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Thread: Official Create-a-Card Thread

  1. #2281
    Registered User ScionStorm's Avatar
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    @Gamer5555 Cards with "Assailant" in their names in TCG are "Assassin" monsters.

  2. #2282
    Registered User Volteccer's Avatar
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    Quote Originally Posted by ScionStorm View Post
    @Gamer5555 Cards with "Assailant" in their names in TCG are "Assassin" monsters.
    In fact, Dark Assailant's first print run was as Dark Assassin. I have no idea why they changed it, other than fear of the word ass.
    Current decks: Salamangreats, Knightmare Cyberse, and Odd-Eyes Performapals
    Originator of the Tulpa Summon, and the homebrewed cards you use with it.

  3. #2283
    Registered User Sanokal's Avatar
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    Quote Originally Posted by Volteccer View Post
    In fact, Dark Assailant's first print run was as Dark Assassin. I have no idea why they changed it, other than fear of the word ass.
    Never say die.
    Sanokal

  4. #2284
    Registered User Gamer5555's Avatar
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    Quote Originally Posted by ScionStorm View Post
    @Gamer5555 Cards with "Assailant" in their names in TCG are "Assassin" monsters.
    Ah,ok,thank for the info.
    But how this work?
    Quote Originally Posted by Volteccer View Post
    In fact, Dark Assailant's first print run was as Dark Assassin. I have no idea why they changed it, other than fear of the word ass.
    Like an errata?
    Do they still count as assassin in game?Like the Archfiend non-archfiend card?

    ....
    Now I must search a more inspired name.
    Or just add more restriction.

  5. #2285
    Registered User Starlight Magician's Avatar
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    Here' an archetype I made a while ago but never shared. It's not my contest entry (although it technically fits the rules). I think it was inspired by "Who Framed Roger Rabbit" and "Clash Royale." Although as I'm looking at the work "Bullet" would probable be translated as "Ammo" or something.
    The monsters:
    Spoiler Alert!

    Green Musketeer
    **
    EARTH/Machine
    ATK/1200 DEF/1500
    Once per turn you discard 1 machine-type monster; destroy 1 face-up card your opponent controls.
    Nothing can put Green Musketeer off, she's way to even-tempered. Her motto is "Keep calm, blow things away."


    Green Bullet
    ***
    Earth/Machine
    ATK/800 DEF/800
    If this card is discarded to activate the effect of a machine-type monster: destroy 1 monster your opponent controls, then if this was discarded to activate the effect of "Green Musketeer": inflict damage to your opponent equal to that destroyed monster's original ATK.
    Green Bullet wasn't too sure about this whole ammunition thing, but once he met someone who shared his love for "kablooms" he knew there was no going back.

    Purple Musketeer
    ***
    EARTH/Machine
    ATK/1700 DEF/1500
    Once per turn you can discard 1 machine-type monster; destroy 1 set card you opponent controls.
    Purple Musketeer was always more cautious than the rest. "Everyone is always rushing into battle," she says, "they don't see the beauty carefully aiming before you shoot."

    Purple Bullet
    ***
    Earth/Machine
    ATK/800 DEF/800
    If this card is discarded to activate the effect of a machine-type monster: draw 1 card, then if this was discarded to activate the effect of "Purple Musketeer": your opponent cannot activate cards or effects for the rest of the turn.
    Purple Bullet hate surprises. Luckily he's good at controlling outcomes.

    Orange Musketeer
    ****
    Earth/Machine
    ATK/1800 DEF/1700
    Once per turn you can discard 1 machine-type monster; inflict 1200 points of damage to your opponent.
    Orange musketeer has a single rule she lives by: don't get distracted by the side shows, go straight for the life points.
    Orange Bullet

    ***
    Earth/Machine
    ATK/800 DEF/800
    If this card is discarded to activate the effect of a machine-type monster: return 1 monster your opponent controls to the hand. Then, if this card was to activate the effect of "Orange Musketeer": inflict 1200 points of damage to your opponent.
    Orange bullet loves explosions. And confusion. Why choose?
    Silver Musketeer

    *
    Dark/Machine
    ATK/900 DEF/1000
    Once per turn you can discard 1 machine-type monster; special summon 1 machine-type "Bullet" monster from your deck, its ATK points are doubled and it is return to your hand during the end phase.
    "People take bullets for granted," Silver Musketeer says. "They don't know how to make the most of them."
    Silver Bullet

    ***
    Earth/Machine
    ATK/1200 DEF/1250
    If this card is discarded to activate the effect of a machine-type monster: all machine-type monster you currently control gain 800 ATK. Then, if this card was discarded to activate the effect of "Silver Musketeer": you can add 1 "Rainbow Bullets" from your graveyard to your hand.
    Werewolves don't like him.

    Gold Musketeer
    *****
    ATK/2500 DEF/2500
    Once per turn you can discard 1 machine-type monster and target up to 3 cards on the field; banish them.
    Gold Musketeer tries to by as thoughtful as she can to the others. She pretends she hasn't surpassed them ages ago.

    Gold Bullet
    ***
    ATK/800 DEF/ 1800
    If this card is discarded to activate the effect of a machine-type monster: special summon this card. Then, if this card was discarded to activate the effect of "Gold Musketeer" its original ATK and DEF become 2500.
    Gold Bullet hates to let the Musketeers do all the work, not when he can get in on the action too.


    And the spells. There actually are no traps in this archetype.

    Spoiler Alert!

    Rainbow Musket
    Equip Spell
    Equip this card only to a machine-type "Musketeer" monster, it gains 800 ATK. You do not have to discard cards to activate the effect of the equipped monster. If this card on the field is destroyed: special summon 1 level 5 or lower machine-type "Musketeer" monster from your graveyard.

    Rainbow Bullets
    Normal Spell
    Add 2 machine-type "Bullet" monsters with different names from you deck and/or graveyard to your hand. You cannot activate the effects of non-machine-type monsters during the turn you activate this card. You can only activate 1 "Rainbow Bullets" per turn.

    Ammunition Reload
    Continuous Spell
    You can only control 1 face-up "Ammunition Reload". If you discard a machine-type "Bullet" monster: draw 1 card. Once per turn you can shuffle 3 machine-type "Bullet" monster from your graveyard to your deck and add 1 machine-type "Musketeer" monster from your deck to your hand.

    Three Musketeers
    Normal spell
    Activate this card only if you control no monsters, special summon 1 "Green Musketeer", 1 "Purple Musketeer", and 1 "Orange Musketeer", from your hand, deck, or graveyard, including 1 monster from each.
    Last edited by Starlight Magician; 1st January 2017 at 03:39 PM.

  6. #2286
    Registered User ScionStorm's Avatar
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    Quote Originally Posted by Gamer5555 View Post
    Ah,ok,thank for the info.
    But how this work?

    Like an errata?
    Do they still count as assassin in game?Like the Archfiend non-archfiend card?

    ....
    Now I must search a more inspired name.
    Or just add more restriction.
    Basically, all of your cards with "Assassin" in the name will be changed to "Assailant" for TCG consistency. Like all cards with "Fallen Angel" in the OCG name or that were once called "Fallen One" in TCG are now all "Darklord" monsters by name.

  7. #2287
    Registered User ScionStorm's Avatar
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    All hail Yugi's Toys!

    Toy Tank

    FIRELevel
    [Machine/Effect]

    You can Set this card face-down in your Spell & Trap Card Zone as a Spell Card. If this face-down card in your Spell & Trap Card Zone is destroyed by an opponent's card effect and sent to the Graveyard, Special Summon it during the End Phase. Once per turn, when this card is Flip Summoned, you can Banish a monster in your Graveyard and inflict damage to your opponent equal to the level of the Banished monsters x 200. Once per turn, you can discard a card in your hand to negate an effect that would destroy a "Toy Box" you control. While this card is in your Graveyard, you can Banish it to add 1 "Toy Box" or 1 "Toy" monster from your Deck to your hand.

    ATK 1200/DEF 1800

    Toy Soldier
    EARTHLevel
    [Warrior/Effect]

    You can Set this card face-down in your Spell & Trap Card Zone as a Spell Card. If this face-down card in your Spell & Trap Card Zone is destroyed by an opponent's card effect and sent to the Graveyard, Special Summon it during the End Phase. Once per turn, when this card is Flip Summoned, return 1 monster your opponent controls to the Deck for each "Toy Soldier" you control(one one "Toy Soldier" can use this effect per turn). Once per turn, during your Main Phase 1, you can flip 1 monster you control Face-down, and if you do, this monster cannot attack this turn. During either player's End Phase, while this card is in your Graveyard, you can Banish it and then set 1 Banished "Toy Box" and up to 1 Banished "Toy" monster in your Spell/Trap Zone.

    ATK 1500/DEF 1000

    Toy Box
    Trap

    When this card is activated, you can Banish up to 2 "Toy" monsters you control and from your hand. Once per turn, you can either Banish a "Toy" monster you control or from your hand OR Special Summon or Set a Banished "Toy" monster. If your opponent declares a Direct Attack, you can Special Summon a Banished "Toy" monster(this is a Quick Effect). Once per turn, you can Flip Summon a "Toy" monster that was Set during the same turn. If this card is destroyed, add any number of Banished "Toy" monsters to your hand. During either player's End Phase, you can Banish this card in your Graveyard to Special Summon or Set a "Toy" monster in your Graveyard.
    Last edited by ScionStorm; 2nd January 2017 at 02:49 AM.

  8. #2288
    Registered User ScionStorm's Avatar
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    Red-Eyes Realm
    Spell

    When this card is activated: You can add 1 "Red-Eyes" card from your Deck or Graveyard to your hand. Dragon-Type monsters gain 300 ATK and DEF. Once per turn, a Dragon-Type Ritual monster can be Ritual Summoned from the hand or Graveyard ignoring the effect of "Red-Eyes Fusion". When an effect of "Lord of the Red" is activated, inflict 500 damage to your opponent's Life Points. Twice per turn, you can Normal Summon a "Red-Eyes" Gemini monster you control or treat it as a Normal monster in your hand. Banish this card in your Graveyard; shuffle all Banished "Red-Eyes" cards except this card into the Deck and then add 1 "Red-Eyes Realm" from your Deck to your hand.
    Last edited by ScionStorm; 2nd January 2017 at 06:43 AM.

  9. #2289
    Registered User EmperorShun's Avatar
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    Deconstruct
    Spell

    Target 1 Machine-Type monster you control, destroy it, and if you do, Special Summon Machine-Type monsters from your Deck, whose total Levels equal the Level of the destroyed monster. You can only activate 1 Deconstruct per turn.
    Warera wa hitotsu ni

  10. #2290
    Registered User Erickdsl's Avatar
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    A few cards i made based on some horror movie icons (Freddy Krueger, Pinhead, Ghostface and Samara Morgan), i might make a few more in the future.

    The Nightmare Stalker
    7
    FIRE
    2500 / 2000
    [Fiend/Effect]
    If 3 or more face-down Defense Position monsters are on the field you can Special Summon this card (from your hand). At the start of the Damage Step, if this card battles a face-down Defense Position monster: Destroy that monster. If this card destroys a monster by battle or by it's effect: You can equip the monster to this card. If this card would be destroyed by battle or card effect you can destroy 1 card equipped to this card instead. During either player's turn when your opponent activates a card or effect: send the same type of card equipped to this monster (monster, spell or trap) to the graveyard; Negate the activation and if you do: Destroy that card. You can only control 1 "The Nightmare Stalker".

    Cenobite Priest
    8
    DARK
    2800 / 1800
    [Fairy/Xyz/Effect]
    2 Level 8 DARK monsters
    If this card is Xyz Summoned: you can add 1 "Fiendish Chain" from your deck to your hand. Once per turn, during either player's turn, you can target 1 card on the field; Attach it to this card as a face-up Xyz Material. Monsters on the field lose ATK equal to the number of Xyz materials on this card x 200 except "Cenobite" monsters. If this card destroys a monster by battle: you can Special Summon 1 "Cenobite Token" (Fairy-type/DARK/LV 8/ATK ?/DEF ?) to your side of the field, it cannot attack this turn. The token's ATK and DEF becomes the same as the destroyed monster, also it gains that monster's effects. If this card is sent to the graveyard: inflict damage to your opponent's LP equal to the number of materials this card had on the field x 500. You can only use each effect of "Cenobite Priest" once per turn.

    Masked Reaper
    4
    DARK
    1400 / 1800
    [Warrior/Flip/Effect]
    Flip: Destroy 1 monster on the field.
    Once per turn this card cannot be destroyed by battle. When a face-up Monster you control is targeted for an attack: you can change that Monster to face-down Defense Position and if you do, Special Summon this card (from your hand) in face-down Defense Position, then change the attack target to this card. During either player's turn you can banish this card from your graveyard, then target 1 face-down Defense Position Monster on the field; Change that target to face-up Defense Position.

    The Girl in the Well
    3
    WATER
    1100 / 0
    [Zombie/Effect]
    During either player's turn, you can send this card from your hand or side of the field to the graveyard, then target 1 face-up Monster on the field; Put 1 Seven Days counter on that Monster (Monsters with Seven Days counters cannot be tributed or used as Fusion, Synchro or Xyz Material). During the next Standy phase after this card was sent to the graveyard, if there's a Monster with Seven Days counters on the field, you can Special Summon this card from your graveyard. At the start of the Damage Step if this card battles a monster with Seven Days counters: Destroy that Monster You can only use each effect of "The Girl in the Well" once per turn.

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