User Tag List

Page 140 of 283 FirstFirst ... 4090130138139140141142150190240 ... LastLast
Results 1,391 to 1,400 of 2828

Thread: Official Create-a-Card Thread

  1. #1391
    Registered User King's Avatar
    Join Date
    Oct 2015
    Location
    Going Back Home
    Posts
    2,078
    Mentioned
    5 Post(s)
    Tagged
    0 Thread(s)
    Cyber Support for the Xyz Side. Come to the Xyz Side, We have Cyber Dragon Infinty

    Cyber Dragon Amplifier
    LIGHT/Level 5/Machine/Effect
    ATK/1000 DEF/2300
    You can Special Summon this card(from your hand), if you control a "Cyber Dragon" Monster, you can only Special Summon "Cyber Dragon Amplifier" this way, once per turn. You can Discard 1 card from your hand;the Level of all Machine-Type Monsters you control becomes 6, you can only use this effect of "Cyber Dragon Amplifier" once per turn

    Cyber Dragon Reverse
    LIGHT/Level 5/Machine/Effect
    ATK/1600 DEF/2100
    If you control no Level 6 or lower Machine-Type Monsters, you can pay 800 LP, and if you do Special Summon this card from your hand. Once per turn, you can Reveal 1 Level 5 or lower Machine-Type Monster in your hand; lose LP equal to the difference between this card DEF and the DEF of the Monster that was Rvealed, then Special Summon that monster. The Monster that was Special Summoned by this card effect can be treated as Level 6 Monster


    The whole purpose of this, is to Summon Cyber Dragon Infinty, in the "proper way" real fast.

  2. #1392
    Registered User Ziz's Avatar
    Join Date
    Oct 2015
    Location
    Mars
    Posts
    85
    Mentioned
    4 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by SynjoDeonecros View Post
    Also, except for a Fusion Spell with the same name as the set they come from, there's been literally no Cyberdark Dragon support, released, or even CAC'd.
    @Drakylon made some Cyberdarks.

    Quote Originally Posted by King View Post
    The whole purpose of this, is to Summon Cyber Dragon Infinty, in the "proper way" real fast.
    Now I don't have to use UFOroid with Inferno Reckless Summon.
    My second submission for Hope's super contest:

    Superheavy Samurai Soulgeneral Quartz
    超重輝将装留 セキ-A(ちょうじゅうきしょうそうる セキ-エイ)
    このカードはルール上「超重武者装留」カードとしても扱う。
    [Machine/Pendulum/Effect] 11
    Pendulum Effect: You cannot Special Summon monsters, except "Superheavy Samurai" monsters. This effect cannot be negated. Once per turn, during either player's turn, if you have no Spell/Trap Cards in your Graveyard: You can target 1 "Superheavy Samurai" monster you control; equip 1 "Superheavy Samurai Soul" monster from your Deck or Graveyard to that target.
    Monster Effect: You can target 1 "Superheavy Samurai" monster you control; equip this monster from your hand or your side of the field to that target. It can attack while in face-up Defense Position. If it does, apply its DEF for damage calculation.
    ATK/100 DEF/1200

    Superheavy Samurai General Amber
    超重輝将 コハ-Q(ちょうじゅうきしょう コハ-ク)
    このカードはルール上「超重武者」カードとしても扱う。
    [Machine/Pendulum/Tuner/Effect] 4
    Pendulum Effect: Once per turn, if you have a "Superheavy Samurai" card in your other Pendulum Zone and no Spell/Trap Cards in your Graveyard: You can send 1 "Superheavy Samurai" Pendulum Monster from your hand or Deck to the Graveyard; this card's Pendulum Scale becomes that card's Pendulum Scale.
    Monster Effect: If you have no Spell/Trap Cards in your Graveyard, you can Normal Summon this card without Tributing. If this card is Normal or Special Summoned: You can change its Battle Position. After you Summon this card, you can Normal Summon 1 "Superheavy Samurai" monster during your Main or Battle Phase this turn, in addition to your Normal Summon/Set. (You can only gain this effect once per turn.)
    ATK/1200 DEF/2300
    Last edited by Ziz; 21st February 2016 at 07:57 AM. Reason: Typo

  3. #1393
    Registered User Hope in the Interstice's Avatar
    Join Date
    Aug 2015
    Posts
    1,994
    Mentioned
    10 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by King View Post
    Cyber Support for the Xyz Side. Come to the Xyz Side, We have Cyber Dragon Infinty

    Cyber Dragon Amplifier
    LIGHT/Level 5/Machine/Effect
    ATK/1000 DEF/2300
    You can Special Summon this card(from your hand), if you control a "Cyber Dragon" Monster, you can only Special Summon "Cyber Dragon Amplifier" this way, once per turn. You can Discard 1 card from your hand;the Level of all Machine-Type Monsters you control becomes 6, you can only use this effect of "Cyber Dragon Amplifier" once per turn

    Cyber Dragon Reverse
    LIGHT/Level 5/Machine/Effect
    ATK/1600 DEF/2100
    If you control no Level 6 or lower Machine-Type Monsters, you can pay 800 LP, and if you do Special Summon this card from your hand. Once per turn, you can Reveal 1 Level 5 or lower Machine-Type Monster in your hand; lose LP equal to the difference between this card DEF and the DEF of the Monster that was Rvealed, then Special Summon that monster. The Monster that was Special Summoned by this card effect can be treated as Level 6 Monster


    The whole purpose of this, is to Summon Cyber Dragon Infinty, in the "proper way" real fast.
    So is this an entry for my contest?

  4. #1394
    Registered User King's Avatar
    Join Date
    Oct 2015
    Location
    Going Back Home
    Posts
    2,078
    Mentioned
    5 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Hope in the Interstice View Post
    So is this an entry for my contest?
    Nope, its Here

  5. #1395
    Registered User Volteccer's Avatar
    Join Date
    Oct 2015
    Posts
    1,335
    Mentioned
    3 Post(s)
    Tagged
    0 Thread(s)
    For a while now, I've been trying to make Action Cards work in the real game. Here is my first draft:

    Action Spell cards are a subset of regular Spell Cards. They are denoted by a symbol that looks like an A, and also they have special backs unlike regular cards. Unlike regular spell cards, you out them in the extra deck, and they are subject to the same 15 card limit as Fusion, Synchro, and Xyz monsters. You may add them to your hand or set them only when a card effect says you can. Acion cards may be activated the turn they are set, and may be activated during your opponent's turn. They have a spell speed of 2.

    Examples of Action cards and cards that make them work:

    Action Field - Cross Over
    Field Spell Card
    When this card is activated: Draw 1 card. Once per turn, during your standby phase, you may set 1 Action Spell Card from your Extra Deck onto your side of the field.

    Action Field - Heartland City
    Field Spell Card
    Xyz monsters gain 200 ATK and DEF for each Xyz material attached to them. Once per turn, during your standby phase, you may set 1 Action Spell Card from your Extra Deck onto your side of the field.

    Action Field On!
    Spell Card
    Add 1 "Action Field" Field Spell from your deck to your hand. This turn, if you activate an "Action Field" Field Spell, you may set 1 Action Soell card from your extra deck onto your side of the field.

    Evasion
    Action Spell Card
    When a monster declares an attack: Target that monster; negate the attack.

    Miracle
    Action Spell Card
    If a monster on the field battles: Target that monster; it cannot be destroyed by that battle, also any battle damage is halved.

    Mirror Barrier
    Action Spell Card
    Target 1 monster on the field; it cannot be destroyed by card effects this turn.

    Zero Penalty
    Action Spel Card
    Target 1 face-up monster your opponent controls; its ATK becomes 0 until the end of the turn.

    Wonder Chance
    Action Spell Card
    Target 1 face-up monster you control; this turn, it gains 1 additional attack during each Battle Phase.

  6. #1396
    Registered User Erickdsl's Avatar
    Join Date
    Oct 2015
    Location
    Somewhere over the rainbow
    Posts
    543
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    My entry for the contest:

    Vylon Prayer
    Normal Spell Card

    Special Summon 1 non-tuner "Vylon" monster from your deck; then, equip 1 "Vylon" Equip Spell Card from your deck to that monster. You can banish this card from your graveyard, then target 1 "Vylon" tuner monster in your graveyard. Special Summon that target.

    Mechanical Heaven
    Field Spell Card

    When this card is activated: add 1 "Vylon" Spell Card from your deck to your hand. You can normal summon 1 "Vylon" monster in addition to your normal summon / set. If a "Vylon" monster you control would be destroyed by battle or card effect: you can send 1 card equipped to that monster to the graveyard instead. Once per turn you can reveal any number of "Vylon" cards in your hand: shuffe the revealed cards into the deck and draw the same number of cards. You can only activate 1 "Mechanical Heaven" per turn.
    Last edited by Erickdsl; 22nd February 2016 at 05:34 AM.

  7. #1397
    Registered User Brightshine Stardust's Avatar
    Join Date
    Sep 2015
    Posts
    543
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by SynjoDeonecros View Post
    Hmm, well, we could finagle it and say these could be an Alt Reality version of the Numbers, like what could happen with the Xyz Dimension, I dunno... Just that "Neo" indicates that they're the "new" version of the existing Number cards, not brand new Numbers, entirely, otherwise you could just continue the Over-Hundred line.
    Quote Originally Posted by ScionStorm View Post
    Why don't you just label as further over the hundred numbers? Like make them 200 number series. Retaining the same number as a previous Numbers card and just sticking Neo infront of it suggests it is a new/upgrade version of the original card.
    eh, I just don't like the idea of having more Over-Hundred Numbers. I don't know why, it's just not appealing to me. Perhaps because they're directly tied to those seven Barians, and more Over-Hundred Numbers imply the existence of more Barians.

    I'm thinking of removing the "Neo" part, though. You two are right in that if they're alternate cards, they don't really need the "Neo" part. (then again, Arc-V Crow's synchros didn't really need the "Assault" part in their name either, yet they have it)


    Quote Originally Posted by Kindrindra View Post
    Oooooooh, lots of cards to look over~
    Like I said, I might have went way overboard with some of them

    I'll consider what you said, though, and may make and post a nerfed version in the future if I have the time.
    Last edited by Brightshine Stardust; 22nd February 2016 at 03:35 AM.

  8. #1398
    Registered User ScionStorm's Avatar
    Join Date
    Sep 2015
    Posts
    4,225
    Mentioned
    22 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Brightshine Stardust View Post
    (then again, Arc-V Crow's synchros didn't really need the "Assault" part in their name either, yet they have it)
    They are sort of a Next Gen era of Blackwings. They don't retain parts of the another card in the archetype's name to confuse with the possibility of just being an alternate version. And most importantly, I can now legitimately refer to them as "Ass. Blackwings".

  9. #1399
    Registered User Hope in the Interstice's Avatar
    Join Date
    Aug 2015
    Posts
    1,994
    Mentioned
    10 Post(s)
    Tagged
    0 Thread(s)

    From the Interstice: Properly gathering this stuff!

    Since the start of this thread, I've had an idea for a protagonist and the cards they'd use, as I've showed to you all. Now I feel is a good time to actually properly compile the cards I've made for her into one post. Here's how she works; her "Overworld's" Spell cards are her main win condition, her Trap cards are her card advantage, and her monsters hold the line. Anytime I make new cards or updates, I'll put 'em here

    Monsters
    Spoiler Alert!
    Starchaser
    LIGHT
    Psychic-type/Effect
    Level 7
    2500 / 2100
    'If you have 3 or more banished Spell/Trap cards, you can Normal Summon this card without Tribute. You can target 1 of your banished Spell/Trap cards; add it to your hand. You can only activate this effect of "Starchaser" once per turn.'

    Dream Bubble
    WATER
    Aqua-type/Effect
    Level 1
    700 / 500
    'During either player's turn: You can banish this card from your hand, then target one face-up card you control; the next time the targeted card would be destroyed, it is not destroyed.'

    Valiant Valkyrie
    FIRE
    Warrior-type/Effect
    Level 4
    1900 / 300
    'Unaffected by your opponent's card effects.'

    Sonic Angel
    WIND
    Fairy-type/Tuner/Effect
    Level 2
    500 / 400
    'When a monster you control is targeted for an attack or by your opponent's card effect: You can Special Summon this card from your hand, and if you do, Synchro Summon 1 Synchro Monster using this card and non-Tuner monsters you control.'
    (Note: This card's halo is a Synchro Summon ring)

    Eternal Gardna
    EARTH
    Rock-type/Effect
    Level 2
    1000 / 1800
    'Cannot be destroyed by battle. You can negate an activated card effect that targets this card, then banish 1 Spell Card from your Graveyard.'

    Savant of the Overworld
    DARK
    Spellcaster-type/Effect
    Level 3
    1400 / 1000
    'If this card is Summoned: You can add 1 "Overworld's" card from your Deck to your hand, then you can banish 1 Spell Card from your hand. You can only activate this effect of "Savant of the Overworld" once per turn. During your Main Phase: You can banish this card from your Graveyard; banish 1 card from either player's Graveyard.'

    Souls' Hunter
    WIND
    Winged Beast-type/Effect
    Level 4
    1700 / 1200
    'During your Main Phase: You can pay 1000 LP and banish 1 card from your Graveyard; apply one of the following effects:
    ● Special Summon 1 "Soul Spear Token" (Thunder-type/LIGHT/Level 2/1000 ATK/200 DEF).
    ● Target 1 card your opponent controls; destroy that target.
    '

    Magnetic Kid
    FIRE
    Thunder-type/Tuner/Effect
    Level 2
    900 / 100
    'During the turn this card was Summoned, you can Normal Summon 1 monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this card is sent from the field to the Graveyard, except during the turn this card was Summoned: Target 1 monster in your Graveyard; add it to your hand.'

    Protector of Ages Old
    EARTH
    Zombie-type/Effect
    Level 3
    1500 / 800
    'Once per turn, this card cannot be destroyed by battle. During the second Standby Phase after this card is banished: You can return it to your Graveyard.'


    Spells
    Spoiler Alert!
    Overworld's Dark Trail
    Normal Spell
    'Banish 1 "Overworld's" Spell card from your Deck. During your Main Phase, if this card is in your Graveyard: You can banish it. While this card is banished, it gains the following effect:
    ● During your Main Phase: You can inflict damage to your opponent equal to the number of your banished "Overworld's" Spell Cards x 200. You can only activate this effect of "Overworld's Dark Trail" once per turn.
    '

    Overworld's Shooting Sword
    Equip Spell
    'The equipped monster gains 600 ATK and DEF. You can inflict damage to your opponent equal to the equipped monster's Level x 200. If this face-up card would leave the field, banish it instead. While this card is banished: You can target 1 monster you control; equip this card to that target. You can only activate each effect of "Overworld's Shooting Sword" once per turn.'

    Overworld's Star of Blessing
    Quick-Play Spell
    'Target 1 monster you control; once during this turn, it cannot be destroyed by battle or by card effects. During your Main Phase, if this card is in your Graveyard: You can banish it. While this card is banished, it gains the following effects:
    ● Once per turn, during damage calculation: You can activate this effect; you take no Battle Damage from that battle. Once per turn, if you would take damage from a card effect, you can reduce the damage you would take to 0.
    '

    Overworld's Warm Embrace
    Normal Spell
    'Target 1 monster you control; it gains 500 ATK and DEF and, if it attacks a Defense Position monster, inflict piercing damage to your opponent. These changes last until the End Phase of this turn. During your Main Phase, if this card is in your Graveyard: You can banish it. While this card is banished, it gains the following effect:
    ● During your Main Phase: You can gain LP equal to the number of your banished "Overworld's" Spell Cards x 200. You can only activate this effect of "Overworld's Warm Embrace" once per turn.
    '

    Overworld's Ultimate Cannon
    Normal Spell
    'Target 1 face-up Effect monster your opponent controls; negate that target's effects. During your Main Phase, if this card is in your Graveyard: You can banish it. While this card is banished, it gains the following effect:
    ● During your Main Phase, except during the turn this card is banished: You can target any number of your banished monsters; inflict damage to your opponent equal to half the combined original ATK of the targeted monsters, and if you do, flip them and this card face-down. You can only activate this effect of "Overworld's Ultimate Cannon" once per duel.
    '


    Traps
    Spoiler Alert!
    Spoils of War
    Normal Trap
    'Draw 1 card for every 2 monsters on the field.'

    Mortal Fortress
    Continuous Trap
    'During either player's Main Phase, if you control no monsters: You can pay 500 LP; Normal Summon/Set 1 monster. Once per turn: You can reveal any number of cards in your hand to your opponent; draw an equal number of cards from your Deck, then shuffle the revealed cards back into the deck.'

    Dreams of the Fallen
    Normal Trap
    'Banish 2 cards of the same type (Monster, Spell, Trap) from your Graveyard; add 1 card of that type from your Deck to your hand.'

    Portal Trick
    Normal Trap
    'If a card(s) is sent to the Graveyard: You can add 1 of those card(s) to your hand. It the card belongs to your opponent, you lose 3000 LP when this card resolves.'

    Undying Vow
    Continuous Trap
    'Once per turn: You can banish 1 card from your Graveyard; Special Summon 1 "Protector of Ages Old" from your hand, Deck, or Graveyard.'
    Last edited by Hope in the Interstice; 16th April 2016 at 01:29 AM.

  10. #1400
    Registered User SynjoDeonecros's Avatar
    Join Date
    Sep 2015
    Posts
    2,142
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Interplanetarypurplythorny Ogre
    Dark/Level 5/Beast-Warrior/Effect
    2200/2200
    Effect: You can Normal Summon this card without Tribute, but its ATK and DEF are halved. When this card you control is destroyed by an opponent's card (either by battle or card effect) and sent to the graveyard: activate 1 of the following effects:

    * Add 1 "Interplanetarypurplythorny" monster from your deck to your hand.
    * Send 1 "Interplanetarypurplythorny" monster from your deck to the graveyard.

    Interplanetarypurplythorny Griffon
    Dark/Level 4/Winged Beast/Effect
    1100/1100
    Effect: When a DARK monster is Summoned to your side of the field: Special Summon this card from your hand or graveyard, but increase its level by 1.
    "Is it so important that you win one last argument with him?"
    "No, it is not, but it is true that I will miss the arguments; they were, finally, all that we had."

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •