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Thread: Official Create-a-Card Thread

  1. #2331
    Registered User Starlight Magician's Avatar
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    Quote Originally Posted by King View Post
    Stardust Cosmic Magician
    WIND/Level 7
    Spellcaster/Synchro/Tuner/Effect
    ATK/2000 DEF/2500
    1 Tuner Tuner Monster + 1 or more non-Tuner Monsters
    Typo? is it generic or does it require a specific type of tuner?

  2. #2332
    Registered User King's Avatar
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    Quote Originally Posted by Starlight Magician View Post
    Typo? is it generic or does it require a specific type of tuner?
    Its generic, i made it wrong.

  3. #2333
    Registered User Yuuri's Avatar
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    Ocean Dragon Lord - Daedalus MAX
    WATER/Level 10
    Sea Serpent/Effect
    3400ATK/3000DEF

    Cannot be Normal Summoned or set. Can only be Special Summoned (from your hand) by tributing a WATER monster you control and sending an "Umi" you control to the graveyard. When Special Summoned: send all cards on the field and in both player's hands to the graveyard, except this card. If this card is sent to the graveyard: you can banish this card; Special Summon a "Levia-Dragon" or "Ocean Dragon Lord" monster from your hand, deck, or graveyard, ignoring the summoning conditions, but its effects are negated until the end of your next turn.
    Currently using: Predator Plant, Pendulum Magician, Zarc Magician, Red-Eyes Interested in: Magibullet, Altergiest, Vullet(?)

  4. #2334
    Registered User Destiny91's Avatar
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    Distortion Magician
    DARK/Level 4/Spellcaster/Pendulum/Tuner/Effect
    1000/1600 PS=9
    Pendulum Effect:
    If there is no "Distortion" Pendulum monster on your other Pendulum zone, destroy this card. During either player's turn, you can destroy this card on your Pendulum zone. Until the end of this turn, your opponent must Set Spell/Trap cards before activating them. You can only use this Effect of "Distortion Magician" once per turn.
    Monster Effect:
    (1)During either player's turn, if a card or Effect is activated, you can destroy this face-up card. After that card's Effect resolves, inflict 800 damage to your opponent.
    (2)If this card is used as a Synchro material for the Synchro Summon and the other Synchro material is a DARK non-Tuner Pendulum monster, you can pay 500 LP: That monster is treated as a Synchro monster when used as material for that Synchro Summon.
    You can only use each Effect of "Distortion Magician" once per turn.

    Distortion Knight
    DARK/Level 4/Warrior/Pendulum/Effect
    1700/900 PS=0
    Pendulum Effect:
    You cannot Pendulum Summon monsters, except DARK monsters (This Effect cannot be negated). During either player's turn, you can destroy this card on your Pendulum zone. Until the end of this turn, your opponent cannot activate the Effects of Monsters during the turn they are Summoned. You can only use this Effect of "Distortion Knight" once per turn.
    Monster Effect:
    (1)During either player's turn, if your opponent Summons a monster, you can destroy this card: That monster loses 800 ATK and, if it does, inflict 800 damage to your opponent.
    (2)If this card is used as Xyz material for the Xyz Summon of a DARK Xyz monster, you can attach 1 DARK Pendulum monster from your hand or (face-up) on your Extra deck to that DARK Xyz monster as Xyz material.
    You can only use each Effect of "Distortion Knight" once per turn.

    Distortion Angel
    DARK/Rank 4/Fairy/Xyz/Pendulum/Effect
    2500/2100 PS=9
    Pendulum Effect:
    (1)You can tribute 2 Level 4 DARK Pendulum monster you control: Special Summon this card from your Pendulum zone. But it's Effects are negated until the end of this turn.
    (2)During either player's turn, if a Spell/Trap card Effect is activated, you can destroy this card on your Pendulum zone: Negate the activation and, if you do, destroy it.
    Monster Effect:
    2 Level 4 DARK Pendulum monsters.
    Once per turn, during either player's turn, you can detach 1 Xyz material from this card: Target 1 card on the field and destroy it. Then, apply 1 of the following Effects depending on the destroyed card's type.
    (1)Monster: This card gains 1000 ATK until the end of this turn.
    (2)Spell: Banish 1 random card from your opponent's hand.
    (3)Trap: Draw 1 card from your deck.
    If this card on your Monster zone is destroyed (by battle or by a card Effect), you can place it on 1 of your empty Pendulum zones.

    Distortion Archfiend
    DARK/Level 8/Fiend/Synchro/Pendulum/Effect
    2800/1800 PS=0
    Pendulum Effect:
    (1)You can tribute 2 DARK Pendulum monster you control (including 1 Tuner monster) whose combined levels are exactly 8: Special Summon this card from your Pendulum zone. But it's Effects are negated until the end of this turn.
    (2)During either player's turn, if a Monster card Effect is activated, you can destroy this card on your Pendulum zone: Negate the activation and, if you do, destroy it.
    Monster Effect:
    1 DARK Tuner + 1 or more non-Tuner Pendulum monsters.
    If this card attacks or is attacked, your opponent cannot activate cards or Effects until the end of the Damage step. Once per turn, if this card destroys an opponent's monster by battle, it gains 200 ATK and DEF. If this Effect resolves during your Battle phase, this card can attack once again in a row.
    If this card on your Monster zone is destroyed (by battle or by a card Effect), you can place it on 1 of your empty Pendulum zones.
    Last edited by Destiny91; 14th February 2017 at 03:26 PM.


  5. #2335
    Registered User Michelle's Avatar
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    And now, we're Pirates.

    From my Nine Worlds - World Ablaze series, comes Zyrene, a deck with a knack for scavenging.
    Highlights
    Zyrene Princess - Mariia
    WATER
    ✪✪✪✪
    [Warrior/Effect]
    When this card is Normal Summoned add 1 non-Warrior-Type "Zyrene" Monster from your Deck to your Hand. When this card is Special Summoned add 1 "Zyrene" Spell card from your Deck to your Hand. If this card is used for a Fusion Summon: Target 1 card on the Field; Destroy it.
    ATK/1850 DEF/1500
    Gabura, Zyrene Beast
    WATER
    ✪✪✪✪
    [Dragon/Effect]
    If you control a Monster, you cannot Normal Summon this card. If you control a "Zyrene Princess - Mariia" you can Special Summon this card from your Hand or Graveyard (You can only Special Summon "Gabura, Zyrene Beast" this way once per turn), when you do, add 1 "Zyrene Relic Pike Trianda" from your Graveyard to your Hand. Fusion Monsters are unaffected by opponent's card effects the turn they're Summoned using this card as Material.
    ATK/1950 DEF/0
    Raid-Zyrene Princess - Mariydra
    WATER
    ✪✪✪✪✪✪✪
    [Dragon/Fusion/Effect]
    1 "Zyrene Princess" monster, 1 non-Warrior-type WATER monster
    This card can attack twice per Battle Phase. This card inflicts Piercing Damage. Once per turn, if this card inflicts Battle Damage to your opponent: You can add 1 "Zyrene" card from your Deck to your Hand. When this card leaves the field: send up to 3 "Zyrene Booty" cards from your Deck to the Graveyard.
    ATK/2400 DEF/1500
    Zyrene Foam Fusion
    Spell Card/Normal
    Fusion Summon a WATER Fusion from your Extra Deck using Monsters you control or in your Hand as Materials. you can send 2 "Zyrene Booty" cards from your Graveyard to the Bottom of the deck; Return this card from your Graveyard to your Hand.
    Zyrene Booty of Dragon Belts
    Trap Card/Counter
    When an opponent's non-Normal Spell card or Normal Trap Card is Activated while you control a "Zyrene" card(s): Negate the Activation and if you do, Set that card to your Field. If you control both "Zyrene Captain" and "Zyrene's Pirate Cruise" you can activate this card from your Hand.
    Full deck
    Spoiler Alert!

    Main Deck Monsters
    Spoiler Alert!
    Zyrene Princess - Mariia
    WATER
    ✪✪✪✪
    [Warrior/Effect]
    When this card is Normal Summoned add 1 non-Warrior-Type "Zyrene" Monster from your Deck to your Hand. When this card is Special Summoned add 1 "Zyrene" Spell card from your Deck to your Hand. If this card is used for a Fusion Summon: Target 1 card on the Field; Destroy it.
    ATK/1850 DEF/1500

    Zyrene Boson - Oleg
    WATER
    ✪✪✪✪✪
    [Warrior/Effect]
    You can Normal Summon this card without Tributing, but it cannot Attack this turn. If this card is Destroyed: you can add 1 "Zyrene Booty" card from your Deck to your Hand. If this card is used for a Fusion Summon, cards and effects cannot be Activated when that Fusion Monster is Summoned.
    ATK/2000 DEF/1900

    Zyrene Sailor - Lart
    WATER
    ✪✪✪✪
    [Warrior/Effect]
    If you control a "Varcha, Zyrene's White Fang" you can Special Summon this card from your Hand, when you do, add 1 "Zyrene Foam Fusion" from your Deck to your Hand. If this card is used for a Fusion Summon, that Fusion Monster gains 600 ATK.
    ATK/1600 DEF/1200

    Zyrene Quarter - Inga
    WATER
    ✪✪✪✪✪
    [Warrior/Effect]
    If you control a "Zyrene Princess" Monster you can Special Summon this card from your Hand. When this card is Summoned; you can add 1 non-Warrior-type "Zyrene" Monster from your Deck or Graveyard to your Hand. Your opponent cannot Activate any cards or effects in response to any card whose effect includes Fusion Summoning a Monster.
    ATK/1500 DEF/2400

    Zyrene Captain - Dragon Belts Barbast
    WATER
    ✪✪✪✪✪
    [Warrior/Effect]
    If you control 2 or more "Zyrene" Monsters, you can Special Summon this card from your Hand, when you do, You can add 1 "Zyrene Booty" card from your Deck to your Hand. Each time a Fusion Monster is Destroyed, you can Target 1 monster used as Fusion Material in your Graveyard; Special Summon it. Any "Zyrene" Warrior-type monster(s) Destroyed by a card effect are returned to the Hand instead of being sent to the Graveyard, including this card.
    ATK/2450 DEF/2100

    Gabura, Zyrene Beast
    WATER
    ✪✪✪✪
    [Dragon/Effect]
    If you control a Monster, you cannot Normal Summon this card. If you control a "Zyrene Princess - Mariia" you can Special Summon this card from your Hand or Graveyard (You can only Special Summon "Gabura, Zyrene Beast" this way once per turn), when you do, add 1 "Zyrene Relic Pike Trianda" from your Graveyard to your Hand. Fusion Monsters are unaffected by opponent's card effects the turn they're Summoned using this card as Material.
    ATK/1950 DEF/0

    Perl, Zyrene Whale
    WATER
    ✪✪✪✪✪
    [Fish/Effect]
    If you control a "Zyrene Boson - Oleg" you can Special Summon this card from your Hand or Graveyard (You can only Special Summon "Perl, Zyrene Whale" this way once per turn), when you do, add 1 "Zyrene's Pirate Cruise" from your Deck or Graveyard to your Hand. Your opponent cannot target other WATER Monsters as a Target for Attacks or effects. A Fusion monster that uses this card as a Fusion material gains this effect:
    ● Once per turn, this card cannot be destroyed by battle.
    ATK/1750 DEF/2500

    Varcha, Zyrene's White Fang
    WATER
    ✪✪✪✪
    [Fish/Effect]
    If you control a "Zyrene Sailor - Lart" you can Special summon this card from your Hand or Graveyard, if Summoned from the Hand this way, you can add 1 "Zyrene Booty" card from your Graveyard to your Hand. If this card is used for a Fusion Summon you can target 1 "Zyrene" Warrior-type monster in your Graveyard; add it to your hand. Unless you control a Warrior-type "Zyrene" Monster, your opponent selects this card's attack targets instead of you.
    ATK/2350 DEF/100

    Tartau, Zyrene Dolph
    WATER
    ✪✪✪✪
    [Fish/Effect]
    If you control a WATER Warrior-type Monster you can Special Summon this card from your Hand. If you control a Level 5 WATER Warrior-type Monster, you can Special Summon this card from your Graveyard. You can only Special Summon 1 "Tartau, Zyrene Dolph" per turn. Once per turn you can shuffle 3 "Zyrene" Monsters in your Graveyard; Draw 1 card, then if you control "Zyrene's Pirate Cruise" you can also add 1 WATER Warrior-type Monster from your Deck to your Hand.
    ATK/1200 DEF/2000

    Zafir, Zyrene Dragon Spirit
    WATER
    ✪✪✪✪
    [Dragon/Union/Effect]
    Once per turn, If you control a "Zyrene Princess" or "Zyrene Captain" Monster, you can activate one of the following effects:
    ● Target 1 WATER Warrior-type Monster you control, equip this card you control, in your Hand or Graveyard to that Monster, if it would be Destroyed by battle or by a card effect, you can Destroy this card instead.
    ● Immediately after this effect resolves, Fusion Summon 1 WATER Fusion Monster using Monsters you control or in your Hand, including the equipped Monster as materials.
    A Monster equipped with this card gains 500 ATK and cannot be targeted by opponent Monster effects.
    ATK/0 DEF/0
    Extra Deck (Fusions)
    Spoiler Alert!
    Raid-Zyrene Princess - Mariydra
    WATER
    ✪✪✪✪✪✪✪
    [Dragon/Fusion/Effect]
    1 "Zyrene Princess" monster, 1 non-Warrior-type WATER monster
    This card can attack twice per Battle Phase. This card inflicts Piercing Damage. Once per turn, if this card inflicts Battle Damage to your opponent: You can add 1 "Zyrene" card from your Deck to your Hand. When this card leaves the field: send up to 3 "Zyrene Booty" cards from your Deck to the Graveyard.
    ATK/2400 DEF/1500

    Raid-Zyrene Mobydeck
    WATER
    ✪✪✪✪✪✪✪✪
    [Aqua/Fusion/Effect]
    1 Warrior-type monster + 1 Fish-type monster
    Cards you control cannot be Targeted by card effects or attacks, except "Raid-Zyrene Mobydeck". If this card is destroyed by an opponent's card (by battle or by card effect) and sent to the Graveyard: You can send up to 2 "Zyrene Booty" cards from your Deck to the Graveyard.
    ATK/2600 DEF/3300

    Raid-Zyrene Megalodent

    WATER
    ✪✪✪✪✪
    [Beast/Fusion/Effect]
    1 Warrior-type WATER monster + 1 non-Warrior-type WATER monster.
    Once per turn, if you control a "Zyrene's Pirate Cruise" or if "Umi" is face-up on the Field, you can Target 1 Monster on the field; Halve its current ATK and DEF. This card inflicts double Piercing Damage. If this card is sent to the Graveyard: You can add 1 "Treasure Maps to Dragon Bay" from your deck to your hand.
    ATK/2400 DEF/2200
    Spells/Traps
    Spoiler Alert!
    Zyrene's Pirate Cruise
    Spell card/Continuous
    When this card is Activated: Place 3 Sail Counters on this card(Max 5). While you control a "Zyrene" Monster this card cannot be targeted or Destroyed by card effects. Once per turn: you can remove 2 Sail Counters from this card to Target 1 Fish or Dragon-type WATER Monster or 1 "Zyrene Booty" card in your Graveyard; Return that Target to your Hand. Each time a "Zyrene" Monster(s) is sent to your Graveyard by the effect of a card you own, place 1 Sail Counter on this card for each of those.

    Zyrene Foam Fusion
    Spell Card/Normal
    Fusion Summon a WATER Fusion from your Extra Deck using Monsters you control or in your Hand as Materials. you can send 2 "Zyrene Booty" cards from your Graveyard to the Bottom of the deck; Return this card from your Graveyard to your Hand.

    Zyrene Relic Pike Trianda
    Spell card/Equip
    Equip only to a "Zyrene Princess" Monster or a Fusion Summoned WATER Monster, it gains 400 ATK. If the equipped Monster Destroys a Monster by battle, Draw 1 card. When an opponent's card effect that would Target or Destroy the equipped Monster activates: You can send 1 "Zyrene" card you control to the Graveyard, except the equipped Monster; Negate the Activation and if you do, Destroy it.

    Treasure Maps to Dragon Bay
    Spell card/Normal
    Select 3 "Zyrene" Spell/Trap cards from your Deck, have your opponent pick one at random, add that card to your Hand, then send the rest to the Graveyard. You can Banish this card and 2 other "Treasure Maps to Dragon Bay" in your Graveyard; add 1 "Zyrene" Monster and 1 "Zyrene" Spell card from your Deck and/or Graveyard to your hand.


    Zyrene Booty of Dutchman
    Trap card/Continuous
    Target 1 Monster your opponent controls, it's effects cannot be Activated as long as you control a "Zyrene" Monster(s). When this card leaves the Field, Destroy that Monster. If you control "Zyrene's Pirate Cruise" you can activate this card from your Hand.

    Zyrene Booty of Blackbeard
    Trap card/Normal
    If you control a "Zyrene" card(s) you can activate this card from your Hand. Roll a six sided die, then pick 1 "Treasure Maps of Dragon Bay" from your Deck, Graveyard or Banished and apply the following effects in sequence depending of the result:
    ● 1-2: Add it to your hand.
    ● 3-6: Send it to the graveyard.
    ● 1: Send all Banished "Treasure Maps of Dragon Bay" to the Graveyard.

    Zyrene Booty of Dragon Belts
    Trap Card/Counter
    When an opponent's non-Normal Spell card or Normal Trap Card is Activated while you control a "Zyrene" card(s): Negate the Activation and if you do, Set that card to your Field. If you control both "Zyrene Captain" and "Zyrene's Pirate Cruise" you can activate this card from your Hand.

    Zyrene Booty of the Ocean Queen
    Trap Card/Normal
    Fusion Summon a Fusion from your Extra Deck using WATER Monsters you control or in your Hand as Materials. It gains 200 ATK for each "Zyrene Booty" in your Graveyard until the End Phase. If you control a "Zyrene Princess" Monster you can activate this card from your Hand.




    Special Entries
    Spoiler Alert!
    Zyrene Dragon Queen - Marineid
    WATER
    ✪✪✪✪✪✪✪✪
    [Dragon/Fusion/Effect]
    1 "Zyrene Princess" Monster + 1 WATER Fusion Monster
    Must first be Fusion Summoned. If this card is Fusion Summoned: you can set as many "Zyrene Booty" trap cards from your Graveyard as possible. Any Effect Damage you would take is inflicted to your opponent instead. If this card is Destroyed and sent to the Graveyard: you can target 1 "Zyrene" Monster in your Graveyard that was used as Fusion Material: Special Summon it. You can Destroy 1 "Zyrene Booty" card you control; Special Summon this card from your Graveyard.
    ATK/3200 DEF/1500


    Royal Zyrene Booty, Platinum Anchor
    Trap Card/Normal
    You can activate this card the turn it is set while you control a "Zyrene" Monster. You can only use one effect of "Royal Zyrene Booty, Platinum Anchor" per turn and only once that turn:
    ● Immediately after this effect resolves, Activate 1 "Zyrene Pirate Cruise" from your Graveyard.
    ● Shuffle all banished "Zyrene" cards in your possesion into the deck; Draw 1 card.
    ● Return 1 "Zyrene" Card in your Graveyard to your hand.
    ● if you control "Zyrene's Pirate Cruise", Send all "Treasure Maps to Dragon Bay" in your possession to the Graveyard.

    Royal Zyrene Crown
    Spell Card/Equip
    Equip only to a Warrior-type or Fusion "Zyrene" monster, it is unaffected by the effect of monsters with a level lower than its own. Once while this card is face-up you can pay 500 LP; Set 1 "Zyrene Booty" card from your Graveyard to your field. You can send this card you control to the Graveyard; Fusion Summon a WATER Fusion Monster from your Extra Deck by sending WATER monsters you control and/or shuffling WATER Monsters from your Graveyard into the Deck, including at least 1 "Zyrene" Monster as Materials.


    @Pendulum

  6. #2336
    Registered User DelCtrl's Avatar
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    It has been a while since I've posted something, so I'll show an archetype that I've created some time ago, but was kinda ashamed of posting.




    Enter the CODE Lines and hack your way to victory!


    The CODE archetype is made of Thunder-Type main deck monsters that are lines of code that, while in the graveyard, can become Continuous Spells with effects, and Psychic-Type Pendulum and Extra Deck monsters that can use those monsters in the Spell/Trap Zones as fuel for their effects.

    Main Deck
    Spoiler Alert!


    CODE Line - Lighting Beast
    Thunder/DARK/Level 4/ ATK 1800/ DEF 200
    When this card is Normal Summoned: Add 1 CODE monster from your deck to your hand.
    If this card is in your graveyard, you can place it on your field as a Continuous Spell card, but banish it when it leaves the field.
    While this card is being treated as a Spell Card, it gains the following effect:
    Once per turn, you can normal summon 1 CODE monster in addition to your normal summon/set. You can only gain this effect once per turn.
    You can only control 1 “CODE Line - Lightning Beast” in your Spell/Trap zone.

    CODE Line - Falcon
    Thunder/WIND/Level 4/Tuner/ ATK 1500/ DEF 200
    When this card is Normal Summoned: You can banish 1 face-up Spell/Trap card you control; Special Summon 1 CODE Line monster from your deck, except “CODE Line - Falcon”.
    If this card is in your graveyard, you can place it on your field as a Continuous Spell card, but banish it when it leaves the field.
    While this card is being treated as a Spell Card, it gains the following effect:
    When a monster you control attacks a opponent monster with higher ATK: The attacking monster gains 500 ATK.
    You can only control 1 “CODE Line - Falcon” in your Spell/Trap Zone.

    CODE Line - Monster Cat
    Thunder/DARK/Level 3/ ATK 800/ DEF 800
    When this card is Normal Summoned: Set it. When this facedown card is flipped face-up: Inflict 500 damage to your opponent, then Special Summon 1 CODE Line monster from your Graveyard.
    If this card is in your graveyard, you can place it on your field as a Continuous Spell card, but banish it when it leaves the field.
    While this card is being treated as a Spell Card, it gains the following effect:
    While you control another Continuous Spell card, CODE monsters you control cannot be destroyed by battle, except DARK monsters.
    You can only control 1 “CODE Line - Monster Cat” in your Spell/Trap Zone.

    CODE Line - Wolf
    Thunder/FIRE/Level 3/Tuner/ ATK 1300/ DEF 200
    When this card is Normal Summoned: Special Summon 1 CODE Monster from your deck, but it cannot be used for Synchro or Xyz summon, except the Synchro or Xyz summon of CODE monsters.
    If this card is in your graveyard, you can place it on your field as a Continuous Spell card, but banish it when it leaves the field.
    While this card is being treated as a Spell Card, it gains the following effects, depending on the number of monster your opponent controls:
    - 2 or less: Halve all damage inflicted to your opponent. CODE monsters you control can attack directly;
    - 3 or more: During each End Phase: Add 1 CODE monster from your deck to your hand.
    You can only control 1 “CODE Line - Wolf” in your Spell/Trap Zone.


    CODE Master - Delete
    Thunder/WIND/Level 5/Pendulum/ ATK 1500/DEF 200

    Scale 6/6
    Pendulum Effect: You can only Pendulum Summon CODE monsters. This effect cannot be negated. Once per turn, you can tribute 1 CODE Line monster in your Spell/Trap zone: Banish 1 card your opponent controls.

    Monster Effect: Once per turn, during either players turn: You can tribute this card; Fusion Summon 1 Psychic monster using only CODE monsters you control. This Fusion Summon cannot be negated.

    CODE Master - Control
    Psychic/DARK/Level 3/Pendulum/ ATK 1500/DEF 200

    Scale 2/2
    Pendulum Effect: You can only Pendulum Summon CODE monsters. This effect cannot be negated. Once per turn: Tribute 1 CODE Line monster in your Spell/Trap zone, then target 1 monster your opponent controls; Take control of that target, until the End Phase, but it cannot attack your opponent directly and its effects are negated.

    Monster Effect: Once per turn, you can tribute this card: Add 1 CODE Line monster from your deck to your hand.


    Code Recursion
    Normal Spell Card
    Target up to 4 of your banished CODE Line monsters with different names: return them to your deck. You can only activate 1 Code Recursion per turn.

    Speed Hacking
    Quick-Play Spell Card
    Place 1 CODE Line monster from your deck in your Spell/Trap zone. It is treated as a Continuous Spell card, but banish it when it leaves the field. You can banish this card from your graveyard: Special Summon 1 of your banished CODE Line monsters. You can only use 1 “Speed Hacking” effect per turn, and only once that turn.

    Pair Programming
    Continuous Spell Card
    Once per turn, when a CODE monster is Normal/Special Summoned: Add 1 CODE monster from your deck to your hand.

    Cloud Server
    Field Spell
    Each time a CODE monster is banished, place 1 Backup Counter on this card. When a CODE monster is sent to the graveyard, you can remove 2 Backup Counters from this card: Add 1 of your banished CODE monsters to your hand. When this card is destroyed, while it has a Backup Counter: during the End Phase, add 1 “Cloud Server” from your deck to your hand.


    Trojan Horse Virus
    Normal Trap Card
    When your opponent summons a monster: Tribute 1 CODE monster, then Special Summon this card as a monster card to your opponents side of the field (Thunder/DARK/Level 3/ ATK 0/ DEF 2200). While this card is being treated as a monster, each player can only Special Summon once per turn.

    Backdoor
    Continuous Trap Card
    Each time your opponent Special Summons a monster: Special Summon 1 level 4 or lower monster from your opponents graveyard to your side of the field, but destroy it during the End Phase. If you don’t control a CODE monster: Destroy this card.



    Extra Deck
    Spoiler Alert!

    CODE Worker - Lone Programmer
    Psychic/DARK/Level 7/Synchro/ATK 2500/DEF 1800
    1 CODE Tuner monster + 1 or more Non-Tuner monsters
    This card gains these effects depending on the number of face-up CODE Line monsters on your Spell/Trap zone:
    - 1 or more: This card cannot be destroyed by your opponents card effects;
    - 2 or more: CODE cards cannot be banished by your opponents card effects;
    - 3 or more: Each time a CODE card is sent to the Graveyard, you can pay 500 LP; Add it to your hand instead;
    - 4 or more: You can tribute 1 CODE Line card in your Spell/Trap zone; return 1 monster your opponent controls to the hand. You can only use this effect once per turn.
    You can only control 1 face-up “CODE Worker - Lone Programmer”.

    CODE Maker - Eclipse Warrior
    Psychic/LIGHT/Rank 4/Xyz/ATK 1600 /DEF 200
    2 Level 4 CODE monsters
    This card is also DARK-Atribute.
    Once per turn: you can detach 1 Xyz material from this card, then target 1 set card your opponent controls; Destroy it.
    When is sent to the Graveyard: you can banish it, then Special Summon 1 CODE Line monster from your Spell/Trap zone.

    CODE Maker - Net Bean Warrior
    Psychic/LIGHT/Rank 4/Xyz/ATK 1500 /DEF 2000
    2 Level 4 CODE monsters
    Once per turn: you can detach 1 Xyz material from this card, then target 1 face-up Spell/Trap card on the field; Destroy it.
    When is sent to the Graveyard: you can banish it, then Special Summon 1 CODE Line monster from your Spell/Trap zone.

    CODE Maker - Warrior Lady of Unity
    Psychic/LIGHT/Rank 5/Xyz/ATK 2300/DEF 2100
    2 Level 5 CODE monsters
    You can also Xyz Summon this card by using 1 Rank 4 CODE Xyz monster you control as Xyz material (Xyz materials attached to that card becomes attached to this card).
    Once per turn: you can detach 1 Xyz material from this card, then target 1 monster your opponent controls; Xyz summon, to your side of the field, 1 “CODE Maker - Mono Warrior” using that target as Xyz Material.
    When is sent to the Graveyard: you can banish it, then Special Summon 1 CODE Line monster from your Spell/Trap zone.

    CODE Maker - Mono Warrior
    Psychic/LIGHT/Rank 3/Xyz/ATK 1000/DEF 1000
    3 level 3 CODE monsters
    This card can attack your opponent directly.
    Once per turn, during either player turn: you can detach 1 Xyz material from this card; The level of all monsters your opponent currently controls becomes 1.


    CM — Fukai Uebuhakkā / CODE Master - Deep Web Hacker
    Psychic/DARK/Level 9/Fusion/ATK 2700/DEF 2000
    1 CODE Synchro Monster + 1 CODE Xyz Monster
    Once per turn, when an opponent activates a Spell/Trap card: tribute 1 CODE Line card from your hand or your side of the field; Negate the activation.
    Once per turn, when an opponent monster declares an attack: tribute 1 CODE Line card from your hand or your side of the field; Halve that monster attack.
    Once per turn: Target 1 Spell card in your graveyard, then banish 1 CODE Line monster from your graveyard; This effect becomes that target effect.


    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

  7. #2337
    Registered User Erickdsl's Avatar
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    @DelCtrl why did you get ashamed of posting this? This is awesome.

  8. #2338
    Registered User King's Avatar
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    I wanted to make a sequel for Luster Pendulum story


    Draco Nemesis, Oxi Breath
    FIRE/Level 2
    Dragon/Pendulum/Effect
    ATK:800 DEF:800/ Pendulum Scale <1>
    Pendulum Effect: Once per turn if you have another card named "Draco Nemesis Oxi Breath" in your Pendulum Zone: You can make this card Pendulum Scale become 8, you cannot Special Monsters the turn you activated this effect (execept "Draco Nemesis" Monsters). If your opponent activates a card or effect that would Fusion Summon A Fusion Monster: You can draw 1 card, you can only use this effect of Draco Nemesis Oxi Breath" once per turn

    Monster Effect: During either player's turn, when the effect of Fusion Monster' is activated: You can Tribute this card; Negate the activation, and if you do, destroy that monster. If this card is Destroyed by battle or card's effects: Add 1 "Draco Nemesis"card from your Deck or face-up Extra Deck. You can only use 1 "Draco Nemesis Oxi Breath" effect per turn, and only once that turn.

    Draco Nemesis, Crystal Breaker
    WATER/Level 3
    Dragon/Pendulum/Tuner/Effect
    ATK:1500 DEF:1300/ Pendulum Scale <1>
    Pendulum Effect: Once per turn if you have another card named "Draco Nemesis Crystal Breaker" in Penulum Zone: You can make this card Pendulum Scale become 8, you cannot Special Summon Monsters the turn you activated this effect (execept "Draco Nemesis" Monsters"). If your opponent Synchro Summon a Synchro Monster: You can Destroy 1 card on the field, you can only use this effect of "Draco Nemesis, Crystal Breaker" once per turn.

    Monster Effect: During either player's turn, when the effect of Synchro Monster' is activated: You can Tribute this card; Negate the activation, and if you do, destroy that monster. If this card is Normal/Special Summoned: You can Banish 1 Spell/Trap card on the field. You can only use 1 "Draco Nemesis Crystal Breaker" effect per turn, and only once that turn.

    Draco Nemesis, Lost Zodiac
    EARTH/Level 4
    Dragon/Pendulum/Effect
    ATK:1800 DEF:1000/ Pendulum Scale <1>
    Pendulum Effect: Once per turn if you have another card named "Draco Nemesis ,Lost Zodiac" in Penulum Zone: You can make this card Pendulum Scale become 8, you cannot Special Summon Monsters the turn you activated this effect (execept "Draco Nemesis" Monsters"). If your opponent Xyz Summon a Xyz Monster: Detach all Xyz Materials from that Monster, and if you do, discard any number of cards from your opponent's hand up to the number of Xyz Materials that were detached, you can only use this effect of "Draco Nemesis, Lost Zodiac" once per turn.

    Monster Effect: During either player's turn, when the effect of Xyz Monster' is activated: You can Tribute this card; Negate the activation, and if you do, destroy that monster. During either player's turn: Special Summon 1 Level 4 or lower "Draco Nemesis" Monster from your Deck. You can only use 1 "Draco Nemesis Lost Zodiac" effect per turn, and only once that turn.

    Draco Nemesis Progenitor, Diamond Breakdown
    DARK/Level 7
    Dragon/Pendulum/Tuner/Effect
    ATK:2100 DEF:2800/ Pendulum Scale <8>
    Pendulum Effect: Your Opponent cannot Synchro Summon. Once per turn if you have another card Pendulum Zone that is not named "Draco Nemesis Progenitor, Diamond Breakdown": You can make this card Pendulum Scale become 1, you cannot Special Summon Monsters the turn you activated this effect (execept "Draco Nemesis" Monsters").

    Monster Effect: Any Card your opponent uses as Synchro Material for a Synchro Summon is banished. While this card is face-up on the field: "Draco Nemesis" Monsters you control cannot be Destroyed by battle You Can tribute 1 Tuner Monster you Control and 1 non-Tuner Monster your opponent controls: Synchro Summon 1 Synchro Monster from your Extra Deck whose level equals the level of the Tributed Monsters, you can only use this effect of "Draco Nemesis Progenitor, Diamond Breakdown" once per turn.

    Draco Nemesis Progenitor, Cat Gloom
    DARK/Level 7
    Dragon/Pendulum/Effect
    ATK:2400 DEF:2200/ Pendulum Scale <8>
    Pendulum Effect: Your Opponent cannot Xyz Summon. Once per turn if you have another card Pendulum Zone that is not named "Draco Nemesis Progenitor, Cat Gloom": You can make this card Pendulum Scale become 1, you cannot Special Summon Monsters the turn you activated this effect (execept "Draco Nemesis" Monsters").

    Monster Effect: Any Xyz Material detached from a Xyz Monster your opponent controls is banished. While this card is face-up on the field: All "Draco Nemesis" Monsters you control inflict Piercing Battle Damage. Target 1 Monster you control; All monsters Level/Rank become the Level/Rank of the Targeted Monster, and if you do, Xyz Summon 1 Xyz Monster from your Extra Deck, using the targeted Monster and another Monster from your opponent's side of field you can only use this effect of "Draco Nemesis Progenitor, Cat Gloom" once per turn.

    Draco Nemesis Progenitor, Vibranium Nightmare
    DARK/Level 7
    Dragon/Pendulum/Effect
    ATK:2800 DEF:1000/ Pendulum Scale <8>
    Pendulum Effect: Your Opponent cannot Fusion Summon. Once per turn if you have another card Pendulum Zone that is not named "Draco Nemesis Progenitor, Vibranium Nightmare": You can make this card Pendulum Scale become 1, you cannot Special Summon Monsters the turn you activated this effect (execept "Draco Nemesis" Monsters").

    Monster Effect: Any Card your opponent use as Fusion Material is banished. While this card is face-up on the field: "Draco Nemesis"Monsters you control cannot be targeted by your oppoent's cards effects. You can Fusion Summon 1 Monster using Monsters from your hand or from either player's side of field, you can only this effect of "
    Draco Nemesis Progenitor, Vibranium Nightmare" once per turn.

    Draco Nemesis Ceremony
    Spell/Continuous
    Destroy 1 Card from your hand or your side of field, and if you do, Place 1 "Draco Nemesis" Pendulum Monster from your deck to your Pendulum Scale, you can only activate this effect of "Draco Nemesis Ceremony" only once per turn. If this card leaves the field:You can Shuffle into the deck 1 Special Summoned Monster on the field.

    Draco Nemesis Revolution
    Trap/Counter
    When your opponent activates a Spell/Trap Card, or monster effect, while you control a face-up"Draco Nemesis" monster: Negate the activation, and if you do, destroy that card.

  9. #2339
    Registered User TheycallmeBrick's Avatar
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    A small list of card names.

    "Destiny HERO - Determinator" (Determinedguy in the OCG)
    "Destiny HERO - Daredevil" (Daringguy in the OCG)
    "D-Assault"

    If I asked the community to fill in the blanks, what effects would you give them?

  10. #2340
    Registered User ScionStorm's Avatar
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    I've been trying to make an archetype based on the Greek Furies and I have a bunch of card names but I'm having trouble figuring out what their main mechanic should be. Any ideas?
    Last edited by ScionStorm; 15th February 2017 at 11:05 AM.

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