once per turn: You can add 1 "Nordic" card from your Deck or GY to your hand, except "The Nordic Lights". If this card on the field is sent to the GY: You can target 1 "Nordic" or "Aesir" monster in your GY; Special Summon it.
 
 
Changelog:
- Protects the "Aesir" monsters too.
- Changed battle protection to effect protection, which is far more valuable
- Searches stuff for them. 
- Floats dead Nordic back if field goes, instead of blowing up your board. (Konami, why?)
 



 
IDK if we fixed Guldfaxe yet, but if we didn't, do him. 
 
Otherwise...fix Garmr.
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Might as Well

 

Garmr of the Nordic Beasts

Level 4 DARK Beast/Effect

If this monster is Normal Summoned, Set 1 "Nordic Relic" Spell/Trap from your Deck or Graveyard. At the start of the Damage Step, If this card battles a Monster except an "Aesir" Monster: return that Monster to the hand.

ATK/800 DEF/1900

 

Changes:

  • Searches out Nordic Relics
  • Bounces Monsters to the hand except Aesirs for lore reasons
Next:

Nordic Relic Megingjord

 

The remaining ones besides that are Vanadis of the Nordic Ascendant and Gullveig of the Nordic Ascendant

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Nordic Relic Megingjord

Normal Trap

Target 1 "Aesir" or "Nordic" monster you control; equip this card to that target. Its ATK and DEF each become double its original ATK and DEF, but if it attacks directly, damage dealt this way is halved.

 

Belts are meant to be WORN, also monkey-d with how the damage works so you can muscle over monsters but you can't flip this on Odin and OTK or something stupid like that.

 

 

Divine Relic Mjollnir

Hopefully people do the obvious thing here, because come tf on

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Nordic Relic Mjolnir

Normal Trap Card

Target 1 "Aesir" or "Nordic" Monster you control; equip this card to that target. It can attack all Monsters your opponent controls once each. If the equipped Monster battles a Defense Position Monster, inflict Piercing Battle Damage to your opponent. If an "Aesir" or "Nordic" Monster would be destroyed by battle, you can banish this card from your GY, instead.

 

Changes:

  • Now called Nordic Relic, and applied effect to Nordics as well
  • equips card to target
  • Thor's hammer is more often targeted at Monsters so instead of a double attack, it attacks all Monsters once each.
  • Applies Piercing
  • Battle Protection.

Next:

Vanadis of the Nordic Ascendant

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Vanadis of the Nordic Ascendant
DARK/Fairy/Tuner/Effect/Level 4/1200 ATK/400 DEF
(This card is also treated as a "Nordic Beast" monster and a "Nordic Alfar" monster.)
If this card is used as a Synchro Material, all other Synchro Materials must be "Nordic" monsters. Once per turn: You can send 1 "Nordic" monster from your Deck to the Graveyard; this card's Level becomes the Level of that monster, until the end of this turn. If this card is banished: You can target a number of "Nordic" Tuner monsters, up to the number of "Aesir" Synchro Monsters you control +1; return them to your GY. You can only use this effect of "Vanadis of the Nordic Ascendant" once per turn.

Notes: Added in a helpful new effect that synergizes well with Gullveig.

Next Card: March Towards Ragnarok. I think this is the last one.

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Big Jaws
WATER/Fish/Effect/Level 3/1800 ATK/300 DEF
During your Main Phase, if you activated a Normal Spell Card, you can Special Summon this card (from your hand) in face-up Defense Position. You can only Special Summon "Big Jaws" once per turn this way. At the end of the Battle Phase, if this card attacked: Banish it. During the Standby Phase of the next turn after this card was banished: Special Summon this banished card, and if you do, you can add 1 Level 4 or lower Fish, Sea Serpent, or Aqua monster from your Deck to your hand. You can only use this effect of "Big Jaws" once per turn.

Notes: Included its anime effect, as well as an effect that helps the deck by allowing it to return.

Next Card: Skull Kraken

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Skull Kraken

Level 3 DARK Aqua/Effect

When this card is Normal Summoned: You can target 1 face-up Spell/Trap Card your opponent controls; destroy that target. Once while this card on the field: You can change the battle position of this card; Special Summon 1 Level 4 or lower banished Fish, Sea Serpent, or Aqua monster, and if you do, this card's level becomes equal to that card's level

ATK/600 DEF/1600

 

Changes:

  • Now hits Trap Cards
  • Specials Summon a banished Fish, Sea Serpent, or Aqua monster, for Xyz Plays
Speaking of which

 

Next:

 

Xyz Dimension Splash

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