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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 |0P|
Yes, it's yet another take on the ever popular "What if pendulum monsters but trap cards" and while I don't expect even my version of the concept to be particularly unique it's been some time since I've made a post about my cards. While I consider this, like most of the more out there stuff I make, more a proof of concept than a well thought out and balanced set notes on the individual cards are always appreciated.
The Mechanic
The Cards
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By Princess Raven
So... Most people won't know this about me, but generally when I play this sacred card game we all love so much, I have a tendency to place my cards in the center of my field first. My brother on the other hand, tended to place his cards on the right side of his field. This always bugged me as a kid, becuz I couldnt figure out which way was correct.. or if neither were. To remedy this, I had thought up the idea of an archetype that forces the player to think strategically about where exactly they play their cards, as it could seriously impact the duel - for better, or for worse. Problem was, I never knew how to word the effects, since cards like "Which Starling" and all of the "Mekk-Knight" cards hadnt even been a twinkle in anyone's eyes yet. But now, my friends.. Now, after many years of having this concept and a rather poorly thought out and rushed attempt about a year ago, I can proudly say that I'm not only giving this dream concept of mine another shot, but that I've decided to go ahead and revamp my old attempt, by making changes to the old designs and attempting to make them quite a bit more thought out.
Here's the basic idea, at it's simplest:
WATER Psychic Ritual Archetype, based on humanoid slime creatures, that focuses heavily on the strategic and careful placement of its own cards in order to properly utilize the versatility of its abilities. The lower Level "fodder" monsters have a certain effect they can earn depending on which of these three MMZs theyre in: Center, Leftmost, and Rightmost. They also have a bit of a floating effect on destruction involving an opponent's card, becuz I was having major issues with being forced to end my turn cuz I got negated merely once. Plus, theyre slimes. They aint particularly easy to kill. The Bigger, Bossier, Ritual monsters of the archetype focus on disruptive effects on summon with column play, they give buffs or get abilities when there is an archetypal monster in an adjacent MMZ to them, and some gain an additional effect if there is a Spell/Trap card in the adjacent space below them.
Now that the basic summary is out of the way, without further ado, the "Protean" archetype:
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Main Deck Monsters
Cerulean Protean
WATER - Level 3 - Psychic/Effect - 800/1300
This card gains 1 of the following effects, depending on which Main Monster Zone it's in:
● Rightmost: Increase this card's Level by 1.
● Leftmost: Once per turn; you can Special Summon 1 Level 4 or lower "Protean" monster from your GY.
● Center: Once per turn, you can shuffle 1 "Protean" card from your GY into your Deck, then draw 1 card.
If this card is destroyed by battle or an opponent's card effect: you can Special Summon 1 Level 4 or lower "Protean" monster from your hand or GY, except "Cerulean Protean". You can only use this effect of "Cerulean Protean" once per turn.
Lavender Protean
WATER - Level 3 - Psychic/Effect - 1000/1000
This card gains 1 of the following effects, depending on which Main Monster Zone it's in:
● Rightmost: Once per turn, you can Special Summon 1 Level 4 or lower "Protean" monster from your hand.
● Leftmost: Once per turn, when a Ritual Spell is activated; you can draw 1 card.
● Center: Psychic monsters you control cannot be targeted by your opponent's card effects.
If this card is destroyed by battle or an opponent's card effect: you can Special Summon 1 Level 4 or lower "Protean" monster from your hand or GY, except "Lavender Protean". You can only use this effect of "Lavender Protean" once per turn.
Seafoam Protean
WATER - Level 4 - Psychic/Effect - 1300/1200
This card gains 1 of the following effects, depending on which Main Monster Zone it's in:
● Rightmost: All Ritual Monsters you control gain 500 ATK.
● Leftmost: You can reveal 1 "Protean" Ritual Monster in your hand; Special Summon 1 "Protean" monster from your Deck whose Level is equal to the difference between this card's and the revealed card's Level. You can only use this effect of "Seafoam Protean" once per turn.
● Center: Once per turn, you can banish 1 "Protean" monster from your GY; this card's Level becomes the banished monster's Level.
If this card is destroyed by battle or an opponent's card effect: you can Special Summon 1 Level 4 or lower "Protean" monster from your hand or GY, except "Seafoam Protean". You can only use this effect of "Seafoam Protean" once per turn.
Vermillion Protean
WATER - Level 4 - Psychic/Effect - 1400/1100
This card gains 1 of the following effects, depending on which Main Monster Zone it's in:
● Rightmost: If you activate a Ritual Spell, or if a Ritual monster's effect is activated; your opponent cannot activate cards or effects in response.
● Leftmost: Once per turn; you can send 1 "Protean" monster from your Deck to the GY.
● Center: During your Main Phase; you can add 1 "Protean" Spell/Trap card from your Deck to your hand. You can only use this effect of "Protean Lavender" once per turn.
If this card is destroyed by battle or an opponent's card effect: you can Special Summon 1 Level 4 or lower "Protean" monster from your hand or GY, except "Vermillion Protean". You can only use this effect of "Vermillion Protean" once per turn.
Magenta Protean
WATER - Level 6 - Psychic/Ritual/Effect - 1000/2000
You can Ritual Summon this card with any "Protean" Ritual Spell. If this card is Ritual Summoned: destroy all cards your opponent controls that share a column with this card. If a monster in a Main Monster Zone adjacent to this card would be Tributed for the Ritual Summon of a "Protean" monster: you can treat that monster as all the necessary Tributes for the Ritual Summon.
Scarlet Protean
WATER - Level 7 - Psychic/Ritual/Effect - 2500/2400
You can Ritual Summon this card with any "Protean" Ritual Spell. When this card is Ritual Summoned, return all cards your opponent controls that share a column with this card to their hand. Once per turn: you can target 1 monster your opponent controls; Psychic monsters in Monster Zones adjacent to this card gain half the targeted monster's ATK until the End Phase. If you control a Spell/Trap card in your Spell/Trap Zone adjacent to this card: this card can attack twice per Battle Phase.
Silver Protean
WATER - Level 8 - Psychic/Ritual/Effect - 3000/2300
This card can be Ritual Summoned with any "Protean" Ritual Spell. If this card is Ritual Summoned: You can banish all cards your opponent controls in this cards column. Monsters in Main Monster Zones adjacent to this card cannot be destroyed by battle or your opponent's card effects. If you control a Spell/Trap card in your Spell/Trap Zone adjacent to this card: once per turn, you can destroy all Special Summoned monsters your opponent controls with original ATK less than or equal to this card's current ATK.
Spells and Traps
Protean Arcane Torrent
Continuous Spell
If this card is activated: You can add 1 "Protean" monster from your Deck to your hand. Once per turn: You can activate 1 of the following effects:
● Move 1 "Protean" monster you control to another of your Main Monster Zones.
● Switch the locations of 2 "Protean" monsters in your Main Monster Zones.
You can only activate 1 "Protean Arcane Torrent" per turn.
Riverbed of the Proteans
Field Spell
When this card is activated: you can add 1 "Protean" card from your Deck or GY to your hand. You can only use this effect of "Riverbed of the Proteans" once per turn. Psychic Ritual Monsters you control gain 500 ATK and DEF, and cannot be targeted or destroyed by your opponent's card effects.
Protean Metamorphosis
Ritual Spell
This card can be used to Ritual Summon any "Protean" Ritual monster from your hand or GY. You must also Tribute monsters from your hand and/or field whose total Levels equal or exceed the Level of the Ritual monster you Ritual Summon. If this card is in your GY: you can Tribute 1 "Protean" monster you control; add this card to your hand.
Protean Emergency Morph
Continuous Trap
When your opponent declares an attack, or when your opponent targets a monster(s) with a card effect: you can reveal 1 Ritual monster in your hand; Tribute from your hand and/or field monsters whose total Levels equal or exceed the revealed monster's, then Special Summon the revealed monster (This Special Summon is always treated as a Ritual Summon). Once per turn, you can banish this card from your GY; "Protean" monsters you control cannot be destroyed by battle this turn. You can only use each effect of "Protean Emergency Morph" once per turn.
Extra Deck Monsters
Rainbow Protean
WATER - Rating 2 - Psychic/Link/Effect - 1300/2
Link Markers: South, Southeast
2 "Protean" monsters
If this card is Link Summoned: you can add 1 "Protean" Ritual Monster from your Deck to your hand, then immediately after this effect resolves, you can Ritual Summon it to a Zone this card points to, by Tributing monsters from your hand and/or field whose total Levels equal or exceed the Level of the Ritual Monster. Ritual Monsters this card points to gain 500 ATK and DEF.
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Whew! That was a lot.. Please feel free to critique these and give inputs on what needs nerfed, what needs boosted, etc. But as of the current moment, I feel pretty good about the way this turned out!~ P.S. I dont have a clue how to utilize spoilers in this format, so sorry for the wall of text..
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By |0P|
Pretty much the same as every other "Make a ___ Card" game just with my own (not particularly original) Sub-Type. And because I need something to do when I'm bored I'll try my best to make images to go with any cards that aren't given any and add them here
Cards Created
Rules
1. All monsters must have the "Negative" Subtype and have either the "Negative Clause" (see rule 2) or an effect that allows their Level or Rank to become a negative number OR must directly support/be supported by Negative monsters.
2. All monsters types can be Negative except Link due to the lack of a Level or similar attribute that can be given a Negative value, Links that require Negatives as tribute or benefit from being linked to them are allowed.
3. Suggestions can come in the form a card name, a Type/Attribute, an additional Sub-Type, an effect/premise, or any combination of the 4
beyond that it's the basic rules
4. If you create a card leave a prompt
5. You must respond to the most recent prompt only
(Not a rule, more a design note to keep in mind, Negative monsters tend to have strange effects such as having no Attribute or only being able to be summoned during your opponents turn)
to get the ball rolling here's some examples of what you can do with Negative monsters
As for a suggestion how about a monster that has effects based on the combined Levels of all monsters on the field, the closer to zero the better the effect.
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By |0P|
It's once again time for the annual World Duel Nexus, a month long festival where duelists from around the world gather in teams to compete in specialized dueling tournaments, from Fusion and Xyz specialists to Entertainment and tag duelists, there's sure to be an event for everyone, all coming together in a series of team Action Duels where the various teams of duelists will face off. This year, to celebrate the twelfth anniversary of the event, a special set of cards has been released exclusively for competitors including the zodiac themed "Astrograhm" monsters, an archetype of low level monsters that can be discarded to summon a monster of the same attribute. Among the professional teams of duelists sponsored by countries and companies are two strange groups consisting of mostly unknown duelists from across the globe, the privately funded teams "Destiny" and "Fortune", what could their agenda's be? and why are their mysterious sponsors so interested in the "Astrograhm" monsters?
RP Rules
World Duel Nexus Rules
List of Event Duels
Character Application
World Nexus Anniversary Pack
Accepted Characters
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