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Similar Content
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By |0P|
Once again in the mood to share my ideas, this time the somewhat incomplete "Zaparticle" Archtype, a group of Thunder monsters that like to either have empty zones between them or a sequence of monsters whose combined Level is 0 to make their spell/traps and ED monsters more powerful, all loosely based on the idea of positive/negative ions. it uses my (very unoriginal) concepts of "Negative" monsters (monsters whose level is a negative value) and my iteration of Trap Pendulums (seen here:
The Monsters
The strategy primarily revolves around using the effects of the three pendulum monsters to easily swarm the field, after which they can be used as both link materials and tribute fodder for you link monster's effects.
"Once per turn, If you have a Thunder-Type monster in your other Pendulum Zone, you can draw one card for each empty zone between (exclusive) this card and that monster."
"If you control a face-up Thunder-Type Negative Monster you can Special Summon this card to a zone adjacent to that monster."
"Once per turn, If you have a Thunder-Type monster in your other Pendulum Zone, you can target one card on the field; return that card to it's owners Hand. You cannot Pendulum Summon except "Zaparticle" Monsters. (this cards Pendulum Scales is always treated as -2)."
"If you control a face-up Thunder-Type Monster with a positive Level you can Special Summon this card to a zone adjacent to that monster. This cards Level is always treated as -1."
"Target two Thunder-Type Monsters you control whose combined Levels equals 0, monsters you control in zones between those targets cannot be removed from the field until the Endphase, then you can Pendulum Summon Thunder-Type monsters. This cards Pendulum Scale is always treated as the scale of the monster in your other Pendulum Zone x-1."
"Cannot be Normal Summoned/Set. If you control Thunder-Type monsters whose combined Levels equals 0 you can Special Summon this card from your Hand."
The Link monsters, with the exception of Collida, each have effects revolving around the level of monsters you tribute for their effects or summon.
"1 Thunder-Type monsters
You can also Link Summon this card by discarding one "Zaparticle Prota" and "Zaparticle Electra", if Link Summoned this way you can, immediately after this effect resolves, Link Summon one "Zaparticle" monster from your Extra Deck using this card and other "Zaparticle" monsters you control. Once per turn you can tribute this Link Summoned monster (quick effect); Special Summon up to three monsters from your Hand, GY, or faceup from your Extra Deck whose combined Levels equals 0. You can only Link Summon one "Zaparticle Collida" per turn."
"2 Thunder-Type Monsters
This card and any monster it is used as a Link Material for the summon of gains the following effects based on the level of "Zaparticle Monsters used as Materials for this card's Link Summon;
● -1 or lower: This card is immune to Spell Cards/Effects.
● 0: When this card is summoned destroy cards on the field equal to the number of empty zonesthis card points to.
● 1 or higher: This card is immune to trap cards/effects."
"3 Thunder-Type monsters
If you control a Negative Monster and a monster with a positive Level you can move this card to a main monster zone between those monsters. Once per turn you can tribute a monster linked to this card, add one "Zaparticle" Spell or Trap card from your Deck to your Hand."
image has an error, Reactor Dragon's ATK is 2800
"2+ Thunder-Type and/or Negative Monsters
Once per turn you can tribute a monster linked to this card, activate the appropriate effect based on that monsters Level;
● -1 or lower: this card can attack all monsters with a positive Level your opponent controls during your next battlephase.
●0: add monsters from your Deck or face-up from your Extra Deck to your Hand whose combined Levels equals 0.
●1 or higher: Special Summon one Thunder-Type Monster from your GY or Face-up from your Extra Deck to a zone this card points to."
The Spells/Traps
I currently don't have images for the few spells/traps I have made.
Ionized Zaparticles
Quickplay
"Discard one card then target two Thunder-Type Monsters you control whose combined Levels equals 0; Special Summon as many "Zaparticle Ion Token" (Thunder/LIGHT/Level 0/ATK 0/DEF 0) as possible to Monster Zones between those targeted monsters."
Zaparticle Inversion
Normal
"Target one Thunder-Type monster you control; it's Level becomes equal to it's original Level x-1."
Zaparticle Barrier
Continuous
"Face-up Thunder-Type monsters you control cannot be destroyed by battle or your opponents card effects. Destroy this card if the combined Levels of monsters you control is not 0."
Charged Zaparticles
Normal
"Target all "Zaparticle" monsters you control in zones adjacent to each other whose combined Levels equals 0; Those monsters gain 500 ATK for each targeted monster until the Endphase."
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By Gilzeb
I'm like a week late for FSN's 15th birthday. Oh well. This is my set from the old forum, but updated.
Decided to do some Fate cards, though I imagine it's been done a million times before. The main monster cards are the Servants, supported by Magus monster cards and Noble Phantasm spell/trap cards among other things.
The idea is that the Servants are Ritual Monsters (=costly to get on the field) with powerful effects, but that they're too slow and clunky to be very useful on their own. So you need that support to speed them up and actually get them rolling.
If the Ritual Servants end up destroyed, just feed their corpses to Hungry Mainyu and summon their alter versions, which tend to be more powerful, albeit also more difficult to Summon.
I imagine these cards won't be anywhere near meta-worthy, but it's just for fun and to celebrate FSN's and FGO's birthday.
Any corrections or suggestions are more than welcome.
ADVANCE WARNING: This is a large card set. Reviews, corrections and/or suggestions are certainly welcome, but I don't expect anyone to do the whole set. For that reason, I've chopped up the set into bite-sized chunks that have a theme and/or support each other.
This started as just the OG cast of the 5th Grail War, but it rapidly got out of hand. Send help.
1. Magus Monsters
2. Searchers
3. Mystic Eyes
4. Grail Monsters
5. Grail Spells
6. Monster family I - King Arthur
7. Monster family II - Babylonian Buddies
8. Monster family III - EMIYA
9. Monster family IV - Ulster Cycle
10. Monster family V - Medea
11. Monster family VI - Medusa
12. Monster family VII - Hassan-i-sabbah
13. Monster family VIII - Jeanne
14. Monster family VIII - Merlin
15. Monster family IX - Egyptian Egos
16. Monster family X - Altera
17. Monster family XI - Hindu Heroes
18. Monster family XII - Nordic Nerd Couple
19. Monster family XIII - Vlad III Tepes 'Dracula'
20. Monster family XIV - Grail Cups
21. Monster family XV - Tesla
22. Monster family XVI - Iskandar
23. Monster family XVII - BB & the Sakura Five
24. Monster family XVIII - Martha
25. Monster family XIX - Nobu
26. Monster family XX - Quetz
27. Monster family XXI - Shiki
28. Other Ritual Servants
29. Various support monster cards
30. NP Gain cards
31. NP Cost cards
32. Draw Power
33. Summon Spam
34.Various support spell cards
35. Various support trap cards
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By Truffle Shuffle
Performance of the Garma Sword
DARK | ⭐⭐⭐⭐⭐⭐⭐ | Warrior/Ritual/Pendulum/Effect | <6>
2550 ATK | 1850 DEF
Effect: Once per turn: You can send 1 Ritual Spell or Ritual Monster from your hand to the GY; Negate the effects of all monsters Special Summoned after this effect's activation until your opponent's next End Phase. If this card you control would be destroyed: You can banish 1 Ritual Spell or Ritual Monster from your hand, Deck or GY instead.
Pendulum Effect: This card can Ritual Summon itself from the Pendulum Zone. You must also Tribute monsters from your hand or field whose total Levels equal 7 or more.
This was an idea I had in mind for a while. Originally I was just going to make a Fusion/Pendulum that had to be made from the old Performance of the Sword and Garma Sword, but Garma Sword is a rare piece of cardboard in this day and age, going for over $100 on ebay, etc. Really took the wind out of my sails. So instead she's more of a retrained Ritual of both the original cards, with the design being as if the Performance of the Sword/Commencement Dance girl is performing the Garma Sword Oath, etc. The reason I'm putting her here in Experimental instead of Singles is because A) As far as I know there has never been a Ritual Pendulum before so I'm not really sure how far I can take the "Ritual Summons itself" idea, and B) I really didn't know what to do for her effect. Any help would be appreciated.
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By Aria 51
Main Deck Pends (2)
Spells (3)
Fusions (5)
Trap (1)
Boss Monster (1)
Explanation:
Rising Star is the main engine card can the deck kind of needs him to operate, thus having 2 built in ways to special summon him from the deck.
Star Mentor not only acts as a way to grab Rising Star, but he helps keep your board intact by providing protection to all Masquerades besides himself.
2 of the 3 spells, Change and Rising Curtain, are stand ins for if you need to use the effects of Star Mentor or Rising Star but are unable to for one reason or another.
The 5 Fusions act as a utility Toolbox, and a very reactionary one at that.
The Show Must Go On is a 242 searcher can can help you recover if you happen to get overwhelmed.
Finally, 5 Star is a big end-all finisher that isn't super difficult to pull off, and if you happen to not be able to finish your opponent, it floats into another Fusion so you can continue your plays normally.
First time posting customs to this site, so am happy to receive some feedback.
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By SecondSeraphim
[So, the gist of these guys is this: each monster is a pendulum monster with an effect when placed in the Pendulum Zone, an effect when placed in the Extra Deck, and an effect when SS’d from the Extra Deck. Each effect is a HOPT.
Story of the cards: A group of astronauts found a portal to another universe. Now they make frequent trips there. SS effects and their “added to Extra” effects are generally reversed, to signify the trip from one universe to another.
In addition, monsters include 4 Machines and 4 Psychics, with each Machine supposed to generally “mirror” one of the Psychics.]
Monsters
Pendulum Effects
Monster Effects
Name
Type
LV
PS
ATK/DEF
If this card is activated while there are no face-down cards in your Extra Deck…
If this card is Special Summoned from the Extra Deck:
If this card is added to the Extra Deck
Parallanaut Pilot
Psychic
6
7
2200/1200
you can destroy this card and target a face-up monster in your Extra Deck, other than a Psychic-type Monster; Special Summon it.
you can add a “Parallanaut” monster, other than “Parallanaut Pilot”, from your Deck to your hand.
you can target a card the opponent controls; shuffle it into the Deck.
Parallanaut Commander
Psychic
4
7
1700/1300
you can destroy this card; take a Machine-type “Parallanaut” monster from your Deck and activate it in the Pendulum Zone this card was in.
you can add a “Parallanaut” Spell/Trap card from your Deck to your hand.
you can target a Spell/Trap card the opponent controls; return it to its owner’s hand.
Parallanaut Specialist
Psychic
2
7
800/400
you can destroy a card in your Pendulum Zone, and if you do, draw a card.
Once, if the opponent activates a card or effect, you can negate the card or effect and destroy it.
This turn, the opponent cannot activate cards or effects in response to the activation or effect of your “Parallanaut” cards.
Parallanaut Officer
Psychic
3
7
1100/1000
This turn, you can Normal Summon a Machine or Psychic-Type monster as an additional Normal Summon.
Can attack twice this turn.
“Parallanaut” cards you control cannot be destroyed by battle or by an opponent’s card effects for the rest of the turn.
Parallanaut Lander
Machine
3
1
1000/1100
This turn, you can conduct a second Pendulum Summon, also you cannot Pendulum Summon monsters, other than Machine and Psychic-type monsters.
Take a “Parallanaut” monster from your Deck and add it to your Extra Deck.
Shuffle a “Parallanaut” monster from your Extra Deck into your Deck, then draw a card.
Parallanaut Rover
Machine
2
1
400/800
you can destroy a card in your Pendulum Zone, and if you do, your opponent discards a random card.
Target a “Parallanaut” monster you control; it can attack directly this turn.
“Parallanaut” monsters you control cannot be targeted for attacks during the opponent’s next turn.
Parallanaut Orbiter
Machine
4
1
1300/1700
you can destroy this card; take a Psychic-type “Parallanaut” monster from your Deck and activate it in the Pendulum Zone this card was in.
target a Spell/Trap card the card the opponent controls; destroy it.
target a monster the opponent controls; destroy it.
Parallanaut Shuttle
Machine
6
1
1200/2200
you can destroy this card and target a face-up monster in your Extra Deck, other than a Machine-type Monster; Special Summon it.
you can add a “Parallanaut” monster, other than “Parallanaut Shuttle”, from your Extra Deck to your hand.
take a “Parallanaut” monster from your GY and add it to your Extra Deck face-up.
Spells
Name
Type
Effect
Parallanaut Gateway Breach
Field
While there are no face-down cards in your Extra Deck, you can Special Summon monsters from your Extra Deck to your unlinked Main Monster Zones. If there are 15 or more face-up cards in your Extra Deck while there are no face-down cards in your Extra Deck, you win the Duel.
Parallanaut Mission Resupply
Normal
If there are no face-down cards in your Extra Deck; take a “Parallanaut” monster from your Deck and place it face-up in your Extra Deck, then draw a card. You can only activate “Parallanaut Mission Resupply” once per turn.
Parallanaut Mission Satellite Launch
Normal
If there are no face-down cards in your Extra Deck, activate one of the following effects:
· Add a Machine-type “Parallanaut” monster from your Deck to your Extra Deck face-up.
· Special Summon a Machine- type “Parallanaut” monster from face-up in your Extra Deck.
You can only activate one of the above effects of “Parallanaut Mission Satellite Launch” per turn. During your Draw Phase, if this card is in your GY, you can add it to your hand instead of conducting your Normal Draw.
Parallanaut Mission Fuel Boost
Quick-Play
Target a “Parallanaut” monster that is face-up in your Extra Deck that was placed there this turn. If that monster is Special Summoned this turn, apply the following effects:
· That monster gains 1000 until the end of the turn, also until the end of the turn all other “Parallanaut” monsters you control gain 500 ATK until the end of the turn.
Parallanaut Mission Full Armament
Continuous
“Parallanaut” monsters you control gain 200 ATK x the number of “Parallanaut” monsters with different original types than them in your Extra Deck. Once per turn, if the number of face-up Machine and face-up Psychic type monsters you control are equal: you can draw a card. Apply the following effects, depending on if there or more Machine or Psychic type monsters face-up in your Extra Deck.
· Machine: Your opponent’s Spell effects are negated.
· Psychic: Your opponent’s Trap effects are negated.
Parallanaut Mission Through the Gate!
Normal
Add a “Parallanaut” card from your Deck to your hand. If a “Parallanaut Gateway Breach” you control would be destroyed by a card effect, you can banish this card from your GY instead. You can only activate “Parallanaut Mission Through the Gate!” once per turn.
Traps
Name
Type
Effect
Parallanaut Mission Dangerous Launch
Normal
Tribute a Machine and a Psychic monster to target up to 3 cards the opponent controls; destroy them.
Parallanaut Mission Training Mission
Continuous
If there are no face-down cards in your Extra Deck: You can tribute a “Parallanaut” monster you control; Special Summon a Machine or Psychic-type monster from face-up in your Extra Deck with a different original type and an equal level to the Tributed Monster. You can only activate the effect of “Parallanaut Mission Training Mission” once per turn.
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