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Draconus297

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It has relatively high stats because it may be part of an archetype I'm making that has Normal monsters as it's gimmick, but they have good stats. I'm not sure I will follow through with it tho, so That's why I put her in the Generics until then. As for the "Normal" thing, Even tho we don't have to, could we add that? I think it adds more clarification that they are Normal monsters, and, I personally like writing Normal on my Normal monsters. Don't know why, I guess it makes it feel like it is something more special than it actually is.

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WATER - Level 8 - Sea Serpent/Effect - 2800/2600

You can shuffle 2 of your banished Fish, Sea Serpent or Aqua monsters into the Deck; Special Summon this card from your hand. Once per turn: You can target 1 card you control and 1 card your opponent controls; banish both targets, and if you do, you take 1000 damage.

 

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DARK - Level 4 - Fiend/Effect - 1500/0

You can send 1 "Archfiend" card with a different name from your hand or side of the field to the Graveyard; Special Summon this card from your hand. This card can be treated as 2 Tributes for the Tribute Summon of an "Archfiend" monster. Once per turn: You can target 1 "Archfiend" monster and 1 other card on the field; destroy both targets.

 

Perhaps you guys could use the first one for the challenge if you wanted.

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Regiko, the Great Thunder

LIGHT - Level 8 - Thunder/Effect - 3000/2300

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 2 LIGHT monsters from your GY, and cannot be Special Summoned by other ways. When this card is Special Summoned: Destroy all monsters on the field. For each monster destroyed by this effect, increase your LP by 500.

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(I was writing this, and then Draco ninja'd me)

 

Regiko, the Great Thunder

LIGHT - Level 8 - Thunder/Effect - 3000/2300

Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand) by banishing 2 LIGHT monsters from your GY, and cannot be Special Summoned by other ways. When this card is Special Summoned: Destroy all monsters on the field. For each monster destroyed by this effect, increase your LP by 500.

 

Yeah, you need to be in the AGM to contribute to this thread. Sorry to tell you this.

 

Just start by joining the club itself, either by doing the Deck challenges or participating in that contest.

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FACE THE WRATH OF THE DPR (aka I give you the entirety of cards I made for the DPR if you need or want them). Everything should have at least 1 weird or cool idea around it. Otherwise it's just a cool staple.

 

Monsters:

Special Summon

Catchy Plague LIGHT - Level 3 - Zombie/Effect - 1000/400

When this card is Normal or Special Summoned by a monster’s effect: You can Special Summon 1 Level 4 or lower monster from your hand. It’s treated as a Zombie monster, and its effects are replaced with this card’s effects.

 

Milling, Recovery

Curious Doll LIGHT - Level 4 - Zombie/Effect - 1100/1500

When this card is Normal Summoned: You can target 5 cards in your GY, except "Curious Doll"; shuffle all 5 into the Deck, then draw 1 card. If this card is sent to the Graveyard: You can send the top 3 cards of your Deck to the Graveyard. You can only use 2 "Curious Doll" effects per turn, and only twice that turn.

 

Stun/High Stats

Gargoyle of the Sanctuary EARTH - Level 4 - Fiend/Effect - 2000/1100
This card cannot be Special Summoned. If the turn player adds a card(s) from their Deck to their hand, except by drawing them during the Draw Phase, for the rest of the turn, neither player can add a card(s) from their Deck to their hand. If this card attacks, negate its effect until the end of your opponent’s next turn.

 

Protection/Extra Monster Movement

Interdimensional Argonaut DARK - Level 3 - Cyberse/Effect - 1200/1400
When your opponent activates a card or effect, you can either (Quick Effect): Return this card you control to the hand, OR: Discard this card; banish 1 monster you control until your next Standby Phase. You can only use this effect of “Interdimensional Argonaut” once per turn.

 

Ittybird EARTH - Level 1 - Winged-Beast/Tuner/Effect - 100/100

When a card or effect is activated: Banish this card until the next phase. If this card is banished, gain 400 LPs. You can only control 1 “Ittybird”.

 

Tribute/Material Fodder

Scapekid EARTH - Level 1 - Beast/Effect - 0/0

When you take battle damage: You can Special Summon this card from your hand, and if you do, Special Summon as many "Sheep Tokens" (Beast/EARTH/Level 1/ATK 0/DEF 0) in Defense Position as possible. They cannot be used as a material for the Special Summon of a monster unless you use this face-up card on the field as a material. You can only use this effect of “Scapekid” once per turn.

 

Protection/Tribute Fodder

Silly Slime WATER - Level 3 - Aqua/Effect - 200/500
When this card is sent from the field to the Graveyard, except as material for the Special Summon of a monster: Pay 1000 LP; Special Summon it in face-up Defense Position. If this card is Tributed for a Tribute Summon: Gain 2000 LP. You can only use this effect of “Silly Slime” once per turn. You can only control 1 “Silly Slime”.

 

Negation/Protection

Spying Through the Cracks DARK - Level 4 - Warrior/Effect - 0/0

When a Monster effect is activated while this card is in face-up Attack Position or face-down Defense Position (Quick Effect): You can change this card to face-up Defense Position; negate the activation. This card cannot be destroyed by battle the turn you activate this effect. You can only use this effect of “Spying Through the Cracks” once per turn.

 

GY Disruption

Scrimshank Sorcerer WIND - Rank 4 - Spellcaster/Xyz/Effect - 2000/2400

2 Level 4 monsters

At the start of your Standby Phase: Attach all Equip Spell Cards you control to this card as Xyz Materials. Once per chain, if a card(s) is sent to your opponent’s GY (Quick Effect): You can detach 1 Xyz Material from this card; equip them to this card as Equip Spell Card(s) with this effect.
● The equipped monster gains 300 ATK. While you control 2 or more Equip Spell Cards, the equipped monster cannot be destroyed by card effects.

 

Revival/Protection

Xīwànglong, the Seven Starred Dragon

LIGHT - Level 7 - Dragon/Synchro/Effect - 0/2800
1 Tuner + 1+ non-Tuner monsters
You can Tribute this card to activate 1 of these Quick Effects. You can only use each effect of “Xīwànglong, the Seven Starred Dragon” once per turn.

● Special Summon 1 monster from your Graveyard.
● Target 1 monster you control; it cannot be destroyed by battle, is unaffected by your opponent’s card effects, and cannot be Tributed or used as a material for a Special Summon until the end of the turn.

 

Spells:

D-XYZ Quickplay - Spell

Return 1 Xyz Monster you control to the Extra Deck; Special Summon 2 monsters from your GY that could be used as materials for the Xyz Summon of that monster. You can banish this card from your Graveyard (Quick Effect): Special Summon from your Extra Deck, 1 Xyz Monster by using any monsters you control as Xyz Materials. (This Special Summon is treated as an Xyz Summon.) You can only use each effect of "D-XYZ" once per turn.

 

S/T Removal

First Rat  Quickplay - Spell

Target 1 Set Spell/Trap card on the field; force its activation. If the activation timing is wrong, negate its effects, and if you do, destroy it. Your opponent cannot activate the targeted card in response to this card's activation.

 

S/T Removal

Lightningrod Quickplay - Spell 

When a Spell/Trap Card is activated: The activated effect becomes "Destroy 1 Spell/Trap Card your opponent controls". You can only activate 1 “Lightningrod” per turn.

 

Draw

Lost and Found Normal - Spell 
Banish the top 5 cards of your Deck, face-down, then, your opponent randomly adds 1 of those cards to your hand. During your Draw Phase, instead of conducting your normal draw: You can banish this card from your GY to add 1 of your banished, face-down cards to your hand. You can only use 1 "Lost and Found" effect per turn, and only once that turn.

 

M Removal

Overdose on Destruction Normal - Spell

For the rest of the turn, at the start of each phase, destroy all monsters on the field.

 

Combo Potential

Saturated Rain-Bow Equip - Spell

The equipped monster cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. The equipped monster can attack directly. If the equipped monster would inflict battle damage, gain an equal amount of LP instead. You can only control 1 “Saturated Rain-Bow”.
 

Draw

Upstart Zombie Normal - Spell
Draw 1 card, then end your current phase.

 

S/T Removal

Winded Wind Spell - Quickplay
Target 1 Spell/Trap on the field: Return it to the hand. After this effect resolves, if a card is not returned to the hand by this effect, return this card to the hand. You can only activate 1 "Winded Wind" per turn.

 

Traps:

Synchro Hate/M Removal

Overtune Normal - Spell

Activate only during your opponent's turn. All monsters your opponent controls become Tuners. At the end of the turn, if your opponent did not Synchro Summon this turn: Destroy all monsters your opponent controls.

 

Negation

Pinball Slots Counter - Trap

This card gains the following effect depending on the Spell & Trap Zone in which it is placed:
● Left-most and Right-most: When your opponent activates a Spell Card or effect: Negate the activation, and if you do, destroy it.
● Middle: When your opponent activates a Trap Card or effect: Negate the activation, and if you do, destroy it.
● Otherwise: When your opponent activates a monster effect: Negate the activation, and if you do, destroy that card.

After this card’s effect resolves, your opponent gains 1000 LP.

 

Removal/Tech

Second Rat Normal - Trap
Reveal 1 Set card on the field. If it has an effect that doesn't miss its activation timing, force its activation and destroy it, otherwise, flip it face-up and negate its effects.

 

Temp Removal

Sudden Cyclone Normal - Trap
When a monster(s) is Summoned: Banish all monsters on the field until your next Standby Phase.

 

M Removal

The Madness Method Normal - Trap

When you take 2000 or more damage: Destroy all cards on the field. This card can be activated the turn it was Set.

 

Buff/Tech

Weapon Shipment Normal - Trap

You can activate any number of these effects (simultaneously). You can only use each effect of “Weapon Shipment” once per turn.

● Increase the ATK of 1 monster you control by 400 until the end of the turn.

● Increase the ATK of 1 monster you control by 500 until the end of the turn.

● Increase the ATK of 1 monster you control by 600 until the end of the turn.

● Increase the ATK of 1 Warrior monster you control by 700 until the end of the turn.

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FACE THE WRATH OF THE DPR (aka I give you the entirety of cards I made for the DPR if you need or want them). Everything should have at least 1 weird or cool idea around it. Otherwise it's just a cool staple.

 

Monsters:

Special Summon

Catchy Plague LIGHT - Level 3 - Zombie/Effect - 1000 ATK/400 DEF

When this card is Normal or Special Summoned by a monster’s effect: You can Special Summon 1 Level 4 or lower monster from your hand. It’s treated as a Zombie monster, and its effects are replaced with this card’s effects.

 

Milling, Recovery

Curious Doll LIGHT - Level 4 - Zombie/Effect - 1100 ATK/1500 DEF

When this card is Normal Summoned: You can target 5 cards in your GY, except "Jar of Avarice"; shuffle all 5 into the Deck, then draw 1 card. If this card is sent to the GY: You can send the top 3 cards of your Deck to the GY. You can only use 2 "" effects per turn, and only twice that turn.

 

Stun/High Stats

Gargoyle of the Sanctuary EARTH - Level 4 - Fiend/Effect - 2000 ATK/1100 DEF

This card cannot be Special Summoned. If the turn player adds a card(s) from their Deck to their hand, except by drawing them during the Draw Phase, for the rest of the turn, neither player can add a card(s) from their Deck to their hand. If this card attacks, negate its effect until the end of your opponent’s next turn.

 

Protection/Extra Monster Movement

Interdimensional Argonaut DARK - Level 3 - Cyberse/Effect - 1200 ATK/1400 DEF

When your opponent activates a card or effect, you can either (Quick Effect): Return this card you control to the hand, OR: Discard this card; banish 1 monster you control until your next Standby Phase. You can only use this effect of “Interdimensional Argonaut” once per turn.

 

Ittybird EARTH - Level 1 - Winged-Beast/Tuner/Effect - 100 ATK/100 DEF

When a card or effect is activated: Banish this card until the next phase. If this card is banished, gain 400 LPs. You can only control 1 “Ittybird”.

 

Tribute/Material Fodder

Scapekid EARTH - Level 1 - Beast/Effect - 0 ATK/0 DEF

When you take battle damage: You can Special Summon this card from your hand, and if you do, Special Summon as many "Sheep Tokens" (Beast/EARTH/Level 1/ATK 0/DEF 0) in Defense Position as possible. They cannot be used as a material for the Special Summon of a monster unless you use this face-up card on the field as a material. You can only use this effect of “Scapekid” once per turn.

 

Protection/Tribute Fodder

Silly Slime WATER - Level 3 - Aqua/Effect - 200 ATK/500 DEF

When this card is sent from the field to the GY, except as a material for the Special Summon of a monster: Pay 1000 LPs; Special Summon it in face-up Defense Position. If this card is Tributed for a Tribute Summon: Gain 2000 LPs. You can only use this effect of “Silly Slime” once per turn. You can only control 1 “Silly Slime”.

 

Negation/Protection

Spying Through the Cracks DARK - Level 4 - Warrior/Effect - 0 ATK/0 DEF

When a Monster effect is activated while this card is in face-up Attack Position or face-down Defense Position (Quick Effect): You can change this card to face-up Defense Position; negate the activation. This card cannot be destroyed by battle the turn you activate this effect. You can only use this effect of “Spying Through the Cracks” once per turn.

 

GY Disruption

Scrimshank Sorcerer WIND - Rank 4 - Spellcaster/Xyz/Effect - 2000 ATK/2400 DEF

2 Level 4 monsters

At the start of your Standby Phase: Attach all Equip Spell Cards you control to this card as Xyz Materials. Once per chain, if a card(s) is sent to your opponent’s GY (Quick Effect): You can detach 1 Xyz Material from this card; equip them to this card as Equip Spell Card(s) with this effect.

● The equipped monster gains 300 ATK. While you control 2 or more Equip Spell Cards, the equipped monster cannot be destroyed by card effects.

 

Revival/Protection

Xīwànglong, the Seven Starred Dragon

LIGHT - Level 7 - Dragon/Synchro/Effect - 0 ATK/2800 DEF

1 Tuner + 1+ non-Tuner monsters

You can Tribute this card to activate 1 of these Quick Effects. You can only use each effect of “Xīwànglong, the Seven Starred Dragon” once per turn.

● Special Summon 1 monster from your GY.

● Target 1 monster you control; it cannot be destroyed by battle, is unaffected by your opponent’s card effects, and cannot be Tributed or used as a material for a Special Summon until the end of the turn.

 

Spells:

D-XYZ Spell - Quick-play

Return 1 Xyz Monster you control to the Extra Deck; Special Summon 2 monsters from your GY that could be used as materials for the Xyz Summon of that monster. You can banish this card from your GY (Quick Effect): Special Summon from your Extra Deck, 1 Xyz Monster by using any monsters you control as Xyz Materials. (This Special Summon is treated as an Xyz Summon.) You can only use each effect of "D-XYZ" once per turn.

 

S/T Removal

First Rat  Spell - Quick-play

Target 1 Set Spell/Trap card on the field; force its activation. If the activation timing is wrong, negate its effects, and if you do, destroy it. Your opponent cannot activate the targeted card in response to this card's activation.

 

S/T Removal (Needs nerf?)

Lightningrod Spell - Quick-play

When a Spell/Trap Card is activated: The activated effect becomes "Destroy 1 Spell/Trap Card your opponent controls". You can only activate 1 “Lightningrod” per turn.

 

Draw

Lost and Found Spell - Normal

Banish the top 5 cards of your Deck, face-down, then, your opponent randomly adds 1 of those cards to your hand. During your Draw Phase, instead of conducting your normal draw: You can banish this card from your GY to add 1 of your banished, face-down cards to your hand. You can only use 1 "Lost and Found" effect per turn, and only once that turn.

 

M Removal

Overdose on Destruction Spell - Normal

For the rest of the turn, at the start of each phase, destroy all monsters on the field.

 

Combo Potential

Saturated Rain-Bow Spell - Equip

The equipped monster cannot be targeted for attacks, but does not prevent your opponent from attacking you directly. The equipped monster can attack directly. If the equipped monster would inflict battle damage, gain an equal amount of LP instead. You can only control 1 “Saturated Rain-Bow”.

 

Draw

Upstart Zombie Spell - Normal

Draw 1 card, then end your current phase.

 

S/T Removal

Winded Wind Spell - Quickplay

Target 1 Spell/Trap on the field: Return it to the hand. After this effect resolves, if a card is not returned to the hand by this effect, return this card to the hand. You can only activate 1 "Winded Wind" per turn.

 

Traps:

Synchro Hate/M Removal

Overtune Trap - Normal

Activate only during your opponent's turn. All monsters your opponent controls become Tuners. At the end of the turn, if your opponent did not Synchro Summon this turn: Destroy all monsters your opponent controls.

 

Negation

Pinball Slots - Trap - Counter

This card gains the following effect depending on the Spell & Trap Zone in which it is placed:

● Left-most and Right-most: When your opponent activates a Spell Card or effect: Negate the activation, and if you do, destroy it.

● Middle: When your opponent activates a Trap Card or effect: Negate the activation, and if you do, destroy it.

● Otherwise: When your opponent activates a monster effect: Negate the activation, and if you do, destroy that card.

After this card’s effect resolves, your opponent gains 1000 LPs

 

Removal/Tech

Second Rat Trap - Normal

Reveal 1 Set card on the field. If it has an effect that doesn't miss its activation timing, force its activation and destroy it, otherwise, flip it face-up and negate its effects.

 

Temp Removal

Sudden Cyclone Trap - Normal

When a monster(s) is Summoned: Banish all monsters on the field until your next Standby Phase.

 

M Removal

The Madness Method Trap - Normal

When you take 2000 or more damage: Destroy all cards on the field. This card can be activated the turn it was Set.

 

Buff/Tech

Weapon Shipment Trap - Normal

You can activate any number of these effects (simultaneously). You can only use each effect of “Weapon Shipment” once per turn.

● Increase the ATK of 1 monster you control by 400 until the end of the turn.

● Increase the ATK of 1 monster you control by 500 until the end of the turn.

● Increase the ATK of 1 monster you control by 600 until the end of the turn.

● Increase the ATK of 1 Warrior monster you control by 700 until the end of the turn.

 

Going to let you know before Draco rips your head for this. 

Yeah, remove the ATK / DEF from the stats (just the letters) and then formatting for Spell/Trap Cards.

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Long story short, it helps me determine my position at a glance when scrolling fast, so that new additions can be made quickly. Because only I can make additions (I need to edit my existing posts), I need to be able to make additions as quickly and efficiently as possible. The only overlap is in Normal/Continuous S/T, which are specifically placed at drastically different places in the list for that exact purpose.

 

Anyway, quick things to make note of:

●Please avoid GY. I make the edit for consistency's sake in this thread, plus it just looks utterly stupid (and most members would agree with me).

●"LPs" isn't correct card grammar anywhere. It's "LP", always, because that specifically stands for "Life Points".

●You don't need the "a" in "used as a Material".

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Crimson Mask

Equip Spell

The equipped monster becomes FIRE. If the equipped monster was already FIRE: any battle damage it inflicts is doubled. You can destroy the equipped monster, and if you do, draw cards equal to the number of Equip Spells equipped to it when it was destroyed.

 

Cerulean Mask

Equip Spell

The equipped monster becomes WATER. If the equipped monster was already WATER: you gain LP equal to the battle damage it inflicts. You can destroy this card and target 1 monster on the field; send monsters from your Deck to the Graveyard equal to the number of Equip Spells equipped to that target.

 

Celadon Mask

Equip Spell

The equipped monster becomes WIND. If the equipped monster was already WIND: it gains 500 ATK. Also, shuffle any monster that battles the equipped monster into the Deck after damage calculation. You can target a number of Spell/Trap cards on the field up to the number of Equip Spells equipped to the equipped monster; shuffle them and this card into their owner's Deck.

 

Kobicha Mask

Equip Spell

The equipped monster becomes EARTH. If the equipped monster was already EARTH: it gains 800 DEF. Also, it can attack while in defense position using its DEF for damage calculation. You can target a number of monsters on the field up to the number of Equip Spells equipped to the equipped monster; Set those targets, and if you do, shuffle this card into your Deck.

 

Obsidian Mask

Equip Spell

The equipped monster becomes DARK. If the equipped monster was already DARK: destroy any non-DARK monster the equipped monster battles at the start of damage calculation. You can banish the equipped monster; take control of a number of monsters your opponent controls up to the number of Equip Spells equipped to it when it was banished until the End Phase. You cannot Special Summon from the Extra Deck for the rest of the turn after you activate this effect.

 

Goldenrod Mask

Equip Spell

The equipped monster becomes LIGHT. If the equipped monster was already LIGHT, if it destroys a monster(s) (by battle or its own effect): you can draw 1 card then discard 1 card. Once per turn: you can send a number of cards from the top of your Deck to the Graveyard equal to the number of Equip Spells equipped to 1 monster on the field.

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Hideout Justi

DARK - Level 3 - Thunder/Effect - 700/1500

You can Special Summon this card from your hand if you control a face-up Spell/Trap card(s) in your Spell/Trap Zone. Once per turn: you can destroy all face-up Spell/Trap cards you control (min. 2) and all attack position monsters on the field.

 

Loanin' Goblin

Continuous Trap

Give control of 1 monster to your opponent. During the next Standby Phase after this effect was activated (even if this card leaves the field): take control of 1 monster your opponent controls.

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Calling of the Deep Dimension

Quick-Play Spell

Target up to 5 face-up banished cards; flip them face-down.  If you flipped exactly 5 cards face-down by this effect: you can draw 1 card.

 

Mobilizing Forces

Normal Spell

Excavate the top 3 cards from your Deck.  If 2 or more monsters are excavated: your opponent chooses 1 of those monsters and you choose 1 other monster.  Both players Special Summon those chosen monsters, but their effects are negated until the End Phase.  Send the remaining excavated cards to the Graveyard.  You can only activate 1 "Mobilizing Forces" per turn.

 


Lease Loan

Normal Trap

Your opponent gives control of one monster they control to you.  During the End Phase: give control of all monsters you control to your opponent.

 

True Mercenary

Normal Trap

Target 1 monster on the field: banish it.  That target gains this effect as long as it remains face-up on the field or in the Banished Zone:

- During the Battle Phase: the turn player may pay 1500 LP; Special Summon this banished monster to the turn player's side of the field.  Banish it from the field at the end of the Battle Phase.

 

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  • 3 weeks later...

Might as well add some holiday-themed Extra Deck, albeit it passed two days ago.

Reindeer Hero of White Miracles
LIGHT - Rank 4 - Beast-Warrior/Xyz/Effect - 2300/1800
2 Level 4 Beast-Warrior monsters
(1) While this card has material, when a Beast-Warrior monster you control attacks or is targeted for an attack, your opponent cannot activate cards or effects until the end of the Damage Step. (2) Once per turn (Quick Effect), if a card or effect is activated: You can detach 1 material from this card; negate that card, and if you do, banish it, face-down.

Reindeer Hero of the Sacred Red Flash
LIGHT - Level 6 - Beast-Warrior/Synchro/Effect - 2300/1800
1 Tuner + 1+ non-Tuner monsters
(1) Once per turn (Quick Effect), when your opponent Summons a monster(s): You can make their ATK and DEF 0, then negate their effects (if any). (2) If this card attacks or is targeted for an attack, your opponent cannot activate cards or effects until the end of the Damage Step.
 

[uh yeah, I designed the former one before going to sleep on Christmas Day and the latter was sometime earlier. But yeah, one is generic; other is limited to Beast-Warriors.]

 

Ascended Salvation Dragon
LIGHT - Level 10 - Dragon/Synchro/Effect - 3200/2800
1 Tuner + 1+ non-Tuner monsters
You can only control 1 monster with this card name. You can only use each of this card name's effects once per turn. (1) Other monsters you control are unaffected by your opponent's card effects, also they cannot be destroyed by battle. (2) You can Special Summon 1 monster from your hand or GY, and if you do, gain LP equal to its Level or Rank x 200. (3) If this card on the field is sent to the GY: You can banish 2 cards from your hand or GY; Special Summon it.  

 

===

Last one is Draco's gift card and stuff.

I'll import the rest of the stuff I made for Kyumi and I guess Striker (if he does get into AGM) later. 

 

Only gripe will probably be the use of "GY" for Graveyard; yeah, it's not the most intuitive, but it's technically correct grammar under series 10. By now, you guys know that a few people here use it (including Dova and myself). 

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"The Chosen One".exe

LIGHT - Level 4 - Cyberse/Effect - 1000/1000

If this card is the only card you control, its ATK becomes 3000.  This card is unaffected by the effects of monsters Special Summoned from the Extra Deck.  During your End Phase: destroy all other cards you control (min. 1) or shuffle this card into your Deck.

 

Extraterrestrial Saurus

WIND - Level 4 - Dinosaur/Effect - 0/1900

While this card is in attack position: swap the original ATK and DEF of all monsters on the field.  Dinosaur monsters gain piercing, also, negate the effects of all monsters destroyed by battle with a Dinosaur monster.

 

Ruff Ruff the Curious Canine

EARTH - Level 2 - Beast/Tuner - 200/1900

This 3 story canine is always looking for something interesting to sniff and lick.  Despite the rampant destruction it leaves in its wake, no one wants to capture it because it is so darn adorable.

 

Ol' King Sol of the Planet People

LIGHT - Level 8 - Pyro/Fusion/Effect - 3000/0

3 LIGHT Monsters

Once per turn (Quick Effect): you can decrease this card's ATK by a multiple of 1000 until the End Phase; decrease the ATK of all other monsters on the field by the ATK this card lost.  Destroy any monster whose ATK was reduced to 0 by this effect, then inflict damage to your opponent equal to the ATK of the monsters they controlled that were destroyed by this effect.

 

Viltech Vanderbolt

FIRE - Level 5 - Thunder/Fusion/Effect - 1600/2400

2 Thunder Monsters

You can also Fusion Summon this card by sending the above materials you control to the Graveyard.  If you inflict battle damage to your opponent: inflict 200 damage to your opponent.  At the End of the Battle Phase: you can Special Summon 1 monster from your Graveyard whose DEF was less than or equal to the total damage this card inflicted to your opponent during the Battle Phase.

 

Plate-Shifting Squid

WATER - Level 9 - Sea Serpent/Fusion/Effect - 3000/3000

3 Fish, Sea Serpent or Aqua Monsters

When this card is Fusion Summoned: increase this card's ATK by 200 for each Fish, Sea Serpent, or Aqua monster in your Graveyard until the End Phase.  If there is a Field Spell on the field when this card is Special Summoned, you can activate 1 of the following effects:

- Destroy and banish all Field Spells on the field.

- Draw 1 card for each Field Spell on the field.

If this card is destroyed by an opponent's card (by battle or by card effect): you can banish up to 3 Field Spells from your hand, Deck or either player's Graveyard; banish an equal number of cards on the field.

 

Pure Weapon of the Soul

Equip Spell

This card can only be equipped to a Normal Monster.  The equipped monster gains 500 ATK and DEF and inflicts piercing.  If the equipped monster destroys a monster by battle, it can declare a second attack.  At the end of the Battle Phase when the equipped monster battles: you can target 1 Spell/Trap on the field; destroy that target.  If this card is sent from the field to the Graveyard because the equipped monster was removed from the field: you can draw 2 cards.

 

Rainbow Polymerization

Normal Spell

If this card is added from your Deck to your hand (except by drawing it): send it to the Graveyard.  Fusion Summon 1 Fusion Monster from your Extra Deck, using monsters from your Deck.  All the Fusion Materials must have different Attributes.  The monster Fusion Summoned by this effect has its effects negated on the field and it is destroyed during the End Phase.  You can only activate 1 "Rainbow Polymerization" per turn.  All battle damage your opponent takes for the remainder of the turn is halved.

 

Cards from the Deep

Normal Spell

If all the monsters on your side of the field and in your Graveyard are WATER (min. 3): Draw 2 cards.  You cannot add cards from your Deck to your hand the turn you activate this effect.

 

Frostbite

Spell

Inflict damage to your opponent equal to the ATK of all monsters your opponent controls with Ice Counters.  You can only activate 1 "Frostbite" per turn.

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Platune Violinfantry now has a HOPT!

 

Also, meet the new Continuous Spell:

 

Spite of Hand

Continuous Spell

Once per turn, you can shuffle 2 cards from your hand into your Deck, then add 1 card from your Deck to your hand. During your opponent's Draw Phase, you can declare 1 card Type (Monster, Spell, or Trap): Your opponent reveals the card they drew, and if the drawn card is of the declared Type, you can draw 1 card. During your End Phase, if you control a face-up Level 3 or lower Normal monster: You can draw 1 card. You can only control 1 "Spite of Hand".

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Fifth Pillar

EARTH - Level 5 - Rock/Effect - 1900/2200

You can Normal Summon this card without tributing, but if you do, negate this card's effects on the field.  If this card is Summoned: you can target 1 level 5 monster in your Graveyard; Special Summon that target.  You can only activate this effect of "Fifth Pillar" once per turn.

 

Petrified Soldier

EARTH - Level 2 - Rock/Flip/Effect - 100/2000

FLIP: Add 1 level 6 or lower Rock monster from your Deck to your hand.

If a Rock monster would be destroyed by battle: you can send 1 Rock monster from your Deck to the Graveyard instead.

 

Spark Blossom

FIRE - Level 2 - Plant/Tuner/Effect - 900/200

If this card is Special Summoned: you can target 1 level 4 or lower FIRE monster in your Graveyard; Special Summon that target in defense position, but its effects are negated.  If this card is sent from your field to the Graveyard (except if it was destroyed by battle): inflict 200 damage to your opponent for each monster in your Graveyard with 200 DEF.  You can only activate each effect of "Spark Blossom" once per turn.

 

Ice-Encased Lotus

WATER - Level 4 - Plant/Effect - 1700/1100

If you control no Plant monsters: you can Special Summon this card from your hand.  If this card is Normal Summoned: you can Special Summon 1 level 4 or lower monster from your hand.  If this card on the field is used for the Summon of an Extra Deck monster, the Summoned monster gains the following effect:

- Using this Normal Summoned Monster: The Summoned monster can attack twice.

- Using this Special Summoned Monster: The Summoned monster gains 200 ATK and DEF for each card your opponent controls.

 

Five Pillar Mausoleum

EARTH - Rank 5 - Rock/Effect - 2900/3200

3 Level 5 Monsters

Once per turn, during either player's turn, if your opponent activates a card or effect: you can detach 1 Xyz Material from this card; negate that activation, and if you do, you can send 1 level 5 monster from your Deck to the Graveyard, and if you do that, banish the negated card.  You can tribute this card: until the End Phase all level 5 monsters you control can attack directly.

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Here's the reason why I made sure we won't have That Six: a boss for luck-based Decks of all kinds. See if you guys can guess what the meaning of her name is!

 

Restless Night Goddess

DARK - Level 8 - Fiend/Effect - 3100/3100

If a coin(s) is tossed, or a number of six-sided dice is rolled, you can reveal this card in your hand to call a result (one for each): If you called it right, Special Summon this card from your hand, then you can banish a number of cards from the field and/or Graveyard up to the number of other possible results that that coin(s)/dice could have had. Once per turn, you can toss 3 coins: Inflict 500 damage to your opponent for each Heads. Once per turn, you can roll a six-sided die and call it: If you called it right, draw 1 card for each turn this card has been on the field.

 

Card facts: This effect encourages huge gambles. Tossing 1 coin only gives you 1 banish on Summon, tossing 2 gives you 3, rolling one six-sided die gives you five, and tossing three coins gives you seven . . . if you can call it exactly right. The more coins you toss, you have to call them right in order, same with the dice you roll. Works for Barrel Dragons, Jinx, Jackbots, and Odd-Dice . . . or just a gamble Deck in general. This card is searchable by Doomdog Octhros, Jinx Zone, and Magical Contract Door, so getting to it isn't generally a problem.

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So, I was cleaning up some ED monster card text when I realized that the Extra Deck tab was running slow . . . so I cut Numerix into their own post.

 

This is going to be a little crazy going forward, as the Main Deck Monster tab is about as occupied as the ED monsters tab was, so I might have to split that soon . . . but I have no idea how I'd go about cutting that.

 

Also, since I literally have no other place to stick this atm, here is the current AGM Forbidden/Limited List:

 

[spoiler= The List]

Forbidden:

Cyber Jar

Destiny HERO - Disk Commander

Fiber Jar

Solemn Judgement

 

Limited:

Dandylion

Dark Armed Dragon

Envious Ogre

Lilliene, Apprentice of the Sclera Guild

Miracle Orb

Morphing Jar

Morphing Jar #2

Speedroid Terrortop

Tuning Lightcap

El-Shaddoll Construct

Denglong, First of the Yang Zing

Dewloren, Tiger King of the Ice Barrier

Trishula, Dragon of the Ice Barrier

Delta-Numerix-087: Merciless Reaper

Numerix-022: Hyacinth Queen

Numerix-023: Joyful Nihilist

Foolish Burial

Game of One

Infernity Launcher

Library of Sanctuary

Monster Reborn

Multiple Link Shooter

One for One

Petrified Soldier

Rank-Up-Magic: Delta Force

Rank-Up-Magic: Mathematical Force

Rank-Up-Magic: Sandragon Force

Reasoning

Reinforcement of the Army

Secret Ambition

Super Polymerization

Synchroad Revival

The Mark of Lernaeus

Ring of Destruction

Macro Cosmos.

Solemn Warning

Traitor's Trap Hole

 

Semi-Limited

Blinding Shard

Flame Child

Infernity Archfiend

Inzektor Dragonfly

Inzektor Hornet

Maxx "C"

Red-Eyes Darkness Metal Dragon

Ancient Fairy Dragon

Daigusto Emeral

Numerix-087: Merciless Soul Eater

Dark Hole

Flocking

Foolish King's Sceptre

Fossil Dig

Fusion Supremacy

Gathering Coals

Gathering Dust

Gathering Feathers

Gathering Waves

Gravel Pit

Negligence

Pity for the Mermaid

Raigeki

Rekindling

T-Rocks Discovery

Terraforming

Bottomless Trap Hole

Infernity Barrier

Retrieval of the Sacred Tome

Torrential Tribute

 

 

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