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Darj

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Darj last won the day on September 19 2023

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  1. Imminent Extermination Normal Trap After this card resolves, apply the following effect during the next 5 turns that you control no monsters. - During the Standby Phase, Special Summon, from your hand, Deck or GY, Level 3 or lower DARK Aqua, Fairy, Fiend, Illusion, Machine, Psychic, Pyro, Reptile, Sea Serpent, Thunder and/or Wyrm monsters, up to the number of monsters you Special Summoned the previous time you applied this effect +1, and if you, do, those monsters gain 300 ATK/DEF for each monster Special Summoned by this effect, then, if you Special Summoned 5 monsters with this effect, banish all monsters your opponent controls. Next: Art by NegaNeura
  2. Angel★Sister Live★Twins meets Exosisters meets Darklords. Archetype of LIGHT Fairy maindeck monsters and DARK Fairy Fusion monsters, known as "Angel★Fallen", whose theme is the LIGHT Fairies presenting themselves as benevolent beings in nun or maiden attires that help their communities with goodwill, small miracles and the like, when secretly they are DARK fallen angels that subtly tempt beings once they earn their trust, while they wait and set up prophecies that once fulfilled will bring darkness to the world. They have a setting of the middle ages, so not exactly a modern atmosphere such as with Live Twins and Exosisters. Unlike Exisisters, the Angel Sisters "evolve" when a card goes to either GY, rather than a card leaving the GY. That ought to make their "evolving" conditions much easier to fulfill. The Levels of the maindeck monsters range from 1 to 4, while the Fusions are Level 5-10 and to some degree can work with Darklords, an archetype that they are also associated with, lore-wise. However, despite their high Levels, they do not exactly have potent effects that match said Level except for some Fusions of higher order that cannot be shortcut into through the Maindeck monsters as easily. Angel★Sister Antoinette LIGHT/Fairy/Effect Level 4 1000/1800 If you control no monsters, or only Fairy Monsters: You can Special Summon this card from your hand, and if you do, your opponent takes 350 damage. If a card(s) is sent to either GY (except during the Damage Step): You can banish this card, and if you do, Special Summon from your Extra Deck, 1 "Angel★Fallen" Fusion Monster. (This is treated as an Fusion Summon.) You can only use each effect of "Angel★Sister Antoinette" once per turn. Next: Exystocin
  3. Lavalval Ignis FIRE/Warrior/Xyz/effect Rank 3 1800/1400 2 Level 3 monsters (Quick Effect): You can detach 1 Xyz Material from this card; send 1 Level 4 or lower monster from your Deck to the GY, then, if that was a Normal Monster, you can send 1 more monster, from the same category, from your Deck to the GY. This card gains ATK equal to 500 + the combined Levels of the sent monsters x 100, until the end of this turn. You can only use this effect of "Lavalval Ignis" once per turn. Next: Chronomaly Mud Golem
  4. Ew no, that would be terrible. The game is "Remake a card", not "completely butcher a card and remove its identity". As the only non-Effect generic Synchro 7 this card has a role that no other card has and it's what distinguishes it (e.g. Immune to stuff like Fiendish Chain and Heat Wave, revivable by the other effect of Daigusto Emeral, other non-Effect monster support and Effect monster counters). Giving it an effect would take that role away. I doesn't need an effect to be good, so I remade it with better stats and more flexible requirements, that should be enough. Edit: I'm actually thinking I should have bumped the ATK to 3000 so it can clash with monsters that both beat and negate like Barone de Fleur.
  5. Scrap Archfiend EARTH/Fiend/Synchro Level 7 2900/1900 1+ or more Tuners + 1 or more non-Tuner monsters It already fills a niche as the only generic non-Effect Synchro 7 monster so IMO it better keeps filling that niche so I just boosts its stats and generic-ness. Next: Venom Boa
  6. The rules are on the first post: "One person posts a (Yugioh) card they want remade (either it's too weak, it's broken, it's an interesting normal monster, whatever) and the next person writes a different effect for it which still follows the original theme and purpose of the card, but is more balanced, appropriate, or useable. You can also change the stats, attribute, etc. if you think it would be better. Please make significant changes to the card - changes that you can see impacting the way the card is played in some way. If your edits change nothing, you're missing the point of this game." But this is not my game so I do not care too much about how the players play. I do want to admit that personally I find more appealing and entertaining when I see cardmakers playing or working with the effects and theme of the given cards, rather than straight up going with new effects and discarding the original effects entirely.
  7. Imperial HERO Dominator Blazempress FIRE/Warrior/Fusion/Effect Level 9 2800/2200 "Elemental HERO Burstinatrix" + "Fire Princess" + "Royal Firestorm Guards"(This card is also always treated as an "Elemental HERO" card.) Must first be Fusion Summoned, or Special Summoned (from your Extra Deck) by banishing the above cards you control and/or from your GY. (You do not use "Polymerization".) Each time you gain LP, inflict 1000 damage to your opponent. If this card is Special Summoned from the Extra Deck: You can target up to 4 FIRE monsters in your GY; shuffle them into the Deck and if you do, draw 1 card for every 2 cards shuffled into the Deck, then, if you drew any FIRE monsters, gain LP equal to the total Levels of those monsters x 100. (Quick Effect): You can destroy both 1 card you control and 1 card on either player's hand, then, if it was a Monster Card, gain LP equal to its original Level x 100. If this card is destroyed by battle or card effect: You can activate this effect; Special Summon 1 "Elemental HERO" monster from your GY during the Standby Phase of the next turn. You can only use each effect of "Imperial HERO Dominator Blazempress" once per turn. Next: "Performage Mirror Conductor" + "Performapal Lebellman"
  8. An kind reminder to everyone to keep in mind the objective of this card game. According to the opening post, the idea is to preserve the original theme and purpose of the card and work with or over what it already has. Instead, I have noticed some entries give them almost entirely new effects, effectively becoming different cards whose only connection to the prompted cards is the name. Besides, what would be the point of this game if one could just throw the original effects and theme of the given card out of the window and come up with something completely different? However, if the effect is beyond hope, or a non-Effect monster was given as a prompt, then sure, by all means go all out with the creativity. Anyway: Jar Robber Quick-Play Spell When your opponent activates a "Jar of" or "Pot of" Spell/Trap: Negate the effect of that card, and if you do, draw 2 cards. During the Main Phase: You can banish this card and 2 "Jar of" and/or "Pot of" Spell/Traps with different names from your GY, then target 1 "Jar of" or "Pot of" Spell/Trap in your opponent's GY; add it to your hand, You can only use this effect of "Jar Robber" once per turn. Next: Sinister Sprocket
  9. Return Zombie DARK/Zombie/Effect Level 4 1000/1600 If you Normal Summon a Zombie monster with 1000 ATK and 1600 DEF: You can Special Summon any number of Zombie monsters from your hand, including this card. During your Standby Phase: You can pay 500 Life Points; add this card from your GY to your hand, then, you can add 1 Trap from your GY that includes an effect that Special Summons a Zombie monster(s) from the GY. You must have no cards in your hand to activate and to resolve this effect. Next: Dice Try!
  10. Dark Artist DARK/Fiend/Effect/Level 3 600/1400 If this card battles a DARK monster, it gains ATK equal to that monster's ATK during damage calculation only. If this card attacks an EARTH, FIRE, WATER or WIND monster, it gains ATK equal to that monster's DEF during damage calculation only. If this card is attacked by a LIGHT monster, its DEF is halved during damage calculation only. If this card is sent to the GY: During the End Phase of this turn, you can add, from your Deck to your hand, 1 DARK monster with an effect that changes its ATK or DEF, except "Dark Artist". You can only use this effect of "Dark Artist" once per turn. Next: Wall of Ivy
  11. Chimeratech Molten Variation FIRE/Machine/Fusion/Effect Level 10 3000/2500 Battle Fader + Cyber Valley + Lava Golem Cannot be used as Fusion Material. Must first be Special Summoned (from your Extra Deck) by sending the above cards from either field to the GY. While this Fusion Summoned card is in its owner's control (Quick Effect): You can Tribute all monsters your opponent controls, and if you do, give control of this card to your opponent. Once per turn, during your Standby Phase: Take 1000 damage. When an opponent's monster declares an attack: You can Special Summon this card from your GY to your opponent's field, then end the Battle Phase. If Summoned this way, banish it when it leaves the field. Next: "Berserk Gorilla" + "Voltic Kong"
  12. Dark Flare Knight DARK/Warrior/Fusion/Level 9 2800/2600 "Dark Magician" + "Flame Swordsman" Must first be Fusion Summoned or Special Summoned (from your Extra Deck) by banishing the above cards you control and/or from your GY. (You do not use "Polymerization".). You take no Battle Damage from battles involving this card. If this card is on the field or in your GY and it was Special Summoned (Quick Effect): You can banish it; Special Summon 1 "Mirage Knight" from your hand, Deck, GY or among your banished cards. Next: Nettles
  13. Funny, I too was thinking on giving a prompt to fuse a Traptrix monster with a Labrynth, but was not sure which monsters to fuse. Nectarianna the Labrynth Bloom DARK/Plant/Fusion/Effect Level 8 2000/3100 (This card is always treated as a "Traptrix" card.) "Arianna the Labrynth Servant" + "Traptrix Nepenthes" Must first be either Fusion Summoned, or Special Summoned during the turn a "Hole" Normal Trap was activated, by Tributing 1 of the above cards (in which case you do not use "Polymerization"). Unaffected by your opponent's Normal Traps. If this card is Special Summoned: You can Set from your Deck 1 "Hole" Normal Trap OR 1 Normal Trap that can only be activated when an attack is declared. If another monster(s) leaves the field by your Normal Trap effect (including during the Damage Step): You can draw 1 card, then you can apply this effect. - Add to your hand, or Special Summon, 1 "Traptrix" monster from your Deck. You can only use 1 "Nectarianna the Labrynth Bloom" effect per turn, and only once that turn. Next: "Mosaic Manticore" + "Peropero Cerberus"
  14. Thought this was next in line, so I made something: Hallow-wi'raj, Empress of Souls DARK/Wyrm/Fusion/Effect Level 5 2000/2500 "Al-Lumi'raj" + "Pumprincess the Princess of Ghosts" If this card is Special Summoned: All other monsters on the field lose ATK and DEF (if applicable) equal to their own Level/Rank/Rating x 500, then, if the ATK or DEF of any monster has been reduced to 0 as a result, banish it. If this face-up card is destroyed while in a Monster Zone, you can place it face-up in your Spell & Trap Zone as a Continuous Spell Card, instead of sending it to the GY. While this card is treated as a Continuous Spell Card by this effect, all monsters on the field lose ATK and DEF (if applicable) equal to the total Level of all monsters on the field x 100. For next, I will carry over the previous prompt: Acrobat Monkey + Cyber Commander
  15. Carnilink (Carnival + Link) Archetype of monsters with different Attributes and Types (including Fiend, Spellcaster and Fiend pranksters, also other Types such a pesky Dragons, Wyrms, Plant, Machines, etc.) whose main playstyle is extending to Summon Link monsters, whose gimmick is, rather than building co-links, is linking monsters in succession to gain assorted effects, as a reference to a parade, a line, etc. The longer the "line" of linked monsters, the stronger the gained effects. Think of Tri-gate Wizard that instead of co-links, requires monsters linked in succession. They are named after things one would find in a carnival, from amusement structures like a roller coaster, to snacks like popcorn and cotton candy. In order to further support their "link lines" playstyle, even the non-Link monsters come with effects that make them be treated as if they have a Link marker of your choice. That way, the archetype is not as vulnerable when building the Link lines that normally would require overextended plays. Carnilink Poppycorn FIRE/Plant/Effect/Tuner Level 2 800/1000 If you control 2 or more "Carnilink" cards, you can Special Summon this card (from your hand). If this card is Summoned: Declare 1 Link marker direction; this card is treated as having a Link marker pointing towards that direction. This effect cannot be negated. If a card(s) you control would be destroyed while this card is your field or GY and you control 3 or monsters Linked in succession, you can banish this card instead. Next: Harboreal
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