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Thread: Official Create-a-Card Thread

  1. #2321
    Registered User Michelle's Avatar
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    After an intense campaign of playtesting and ludicrous editing I think I've finally polished this theme, from My Nine Worlds series, Selene makes its debut again.

    If you wish to see the rest of the theme just hit this Link, for this opening I'll just post the highlight cards of the deck, I was aiming for having cards that are good in their own deck, but still very suitable as generic techs, let me know your thoughts about them.
    Selene Spear Vigilante - Jahrvor
    ✪✪✪✪✪
    [Fairy/Effect]
    During the Battle Phase, if your opponent controls more Monsters than you do, you can Special Summon this card from your Hand, if this card is Summoned during a battle step in which a WIND Monster you control battles, switch the opponent's attack target to this card. This card that was Summoned this turn, and any Xyz Monster with this card attached to it gets the following effect:
    ● Cannot be Destroyed by Battle, If a WIND Monster attacks, your opponent cannot activate any cards or effects until the end of Damage Calculation.
    ATK/2350 DEF/1600
    Dusk Selene Watcher - Arlunet
    ✪✪✪✪
    [Fiend/Effect]
    If you control a Selene Monster, OR, during your opponent's turn when they have 2 or more Set cards: you can Special Summon this card from your Hand. When this card is Summoned: you can Declare 1 card name, until the end of your opponent's turn, they cannot Summon nor activate cards with that name. This card that was Summoned this turn, and any Xyz Monster with this card attached to it gets the following effect:
    ● Cannot be targeted by card effects, Your opponent cannot Set cards nor activate Set Spell/Traps.
    ATK/800 DEF/1900
    Dawn Selene Cleric - Aeir
    ✪✪✪
    [Insect/Effect]
    During your opponent's turn: you can Special Summon this card from your Hand in Attack Position. This card that was Summoned this turn, and any Xyz Monster with this card attached to it gets the following effect:
    ● Cannot be Destroyed by card effects, If you haven't taken Damage this turn, each time your opponent Special Summons a Monster(s), gain LP equal to half the combined ATK of those monsters.
    ATK/0 DEF/1750
    Valselene Einherjar Sylph - Sygrun
    ✪✪✪✪
    [Fairy/Effect]
    If this card is Normal Summoned: You can Special Summon Level 5 or lower Monsters from your Hand up to until you control the same number of Monsters your opponent does, if your opponent controls a Monster that was Summoned from the Extra Deck, you may Special Summon 1 Monster from your Graveyard among those. During either player's turn, you can target "Selene" Monsters you control (each of a different Type): Xyz Summon any Rank 5 or lower WIND Xyz Monster from your Extra Deck by using those Targets and this card you control or in your Hand as Materials.
    ATK/1800 DEF/2200
    Valselene Einherjar Commander - Sygrun
    ✪✪✪✪
    [Fairy/Effect]
    2 or more Level 4 Monsters of different Type
    This card's Type is also Fiend and Insect-type. During either player's turn, you can detach a number of Materials from WIND Xyz Monsters you control, apply one of the following effects depending of the number:
    ● 1: If exactly 1 other card you control is targeted by a card's attack or effect, that attack/effect now targets this card.
    ● 2: Activate 1 Quick-play Spell card from your Hand.
    ● 3: Special Summon 1 Monster from your hand or in either's Graveyard.
    ATK/2100 DEF/2500

  2. #2322
    Registered User Gamer5555's Avatar
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    Subterror Nemesis Sage
    EARTH Lv1
    Spellcaster/Effect
    If "The Hidden City" is face-up on the field:You can Special Summon this card from your hand.
    You can tribute this card:Add 1 "Subterror" Spell or Trap Card from your deck to your hand.
    You can banish this card from your graveyard:This turn,you can normal summon or set "Subterror" monster without tribute.
    You can only use each effect of "Subterror Nemesis Sage " once per turn.
    ATK 0 DEF 800

    Subterror Advance
    Continuous Spell
    When this card is activated,if you control no face-up monster: Special Summon 1 "Subterror Behemoth" monster from your Deck in face-down Defense Position.
    Once per turn,during either player turn,you can activate 1 of the following effect:
    -Target 1 face-up monster on the field;change it to face-down Defense Position.
    -Traget 1 face-down monster on the field;change it face-up
    Negate the effect of monster flipped face-up by this card effect(Except "Subterror" monsters).
    During the end phase,if you control a face-up monster(Except "Subterror" monster) or no monster:Send this card to the Graveyard.
    You can only control 1 face-up "Subterror Advance".

    Subterror Surface

    Normal Trap
    Send 1 "Subterror" monster from your Deck to your Graveyard;
    Special Summon 1 "Subterror" monster from your Graveyard (Except the monster send by this card ) in face-up or face-down Defense position.
    If a opponent card or effect is activated that target a "Subterror" monster or a face-down monster you control:
    You can banish this card from your Graveyard;negate the activation.
    You can only use this effect of "Subterror Surface" once per turn.

  3. #2323
    Registered User Erickdsl's Avatar
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    Blazing Resonator
    2
    FIRE
    900 / 600
    [Fiend/Tuner/Effect]
    Cannot be used as Synchro Material, except for the Synchro Summon of a DARK Dragon-type Synchro monster. If you control a Fiend-type monster, you can Special Summon this card (from your hand). Once per turn you can target 1 Tuner monster you control, activate 1 of these effects:
    *Increase that monster's level by 1;
    *Reduce that monster's level by 1;

    Red Imp
    4
    FIRE
    1500 / 1900
    [Fiend/Effect]
    If this card is sent to the graveyard for the Synchro Summon of a DARK Dragon-type Synchro monster you can add 1 FIRE Fiend-type monster from your deck to your hand, except "Red Imp". You can banish this card from your graveyard, and if you do, Special Summon 1 "Resonator' monster from your hand or graveyard, it cannot be used as Synchro material except for the Synchro Summon of a DARK Dragon-type Synchro monster. You can only use each effect of "Red Imp" once per turn.

    Red Remnant Dragon
    6
    DARK
    1500 / 1250
    [Dragon/Synchro/Effect]
    1 Fiend-type Tuner + 1 or more non-tuner monsters
    This card's name becomes "Red Dragon Archfiend" while it's on the field or in the graveyard. When this card is Synchro Summoned: You can add 1 Tuner monster from your deck to your hand. You can only use this effect of "Red Remnant Dragon" once per turn. You cannot Special Summon monsters from the Extra Deck the turn you activate this effect, except DARK Dragon-type Synchro monsters. When a monster effect resolves on your opponent's side of the field: increase this card's ATK by 300. Your opponent cannot activate the effects of monsters with ATK lower than this card's current ATK.

    Blazing Red Dragon Archfiend
    8
    DARK
    3000 / 2500
    [Dragon/Synchro/Effect]
    2 Tuners + 1 or more non-Tuner monsters
    Once per turn, during either player's turn, you can target 1 card on the field: Destroy that target and inflict 500 damage to your opponent. If a "Red Dragon Archfiend" monster(s) you control would be destroyed by battle or card effect, you can banish 1 Tuner monster from your graveyard for each of those monsters instead. Your opponent cannot activate cards or effects during your turn.

    Absolute Powerforce

    Quick-play Spell card
    Discard 1 "Resonator" monster, then target up to 2 cards of the field; destroy them. If you control a "Red Dragon Archfiend" monster, you can destroy up to 3 cards instead. If you dont control a "Red Dragon Archfiend" monster you can only activate this card during your turn.
    Last edited by Erickdsl; 31st January 2017 at 10:33 PM.

  4. #2324
    Registered User Starlight Magician's Avatar
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    too tired to finish my contest entry tonight. I'll put this in as a placeholder for the morning.

  5. #2325
    Registered User Starlight Magician's Avatar
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    #Festive17
    The theme of this archetype is the four main characters, a turtle, mouse, cricket, and bat, go on a journey to save their home and, find their true strength along the way. And yeah, I had kid's story's on the brain with this one.
    The deck was meant to be more of a fun concept as opposed to competitive, but I tried my best to be as close to both as possible.


    The main deck monsters:
    Spoiler Alert!

    Toto, Brave☆Hart
    ****
    WATER/Aqua
    ATK/500 DEF / 1500
    When this card is summoned: you can change this card's battle position. Your opponent cannot target "☆Hart" monsters you control with card effects. If your opponent targets a "☆Hart" monster you control for an attack: this gains 500 ATK and DEF. If this card is destroyed: add 1 "Strength of ☆Hart" from your deck or that is banished to your hand.

    Momo, Fierce☆Hart
    ****
    FIRE/Beast
    ATK/800 DEF/100
    "☆Hart" monsters you control gain 500 ATK and DEF. If this card battles an opponent's monster: This card gains 500 ATK and DEF. If this destroys a monster by battle: add 1 "Strength of☆Hart" from your deck or that is banished to your hand.

    Coco, Swift☆Hart
    ***
    EARTH/Insect
    ATK/900 DEF/1200
    Once per turn you can change this card's battle position; you can normal summon 1 "☆Hart" monster in addition to your normal summon/set this turn, except "Coco, Swift☆Hart". This gains 400 DEF for each "☆Hart" monster you control. Once per turn, if you control 4 or more "☆Hart" monsters: you can add 1 "Strength of☆Hart" from your deck or that is banished to your hand.

    Bobo, Sly☆Hart
    ***
    WIND/Winged-beast
    ATK/1100 DEF/1100
    You take no damage from a battle involving "☆Hart" monsters you control. This can attack your opponent's life points directly. When this card inflicts battle damage to your opponent: add 1 "Strength of☆Hart" from your deck or that is banished to your hand.



    By now, I'm sure your wondering what the heck this "Strength of☆Hart" thing is. So, here you go!
    Spoiler Alert!

    Strength of☆Hart
    Quick-Play Spell
    You can only activate 1 " Strength of☆Hart" per turn. Increase the ATK and DEF of 1 "☆Hart" monster you control by 500; draw 1 card. You can banish this card from your graveyard; add 1 "Great Spirit☆Hart" monster from your graveyard to your extra deck.

    That last effect will make more sense later


    The main spell support:
    Spoiler Alert!

    Teamwork, Destiny☆Hart
    Quick-Play Spell
    Target 1 "☆Hart" monster you control; during each battle phase this turn it is unaffected by your opponent's card effects. Also, if this was activated during your turn, that monster can attack twice during each battle phase this turn. You can banish this card from your graveyard; special summon 1 "Momo, Fierce☆Hart" from your graveyard. You can only activate each effect of "Teamwork, Destiny☆Hart" once per turn.

    Compassion, Destiny☆Hart
    Quick-play spell
    Target 1 "☆Hart" monster you control; this turn it cannot be destroyed by battle or by card effects. Also, if this was activated during your opponent's turn, all monsters your opponent controls must attack it, if able. You can banish this card form your graveyard; special summon 1 "Toto, Brave☆Hart" from your graveyard. You can only activate each effect of "Compassion, Destiny☆Hart" once per turn.

    Courage, Destiny☆Hart
    Quick-Play spell
    Target 1 "☆Hart" monster you control; it gains 500 ATK and DEF and if it inflict battle damage to your opponent destroy all monsters your opponent controls whose ATK or DEF is less than or equal to the damage inflicted. These changes last until the end of the turn. You can banish this card from your graveyard; special summon 1 "Bobo, Sly☆Hart" from your graveyard. You can only activate each effect of "Courage, Destiny☆Hart" once per turn.


    Ambush, Destiny☆Hart
    Quick-play spell.
    Target 1 "☆Hart" monster you control; special summon 1 monster with the same name from you deck. It cannot be tributed or used for a synchro or xyz summon and any damage it inflicts is halved. Return it to your hand at the end of the turn. You can banish this card from your graveyard; special summon 1 "Coco, Swift☆Hart" from your graveyard. You can only activate each effect of "Ambush, Destiny☆Hart" once per turn.


    The final two main deck cards:
    Spoiler Alert!

    Unity☆Hart
    Trap card
    You can only activate 1 "Unity☆Hart" per turn. Return all of your banished "☆Hart" spell cards to the graveyard. Then you can special summon "☆Hart" monster(s) with different names from your deck whose combined level(s) are equal to the number of cards returned by this effect.

    Journey of☆Hart
    Field Spell
    "☆Hart " monsters on the field gain 500 ATK and DEF. "Destiny☆Hart" cards that are banished or in the graveyard have their names treated as "Strength of☆Hart". Once per turn, if a "☆Hart" monster you control is destroyed by an opponent's card (either by battle or by card effect): add 1 "☆Hart" monster with a different name from your deck to your hand. You can banish this card from your graveyard; add 1 "Strength of☆Hart" from your deck, or that is banished, to your hand.

    Treating cards as "Strength of Hart" is twofold. First at allows the banished destiny harts to be recycled, also, as you'll see with the cards below, having "strength of hart" in the graveyard is pinnacle.


    And finally, the long-awaited extra deck, the Great Spirits:
    Spoiler Alert!

    Toto, Great Spirit☆Hart
    ********
    WATER/Aqua/Fusion
    ATK/2500 DEF/2800
    Must be special summoned (from your extra deck) by tributing 1 "Toto, Brave☆Hart" you control and banishing 1 "Strength of☆Hart" from your graveyard while you do not have " Toto, Great Spirit☆Hart" on your field or in your graveyard, and cannot be special summoned other ways. During each turn, the first time each "☆Hart" card you control would be destroyed, it is not destroyed. Once per chain, during either player's turn you, you can tribute this card; destroy 1 card on the field.

    So here come the fusions. they require keeping strength in the graveyard, while stopping you from summoning them as long as another copy is in the graveyard. However, if you recall, strength can banish itself to put the great spirits back to your extra. You have to balance how you use and recycle your "strength of harts" in order to operate the deck.

    Momo, Great Spirit☆Hart
    ********
    FIRE/Beast/Fusion
    ATK/2300 DEF/1200
    Must be special summoned (from your extra deck) by tributing 1 "Momo, Fierce☆Hart" you control and banishing 1 "Strength of☆Hart" from your graveyard while you do not have "Momo, Great Spirit☆Hart" on your field or in your graveyard, and cannot be special summoned other ways. When this card declares an attack: this cards gains 1000 ATK until your opponent's next end phase, also your opponent cannot activate cards or effects until the end of the damage step. Once per chain, during either player's turn, you can tribute this card and target 1 "☆Hart" monster you control; it gains ATK equal to this card's ATK (on the field.)

    Bobo, Great Spirit☆Hart
    *******
    WIND/Winged-Beast/Fusion
    ATK/2000 DEF/2400
    Must be special summoned (from your extra deck) by tributing 1 "Bobo, Sly☆Hart" you control and banishing 1 "Strength of☆Hart" from your graveyard while you do not have "Bobo, Great Spirit☆Hart" on your field or in your graveyard, and cannot be special summoned other ways. If this card declares an attack: you can return 1 monster on the field to the hand. Once per chain, during either player's turn, you can tribute this card; "☆Hart" cards you control are unaffected by your opponent's card effects this chain.

    Coco, Great Spirit☆Hart
    *******
    EARTH/Insect/Fusion
    ATK/0 DEF/2200
    Must be special summoned (from your extra deck) by tributing 1 "Coco, Swift☆Hart" you control and banishing 1 "Strength of☆Hart" from your graveyard while you do not have "Coco, Great Spirit☆Hart" on your field or in your graveyard, and cannot be special summoned other ways. Once per turn, during either player's turn, you can target 1 monster your opponent controls; switch that cards ATK with this cards'. Once per turn you can discard 1 card; banish this card until the end phase. Once per chain, during either player's turn, you can tribute this card; inflict 1200 points of damage to your opponent.
    Last edited by Starlight Magician; 3rd February 2017 at 04:27 AM.

  6. #2326
    Registered User Volteccer's Avatar
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    Someone joked when Contract with Don Thousand came out that it seems like strange DD support. That got me thinking about some Dark Contracts with major villains from the anime's past, they weren't referenced by Z-ARC.

    Dark Contract with the Orichalcos
    Field Spell Card
    Fiend-Type monsters you control gain 500 ATK, during your turn only. During your standby phase: take 1000 damage.

    Dark Contract with the Seven Stars
    Continuous Trap Card
    When your opponent Special Summons a monster from the Extra Deck: Special Summon 1 " D/D Phantasm Token" (Fiend-Type/DARK/Level 1/ATK 0/DEF 0) to your side of the field. During your standby Phase: Take 1000 Damage.

    Dark Contract with the Earthbound
    Continuous Spell Card
    Once per turn: you can banish 1 monster from your deck. During your standby phase: Take 2000 damage, then Special Summon 1 monster banished by this card's effect, ignoring the summoning conditions.

    Dark Contract with the Barians
    Continuous Spell Card
    Once per turn: Target 1 face-up "D/D/D" Xyz Monster you control; Special Summon from your Extra Deck, 1 "D/D/D" monster 1 Rank higher, by using it as the Xyz Material. (This Special Summon is treated as an Xyz Summon. Xyz Materials attached to it also become Xyz Materials on the Summoned monster.) During your Standby Phase: Take 1000 Damage.
    Current decks: Salamangreats, Knightmare Cyberse, and Odd-Eyes Performapals
    Originator of the Tulpa Summon, and the homebrewed cards you use with it.

  7. #2327
    Registered User King's Avatar
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    White Dust Drugon
    LIGHT/Level 7
    ATK:0 DEF:0
    Dragon/Effect
    Your opponent cannot attack other Monsters other than "White Dust Drugon". This card cannot be destroyed by battle. After the Damage Step, if this card battled: Inflict 1000 damage to both players, your opponent can negate this effect by banishing 1 card in their hand.

  8. #2328
    Registered User Volteccer's Avatar
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    Imperial Vanity
    Continuous Trap Carp
    You cannot activate this card if you control a Special Summoned monster. When a player Special Summons a monster(s): they take 1000 damage.

    In my ideal world, Vanity;s Emptiness wouldn't exist, and this card would be used in it's place. At least with this the opponent can kind of struggle.
    Current decks: Salamangreats, Knightmare Cyberse, and Odd-Eyes Performapals
    Originator of the Tulpa Summon, and the homebrewed cards you use with it.

  9. #2329
    Registered User DelCtrl's Avatar
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    Quote Originally Posted by Volteccer View Post
    Imperial Vanity
    Continuous Trap Carp
    You cannot activate this card if you control a Special Summoned monster. When a player Special Summons a monster(s): they take 1000 damage.

    In my ideal world, Vanity;s Emptiness wouldn't exist, and this card would be used in it's place. At least with this the opponent can kind of struggle.
    It would be a nice card, but D/D/D would simply laugh at anyone trying to use this against them.
    I don't post a lot, but I read everything in this forum. EVERYTHING.
    Current Decks: Red-Eyes | RaidRaptors | D/D/D | Generic Wyrm | Dark Doriado

  10. #2330
    Registered User King's Avatar
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    Stardust Cosmic Magician
    WIND/Level 7
    Spellcaster/Synchro/Tuner/Effect
    ATK/2000 DEF/2500
    1 Tuner Monster + 1 or more non-Tuner Monsters
    When this card is Synchro Summoned Special Summon 1 Level 5 or lower Synchro Monster from your Extra Deck,and if you do, you can increase or decrease this card Level by the level of that Special Summoned Monster, you can only use this effect of "Stardust Cosmic Magician" once per turn. Once per turn during either player turn: Banish this card until your Next Standby Phase; Until the End Phase, all monsters you control that were Special Summoned from the Extra-Deck are unnafected by your opponent cards effects.
    Last edited by King; 9th February 2017 at 11:31 AM.

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