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shadowsapex

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D. D. Sprite

LIGHT - Level 1 - Fairy/Effect - 0/0

You can Special Summon this card (from your hand) by banishing 1 monster you control until your next Standby Phase. If this card leaves the field: You can Special Summon 1" D. D." monster, or Level 1 LIGHT Fairy-Type monster, from your hand or Deck, except "D. D. Sprite", but banish it during the End Phase

 

Changelog:

●Adjusted the Summon effect to guarantee your monster comes back.

●Free extra fodder!

 

Gather Your Mind

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In retrospect, maybe that one didn't need a fix since it can banish stuff that floats like Metaphys or Thunder Dragons, while opening Needlefiber plays.

 

Gather Your Mind

Normal Spell

Add 1 "Gather Your Mind" card from your Deck to your hand, and if you do, draw 1 card, then end the current phase. You can only use 1 "Gather Your Mind" per turn.

 

A bit of a bold change there. Now it acts as a hard OPTed Upstart that gives you an extra card to either use as fodder, or reserve for the next turn. The trade-off is that you don't get to use the cards for follow-ups for the rest of the phase.

 

 

Next:

Oshaleon

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Oshaleon

WATER

Lv.3

Reptile/Effect

1400/800

 

Once per turn, you may increase or decrease this monster's level by 1. While this monster is in face-up attack position, your opponent can only pick "Oshaleon" as an attack target. Once per turn, this monster's name and attribute may be also be treated as those of a Reptile-type monster on the field with the same level as this card. If this card is destroyed by battle, you may add a Reptile-type monster from your deck to your hand whose level is equal to or less than this monster's level.

 

----

 

Made it more useful for reptile decks that rely upon names (attribute change was more just a gimmick) for their effects (Alien deck comes to mind, cuz I'm an Alien-main scrub). Also made the search effect more useful by making it possible to search by level rather than by ATK.

While we're on Aliens, let's fix one of their more useless members.

Next card: Alien Infiltrator

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Sucks that you didn't make it float upon any form of destruction

 

Alien Infiltrator

EARTH/Reptile/Level 2/Tuner/Effect

800/500

This card can attack directly. If there are no cards on your opponent's side of the field in the same column as this card, it can declare an attack at the start of your opponent's Battle Phase (The battle is conducted normally). Once per turn (Quick Effect): You can move this card to another of your Main Monster Zones. If this card inflicts battle damage to your opponent: You can target 1 card your opponent controls; destroy it, or, if it is a monster, you can take control of it until the End Phase instead.

 

 

Next:

Cyber Ouroboros

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Cyber Ouroboros

Level 2 | DARK | Machine | Effect

100/600

If this card is banished: You can draw 1 card, then send 1 Machine monster from your hand or Deck to the GY. During your next Standby Phase, if this card is banished: You can Special Summon this card, but banish it when it leaves the field. You can only use each effect of "Cyber Ouroboros" once per turn.

 

Now it's a technical Foolish for Machines again if you decide to Overload Fusion or something. Oh and it can recur itself too (which I suppose fits into Ouroboros usually being in an infinity symbol at times)

 


 

Trickstar Band Sweet Guitar

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Trickstar Band Sweet Guitar

LIGHT

Fairy/Fusion/Effect

6/2200/1200

Any damage that a “Trickstar” Link Monster you control linked to this card inflicts to your opponent is doubled. If your opponent takes damage by a "Trickstar" monster's effect: This card gains ATK equal to the damage they took. During the End Phase, if this card attacked: The ATK gained from this effect returns to 0, then, you can Special Summon 1 “Trickstar” monster from your GY.

 

Card only really needs minor changes, and having it on the field encourages getting burner cards out and discourages carobein shenanigans, and also doesn't do the exact same thing as TS Fusion

 

Battlin' Boxer Rib Gardna

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Battlin' Boxer Rib Gardna
FIRE/Warrior/Effect/Level 3/100 ATK/1400 DEF
(Quick Effect): You can banish this card from your hand or GY, then target 1 "Battlin' Boxer" monster you control; banish it. During your Standby Phase after this card was banished: You can target 1 banished "Battlin' Boxer"; Special Summon this card and the target, and if you, increase this card's Level by 1. You can only use each effect of "Battlin' Boxer Rib Gardna" once per turn.

 

Notes: Now it dodges, then gives you resources to work off of.

 

Next Card: Battlin' Boxer Rabbit Puncher

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Battlin' Boxer Rabbit Puncher

FIRE

Warrior/Effect

3/1200/600

Can attack twice per Battle Phase. At the start of the Damage Step, if this card battles a Defense Position monster: You can destroy it. (Quick Effect): You can banish this card from your GY, then target 1 "Battlin' Boxer" monster you control; it gains the preceding effects. If this card is Special Summoned: You can increase or decrease its Level by 1.

 

 

-Plays nice with 4s while also keeping its 3ness

-does cool things with battle

-lets another boxer do cool things with battle

-combos with new Rib

 

 

Battlin' Boxer Cheat Commissioner

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Battlin' Boxer Cheat Commissioner

Rank 3 FIRE Warrior Xyz/Effect

2 Level 3 monsters

All monsters your opponent controls must attack, if able. While you control another "Battlin' Boxer" monster, if your opponent's Monster declares an attack, you can change the attack target to 1 "Battlin' Boxer" Monster you control. When an attack is declared involving a "Battlin' Boxer" monster you control: You can detach 2 Xyz Materials from this card, then target 1 Normal Spell/Trap in either player's GY; apply that target's effect, then banish that target.

ATK/0 DEF/1300

 

Changes:

  • Fixes battles between Monsters, including 1 "Battlin Boxer" Monster
  • Applies effects of Normal Spell/Trap in the GY, including Mirror Force, Raigeki, etc, when battle occurs.

Last Counter

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Last Counter
Trap/Counter
When an attack is declared involving a "Battlin' Boxer" monster you control and an opponent's monster: Negate the attack, and if you do, send that monster you control to the GY, then 1 "Battlin' Boxer" monster you control (in Attack Position, if you declared the attack) gains ATK equal to the original ATK of that opponent's monster, also proceed to damage calculation using those monsters. Then, after damage calculation, if that opponent's monster is not destroyed by battle, you take damage equal to the amount of ATK gained from this effect.

Notes: I hate this card. It's a stupid anime card that was used for dramatic purposes for a stupid plot-line in what I consider to be one of the stupidest points in the entire franchise: ZEXAL II.

So I tweaked it so it's risk-reward. If you manage to win the battle, you don't take the damage. Easy peasy.

Next: Let's deal with their "boss monster". Number 105: Battlin' Boxer Star Cestus.

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Number 105: Battlin' Boxer Star Cestus

FIRE

Warrior/Xyz/Effect

R4/2500/1000

2+ Level 4 FIRE Warrior monsters

"Battlin' Boxer" monsters cannot be destroyed by battle. If a "Battlin' Boxer" monster attacks, your opponent cannot activate cards/effects until the end of the Damage Step, and if it battles a monster, that monster's effects are negated until the end of the Battle Phase. During the Battle Phase (Quick Effect): You can detach 1 Xyz Material from this card; this turn, if a "Battlin' Boxer" monster you control battles an opponent's monster, double any battle damage your opponent takes, also if you would take damage from that battle, inflict it to your opponent instead, also you can banish the opponent's monster at the end of the Damage Step. Once per turn, if this card battles an opponent's monster: Add 1 "Battlin' Boxer" or "Rank-Up-Magic" Spell/Trap from your Deck to your hand.

 

What happened here?
- Rather than making it 3 monsters by default, made it 2 with the option of getting 3 mats if necessary. To balance, only BBs can make it on their own easily, but it's not impossible to make outside of its own deck, and BB can use engines that...can make Level 4 FIRE warriors? Igknights I guess?

-  Took its primary effect and split it up:

- The "your BBs can't die" and "your BBs stop the opponent's monster from trying sheet" effects are now continuous, and don't require Xyz Material to use

- The detach effect makes the strategy of "your boxers fight your opponent's monsters" WAY more viable, by ratcheting up the damage dealt, and being removal.

- I also added a RUM effect, to capitalize on the strong offensive that this puts out: it's primarily designed to grab Quick Chaos to go into C105 as a game ender, but in all likelihood C105 is going to be radically changed on its own

 

Let's see it: Number C105 Battlin' Boxer Comet Cestus

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Number C105: Battlin' Boxer Comet Cestus

FIRE - Rank 5 - Warrior/Xyz/Effect - 2800/2000

3 or more Level 5 FIRE Warrior-Type monsters

Other "Battlin' Boxer" monsters you control cannot be destroyed by battle or your opponent's card effects. Once per turn, at the start of the Damage Step, if this card battles your opponent's Special Summoned monster: You can negate the effects of all face-up monsters your opponent controls, until the end of the Battle Phase. If this card destroys your opponent's monster by battle: You can inflict damage to your opponent equal to half the destroyed monster's original ATK. If this card has "Number 105: Battlin' Boxer Star Cestus" as Xyz Material, it gains the following effects:

●Once per turn, you can detach 1 Xyz Material from this card to target 1 face-up monster your opponent controls: Destroy it, and if you do; inflict damage to your opponent equal to its original ATK.

At the start of the Damage Step, if the effect of another "Battlin' Boxer" monster activated this turn while you controlled it, and this card attacks your opponent's monster: You can reduce the ATK of the attack target by 800.

 

Changelog:

●In line with the Material change on Star Cestus, this big boy is 1 Material easier to Summon, at the cost of needing FIRE Warriors.

●More protection! Well, sorta. It doesn't protect itself, but that's still a lot better than nothing.

●In line with some of the other Number C monsters, a slightly upgraded version of the original's signature effect.

●A second effect while you have Number 105 attached: Dropping the ATK of anything it attacks by 800, thus widening the range of things it can kill, and in doing so, increases its maximum burn.

 

Tsukumo Slash

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Tsukumo Slash

Quick-Play Spell Card

If a monster you control battles an opponent's monster whose ATK is higher than your Monster during damage calculation: your battling Monster gains ATK equal to your opponent's monster's ATK during that Damage Calculation Only. Then if your opponent's Monster was not destroyed by that battle, Gain LP equal to the ATK gained by this effect.

 

Changes:

  • Becomes generic Honest in Spell Card form
  • Gains LP if Monster was not destroyed by that battle.
  • Not OPT

Next:

Senet Switch

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  • 3 weeks later...

Digital Bug Centibit
LIGHT/Insect/Effect/Level 3/1500 ATK/500 DEF
Cannot be used as an material for an Xyz Summon, except for the Xyz Summon of an Insect monster. Once per turn, when this face-up card is changed from Attack Position to Defense Position (Quick Effect): You can Special Summon 1 Level 3 Insect monster from your Deck in Defense Position. An Xyz Monster that was Summoned using this card on the field as material gains this effect.
This card gains 200 ATK for each Defense Position monster on the field. This card can attack all Defense Position monsters your opponent controls once each.

 

Notes: Really, the Main Deck monsters for the archetype were more or less fine, but I suppose they could use some slight tweaks. It was the Extra Deck monsters and the Spell/Trap support that killed the archetype.

Next: Digital Bug Rhinosebus. Let's tackle these craptastic Xyzs, starting with the first and working our way back.

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Eh, I really don't know about the maindeck monsters, they lack the ability to start and make their Xyz, but let's work some magic

 

Digital Bug Rhinocebus

LIGHT
Insect/Xyz/Effect

7/2600/2200

2+ Level 7 LIGHT Insect-Type monsters

You can also Xyz Summon this card using a Rank 5 or 6 Insect Xyz Monster you control as Material. (Transfer its materials to this card.) If this card has a "Digital Bug" monster as material, apply any effects it would give an Xyz Monster to this card. If this card attacks a Defense Position monster, inflict piercing battle damage to your opponent, also negate its effects on the field and in the GY. Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; destroy the face-up monster(s) your opponent controls with the highest DEF (all, if tied). If this card would be destroyed, you can detach 1 Xyz Material instead.

 

~ gave the initial effect a little more oomph

~ removed the need to detach to Rank Up, and also made the Xyz Material effects apply on it, so it doesn't feel like you've wasted your time on the Rank Up.

~ Gave it a detach to not die effect, to make it more resilient

 

We'll move down the line with Digital Bug Corebage

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2 or more Level 5 LIGHT Insect-Type monsters

You can also Xyz Summon this card by detaching 2 Xyz Materials from a Rank 3 or 4 Insect-Type Xyz Monster you control, then using that Xyz Monster as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) Once per turn: You can detach 1 Xyz Material from this card, then target 1 Defense Position monster your opponent controls; shuffle it into the Deck. ; Shuffle 1 Defense Position monster your opponent controls into the Deck, and if you do, change 1 face-up monster your opponent controls to Defense Position. Once per turn, if the battle position of a monster(s) on the field is changed (except during the Damage Step or by the effect of "Digital Bug Corebage"): You can attach 1 Insect-Type monster from your Graveyard to this card as Xyz Material.

 

Next: Litmus Doom Swordsman
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Litmus Doom Swordsman

Level 8 DARK Warrior Ritual/Effect

You can Ritual Summon this card with "Litmus Doom Ritual". Cannot be destroyed by battle. Monsters you control are unaffected by Trap effects. Gains 3000 ATK/DEF while a Trap is on the field. If this Ritual Summoned card is sent to the GY: You can target 1 Trap in either GY; Set it to your Spell & Trap Zone, also it can be activated this turn.

ATK/0 DEF/0

 

Changes:

  • Gave Trap Immunity to every monster you control.
  • Triggers Effect if sent to the GY
  • Temple of the Kings effect for the Trap.

Next: Lets get back to Digital Bugs.

Digital Bug LEDybug

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Digital Bug LEDybug

LIGHT - Level 3 - Insect/Effect - 500/0

Once per turn, if this card is changed from Attack to Defense Position: You can add 1 Level 3 Insect-Type monster from your Deck to your hand. An Xyz monster with this card as Xyz Material when it is Summoned gains the first of the following effects, also, if it is an Insect-Type monster, it gains the second effect:

●If this card destroys your opponent's monster by battle: Draw 1 card.

●If Xyz Material(s) is detached from this card: You can Special Summon 1 "Digital Bug" monster, except "Digital Bug LEDbug", from your hand or Graveyard in Attack Position, then immediately change it to Defense Position.

 

Changelog:

●Removed nonsense restriction.

●Made the search effect not miss timing.

●Refurbished the effect giving to both trigger on Rank Up, and do more for the actual Deck.

 

Digital Bug Websolder

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Digital Bug Websolder

LIGHT
Insect/Effect

3/500/1500

Cannot be used as an Xyz Material for an Xyz Summon, except for the Xyz Summon of an Insect-Type monster. If you control no monsters, or if all monsters you control (min 1) are "Digital Bug" monsters, you can Special Summon this card (from your hand). Once per turn: You can target 1 face-up Attack Position monster you control; change it to Defense Position, and if you do, Special Summon 1 Level 3 Insect-Type monster from your hand in Defense Position. An Xyz monster with this card as Xyz Material when it is Summoned gains this effect:

 

● If it is Xyz Summoned: The DEF of all face-up monsters your opponent controls become 0, also change them to Defense Position.

 

- used the new Xyz Material condition that above card has

- gave it a quick summon condition to further lock it in as the starter card

 

Digital Bug Scarradiator

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Digital Bug Scaradiator
Rank 3 LIGHT Insect/Xyz
ATK:1800/DEF:1400
2 or more Level 3 LIGHT Insect monsters
Once per turn (Quick Effect): You can detach 2 materials from this card, then target 1 monster your opponent controls; change its battle position, and if you do, it has its effects negated until the end of this turn. Once per turn, if this card destroys an opponent's monster by battle and sends it to the GY: You can attach that destroyed monster to this card as Xyz Material. You can target 2 Level 3 "Digital Bug" monsters in your GY; Special Summon them, also you cannot Special Summon monsters for the rest of this turn, except Insect monsters.  Immediately after this effect resolves, Xyz Summon 1 Rank 5 Insect monster, using all "Digital Bug" monsters you control as materials.

 

Notes: In my personal opinion, the whole Xyz Change gimmick for Digi-Bugs was nice, but horribly executed because it stripped away the usefulness of the Main Deck monsters for anything other than Scaradiator.  Making it so the lower-Ranks essentially "Rank Up" themselves by spawning new Materials before Xyz Summoning the next Rank makes them infinitely more usable.

 

Next: Dark Spider (still Insect, but the real problem cards of Digi-Bugs are taken care of now)

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Dark Spider

DARK - Level 1 - Insect/Effect - 0/0

If you control a face-up Normal Summoned Insect-Type monster, you can Special Summon this card from your hand. Once per turn, you can increase the Level of a face-up Insect-Type monster you control by 2. You can treat this card as a Tuner monster for a Synchro Summon if all other Materials are Insect-Type.

 

Vampire Genesis

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Vampire Genesis

Level 8 DARK Zombie/Effect

Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand) by banishing 1 Level 5 or Higher Zombie Monster on the field until the End Phase. Once per turn: You can send 1 Zombie monster from your Hand or Field to the GY, then target 1 other Zombie monster in your GY; Special Summon that target, and if you do gain LP equal to that monster's ATK/DEF, whichever is higher.

ATK/3000 DEF/2100

 

Changes:

  • Turns into a pseudo-Kaiju, if you have Zombie World up.
  • Revives a Zombie Monster for a one for one deal from hand or Field, and gains LP back.

Next:

Vampire Lord

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Vampire Lord
DARK/Zombie/Effect/Level 5/2000 ATK/1500 DEF
If you control another "Vampire" monster, you can Normal Summon this card without Tributing. If this monster inflicts Battle Damage to your opponent: Gain the same amount of LP. At the end of the Battle Phase, if this card destroyed any monster(s) by battle: You can Special Summon them from the GYs to your field. During the Standby Phase of the next turn after this card in your possession was sent to your GY because of your opponent's card (either by battle or by card effect): You can pay 500 LP; Special Summon this card from the GY. You can only use this effect of "Vampire Lord" once per turn.
 
Notes: Now this truly is the Lord of the Vampires, as it actually supports the archetype that was built around it. Out with the outdated sending effect, in with lifelink and the effect the Dark Saviors Vampires all have. And now, its self-revival effect is like Curse of Vampire's.

Next Card: Vampire Lady

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  • 2 weeks later...

Vampire Lady

DARK - Level 4 - Zombie/Effect - 1550/1550

If you pay LP to activate the effect of another "Vampire" monster: You can Special Summon this card from your hand or Graveyard. You can only activate this effect of "Vampire Lady" once per turn. If this card inflicts battle damage to your opponent: You can gain LP equal to the amount of damage inflicted, and either; Special Summon 1 "Vampire" monster from your Graveyard whose ATK is less than or equal to the amount of LP you gained OR increase the ATK of all "Vampire" monsters you control by the amount of LP you gained.

 

Gave it an overhaul to mirror Lord's. Pretty simple.

 

Revival Jam

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