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Found 219 results

  1. Elemental HERO Dark Nightlv 4 DARKWarrior/EffectThis card can be used as a substitute for any 1 "Elemental HERO" Fusion Material whose name is specifically listed on the Fusion Monster Card, but the other Fusion Material(s) must be correct. You can discard this card to the Graveyard; add 1 "Polymerization" or "Fusion" Spell card that list a "HERO" monster in its text from your Deck to your hand. During your Main Phase: you can banish this card from your GY; Special Summon 1 Level 8 or Lower "Elemental HERO" monster from your GY ignoring its summoning conditions. You can only activate 1 "Elemental HERO Dark Night" effect per turn and only once that turn.ATK/600 DEF/1200So Dark Night acts as a King of the Swamp for HERO Decks where the card itself can either be subbed to make things like Shining Flare Wingman when fused with Sparkman. In addition it also can discard itself to search a Poly or Fusion spell that list a "HERO" monster in its text e.g. Miracle Fusion and Neos Fusion and finally can banish itself to bring back any Level 8 or lower HERO monster from your grave to the field while being on a hard 1 effect OPT clause.Ideally this helps HERO's get fusions out as well as later acting as a reborn for them.
  2. Utopic Vanguardlv 8 LIGHTWarrior/Fusion/Effect2 Level 4 monstersMust be Fusion summoned. While on the field or in your GY, this card is treated as "Number 39: Utopia" When a monster attacks: you can banish 1 Level 4 monster from your GY; negate that attack. When this card leaves the field: you can Xyz Summon 1 "Number 39: Utopia" monster from your Extra Deck using 2 of your banished Level 4 monsters as Xyz Material. You can only activate this effect of "Utopic Vanguard" once per turn.ATK/2500 DEF/2000So Utopic Vanguard is a generic Fusion using Level 4 monsters that acts as a defensive card that blocks attacks by banishing Level 4 monsters from your graveyard, also when its destroyed it also can generate the original Utopia or Double (since I stated monster after the name for a that reason) from your Extra Deck using the banished Level 4 monsters as material to summon it.Ideally this can work in any deck that uses Level 4's by just having a polymerization in the deck but also can work effectively in Utopia decks as this also helps set up your Utopia when this is destroyed for going into Utopia the Lighting. Lastly while this card can negate any attack including its own, it makes Double or Nothing a more effective card in the deck.
  3. Abyss Actor - Improptu Designer DARK Fiend/Link/Effect 1900/LINK - 2 SW SE 2 "Abyss Actor" monsters If this card is Link Summoned: You can take 1 "Abyss Actor" card, or 1 Spell that lists "Abyss Actor" cards in its text from your Deck or GY and either add it to your hand or Set it on the field. While you control a Set Spell/Trap, your face-up Spells/Traps cannot be targeted or destroyed by your opponent's effects. Once per turn, if your opponent activates a card/effect: You can Tribute 1 monster this card points to; that effect becomes "Destroy 1 Set card your opponent controls." Why do they gotta separate props, scripts, and the theater, it makes it really hard to design a "search everything" effect... Ported from YCM, but made it slightly better by giving it synergy(-ish) with Curtain Raiser. One of the Actors' main issues is that having parity with the scripts and the monsters is necessary to do basically anything, and opening too many of either one is game. While this doesn't do anything about having too many scripts, at the very least you can make a link monster under mellow that helps your gamestate. Having a Script set up keeps your scales alive, meanwhile going one for one at the least for "negation" is doable and something that AA can do with a dedicated link. Also, yep that's not a hard OPT search, and it's probably fine, though if a convincing case can be made for why not, it's within reason for a hard OPT to happen.
  4. Glorious Emperor Penguin WATER Aqua/Effect Link arrows-1 right, 1 bottom left ATK-1900 LINK-2 2 Aqua-Type monsters If an effect is activated that would return monsters your opponent controls to Hand: Draw 1 card.. You can discard 1 card, then target 1 Aqua-Type monster in your Graveyard; Special Summon it in either face-up attack position or face-down Defense Position to a Zone this card points to. You can only use each effect of "Glorious Emperoe Penguin" once per turn.
  5. Yubel, Summoned Nightmare 3 BB Legendary Planeswalker - Yubel Loyalty 1 +1: This card gains X loyalty, where X is equal to your devotion to black. 0: Inflict X damage to target opponent, where X is equal to the toughness of target creature they control -8: You get an emblem with "Damage that would reduce Yubel, Summoned Nightmare's loyalty to less than 1 reduces it to 1 instead." Was inspired after facing Yubel in Duel Links and I've had MtG on the brain for a good sec too. Was thinking of allowing her to be used as commander, but I don't know what deck she would even support so ?
  6. Rank-Up-Magic Reforging of the Phantom Knights Normal Spell Target 1 DARK Xyz Monster with no Xyz Material you control; Xyz Summon 1 DARK Xyz monster that is 1 Rank higher than that target from your Extra Deck, using that target, any material(s) it has, and this card as Xyz Material. You can banish this card from your GY and target 1 of your other banished "Phantom Knights" cards; attach it to an Xyz monster you control as material. You can only use 1 effect of "Rank-Up-Magic Reforging of the Phantom Knights" per turn, and only once that turn. PK Launch is probably getting the big ban hammer, and I wanted to pay tribute to the most flexible RUM in the game, and what better way to do that than by replacing it with a RUM that is strictly worse, but still accomplishes the basic function of getting Requiem. To make up for the fact that it's a Normal Spell, its banish effect is far and away better, getting your banished PK monsters onto your break sword/Requiem, or funny things like putting used PK traps onto time thief redoer.
  7. If you control a Dark Dragon-Type monster except “Dragonic Knight”: You can Special Summon this Card. When this card attacks, it is changed to Defense Position at the end of the Damage Step, You can target 1 Dragon-Type monster in your GY:Return it to the hand and if you do, switch this card to Attack Position and it can attack gain in a row. You can only use the effect of “Dragonic Knight” Once Per Turn.
  8. Artwork Source: Inner-City Train by Daniele Solimene Express Train to Nowhere LV10 | EARTH | Machine/Effect ATK: 2500 – DEF: 1000 Effect: You can Normal Summon this card without a Tribute, but it is sent to the GY during the End Phase. If this card is in your GY, except the turn it was sent there (Quick Effect): You can Banish this card, then target 1 EARTH Machine monster in your GY; Special Summon that target, then if possible you can immediately Xyz Summon using that monster as an Xyz material. You can only activate this effect of "Express Train to Nowhere" once per turn. Design Notes: This one’s for Anna. I felt like making Train support, as I would love for that deck to become competitive. I guess it could support Infinite Ignitions as well, but I’m not as enthusiastic of those for whatever reason. I just like Trains. Like most Trains, the card has a way to Summon itself without a Tribute. There’s usually some drawback, often an ATK reduction of some sort, but I opted to instead allow this thing to hit the field as a 2500 beater but with the drawback that it sends itself to the GY during the End Phase. I feel that it having this downside fits its name and theme better, rather than just an ATK reduction. Though considering how easily you can pump out Rank 10s in the deck, it’s rare that it’ll actually be sent to the Graveyard by its own effect anyway. The revival effect has a number of uses in Trains such as: potentially stop an OTK, Special Summon a Main Deck Train at full ATK, revive Double Header Anger Knuckle without using its own effect, etc. A neat combo you can pull off is banish this card, Special Summon Derricrane, go into Number 81 (the only Rank10 Train that can use its effect during the opponent’s turn), detach Derricrane for 81’s effect, then Derricrane goes off and pops a card. Since you can use this combo during your opponent’s turn, it not only puts a big monster on board but can potentially disrupt one of their plays. Alternatively, you can use Express Train to revive an Xyz monster and immediately use it to Xyz Summon Juggernaut Liebe on top of it with the greatest of ease. Of course, that assumes you have enough material on the field already that would allow you to Xyz Summon. Maybe you don’t. Luckily, the revival effect does trigger Revolving Switchyard even if it’s your opponent’s turn, and while by the time Switchyard’s effect resolves it will be too late to Xyz Summon by this effect, what you can do is wait till your opponent’s End Phase, activate Express Train, revive a Train, activate Switchyard, then during your turn use those two monsters to go into your Xyz monster, thus bypassing Switchyard’s downside (if you Special Summon a monster off its effect, your opponent does not take Battle Damage that turn) completely. On a side note, while it can only revive EARTH Machine monsters, it does not specify that you have to use said revived monster to Xyz Summon an EARTH Machine, you don’t even have to use it to Xyz Summon at all. So, tell me what you think. I’m not sure if this one card would be enough to push Trains into competitive play, but it surely couldn’t hurt.
  9. Trickstar Eryngoddess LIGHT [Fairy/Link/Effect] Link Number 3 Link Markers: N, SW, S ATK/ 2400 2+ "Trickstar" monsters When this card is Link Summoned: You can either inflict 200 damage to your opponent for each card in their hand, or have them gain 200 LP for each card in their hand. You can activate each of the following effects of "Trickstar Eryngoddess" per turn, and only once that turn. * While your LP are lower than your opponent's (Quick Effect): You can target 1 face-up card your opponent controls; destroy it, then if that card was a monster, inflict damage to your opponent equal to it's original ATK. * While your LP are higher than your opponent's (Quick Effect): You can target 1 face-up card your opponent controls; negate its effects until the end of this turn, and then if that card was monster, your opponent gains LP equal to it's original ATK. Support To: Flavor Notes and Wordplay:
  10. Glimpse of the Forbidden Normal Spell You can only activate "Glimpse of the Forbidden" once per turn. Roll a 6-sided die, then, if possible, apply the appropriate effect: 1. Draw 2 cards. 2. Look at your opponent's hand; select 1 card in it and discard that card. 3. Destroy all Spell and Trap Cards your opponent controls. 4. Target 1 monster your opponent controls; take control of it until the End Phase. 5. Until your next turn, you and your opponent cannot play or Set any Spell or Trap Cards. 6. Once this turn, if a monster you control is sent to the GY; Special Summon 1 monster with 1500 or less ATK from your Deck.
  11. Desert Canyon Eagle EARTH **** Winged Beast/Effect Once per turn, you can activate this effect: Return this card you control to your hand; until the End Phase, your opponent cannot activate Trap Cards. During the Damage Step, when an EARTH monster you control is targeted for an attack (Quick Effect): You can send this card from your hand to the GY; change that monster to defense position and it gains DEF equal to the ATK of the attacking monster until the end of this turn. Any battle damage your opponent takes from that battle is doubled. 1300/1200 An EARTH Honest that is a bit more specific and doesn't kill the opponent's monster, but hits WAY harder to compensate. Name (and the main part of the effect) is a conglomerate of the gun Desert Eagle, and the cards Desert Sunlight, and Canyon. As a bit of an afterthought to tie the "Eagle" part in, I made its statline and return to hand effect connect to the old card Eagle Eye. Honestly, I really like how it turned out.
  12. Elemental HERO Flaremanlv 4 FIREWarrior/EffectWhen this card is Normal or Special Summoned: add 1 "Polymerization" from your Deck or GY to your hand. During your Main Phase: you can banish this card from your GY; Target any number of "HERO" Fusion and/or Link monsters from your GY (Min. 1), return all targeted monsters into the Extra Deck, then, draw 1 card. If you returned 3 or more monsters to your Extra Deck with this effect, draw 2 cards instead. You can only activate each effect of "Elemental HERO Flareman" once per turn.ATK/1800 DEF/1200So Flareman is a enhanced Blazeman where its on summon effect allowing you to search ploy from both hand and deck and instead of sending HERO's from deck to grave to gain their attribute and states it instead banishes itself to return HERO Extra Deck monsters back to your Extra Deck where it then allows you to draw 1 or 2 if you returned 3 or more monsters back to the Extra Deck.In HERO's it works more effectively in its search for Polymerization while also having reversed stats in comparison to Blazeman. Also its recycling effect helps with giving HERO's some draw power where banishing itself adds to Elemental HERO the Shinings effect.
  13. Titan Blitzer FIRE 8* Beast-Warrior/Effect When this card is Normal or Special Summoned: Destroy all cards your opponent controls in the same column as this card. If your opponent controls no monsters in the same column as this card, this card can attack directly. 3000/3000 I kinda wanted to make a non-archetypal 2-tribute monster without a self-summon condition. Direct attacks from big monsters is also fairly uncommon so I decided to toss it into that niche as well.
  14. Xtra HERO Winning WingmanLIGHTLink: DL, DRWarrior/Link/Effect2 "HERO" monsters with different Attributes At the start of the damage step, if this card or a "HERO" monster in a zone this card points to attacks an opponents monster with equal or higher ATK: the attacking monster gains 1000 ATK during damage calculation only. When this card or a "HERO" monster this card points to destroys a monster by battle: inflict damage equal to the destroyed monsters original DEF.ATK/2100 LINK-2 So I remastered Winning Wingman to follow more along the links of a pseudo Flame Wingman card where its first effect acts as a Skyscrapper on legs while its second effect acts like Flame Wingmans effect but only for monsters with DEF which means it will not work against an opponents Link monsters. Ideally the concept of this remaster plus the design of Winning Wingman is that its a inbetween form of Flame Wingman and Shining Flare Wingman where it has Flame Wingmans Dragon Head on the Left and Shining Flare Wingmans Wing on the right. Ideally this card is designed to work in Elemental HERO's where its effects help give E-HERO's a offensive advantage against your opponent.
  15. Card Art: Saiba Aisu Dancing Fusion Normal Spell Card Fusion Summon 1 "Cyber" Warrior Fusion Monster from your Extra Deck, using monsters from your hand or field as Fusion Materials. If your opponent controls a monster that was Special Summoned from the Extra Deck, you can also use monsters in your Deck as Fusion Material. You cannot Normal or Special Summon other monsters the turn you activate this card, except "Cyber" Warrior or "Cyber" Fairy monsters. You can banish this card from your Graveyard and target 1 "Cyber Blader" you control; apply an effect listed on it that depends on the number of monsters your opponent controls until the End Phase. You can only use each effect of "Dancing Fusion" once per turn. I wanted to create a fun card that would revitalize Cyber Girls as an archetype, while also allowing for combination plays with Cyber Angels. Assuming your opponent controls an Extra Deck Monster, you can use this card to Special Summon Cyber Blader using monsters from your Deck (Etoile Cyber and Blade Skater) as Fusion Materials. You can then banish this card from the Graveyard in order to apply Cyber Blader's third effect ("Negate your opponent's activated card effects") until the End Phase, allowing you to play without interference. From there, you can use cards like Machine Angel Absolute Ritual to recycle Etoile Cyber and Blade Skater from the Graveyard for Ritual Summons.
  16. Magicalized Duston Filter [Field Spell] Your opponent cannot use "Duston" monsters you own as Link Material for a Link Summon. Once per turn: You can Special Summon 1 "Duston" monster from your hand or GY. Once per turn, at the start of Damage Step, if a "Duston" monster battles a monster: You can switch the ATK of the battling monsters with each other until the end of this turn. If a monster destroyed a monster by battle in a battle involving a "Duston" monster: Switch control of that monster. Support to:
  17. The Squad ReturnsSpell CardTarget 3 Warrior monsters in your GY; Shuffle all 3 into the Deck, then draw 1 card. During the turn you activated this effect, you cannot summon monsters except Warrior monsters. You can only activate "The Squad Returns" once per turn.So The Squad Returns acts as a mini Avarice for Warriors that locks you into Warriors. Ideally in Warrior centric decks this can be handy for gaining card advantage while recycling Extra Deck monsters where the balancing factors of the type lock and hard OPT help with stopping abusable plays outside of the type.
  18. Ogryn, the Mystical Visitor Kaiju FIRE 7* Spellcaster/Effect You can Special Summon this card (from your hand) to your opponent's side of the field in Attack Position, by Tributing 1 monster they control. If your opponent controls a "Kaiju" monster, you can Special Summon this card (from your hand) in Attack Position. You can only control 1 "Kaiju" monster. (Quick Effect): you can remove 3 Kaiju Counters from anywhere on the field; change the battle positions of all face-up monsters on the field. Monsters whose battle positions were changed by this effect cannot activate their effects for the rest of the turn. 2700/2700 I don't really care much for Kaiju in of themselves, but I figured I'd just make a Kaiju that let you use Slumber on a Altergiest/Rivalry of Warlords board. That is literally the whole point for making this.
  19. So Tag Force is a subtype of Main Deck monster that act as 2 different monsters on one card which through this provides benefits from both of those cards to anything that relates to them. In addition to ruling for cards llike Dark Magician & Dark Magician Girl you still would need the 2 monsters to activate certain cards that list them. Elemental HERO Neos & Winged Kuriboh lv 7 LIGHT Warrior/Tag Force/Effect (This card is always treated as "Elemental HERO Neos" and "Winged Kuriboh".) While you control no monsters: you can Special Summon this card from your hand. (Quick Effect): you can discard this card; all battle damage you take this turn becomes 0. You can only activate this effect of "Elemental HERO Neos & Winged Kuriboh" once per turn. ATK/2500 DEF/2000 Dark Magician & Dark Magician Girl lv 7 DARK Spellcaster/Tag Force/Effect (This card is always treated as "Dark Magician" and "Dark Magician Girl".) Gains 300 ATK for each "Dark Magician" and "Magician Girl" monster in your GY. This card is unaffected by your opponents Spell Cards. ATK/2500 DEF/2100 Kaibaman & Blue-Eyes White Dragon lv 8 LIGHT Dragon/Tag Force/Effect (This card is always treated as "Kaibaman" and "Blue-Eyes White Dragon".) This card is treated as a Normal monster while in the GY. (Quick Effect): you can discard this card; Special Summon 1 "Blue-Eyes" monster except "Kaibaman" & "Blue-Eyes White Dragon" from your hand or GY. You can only activate this effect of "Kaibaman & Blue-Eyes White Dragon" once per turn. ATK/3000 DEF/2500 Junk Synchron & Dark Resonator lv 3 DARK Warrior/Tag Force/Tuner/Effect (This card is always treated as "Junk Synchron" and "Dark Resonator".) When this card is Normal Summoned: Target 1 Level 5 or lower non-Tuner monster in your GY; Special Summon the targeted monster in defence position, but its effects are negated. Once per turn: this card cannot be destroyed by battle. ATK/1300 DEF/500 Stardust Dragon/Assault Mode & Red Dragon Archfiend/Assault Mode lv 10 WIND Dragon/Effect (This card is always treated as "Stardust Dragon/Assault Mode" and "Red Dragon Archfiend/Assault Mode".) Cannot be Normal Summoned/Set. Must be Special Summoned by the effect of "Assault Mode Activate". If this card attacks, destroy all other monsters after damage calculation. You can tribute this card to negate the activation of a Spell Card, Trap Card or Monster Effect, and destroy it. If you negated an effect this way, you can Special Summon this card from your GY during the End Phase. When this card is destroyed, you can Special Summon 1 "Stardust Dragon" or "Red Dragon Archfiend" from your GY or Extra Deck (This Special Summon is treated as a Synchro Summon.) ATK/3000 DEF/2500 Gagaga Magician & Gagaga Girl lv 4 DARK Spellcaster/Tag Force/Effect (This card is always treated as "Gagaga Magician" and "Gagaga Girl".) Once per turn: you can target 1 monster except "Gagaga Magician and Gagaga Girl" declare a Level from 1 to 8; this card and the targeted monster become that Level until the End Phase. An Xyz Monster that was Xyz Summoned using this card gains the following effect. * When Xyz Summoned: target 1 monster your opponent controls, the targeted monsters ATK becomes 0. This card cannot be used as Material for a Synchro Summon. ATK/1500 DEF/1000 Stargazer Magician & Timegazer Magician lv 5 DARK Scale: 4 Pendulum: After Activate if you have another "Magician", "Performapal" or "Odd-Eyes" card in your other Pendulum Zone: declare a Pendulum Scale from 1 to 8; this cards becomes that Pendulum Scale. If a Pendulum monster you control battles, your opponent cannot activate Spell or Trap cards until after damage calculation. Spellcaster/Tag Force/Pendulum/Effect (This card is always treated as "Stargazer Magician" and "Timegazer Magician".) While you control this face-up card, "Magician", "Performapal" and "Odd-Eyes" cards in your Pendulum Zone cannot be destroyed by your opponents card effects. ATK/1200 DEF/2400
  20. Rokket Resonator lv 2 DARK Dragon/Tuner/Effect When this card is Normal Summoned: you can Special Summon 1 Level 4 or lower DARK Dragon monster from your GY. During the turn you activated this effect, you cannot summon monsters from your Extra Deck except DARK Dragon monsters. If you use this card you control for a Synchro Summon, you can treat it as a Fiend monster. During your Main Phase: you can banish this card from your GY; add 1 "Rokket" or "Resonator" monster from your deck to your hand. You can only activate this effect of "Rokket Resonator" once per turn. ATK/800 DEF/500 So Rokket Resonator acts as act a mix of Rokket Synchron and a Resonator Tuner where this card first can add a DARK Dragon from your grave to the feild, then, it can banish itself to search a Rokket or a Resonator. In addition to this it can also treat itself as a Fiend monster where it then acts like a proper resonator monster. In Rokket decks this card can engage the Red Dragon Archfiend Levels of Synchro Summoning where if you have a Level 4 Dark Dragon in the grave you can summon this, get that monster from the grave on the field and then summon Red Rising Dragon to bring this back in order to go into either Borreload Savage Dragon or Scarlight Red Dragon Archfiend.
  21. Infernity Steed DARK ✪✪✪✪ (Level 4) [Beast/Effect] ATK/ 1600 DEF/ 0 When this card is Normal Summoned: You can send any number of cards from your hand to the GY; Special Summon 1 "Infernity" monster from your Deck whose Level is equal to the number of cards sent to the GY. When this card is Normal Summoned while you have no cards in your hand: Special Summon 1 "Infernity" monster from your Deck. While you have no cards in your hand, this card is treated as a Tuner. Support to:
  22. Valhol, Domain of the Valkyries Continuous Spell If this card is activated: Add 1 "Valkyrie" card or "Goddess" Spell/Trap from your Deck to your hand. "Valkyrie" monsters you control gain ATK equal to the total Levels of "Valkyrie" monsters you control x200. While you control a "Goddess" Spell/Trap, your opponent cannot target this card with cards/effects. Once per turn, if you control 3+ "Valkyrie" monsters, you can activate this effect: Until the start of your opponent's next turn, they cannot activate cards/effects. You can only control 1 "Valhol, Domain of the Valkyries". Valkyries are smol, and also they have some issues getting a ton of their combos started. This seeks to remedy those problems to an extent, by being able to search out any monster in the deck (I guess Nordic likes it because it searches the tuner, but getting to the link is way easier than this), or you can use it to turn on your goddess stuff, which has its advantages. I decided to make it a continuous spell to synergize with Zweite, but honestly this could do way more as a field spell. The stun effect is powerful, and works with Mischief to get you 2 really free battle phases. The lack of an OPT restriction on activation (which is the standard) is balanced by locking you to 1 copy at a time: it's more recoverable if the opponent disrupts it, since you can activate another copy, but it allows for you to not get stupid with the ATK increases. 200 might be a bit much on its own, so feedback about how to handle that would be ideal.
  23. Xtra HERO Cross Converter LIGHT Link: DR Warrior/Link/Effect 1 "HERO" non-Link Monster During the turn this card was Link Summoned, you cannot Special Summon monsters except "HERO" monsters. When this card is Link Summoned: add 1 "Polymerization" or "Fusion" Spell Card from your deck to your hand. (Quick Effect): you can banish this card from your GY; target 1 "HERO" Fusion monster you control, return the targeted card to the Extra Deck, then, Special Summon 2 "HERO" monsters with different names from your GY. You can only activate each effect of "Xtra HERO Cross Converter" once per turn. ATK/500 LINK-1 So Cross Coverter is a Link 1 HERO that searches your Fusion Spells for them and can also act as a Defusion from the grave which then locks you into only summoning HERO's from your Extra Deck. Ideally this card can work both for Fusion and Link plays as with its Defusion effect it allows you to then get more monsters to use as Link Material after you Fusion Summoned a monster.
  24. Originally posted card in spoiler Transmutation Cards Quick-Play Spell Reveal 1 Spellcaster monster in your hand; apply the appropriate effect, then shuffle that monster from your hand into the Deck (if possible). - Level 6 or lower: Draw 1 card. - Level 7+: Draw 2 cards. You can only activate 1 "Transmutation Cards" per turn. Ok, so this was the version of the card that had originally popped into my head. For the most part, it's largely the same as the one I posted, but there are a couple key differences that make this one a bit stronger. First, it being quick-play softens the HOPT without making it pointless. More importantly though, this one is much more apparent how you can bypass the minusing aspect of it. You can chain cards to this one to move/summon the revealed monster. If you do, you gain the draw(s) without losing the monster. This aspect is still very niche, but combining with its quick-play nature, it allows for some random interactions like using this card to reveal and chain Effect Veiler or using this to trigger Magician of Dark Illusion for 2 free draws. There are definitely still ways to tweak this, but I like the happy medium it's reached here, even if it still isn't a top tier card.
  25. Witchcraft Master Staff Equip Spell Card Equip to a "Witchcraft" monster. The equipped monster gains ATK equal to its original DEF. If this card is equipped to "Witchcraft Master Verre", this card is unaffected by your opponents card effects. You can only activate 1 of the following effects of "Witchcraft Master Staff" per turn and only once that turn. * If a "Witchcraft" monster you control would discard a card(s) to activate an effect, you can shuffle 1 "Witchcraft" Spell card from your GY into your deck instead. This card must be equipped to "Witchcraft Master Verre" to activate and resolve this effect. * During your End Phase, if you control a "Witchcraft" monster and this card is in your GY: you can add this card to your hand. You can only equip 1 "Witchcraft Master Staff" to a monster. So this Spell focused on Verre's staff grants your Witchcraft monsters a big boost equal to their DEF where if equipped to its rightful owner of Verre this card becomes indestructible, then it also has the ability of either letting you shuffle a Witchcraft Spell from your grave to the deck if equipped to Verre or return it from the grave to your hand. In addition to balancing this card I also made it so the Witchcraft monster can only be equipped with one Staff at a time (meaning you can have 3 monsters with 1 staff each but not 1 monster equipped with 3 staffs.) In Witchcrafts this can be quite a powerful card to help reduce the strain of their Spell Card cost by recycling them from the grave into the deck when equipped to Verre and also makes Verre a threatening 3800 ATK beatstick.
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