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  1. Amorphage Mutation [Continuous Spell] "Amorphage" monsters you control gain 100 ATK for each Mutation Counter on this card. Once per turn, if a "Amorphage" monsters(s) would be destroyed by battle or by card effect, you can place 1 Mutation Counter on this card instead. Once per turn, if a "Amorphage" Spell/Trap(s) other than this card would be destroyed be card effect, you can place 1 Mutation Counter on this card instead. You can only control 1 "Amorphage Mutation". Support To:
  2. Nimble Dragon WIND [Reptile/Link/Effect] Link Rating:2 Link Arrows: ⬆ (N), ⬇ (S) ATK: 1700 2 monsters including at least 1 "Nimble" monster You can target up to 3 cards in your GY; shuffle them into the Deck, and if you do, all "Nimble" monsters you currently control gain 300 ATK for each monster shuffled. If this card or a monster this card points to is destroyed by battle or by card effect: Special Summon 2 "Nimble" monsters from your Deck in face-up Attack Position or face-down Defense Position. You can only use each effect of "Nimble Dragon" once per turn. Support To: Flavor Notes:
  3. Amorphage Despair EARTH [Dragon/Link/Effect] Link Rating:2 Link Arrows: ⬇ (S), ⬋ (SW) ATK: 1850 2 monsters, including at least 1 "Amorphage" monster During your Main Phase, you can conduct 1 Pendulum Summon of a "Amorphage" monster(s) in addition to your Pendulum Summon (You can only gain this effect once per turn.) If this card is Tributed or destroyed by battle or by card effect: You can add 1 "Amorphage" monster that is either face-up in your Extra Deck or in your GY to your hand. During your opponent's turn (Quick Effect): You can place 1 "Amorphage" Continuous Spell/Trap from your Deck face-up in your Spell and Trap Zone, and if you do, destroy 1 card you control. You can only use this effect of "Amorphage Despair" once per turn. Support To: Design and Flavor Notes:
  4. Teeter Trolley [Field Spell] During the Standby Phase, the turn player either gain or lose 1000 LP (their choice). While bother players' LP are different from each other, apply these effects. The player whose LP is higher than their opponent takes doubled battle damage. The player whose LP is lower than their opponent takes halved battle damage.
  5. Naturia Hummingbird EARTH ✪✪ (Level 2) [Winged-Beast/Tuner/Effect] ATK/ 1000 DEF/ 600 If you control an EARTH Plant monster or an EARTH Insect monster, you can Special Summon this card from your hand or GY, but you cannot Special Summon monsters for the rest of this turn, except EARTH Synchro monsters and EARTH Fusion monsters. You can only use this effect of "Naturia Hummingbird" once per turn. Support To:
  6. Memory Lane [Field Spell] During the turn player's Draw Phase, instead of conducting their normal draw: They can add 1 card from their GY to their hand, and if they do, place 1 Memory Counter on this card. Once per turn, while you control no monsters: You can target 1 monster from either player's GY; Special Summon it, but its effects are negated. Each time a monster(s) is Special Summoned from the GY, place 1 Memory Counter on this card. Monsters Special Summoned from the GY gain 300 ATK for each Memory Counter on this card. Concept:
  7. Puppet Roulette [Normal Spell] Reveal 3 different "Gimmick Puppet" monsters or cards that specifically lists "Gimmick Puppet" in its text, have your opponent randomly add 1 of them to your hand, and send the rest to the GY. Immediately after this card resolves, you lose 1000 LP for each monster sent to the GY. You can only activate 1 "Puppet Roulette" per turn. Support To:
  8. You know... Now that you mention it, I was needing some raw power in some of my Rock builds (e.g. Pure Gorgonic and Rock Stun Koa'ki Meiru), they don't really have a good way of going 2nd considering they are stun Decks... So yeah this could really make up for that. As far as Malicious Bane goes, the possibility of what this engine could splash into seems umpteenth. As for a lot the older Evil Hero Fusions... I wish I could say the same. Their specific material requirements and their outdated effects leave little to be desired in the games current state. They are basically a time capsule full of dung... Was crap from the beginning, and are still crap now. But, hey, at least they got an engine, right?!
  9. Trickstar Peony LIGHT ✪ (Level 1) [Fairy/Effect] ATK/ 500 DEF/ 800 You can Normal Summon 1 "Trickstar" monster in addition to your Normal Summon/Set (You can only gain this effect once per turn.) If this card is Summoned: You can look at your opponent's hand, and choose 1 Spell/Trap Card in their hand, your opponent Sets it (if any), and if they do, that card cannot be activated until end of this turn. You can only use this effect of "Trickstar Peony" once per turn. Each time your opponent Sets a card, inflict 200 damage to them. Support To: Flavor Notes and Design Notes:
  10. I would be for the Level combination thing... But, unfortunately Gear Changer has to have that really awkward restriction of not being able to be Special Summoned from the Deck. Edit: Although that floating effect isn't half bad idea... Might want to add Ranks with that though.
  11. Gimmick Puppet Matryoshka DARK ✪✪✪✪ (Level 4) [Machine/Effect] ATK/ 1000 DEF/1800 During your Main Phase: You can Tribute this card; Special Summon 2 "Gimmick Puppet" monsters with different Levels from your Deck, except "Gimmick Puppet Matryoshka". You can only use this effect of "Gimmick Puppet Matryoshka" once per turn. If a "Gimmick Puppet" monster(s) would be destroyed by battle or by card effect, banish this card from your GY instead. Support To: Concept:
  12. Vanity & Envy DARK [Spellcaster/Link/Effect] Link Rating:2 Link Arrows: ⬋ (SW), ⬊ (SE) ATK: 0 2 monsters with the same name While you control monsters other than "Vanity and Envy", this card cannot be targeted for attacks or by card effect. (Quick Effect): You can target 1 face-up monster your opponent controls; Special Summon 1 "Reflection Token" (Fiend/LIGHT/Level 1/ATK ?/ DEF 0) (When Summoned, its ATK becomes equal to the current ATK of the target +100). You can only use this effect of "Vanity & Envy" once per turn. Concept
  13. Well alright... Took out the the TWRA effect. I mean you can only use one of the effects per turn, making it slow to utilize them all in the long run, but I get what you mean.
  14. Reptilious Vivarium [Field Spell] Reptile monsters you control gain 100 ATK and DEF for each Reptile monster in your GY. You can activate 1 of these effects of "Reptilious Vivarium" per turn, and only once that turn. Send 1 Reptile monster from your Deck to the GY. Target 1 Reptile monster in your GY; banish this card that is either face-up in your Field Zone or in your GY, and if you do, Special Summon the target.
  15. Voltic Charge Plant [Field Spell] When this card is activated: Place a number of Charge Counters on this card equal to the number of Thunder monsters on the field. Each time a Thunder monster(s) is Summoned, place 1 Charge Counter on this card. Thunder monsters gain 200 ATK for each Charge Counter on this card. Once per turn: You can remove 1 Charge Counter on this card; activate 1 of these effects. Draw 1 card. Destroy 1 card on the field.
  16. Sidlewinder EARTH [Reptile/Link/Effect] Link Rating:2 Link Arrows: W, E ATK: 1500 2 Reptile monsters You can move this card to 1 of your unoccupied adjacent Main Monster Zones, and if you do, Special Summon 1 Reptile monster from your hand or GY to a Zone this card points to. You can only use this effect of "Sidlewinder" once per turn. Apply these effects depending on Zones occupied by monsters this card is pointing to. Left Zone: This card and monsters it points to cannot be destroyed by battle. Right Zone: This card and monsters it points to cannot be destroyed by card effects. Concept and Wordplay:
  17. Sacred Bell's Toll [Normal Trap] Send 1 Fairy monster from your Deck to the GY; gain LP equal to that monsters original ATK, also, any battle damage you would take will be reduced by that monster's original ATK until the end of this turn. You can banish this card from your GY and target 1 Fairy monster in your GY; add it to your hand.
  18. Actually it is suppose to give the targeted Link monster a new marker added on to what it already has. The idea is that it Summons itself to a Zone an empty marker "points" to, and make it live when it is Summoned their. But, I am not sure how to write in a PSCT friendly way considering we haven't gotten anything that tinkers with Markers yet... It also doesn't help that Link Markers aren't referred to directly on any card text. So I was left improvise... Which is why it looks really ass-backwards. XD
  19. Cursor Guider EARTH ✪ (Level 1) [Cyberse/Effect] ATK/250 DEF/100 You can target 1 Link monster in the Extra Monster Zone or in your Main Monster Zone; Special Summon this card from your hand or GY to 1 of your Main Monster Zones that the Link Monster doesn't already point to but could, and if you do, that Link monster now also points to the Main Monster Zone this card is in. You can only use this effect of "Cursor Guider" once per Duel. Concept: Design Notes:
  20. Counter Deflation [Normal Trap] Shuffle all cards on the field with counters on them into the Deck, then each player lose LP equal to 200x the number of counters on the cards they controlled that were shuffled into the Deck. These conditions apply based on the total number of counters on the field. 5 or more: You can activate this card from your hand. 7 or more: Your opponent cannot activate cards or card effects in response to this card's activation.
  21. Preposterous [Normal Spell] Your opponent declares a card type (Monster, Spell, or Trap). Each player excavate cards from the top of their Deck until they excavate a card that shares the declared card type, then each player adds their last excavated card to their hand and banish the remaining excavated cards, face-down. If a player(s) did not excavate a card of the declared card type, each of those players banish all the excavated cards, face-down. You can only activate 1 "Preposterous" per turn. Counterpart to:
  22. Charlatan's Charade [Normal Spell] Reveal your hand, your opponent adds any number of cards from your hand to their hand (min. 1), then you draw a number of cards equal to the number of cards your opponent added to their hand +1. You can only activate 1 "Charlatan's Charade" per turn.
  23. Taser Viper LIGHT ✪✪✪✪ (Level 4) [Thunder/Effect] ATK/ 1500 DEF/ 1500 While you control only Thunder monsters, you can activate 1 of these effects of "Taser Viper" once per turn, and only once that turn. During either player's Main Phase(Quick Effect): You can send this card from your hand to the GY and target 1 face-up monster your opponent controls; negate its effects until the End Phase. When an opponent's monster declares an attack: You can send this card from your hand to the GY; negate the attack. That monster cannot attack while it is face-up on the field.
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