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Thread: Official Create-a-Card Thread

  1. #2121
    Registered User Baroque's Avatar
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    Quote Originally Posted by Drakylon View Post
    If I'm not mistaken, doesn't 6 monsters (5 Main Deck + 1 boss), 2 Spells and 2 Traps only add up to 10 cards? Considering there are no other kinds of cards, doesn't that mean 2 Fusions are required, which cuts down on creativity?
    D'oh. Edited to properly reflect the math. (5 Main-Deck, 1-2 Extra, 2 Spells and 2 Traps does indeed add up to 10-11, not 11-12.)
    #222937 for invisitext in the Org's dark. Try it out!

  2. #2122
    Registered User Brightshine Stardust's Avatar
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    Cosmic Claws
    Equip Spell

    This card can only be equipped from your hand to a Rank 2-10 Xyz monster with 3 or more Xyz Materials attached. If your LP is 2000 or less, the equipped monster gains the same effects as any Xyz monster attached to it as Xyz Material, but its ATK & DEF are halved, and any increase to its ATK & DEF are also halved. During your End Phase, if this card is in your Graveyard while you control an Xyz monster with 2 or less Xyz Materials attached to it, you can equip this card from your Graveyard to that Xyz monster. You can control only 1 face-up "Cosmic Claws", also, while "Cosmic Claws" is face-up on your side of the field, you cannot Special Summon any Xyz monster.



    totally random idea
    Last edited by Brightshine Stardust; 7th September 2016 at 08:13 AM.

  3. #2123
    Registered User King's Avatar
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    Number S38: Hope Incarnation, Neo Titanic Galaxy
    LIGHT/Rank 9
    Dragon/Xyz/Effect
    ATK/3800 DEF/'3000
    2 Rank 8 or higher "Galaxy" Xyz Monsters
    Once per turn, during either player's turn, when a Card or effect is activated: You can negate that effect or activation, and if you do, attach that card to this card as Xyz Material. Once per turn, during either player Battle Phase: You can detach 1 Xyz Material from this card; Target 1 Monster you control except "Number S38: Hope Incarnation, Neo Titanic Galaxy", and if you do Increase this card ATK equal to the Monster's ATK. If this card ( in your possesion) is destroyed by battle or card effect, while it had "Number 38: Hope Harbinger Dragon, Titanic Galaxy" as Xyz Material: You can Special Summon 1 "Galaxy' Xyz Monster from your Extra Deck, execept "Number S38: Hope Incarnation, Neo Titanic Galaxy", and if you do, Attach 1 "Galaxy" Monster from your Graveyard, you can only use this effect of "Number S38: Hope Incarnation, Neo Titanic Galaxy" once per duel.
    Last edited by King; 5th September 2016 at 06:05 PM.

  4. #2124
    Registered User Destiny91's Avatar
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    Red Dragon Archfiend King Inferno
    DARK/Level 12/Dragon/Synchro/Effect
    3500/3000
    2 Tuners + 1 non-Tuner Synchro monsters.
    If this card was Synchro Summoned using a Dragon-type Synchro monster as Synchro material, it becomes unaffected by your opponent's cards Effects. This card gains 500 ATK for each Tuner monster in your graveyard. Once per turn, during either player's turn, you can banish 2 Tuner monsters from your graveyard to destroy 1 card on the field and, if you do, cards or Effects with the same name as the destroyed card cannot be activated for the rest of the turn (This is a Quick Effect). If this card destroys a monster by battle, you can return up to 2 banished Tuner monsters to your graveyard. If this card is destroyed by battle OR if this face-up card you control leaves the field by an opponent's card Effect, you can Special Summon 1 Level 8 or lower Dragon-type Synchro monster from your Extra deck, ignoring it's Summoning conditions. You can only use this Effect of "Red Dragon Archfiend King Inferno" once per turn.
    Last edited by Destiny91; 5th September 2016 at 07:31 PM.


  5. #2125
    Registered User Lord Arugula's Avatar
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    #SeptDUEA

    Monsters
    Spoiler Alert!

    Abraham, Apprentice Soul-Weaver
    Lv 3/DARK/Warrior/Effect
    ATK 1500/DEF 1000
    When this card is Normal Summoned, You can: Banish this card until your next Standby Phase. When this card returns to the field with its own effect: Special Summon one banished Fairy-Type "Soul-Weaver" monster. This card's level becomes 5 and gains 200 ATK/DEF while you control a Fairy-Type "Soul-Weaver" monster. Once per turn, you can target 1 other "Soul-Weaver" monster you control; Both the target and this card gain 500 ATK/DEF. If this card is destroyed; Banish this card from the graveyard, then Special Summon 1 Fairy-Type "Soul-Weaver" monster from your deck.

    Fauste, Corrupted Soul-Weaver
    Lv 4/DARK/Warrior/Effect
    ATK 1800/DEF 1300
    When this card is Normal Summoned, You can: Special Summon 1 banished Fairy-Type "Soul-Weaver" monster. This card's level becomes 6 and gains 300 ATK/DEF while you control a Fairy-Type "Soul-Weaver" monster. Once per turn, you can target 1 other "Soul-Weaver" monster you control; destroy it, and this card gains 300 ATK/DEF, then add 1 "Soul-Weaver" Spell/Trap card from your Deck or Graveyard to your hand. If this card is destroyed; Banish this card from the graveyard, then Special Summon 1 Fairy-Type "Soul-Weaver" monster from your deck.

    Rosemary, Master Soul-Weaver
    Lv 5/DARK/Warrior/Effect
    ATK 2300/DEF 1800
    When this card is Normal Summoned, You can: Special Summon 1 Fairy-Type "Soul-Weaver" monster from your Hand, Graveyard, or that is banished. This card's level becomes 7 and gains 500 ATK/DEF while you control a Fairy-Type "Soul-Weaver" monster. Once per turn, you can target 1 other "Soul-Weaver" monster you control; Return up to 3 other cards on the field to the hand, but neither this card nor the targeted monster can declare an attack this turn. If this card is destroyed; Banish this card from the graveyard, then Special Summon 1 Fairy-Type "Soul-Weaver" monster from your deck.

    Minerva, Spirit Ally of the Soul-Weaver
    Lv 3/LIGHT/Fairy/Tuner/Spirit/Effect
    ATK 300/ DEF 2100
    Cannot be Normal Summoned/Set. If you control a Level 5 or higher "Soul-Weaver" monster, you can Special Summon this card from your hand or graveyard. You can only use this effect of" Minerva, Spirit Ally of the Soul-Weaver" once per turn. A Synchro Monster that used this card as a Synchro Material is unaffected by Spell/Trap effects. If this card leaves the field, banish it. At the end of the turn this card was Special Summoned, banish it.

    Mefisto, Spirit Ally of the Soul-Weaver
    Lv 4/DARK/Fairy/Tuner/Spirit/Effect
    ATK 2000/DEF 0
    Cannot be Normal Summoned/Set. If you control a Level 5 or higher "Soul-Weaver" monster, you can Special Summon this card from your hand or graveyard. You can only use this effect of "Mefisto, Spirit Ally of the Soul-Weaver" once per turn. A Synchro Monster that used this card as a Synchro Material is unaffected by Monster effects. If this card leaves the field, banish it. At the end of the turn this card was Special Summoned, banish it.

    The warriors work like this: when they're summoned, they call their spirit ally to the field. (The apprentice has to go find a spirit ally first, hence the self-banishment.) The warriors gain levels and power when allied with spirit ally. And when they die, they turn into a spirit.
    The spirits can reveal themselves and ally with a high level soul weaver. They're also the tuners with strong bonuses to synchro monsters summoned using them. Otherwise, they'll return to the spirit world at the end of the turn.

    Spell/Trap
    Spoiler Alert!

    Spirit-Looms of the Soul-Weavers
    Normal Spell
    Banish 1 "Soul-Weaver" monster in your hand; draw 2 cards. You can banish this card from your graveyard; this turn, you can Normal Summon 1 "Soul-Weaver" monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) You can only activate each effect "Spirit-Looms of the Soul-Weavers" once per turn.

    The Spirit World
    Field Spell
    Once per turn: Special Summon 1 banished Warrior-Type "Soul-Weaver" monster and 1 banished Fairy-Type "Soul-Weaver" monster. Immediately after this effect resolves, Synchro Summon 1 "Soul-Weaver" Synchro Monster using only those two monsters. Once per turn, Banish 1 "Soul-Weaver" monster in your hand; add 1 "Soul-Weaver" monster with a different name.

    Soul-Weaver Technique - Soul-Synch
    Normal Trap
    When your opponent summons a monster, immediately after this effect resolves: Synchro Summon 1 "Soul-Weaver" Synchro Monster using monsters you control. While this card is in the graveyard, your opponent cannot activate the effects of face-up Spell/Trap cards. If this card is in the graveyard, during the next Standby Phase: Banish this card.

    Soul-Weaver Technique - Purge
    Counter Trap
    If you control a Level 5 or higher "Soul-Weaver" monster: Negate the activations of your opponent's cards and effects activated before this card in this Chain, and if you do, shuffle the negated cards on the field into the Deck. If this card is in your graveyard and you control a Level 7 or higher "Soul-Weaver" monster, you can banish this card from your graveyard; Negate the activations of your opponent's cards and effects activated before this card in this Chain, and if you do, shuffle the negated cards on the field into the Deck. You can only use 1 effect of "Soul-Weaver Technique -Purge" per turn, and only once that turn.


    Extra Deck
    Spoiler Alert!

    Abraham, Master Soul-Weaver
    Lv 8/DARK/Warrior/Synchro/Effect
    1 "Soul-Weaver" Tuner + 1 "Soul-Weaver" non-Tuner monster
    ATK 3000/DEF 2000
    Change all monsters with ATK less than this card's that your opponent controls to Defense Position. This card can attack all monsters your opponent controls, once each. If this card battles, inflict piercing battle damage to your opponent. If this card is destroyed, You can; Banish it from the graveyard, then Special Summon 1 "Soul Token" (Fairy-Type/LIGHT/Level 8/ATK 3000/DEF 2000).
    Last edited by Lord Arugula; 11th September 2016 at 02:55 AM. Reason: removed 1 extra deck monster.

  6. #2126
    Registered User Baroque's Avatar
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    Quote Originally Posted by Lord Arugula View Post
    *SNIP*
    I, uh, hate to be the bearer of bad tidings (especially when you're so far the first and only person to even enter by this point), but the option for 2 boss monsters is only for if they're both Fusion Monsters (like how Shaddoll started with two where the tellarknights and Yang Zing [and Qli for that matter] started with one).
    #222937 for invisitext in the Org's dark. Try it out!

  7. #2127
    Registered User Brightshine Stardust's Avatar
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    Apprentice Illusion Magician Girl (I think that means the Japanese name would be "Gensō no Minarai Majishan Gāru"? CMIIW)
    ******/Dark/Spellcaster/Effect
    ATK 2000/DEF 1700

    : You can Special Summon this card (from your hand) by discarding 1 card.
    : If this card is Normal or Special Summoned: You can add 1 “Dark Magician” monster or 1 "Magician Girl" monster from your Deck to your hand.
    : During damage calculation (in either player’s turn), when another Spellcaster-Type monster you control battles an opponent’s monster: You can send this card from your hand or field to the Graveyard; that monster you control gains 2000 ATK and DEF during that damage calculation.



    What I think she should have been, without changing much.
    Last edited by Brightshine Stardust; 9th September 2016 at 03:50 AM.

  8. #2128
    Registered User Lord Arugula's Avatar
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    Quote Originally Posted by Baroque View Post
    I, uh, hate to be the bearer of bad tidings (especially when you're so far the first and only person to even enter by this point), but the option for 2 boss monsters is only for if they're both Fusion Monsters (like how Shaddoll started with two where the tellarknights and Yang Zing [and Qli for that matter] started with one).
    No problem. Didn't realize that they had to both be fusions. I'll just remove one.
    Last edited by Lord Arugula; 11th September 2016 at 02:57 AM.

  9. #2129
    Registered User Destiny91's Avatar
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    Odd-Eyes Hellfire Dragon
    DARK/Level 7/Dragon/Pendulum/Effect
    2500/2000 PS=4
    Pendulum Effect: You can tribute up to 2 monsters you control: Special Summon 1 "Odd-Eyes" monster from your hand, deck or graveyard whose level is lower than or equal to the total levels of the tributed monsters. You can only use the Effect of "Odd-Eyes Hellfire Dragon" once per turn.
    Monster Effect: Must be first Special Summoned (from your hand) by tributing 3 monsters you control, including 1 Dragon-type monster. This card gains 300 ATK for each Pendulum monster (face-up) on your Extra deck. Once per turn, during either player's turn, if a card or Effect is activated, you can send 2 Pendulum monsters on your side of the field or from your Extra deck to the graveyard: Negate the activation and, if you do, destroy that card.


  10. #2130
    Registered User Gamer5555's Avatar
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    #SeptDUEA

    Hi,I havent post here since a long time and Im not more confident with my english(place an inherent "Sorry for my english" in all my posts)
    but I give a try in this contest with a weird (or not) archetype.

    Here the "Wild Pack" Archetype
    Im not sure if the name is correct,but its just a wolf pack with wild instead of wolf to imply something more...aggressive.(And both words look alike (w*l*))

    In Twenty words,The Objective is to spam the small wolfs to summon,boost and protect the Big Boss who handle the attack.

    Monsters
    Spoiler Alert!

    Wild Pack-Albus
    DARK Beast Lv2 TUNER
    ATK 1200 DEF 800
    If you control no monster;you can special summon this card from your hand,
    you cannot special summon monster (except Beast type monster ) the turn you activate this effect.
    Other "Wild Pack" monster(s) you control gain 200 ATK and DEF.

    Wild Pack-Ravus
    DARK Beast Lv2
    ATK 1200 DEF 800
    When this card is normal summoned,special summon 1 "Wild Pack" monster from your deck (except ....) its effects are negated.
    Other "Wild Pack" monster(s) you control gain 200 ATK and DEF.

    Wild Pack-Canis
    DARK Beast Lv2
    ATK 1200 DEF 800
    When this card is destroyed by your opponent card (either by battle of effect):You can special summon 1 "Wild Pack" monster from your deck.
    Other "Wild Pack" monster(s) you control gain 200 ATK and DEF.

    Wild Pack-Lupus
    DARK Beast Lv2
    ATK 1200 DEF 800
    When this card is normal summoned:you can add "Wild Pack" card with different name from your deck to your hand up to the number of
    "Wild Pack" monster you control with different name(Except Wild Pack-Lupus)
    You can activate "Wild Pack-Lupus" Effect only once per turn.
    Other Wild Pack monster(s) you control gain 200 ATK and DEF.

    Wild Pack-Oméga
    DARK Beast Lv2 TUNER
    ATK 600 DEF 1000
    Wild Pack monster you control (except this card) cannot be targeted by your opponent card effect.
    When a "Wild Pack" monster (except this card) must be destroyed,you can destroy this card instead.
    Other Wild Pack monster(s) you control gain 200 ATK and DEF.

    Extra/Boss
    Spoiler Alert!

    Wild Pack-Alpha
    DARK Beast Lv8 SYNCHRO
    ATK 2400 DEF 2000
    1 Beast type Tuner monster + 1 or more Beast type non Tuner monster(s)
    When this card is Synchro Summoned:you can special summon any number of "Wild Pack" monster with different name from your graveyard.
    Once per turn,during your Main Phase 1:you can change any number of Face Up Attack Position "Wild Pack" monster you control to
    Defense Position;this turn,during each Battle Phase,this card can attack up to the number of monster change in Defense Position by this effect.
    You can only control 1 Wild Pack-Alpha

    Spells/Traps
    Spoiler Alert!

    Wild Pack Territory
    Field Spell Card
    Beast monster you control gain 100 ATK for each Beast monster with a different name you control.
    Once per turn,if you control a Beast monster,you can normal summon 1 Beast monster in addition of your normal summon.
    Once per turn,you can target 1 "Wild Pack" monster you control;shuffle from your hand or graveyard to the deck up to 2 card
    with the same name as the target,then draw the same numbers of card.

    Wild Pack Howl
    Normal Spell Card
    Target 1 Face Up "Wild Pack" monster you control;this turn the target gain 300 ATK for each other "Wild Pack"
    monster you control and when it attack,your opponent cannot activate card or effect until the end of the Damage Step.
    The rest of the turn,other monster you control cannot declare an attack or activate their effect.
    You can only activate 1 "Wild Pack Howl" per turn.

    Wild Pack Ambush
    Normal Trap Card
    When an opponent monster declare a direct attack:special summon any number of "Wild Pack" monsters in Attack Position
    whose combined Levels are inferior or equal of the opponent attaking monster level/rank.
    You can only activate 1 "Wild Pack Ambush" per turn.

    Wild Pack Surrounding
    Continuous Trap Card
    If you control more monsters than your opponent,all your oppenent monster loose 300 ATK for each "Wild Pack" monster you control.
    Your opponent can only target for an attack the "Wild Pack" monster you control with the Highest ATK (Either if tied).


    Spoiler Alert!

    So,the archetype was first imagine with the idea of forming a pack where each monster give boost to the other..That not really the final product,
    but I still like it cause the Boss monster really need the help of his pack,alone its just a puppy but with his buddy and S/T it become a good source of OTKs.

    I totally forgot the existence of the raccoon archetype or of the powerfull spell "Obedience Schooled",I imagine they can be use as a "good" support for my "Wild Pack".
    Last edited by Gamer5555; 11th September 2016 at 09:29 PM.

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