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Mekanikal Arkfiend

Level 4 DARK Fiend/Effect

This card can attack directly. Gains ATK equal to the combined ATK of all non-effect Monsters on the field. When this card inflicts Battle Damage to your opponent, target 1 non-effect monster in either player's GY; Special Summon it.

ATK/100 DEF/2100

 

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Valkyrion the Magna Warrior

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Valkyrion the Magna Warrior

Fire

Machine/Xyz/Effect

R4/3500/3850

3 Level 4 "Magnet Warrior" monsters

Once per turn, if this card would be destroyed by battle: Detach 1 Xyz Unit from it instead. When this card has no remaining Xyz Units attached to it: Return it to your Extra Deck; Special Summon up to 3 Level 4 or lower "Magnet Warrior" monsters from your hand, Deck or GY.

 

Black Skull Dragon

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Black Skull Dragon

DARK
Dragon/Fusion/Effect

9/3200/2500

"Red-Eyes B. Dragon" + "Summoned Skull"

This Fusion Summoned card inflicts piercing battle damage if it attacks a Defense Position monster, and gains 600 ATK if an an Equip Spell is on the field. If this card you control leaves the field by an opponent's card: You can target 2 Normal Monsters in your GY; Special Summon them. You can only use this effect of "Black Skull Dragon" once per turn.

(This card is always treated as an Archfiend card and as a Red-Eyes card.)

I mean we already kinda have a retrain in the form of Archfiend Black Skull Dragon, but having free reign to whip up new effects can lead to some interesting possibilities, letting it synergize with the pre-existing Red-Eyes cards. The 600 ATK boost is a reference to Dragon Nails, a equip card that's been paired with black skull a LOT.

 

Speaking of weird red-eyes cards, Red Eyes Black Metal Dragon

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Red-Eyes Black Metal Dragon

Level 8 DARK Dragon/Effect

You can send 1 "Red-Eyes" card from your Hand or Field to the GY: Special Summon this card from your hand or GY. You can only Special Summon "Red-Eyes Black Metal Dragon" once per turn this way. Once per turn, you can Fusion Summon 1 DARK Dragon Monster from your Extra Deck by banishing Fusion Materials listed on it from your hand or GY. Once per Battle Phase, if a "Red-Eyes" monster you control battles an opponent's monster, during damage calculation: It gains ATK equal to the ATK of the opponent's monster it is battling, during that damage calculation only.

ATK/2800 DEF/2400

 

Changes:

  • Gave it a SS condition that can be easily fulfilled by pitching
  • A OPT Dragon's Mirror on legs restricted to DARK
  • Applies Metalmorph effect to "Red-Eyes" you control, albeit for one time during each Battle Phase.

 

Next:

Marincess Cascade

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Marincess Cascade

Banish 1 "Marincess" Link Monster you control (until your next Standby Phase), then target face-up cards on the field equal to the total Link Rating of the Link Monster banished to activate this card; negate their effects, until the end of this turn. If you control a Link-3 or higher "Marincess" monster, you can activate this card from your hand. You can only activate 1 "Marincess Cscade" per turn.

 

Changes

  • Restricted the number of Links for cost to 1
  • Effect now targets CARDS equal to the Link rating 
  • Potential Massive fiendish chain
  • Hard OPT to prevent abuse

Muddy Mudragon

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  • 2 weeks later...
Muddy Mudragon
DARK/Dragon-Type Synchro Effect Monster/Level 6/500 ATK/2200 DEF
 
Lore: 1 Tuner + 1+ non-Tuner monsters
When this card is Fusion Summoned: You can add 1 "Polymerization" Spell from your Deck to your hand, but you cannot Set cards for the rest of the turn, also the turn player can only Special Summon once from the Extra Deck during their turn, until the end of the next turn. This card can be used as a substitute for any 1 Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. During your Main Phase, if you control this Synchro Summoned card: You can Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters you control and in your hand as Fusion Material, including this card. You can only Special Summon "Muddy Mudragon(s)" once per turn.
 
BDSwitchlog:
  • Here, have a Poly Spell...under both Left Arm Offering and El Shaddoll Winda conditions. Since the previous Swamp monster had the power to search up Poly, figured the Synchro should too.
  • Also, you can use monsters in the hand as Fusion Material for its own Fusion Summon.
  • And the hard OPT's on the Summon, not the effect. Gonna need to be, with that Poly search.

 

NEXT UP: 

 

J.E.L.L.Y. Cannon System/Normal Trap Card

When an opponent's monster declares an attack: Target 1 monster on the field; shuffle it into the Deck.

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J.E.L.L.Y. Cannon System

Normal Trap Card

Shuffle 1 card from your hand or GY into your Deck; shuffle 1 monster on the field into the deck, also if that monster returned to the Extra Deck instead, Special Summon 1 "J.E.L.L.Y Token" (Aqua/WATER/Level 1/ATK ?/DEF 0) to your side of the field. Its ATK is equal to the shuffled monster's ATK.

 

Next:

Hidden Spellbook

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Gladiator Beast's Battle Manica

Equip Spell

Equip only to a "Gladiator Beast" monster. The equipped monster cannot be destroyed by battle, and your opponent takes all damage you would take from battles involving it. If this card is sent to the Graveyard by the equipped monster being shuffled into the Deck: You can add this card from your Graveyard to your hand, and if you do; you can Special Summon 1 "Gladiator Beast" monster from your Graveyard.

 

Changelog:

●Battle damage reflection to give this thing more of a point when equipped.

●No missing timing. Please.

●Accomplishes something when it returns to your hand! In this case, gives you back any Glad Beast from the Graveyard (even that archetypal Link mistake), allowing for extending the Main Phase 2 plays that you'll be making.

Still not exactly good, but ACCOMPLISHES A FUNCTION NOW.

 

Raidraptor - Avenge Vulture

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Raidraptor - Avenge Vulture 

 

If you take damage: You can Special Summon this card from your hand or GY, but banish it when it leaves the fieldalso you cannot Special Summon monsters from the Extra Deck for the rest of this turn, except "Raidraptor" monsters.(Quick Effect): You can, immediately after this effects resolves, Xyz Summon 1 "Raidraptor Xyz Monster, using monsters you control, including this card.

 

Now makes a little more sense Summoning on the OP turn.

 

 

Shuffle Reborn

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Shuffle Reborn

Normal Spell

If you control no monsters: Target 1 monster in your GY; Special Summon it, but it has its effects negated, also banish it when it leaves the field. You can banish this card from your GY, then target 1 card you control; shuffle it into the Deck, then draw 1 card, and if you do, put 1 card in your hand on the bottom of your Deck. You can only use this effect of "Shuffle Reborn" once per turn.

 

Did a little bit of hand fixing elements and bringing it more in line with existing design.

 

Psy-Frame Accelerator

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PSY-Frame Accelerator

Normal Trap Card

 

Lore: Activate 1 of these effects:

● Pay 500 LP, then banish 1 Psychic monster you control until your next Standby Phase, and if you do,Special Summon 1 "PSY-Frame" monster with a different name from your hand or Deck.

● If a face-up "PSY-Frame" card(s) you control leaves the field (except during the Damage Step), Special Summon 1 "PSY-Frame" monster from your hand or GY.

You can banish this card from your GY: Special Summon 1 of your "PSY-Frame" Tuners that is either in your hand or banished. Immediately after any of these effects resolves, if you Special Summoned a monster with this effect, except from the hand, Synchro Summon 1 LIGHT Synchro Monster using monsters you control, including the Summoned monster.

 

BD'Switchlog:

  • Decided to overhaul this card entirely, since PSY-Frames aren't slouches in the evasion department. First off, its a whole new type of Trap now.
  • Second, it has two on-field effects, as bullet-points, and a GY banish effect. 
  • Third, all of the effects can bring you a PSY-Frame monster from the hand and a different place from the other effects.
  • Finally, since the only Summon effect on the original version of this card was from the hand, you immediately have to Synchro Summon if you bring forth a PSY-Frame from anywhere else. 

 

NEXT UP: 

 

Summon Gate

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Summon Gate

Continuous Trap Card

The first time the turn player would Special Summon a monster(s) from their hand, Deck, GY, or Extra Deck, they can only Special Summon monsters from where they were Special Summoned from for the rest of that turn.

 

Alright let's say that you SS Cyber Dragon from your hand. You can now only SS from your hand for the rest of the turn, so no Infinity or nothing.

 

Next:

Mosaic Manticore

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Mosaic Manticore

EARTH/Beast-Type Fusion Effect Monster/Level 8/2800 ATK/2500 DEF

 

Lore: 3 monsters with different Types, but the same Level

Must first be either Fusion Summoned, or Special Summoned by Tributing 2 Beast, Beast Warrior and/or Winged Beast monsters you control, except "Mosaic Manticore" (in which case, you do not use "Polymerization"). During the Standby Phase of the next turn after you Special Summoned this card on the field: Special Summon up to 2 monsters from your GY that were Tributed or used as Fusion Materials from the hand or field and sent there last turn, but they cannot attack, also they cannot activate their effects (if any). If this card is sent from the field to the GY: You can target 1 Level 4 Beast, Beast-Warrior or Winged Beast monster in your GY; add it to your hand, and if you do, you can Normal Summon it as an additional Normal Summon.

 

BD'Switchlog

  • This time, tried to bring Mosaic closer to what it originally was in its debuting manga: a Fusion that could spin back for its materials, sorta like a lesser ABC-Dragon Buster.
  • Can contact Fuse in a similar way to how its original form can be Tribute Summoned from hand-though it's restricted to the three Beast-like Types. Have fun Lunalights.
  • Also, it can bring back another material (again, since the manga version of this could bring in the full materials when it was sacked off, this 1-of Summon with the other two would accomplish the same goals). 
  • And it does so as a work-around Normal Summon, possibly triggering more effects.

 

NEXT UP: 

 

Explossum

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Explossum

 

You can target 1 face-up monster that was Special Summoned from the Extra Deck your opponent controls; equip this monster from your hand or field to it. While equiped to a monster, that monster cannot attack, also it has its effects negated. Once per turn, durng your opponent's End Phase: Send the equiped monster to the GY, then you can add this card from your GY to your hand. You can only use each effect of "Explossum" once per turn.

 

Changelog:

  • More Versatility being able to target any ED monster
  • A SS1 effect negation to ensure your plays can go off
  • Gets rid of the monster if stays in the field for too long (1 turn in that state is too long for 2019) as a failsafe
  • Recycle effect based on Ekibio Drakmord (I believe that was the card's name)

Hot Red Dragon Archfiend Bane

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Hot Red Dragon Archfiend Bane

DARK/Dragon-Type Synchro Effect Monster/Level 10/3500 ATK/3000 DEF

 

Lore: 1 Tuner + 1 non-Tuner DARK Dragon Synchro Monster

(Quick Effect): You can Tribute 1 monster you control or that is in your hand, then target 1 "Red Dragon Archfiend" monster in your GY; Special Summon it, and if you do, it is unaffected by your opponent's card effects this turn. Your opponent cannot activate monster effects in response to this effect. When this card inflicts battle damage to your opponent: You can Special Summon 2 Tuners with the same Level (1 from your Deck and 1 from your GY), but halve their ATK. You can only use each effect of "Hot Red Dragon Archfiend Bane" once per turn.
 
BD'Switchlog:
  • This time, its Tribute-to-Summon pipeline is fast and protected enough to serve as its own form of evasion.
  • Also, it allows you to Tribute monsters in the hand as well.
  • And in return for letting you Summon Tuners in Attack Position - so they can make attacks of their own, natch - they have their ATK halved.

 

NEXT UP: 

 

Malacoda, Netherlord of the Burning Abyss

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Malacoda, Netherlord of the Burning Abyss

DARK
Fiend/Ritual/Effect

6/2700/2200

You can Ritual Summon this card with "Good & Evil in the Burning Abyss". Must be Ritual Summoned, and cannot be Special Summoned by other ways. Once per turn (Quick Effect): You can send 1 "Burning Abyss" monster from your hand or Deck to the GY, then target 1 face-up monster on the field; until the end of this turn, that target loses ATK and DEF equal to the sent monster's. If this card is sent from the field to the GY: You can send 1 card on the field to the GY.

 

What happened here?
~Not a nomi, which mostly just means it's Cir-able

~Gave it a quick effect mill, since if Beatrice can do it, I see no reason why Malacoda can't

~it can target anything, which means it can target itself in a pinch

~its send to GY effect now doesn't target, which makes linking with it that much more valuable.

 

To follow, Good & Evil in the Burning Abyss

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Good & Evil in the Burning Abyss

Ritual Spell Card

This card can be used to Ritual Summon any Fiend Ritual Monster from your Hand or GY. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the level of the Ritual Monster you Ritual Summon. If this card is used to Ritual Summon "Malacoda, Netherlord of the Burning Abyss", you can also Tribute Fiend Monsters from your Deck for the Ritual Summon of the Ritual Monster. During your Main Phase, except the turn this card was sent to the Graveyard: You can banish this card from your Graveyard and send 1 "Burning Abyss" monster from your hand to the Graveyard; add 1 "Burning Abyss" card from your Deck to your hand. You can only use this effect of "Good & Evil in the Burning Abyss" once per turn.

 

Changes:

  • Made it an Odd-Eyes Advent for the archetype, making it Type Generic
  • Can be used to Ritual Summon from the GY as well.
  • Allows Tributes from the Deck, which means Burning Abyss Monsters immediately.

 

Next: 

Cipher Etranger

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Cipher Etranger

If you would Xyz Summon a "Cipher" Xyz Monster and this card in your hand or GY, you can use this card as 1 of the materials (Treat its Level as the one required for the Summon). If this card is sent to the Graveyard: You can add 1 "Cipher" Spell/Trap Card from your Deck to your hand. You can only use 1 "Cipher Etranger" effect per turn, and only once that turn.

 

Changelog:

  • Given that the Cypher Xyz pool isnt great. Easy Cypher Dragon Access at the very least.

 

Reload

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Reload

Quick-Play Spell

Shuffle your hand into your Deck, then draw cards equal to the number of cards shuffled into your Deck this way. You can banish this card from your Graveyard, except during the turn it was sent there: Draw cards equal to the number of "Reload" that are currently among your banished cards, then shuffle 1 card from your hand into your Deck. You can only activate this effect of "Reload" once per turn.

 

All hail the almighty hand-fixer.

 

Cry Havoc!

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Cry Havoc! 

Continuous Trap Card

 

Lore: During the Main Phase: You can banish 1 monster from your GY; Normal Summon or Set 1 Normal Monster from your hand, then if there are no Effect Monsters in your GY, you can destroy 1 Effect Monster on the field. While this face-up card is on the field, it is unaffected by your opponent's monster effects. If you control no cards, you can activate this card from your hand.

 

BD'Switchlog:

  • Activates on either Main Phase now, not just yours.
  • Activation trigger on an empty field now means your handtraps can fuel your vanilla spam.
  • ...and also snipe at your opponent's board when you banish the last of them. Hello, any Madolches that run PSY-Frame Driver and see them in the opening hand, meet your new B.F.F.
  • And finally, the vanilla monster Summoner is immune to monster effects all its own.

 

NEXT UP: 

 

While we're still on the subject of Phantom Darkness retrains, Legendary Fiend.

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Legendary Fiend

DARK - Rank 4 - XYZ / Fiend / Effect - 2000 ATK / 1800 DEF

2 Level 4 monsters

During each of your Standby Phases, you can detach 1 XYZ Material from this card: Gain 1000 ATK.

 

Going for the simple change with this one

 

Next: Harpie's Feather Duster. It'd be fun to see if it is possible to actually tie this card into the Harpie archetype.

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Harpie's Feather Duster

Normal Spell

Destroy all Spell/Traps your opponent controls. If your opponent controls more Spell/Trap cards than the number of "Harpie" monsters you control, your opponent cannot activate Spell/Trap or effects in response to this card's activation. During either player's turn, except the turn this card was sent to the GY (Quick-Effect): you can banish this card; return 1 face-up card you control to the hand, and if it is a "Harpie" monster, you can Special Summon 1 "Harpie" monster from your Deck or Extra Deck. You can only activate 1 "Harpie's Feather Duster" per turn.

 

Changes:

  • Spell Speed 4 against Spell/Traps if your opponent controls more Spell/Traps than you do Harpies
  • Allows for more swarming, and can be used in conjunction with Harpie Conductor, disrupting your opponent's plays.
  • And finally Hard OPT

 

Next: 

Heroic Challenger - Ambush Soldier

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Heroic Challenger - Ambush Soldier

If you control no monsters, or all monsters you control are "Heroic" monsters: You can Special Summon this card from your hand. You can Tribute this card; Special Summon up to 2 "Heroic Challenger" monsters from your hand and/or GY, except "Heroic Challenger - Ambush Soldier". You can only use this effect of "Heroic Challenger - Ambush Soldier" once per turn. When you do: You can banish this card from your GY: Discard 1 card; add 1 "Heroic" card from your Deck to your hand.

 

Changes:

  • Corobane SS effect.
  • Does not have to wait until the Standby Phase to activate its second effect.
  • Level modulation effect is changed to something more viable.

Next: Heroic Challenger - Clasp Sword

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Heroic Challenger - Clasp Sword
EARTH
Warrior/Effect
1/300/100
If you control no monsters, or all monsters you control are "Heroic" monsters: You can Special Summon this card from your hand. If this card is Special Summoned: You can target 1 other "Heroic" monster you control; make this card's Level equal to its Level/Rank. If this card is in your GY; you can target 1 Warrior Xyz monster you control; attach this card to it as Xyz Material. You can banish this card from your GY; take 2 "Heroic Champion" monsters and/or "Heroic" Spell/Traps from your Deck, and add 1 to your hand and send the other to the GY. You can only use each effect of "Heroic Challenger Clasp Sword" once per turn, and you cannot Special Summon monsters, except Warrior monsters, during the turn you activate any of these effects.
 
~basically a whole rewrite because if I kept the Special Summon clause and the rest of its standard effects, it'd be functionally identical to the Ambush Soldier rewrite above me. As a result, I basically made a whole new card.
~The Special Summon clause on Ambush Soldier is pretty standard for extenders, which is kinda what this card is.

~ Having a couple of GY effects makes it extremely worth pitching off Thousand Blades, and doing so helps you set up an OTK with Excalibur, or keep Gandiva/Rhongo (god forbid) fueled, or set up Double Lance, or...well the list goes on and on.

~locked it into warriors since the deck should absolutely have access to Isolde but too much more kinda kills the Gauche flavor.

 

(not) speaking of which: Heroic Champion - Kusanagi

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