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shadowsapex

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Number C88: Gimmick Puppet Disaster Leo

DARK - Rank 9 - Machine/Xyz/Effect - 3500/2500

4 Level 9 DARK monsters

Must be Xyz Summoned using either the above Materials or a "Rank-Up-Magic" Spell Card targeting "Number 88: Gimmick Puppet of Leo", and cannot be Summoned by other ways. Cannot be Tributed. Cannot be targeted by cards or effects. Once per turn, you can detach 1 Xyz Material from this card: Inflict 1000 damage to your opponent, and if you do, destroy all cards your opponent controls. During your End Phase, if this card has no Xyz Materials and your opponent has 2000 LP or less: You win the Duel.

 

Made it marginally easier to Summon (as in, let it be normally Xyz Summoned, if admittedly with Level 9 DARKs so True Kings don't have a win condition on top of it all), gave it a way to do something beyond burn, and made it immune to Kaijus. Woo.

 

Worm Zero.

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Worm Zero

Level 10

LIGHT
Reptile/Fusion/Effect

?/0

2 or more Reptile type "Worm" monsters

You can Fusion Summon this card by discarding 2 Reptile type "Worm" monsters, then banishing monsters in the Graveyard as Fusion Materials. This card's original ATK is 500 for each Fusion Material Monster. For each Fusion Material Monster with a different name, it gains these effects:

  • 2+: Once per turn, you can select 1 Reptile type monster in your Graveyard, and special summon it in either face-up or face-down defense position.
  • 4+: You can banish 1 Reptile type monster from your Graveyard; banish 1 card on the field.
  • 6+: Once per turn, you can draw 1 card, and then if it is a Reptile type monster, you may reveal it, and if you do, send 1 Reptile type monster from your deck to your Graveyard.

Let it always use the grave as materials, changed it to original ATK instead of ATK gain (for the few cases it matters), made it so the ATK boost was per material, not per unique material, and gave it more general versatility. Also non targeting non destruction removal yaaaaaay (it already had that).

 

Next: Dark Magician

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Dark Magician
✪✪✪✪✪✪✪ (7)
DARK
Spellcaster / Effect
You can banish 5 Spell Cards from your Graveyard: Special Summon this card from your hand. When this card is Summoned: You can banish 1 Spell Card from your Deck. During your Standby Phase: You can add 1 of your banished Normal Spell Cards to your hand, but you cannot activate cards, or the effects of cards, with that name for the rest of this turn. If this card would be destroyed by a card effect: You can banish 1 Spell Card from your hand or Deck instead.
2500 / 2100

 

A monster that can fetch any normal spell card, but is rather slow to make up for the fact that its very generically good at this. Its also not too difficult to Special Summon it onto the field.

 

Next: Meteor Dragon

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Baby Tiragon

Rank 1

EARTH

Dragon/Xyz/Effect

900/900

3 Level 1 monsters

While you control a Level 1 monster, this card cannot be selected as an attack target. During your Main Phase 1: You can detach 1 Xyz Material from this card, then target 1 Level 1 monster you control; it can attack your opponent directly. During your Main Phase: You can detach 1 Xyz Material from this card, then Special Summon 1 Level 1 monster from your deck, but it cannot attack this turn.

 

Made it more durable and useful. Now works great with Skull Servants.

Next: Perfectly Ultimate Great Moth

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[spoiler=Some kid ninja'd me]

Baby Tiragon

Rank 1 | EARTH | Dragon | Xyz | Effect

900/900

2 Level 1 monsters
During your Main Phase 1: You can detach 1 Xyz Material from this card, then target 1 monster you control; this turn, it can attack your opponent directly.

 

(Made it easier to summon and let any monster you want to hit directly for the turn as opposed to an unlimited direct attack)

 

 

 

Perfectly Ultimate Great Moth

Level 8 | EARTH | Insect | Effect

3500/3000

Cannot be Normal Summoned/Set. Must first be Special Summoned by Tributing "Petit Moth" after the 5th turn it was equipped with "Cocoon of Evolution". Cannot be destroyed by card effects. 

 

(Yeah, made it immune to destruction and quicker summoning)

 

====

U.A. Playmaker

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U.A. Playmaker

Level 8

EARTH
Warrior/Effect

2600/2000

You can Special Summon this card (From your hand) by returning 1 "U.A." monster you control to your hand, except "U.A. Playmaker". You can only Special Summon "U.A. Playmaker" once per turn this way. Once per turn, you may activate one of the following effects.

  • When another "U.A." monster you control declares an attack, you can make that attacking monster gain 800 ATK.
  • When this monster attacks, you may special summon 1 "U.A." monster from your deck. Return it to your hand during the end phase.

 

Now it actually makes plays!

 

Next: Cocoon of Evolution

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Cocoon of Evolution

You can equip this card to one face-up level 2 or lower Insect-Type monster with less than 1000 ATK and DEF that you control. The equipped monster gains 2000 DEF, it is switched to Defense Mode, it cannot change Battle Positions, and its name becomes "Petite Moth."

0/2000

 

Electromagnetic Magnedragon

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Electromagnetic Magnedragon

Level 8

EARTH

Rock/Fusion/Effect

3500/1500

3 "Magnet" monsters

If this card destroys an opponent's monster by battle: You can inflict damage to your opponent equal to the ATK of the destroyed monster. During either players turn: You can return this card to your extra deck; Special Summon 3 "Magnet" monsters from your Graveyard

 

No longer needs Magnet Fusion specifically, and can fusion-out whenever you want.

Next: Rocket Arrow Express

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  • 2 weeks later...

Rocket Arrow Express

LIGHT - Level 10 - Machine/Effect - 5000/0

Cannot be Normal Summoned/Set. Must first be Special Summoned from your hand by controlling no cards. You cannot conduct your Battle Phase the turn you Special Summon this card. During each of your Standby Phases, discard all cards in your hand or destroy this card.

 

Here's what I changed:

●It can now be rezzed, should you desire.

●You can activate effects and Set things.

●You discard your hand instead of sending everything to the Graveyard, meaning Fabled and Dark World can play with their new friend.

●It doesn't commit suicide if your hand just happened to be empty at the start of the turn.

 

Doom Virus Dragon (MOAR POWER, and/or maybe some more ease to Summon. Pretty please?)

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Doom Virus Dragon

Level 4

DARK

Dragon/Fusion/Effect

1900/1500

Must be Special Summoned with "The Fang of Critias", using "Crush Card Virus", or by discarding two cards and sending one "Crush Card Virus" you control to the Graveyard, and cannot be Special Summoned by other ways. If this card is Special Summoned: Check your opponent's hand, all monsters they control, all cards they draw, and all cards they add to their hand with card effects until the end of their 3rd turn after this effect's activation, and destroy all those monsters with 1500 or more ATK.

 

Now you can substitute any two cards for Fang of Critias, and it hits anything they try and search as well.

 

Next: Dark Sage

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Dark Sage

Level 9/DARK/Spellcaster/Fusion/Effect

 

1 Level 7 or higher Spellcaster-Type monster + "Time Wizard"

When this card is Fusion Summoned: You can add 1 Spell Card from your Deck to your hand. You can only use this effect of "Dark Sage" once per turn. This card is unaffected by the effects of Spell/Trap Cards, as well as monster effects of monsters whose ATK is not within 500 of this card's. Once per turn: You can discard 1 "Makiu the Magical Mist"; draw 2 cards.

 

2800/3200

 

This makes Dark Sage Summonable, in the first place, but also works with the flavour of the card, which added Makiu to Yugi's hand in the only time it was used. The protection is good, but I made it so monsters whose ATK are 2300-3300 still get him, which I think is still balanced.

 

Next, redo...

 

Arkana's Dark Magician. Odd, I know, but try to make it it's own thing.

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Dark Magician of Malice

DARK - Level 7 - Spellcaster/Effect - 2500/2100

This monster's name is treated as "Dark Magician" in the hand, on the field, and in the Graveyard. Once per turn, during either player's turn, you can activate 1 Spell Card that names "Dark Magician" or mentions a "Dark Magician" monster in its card text from your Deck, but if you do, your opponent can activate the same card from their Deck.

 

Because anime flavor.

 

Mirror Force Dragon.

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Mirror Force Dragon

Level 8

LIGHT
Dragon/Fusion/Effect

2800/1200

Must be Special Summoned with "The Fang of Critias" using "Mirror Force", or by sending two cards from your hand and "Mirror Force" you control to the Graveyard, or its own effect, and cannot be Special Summoned by other ways. When a card(s) you control is targeted for an attack or by an opponent's card effect (except during the damage step): You can destroy all cards your opponent controls. If this card is destroyed by an opponent's card or effect, you can discard one card: destroy all cards on the field, and Special Summon this card. You can only activate this effect of "Mirror Force Dragon" once per turn.

 

I dunno what you wanted me to do with it. I think it was already a fine card, but here, have a self-rez and an easier summon condition.

 

Next: Vehicroid Connection Zone (preferably give it a grave effect)

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I had been hoping for Doom Virus to be compatible with all the Virus cards, and Mirror Force with all the Mirror Force cards. Also, removing the Summon restrictions, but that might have busted them a little.

 

Vehicroid Connection Zone

Normal Spell

Fusion Summon 1 Machine-Type "roid" Fusion monster from your Extra Deck, using monsters on your side of the field and/or in your hand as Materials. You can banish this card and appropriate Fusion Materials from your side of the field and/or Graveyard to Fusion Summon 1 Machine-Type "roid" Fusion monster from your Extra Deck. A monster Fusion Summoned using this card is unaffected by your opponent's Spell/Trap Cards and their effects.

 

Summon Reactor ● SK

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Summon Reactor SK (How do you do that dot thing?)

Level 5

DARK
Machine/Effect

2000/1400

The first time a monster(s) is Summoned to your opponent's side of the field each turn, inflict 800 damage to your opponent and destroy that card. You can send 1 "Trap Reactor Y Fi", 1 "Spell Reactor RE" from your hand or field and this face-up card you control to the Graveyard to Special Summon one "Flying Fortress SKY FIRE" from your hand, Deck, or Graveyard.

 

Made it closer to the rest of the Reactors, and more consistently able to grab SKY FIRE

 

Next: Flying Fortress SKY FIRE

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Flying Fortress SKY FIRE

WIND - Level 8 - Machine/Effect - 3000/2500

Cannot be Normal Summoned/Set. Must first be Special Summoned by the effect of "Summon Reactor ● SK". You can discard 1 card to destroy 1 card your opponent controls. When your opponent Normal or Special Summons a monster, you can destroy it and inflict 800 damage to your opponent. When your opponent Sets a card or flips a card face-down, you can destroy it and inflict 800 damage to your opponent. During either player's turn, you can destroy this face-up monster to Special Summon one each of "Summon Reactor ● SK", "Trap Reactor ● Y FI", and "Spell Reactor ● RE" from your Graveyard. You can only activate each effect of "Flying Fortress SKY FIRE" once per turn.

 

Okay, this makes it so you don't have to choose which effect to use, lets you rez it, and lets you tag out ABC-style. What more could you want?

 

Trap Reactor ● Y FI

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Trap Reactor ● Y FI

Level 3

DARK
Machine/Effect

800/1800

Once per turn, when your opponent activates a Trap Card or effect, you can negate and destroy the Trap Card and inflict 800 damage to your opponent. Once per turn, while this card is in face-up attack position, you may discard a card; add one "Reactor" from your deck to your hand, and change this card to face-up defense position.

 

Gave it a search, let it negate, and let it hit previous continuous traps.

I would ask for spell reactor, but.... Next: Dark Flattop

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Dark Flattop

DARK - Level 7 - Machine/Synchro/Effect - 0/3000

1 DARK Tuner + 1 or more non-Tuner monsters

Once per turn, during either player's turn, you can Special Summon 1 "Reactor" monster, or "Flying Fortress SKY FIRE" in your hand, Deck, or Graveyard, ignoring Summoning conditions. "Reactor" monsters and "Flying Fortress SKY FIRE" gain one additional use of their effects during the turn they are Summoned. If this card is destroyed, you can Special Summon 1 Level 5 or lower Machine-Type monster from your hand or Graveyard.

 

Disruption, extra effect usage, and less restriction on what you Summon.

 

Spell Reactor ● RE

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Spell Reactor ● RE

Level 3
DARK
Machine/Effect

1200/900

Once per turn, when your opponent activates a Spell Card or effect, you can negate and destroy the Spell Card and inflict 800 damage to your opponent. Each "Reactor" monster you control cannot be destroyed by battle or card effect once per turn.

 

Made it a bit more defensive, and it negates now, yay.

 

Next: Dark Diviner (Please give it sane summoning conditions)

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But its summoning condition is just fine; it has a niche with Junk Synchron + Dark Bug.

 

Dark Diviner

Attribute: DARK
Type: Insect/Effect
Level: 4
ATK: 2000
DEF: 1000

1 DARK Tuner + 1 or more non-Tuner Insect-Type monsters
Cannot be destroyed by battle. If this card battles a monster with a higher ATK: The ATK of that monster becomes equal to this face-up card's current ATK. This change lasts until the end of the Battle Phase. If this card destroys an opponent's monster by battle: Banish the top 3 cards of your opponent's Deck.

 

Effects were improved to get closer to current power standards, and now you can use multiple little Insects for its Summon :v

Type was also changed to match its material requirements.

 

 

Next:

Exploder Dragonwing

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Exploder Dragonwing

Level 8

DARK
Dragon/Synchro/Effect

2500/1600

1 Tuner + 1 or more non-tuner monsters

At the start of the Damage Step, if this card battles a monster: You can destroy that monster, and if you do, inflict damage to your opponent equal to the ATK the destroyed monster had on the field, and if this card was attacking, this card can attack once again in a row. If the destroyed monster's ATK on the field was greater than this card's ATK, destroy this card during the end phase.

 

Generic materials, attacks twice, is level 8 so it's easier to summon, has slightly more atk, and can use its effect on any monster (though stronger monsters make it still die).

 

Next: Blood Mefist
 

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Blood Mefist

Level 8/DARK/Fiend/Synchro/Effect

 

1 Tuner + 1 or more non-Tuner monsters
Once per turn, during each player's Standby Phase: You can inflict 300 damage to your opponent for each card your opponent controls, and if the amount of damage is 900 or less, destroy 1 card your opponent controls. Each time your opponent Sets a Spell or Trap Card(s): Inflict 300 damage to your opponent for each Synchro monster you control.

 

So it still punishes your opponent even if they don't have many cards. Also, burn is hella fun.

 

Fusion Sage is next!

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Huh, this made me notice that Fusion Sage searches for "Polymerization" cards, so it can grab Super-Poly and Transcendental Poly.

 

 

Fusion Sage

Spell Card

Type: Normal

Activate 1 of these effects:

• Add 1 "Polymerization" card from your Deck to your hand.

• Add 1 "Fusion" Quick-Play Spell Card or Trap Card from your Deck to your hand.

 

 

Next:

Lightning Tricorn

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Lightning Tricorn

Level 8

LIGHT
Beast/Synchro/Effect

2800/2000

1 Tuner + 1 or more non-tuner Beast-type monsters

If this card is destroyed by your opponent's card (either by battle or card effect), you can select 1 "Thunder Unicorn" or "Voltic Bicorn" in your Graveyard and Special Summon it. Once per turn, during your main phase, you can activate one of the following effects, if you have the respective card in your Graveyard:

  • "Thunder Unicorn": Select one monster your opponent controls. Its ATK becomes 0 until the end phase.
  • "Voltic Bicorn": Your opponent sends the top 7 cards of their deck to the Graveyard.

 

It now further supports the strategies of the respective monsters. I wasn't really sure where to go with this, as their effects are so disparate.

 

Next: Number C5: Chaos Chimera Dragon

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