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Thread: Official Create-a-Card Thread

  1. #2361
    Registered User nitrogames's Avatar
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    Big Black "C"
    Earth/Insect/Effect
    2800 ATK/2600 Def
    you can summon this card from your hand or graveyard, by banishing 1 ""C"" monser from the field. When this card is summoned: you can summon a ""C"" monster from your deck to either players side of the field, treat it as if it was summoned by its own effect. Once per turn: you can add a ""C"" monster from your deck to your hand

  2. #2362
    Registered User Michelle's Avatar
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    I couldn't have picked a worse time to release my new mechanic now.

    Let's just go with it.


    As for the debut of my fifth series, I had kept plans on making a new Mechanic that contrast with my Reform Monster's mechanic, that is, a mechanic that aims to rather than create a new strong monster off of two or more monsters, it enhances a single Monster through other means, and while I'm sure this will be more like the mix 2 to make a new monster, I'm pretty sure it still stands as an enhancing mechanic on its own merit, with that being said, let's cut to the chase and introduce unto you:

    Merge Monsters


    Merge Monsters are yet another Extra Mechanic that aims to further empower single Monsters to fully untap their potential, and more, a Merge Summon is performed by selecting 1 Monster, which will be referred to as Frame, and then, you Merge 1 or more other Monsters from your Field or Hand as Components to that Frame to turn that Monster into a Merge version of it, what distinguishes Merge Monsters from other summoning kinds is that, while Merge Monsters have their own set of effects, they inherit the effects from its Frame, as well as its Name, essentially making it worth two monsters effect-wise.

    More in Frames and Components, a Frame can be any monster, provided the requirements don't state so otherwise, but the Component Monsters require to be treated as such to be used that way, this says Component Monsters are their own kind of cards, much like Tuners in this regard, however, this doesn't mean non-Component Monsters cannot be proactively used as Components, any Monster may set off a Merge Summon through its effect and have itself be treated as the Component for that Merge summon all the same. Some Merge Monsters may allow the usage of multiple Components, but for design and concept purposes, Merge Monsters may only use one Frame at a time.

    Another noteworthy thing that further narrows down what can be used as a Merge Monster is their extra value below and alongside the ATK/DEF scores, the Measure value; Measure, or MEA is a stat value exclusive to Merge Monster which dictates exactly which cards are open to be used as its Frame, it follows with a keyword term for a card's stat, be their ATK, DEF or Level/Rank, it may then present a variable number, or two pole-opposite numbers that open a treshold, with this number, it narrows down the potential Frame Pool to only those monsters whose stat values are within those explicitly stated parameters. This in the end tells you any Monster can apply to be used as Frame, but not all Frames can be used for the same Merge Monster.

    Perfect Merge is a special state which is achieved the moment a Merge Monster's MEA values exactly equals those to its Frames on the moment of its Merge Summon (In case of a Pole order, if its value is equal to either of the numbers), gameplay this offers no mechanical advantage on its own, but certain Merge Monsters may get powerful effects unlocked upon performing a Perfect Merge Summon.

    Lastly, the fact Merge Monsters have the worth of two effect Monster's effect power means all sorts of interactions ensue, having one Frame's effect be wildly enhanced by its Merge effect and vice-versa opens all sorts of crazy interactions that not only may save text space, but also enormously broaden the potential of Monsters all over the place. For the upcoming and graphical example below I will be using the terminology "Merge Command" as a Command effect non-Merge Monsters have that triggers the effects of Merge Monsters that use them as Frame.


    With that out of the way, let us begin with the first actual Merge Archetype at that, from Astral Destroyer Series, Wulframe makes its destructive debut.
    Wulframe Scout, Beser
    WATER
    ✪✪✪✪
    [Warrior/Effect]
    If this card is Summoned: You can add 1 "Wulframe" non-Component card from your Deck to your Hand. During either player's turn: you can pay 500 LP: Merge 1 other Monster you control as Component to Merge Summon a Merge Monster from your Extra Deck on this Frame. Once per turn, during either player's Main Phase, you can activate this card's Merge Command. This Perfect Merge card cannot be Targeted or Destroyed by card effects.
    ATK/1700 DEF/1300
    Wulframe Material - 236Uran
    WATER
    ✪✪✪
    [Rock/Normal/Component]
    A highly synthesized Wulframe ore that enables fission through low temperatures, its properties enable matter to be transported and compacted at exponential levels, it can also be used in reverse order to be used as a destructive weapon. It is however very... finicky as it is only compatible with certain signatures, and even then, getting out a perfect synthesis with the suspects is an ordeal.
    ATK/500 DEF/1900
    Wulframe Suit - Littleboy
    WATER
    ✪✪✪✪✪✪
    [Machine/Merge/Effect]
    1 Warrior-type Frame + 1 "Wulframe Material" Component
    During the End Phase, if this card is not a Perfect Merge or if it was not Merge Summoned by using "Wulframe Material - 236Uran": Destroy it. If this card is Destroyed by an opponent's card (by battle or by effect): you can Destroy all Monsters your opponent controls. This card's Merge Command resolves one of the following effects:
    ● During your turn, when an opponent's Monster effect is activated: you can negate that Monster's effects.
    ● When a card or effect is activated, if this card is a Perfect Merge: you can make that card's effect become "Destroy 1 "Wulframe" Merge Monster on the field of your opponent's choice".
    MEA/ATK(1700-2200) ATK/2500 DEF/2000
    Wulframe Morph
    Spell Card/Quick-Play
    Target 1 Merge Monster on the field: Merge Summon 1 Monster from your Extra Deck by using the Target's Frame and by returning the target to your Extra Deck as Component. Once per turn, during either player's turn, you can shuffle up to 2 "Wulframe" cards from your Graveyard into your Deck: Set this card from your Graveyard into your field, also, if you shuffled 2 cards this way, this card can be activated this turn.
    Wulframe Overfocus
    Trap Card/Counter
    When a card or effect is activated while you control a "Wulframe" Merge Monster: Make that activated effect become "Destroy 1 "Wulframe" Merge Monster on the field of your opponent's choice".

    Full deck list (Tentative and subject to further updates)

    Main Deck Monsters
    Spoiler Alert!
    Wulframe Scout, Beser
    WATER
    ✪✪✪✪
    [Warrior/Effect]
    If this card is Summoned: You can add 1 "Wulframe" non-Component card from your Deck to your Hand. During either player's turn: you can pay 500 LP: Merge 1 other Monster you control as Component to Merge Summon a Merge Monster from your Extra Deck on this Frame. Once per turn, during either player's Main Phase, you can activate this card's Merge Command. This Perfect Merge card cannot be Targeted or Destroyed by card effects.
    ATK/1700 DEF/1300

    Wulframe Synthesizer, Smyth
    WATER
    ✪✪
    [Beast/Effect]
    If this card is Summoned, you can activate one of the following effects:
    ● Equip 1 "Wulframe" Component Monster from your Deck to this card, return it to the Hand when it leaves the field.
    ● Add 1 "Wulframe" Spell/Trap card from your Deck to your Hand.
    ● Merge this card as a Component on a Frame you control to Merge Summon a "Wulframe" Merge Monster from your Extra Deck, but Destroy it during the End Phase.
    ATK/1200 DEF/1800

    Wulframe Pilot, Sweeney
    WATER
    ✪✪✪✪✪
    [Warrior/Effect]
    If your opponent controls a Monster while you control no Monsters, you can Special Summon this card from your Hand. Once per turn: You can Discard 1 card; Special Summon 1 "Wulframe Material - 244Plut" from your Hand or Graveyard. Once per turn, during either player's Battle Phase, you can activate this card's Merge Command. This Perfect Merge card cannot be Destroyed by Battle or by card effects.
    ATK/2300 DEF/700

    Wulframe Developer, Leona
    WATER
    ✪✪✪✪
    [Warrior/Effect]
    If you control no Monsters, you can Special Summon this card from your Hand. During either player's turn, when an oppoennt's card or effect is activated: you can, immediately after this effect resolves, perform a Merge Summon by using this card as Frame, and if you do, it becomes unaffected by that card's effect. Once per turn, during your opponent's turn, you can activate this card's Merge Command. This Perfect Merge card cannot be Targeted for attacks or by card effects.
    ATK/1800 DEF/1200

    Wulframe Chief, Fermi
    WATER
    ✪✪✪
    [Warrior/Effect]
    If you control a "Wulframe" Monster, other than "Wulframe Chief, Fermi", you can Special Summon this card. When this card is Summoned: You can add 1 WATER Component Monster from your Deck to your Hand. Once per chain, during either player's, and only once while this card is face up for each Component used for this card's Merge Summon: You can activate this card's Merge Command. This Perfect Merge card is unaffected by activated effects that do not Target it.
    ATK/1500 DEF/1500


    Wulframe Material - 236Uran
    WATER
    ✪✪✪
    [Rock/Normal/Component]
    A highly synthesized Wulframe ore that enables fission through low temperatures, its properties enable matter to be transported and compacted at exponential levels, it can also be used in reverse order to be used as a destructive weapon. It is however very... finicky as it is only compatible with certain signatures, and even then, getting out a perfect synthesis with the suspects is an ordeal.
    ATK/500 DEF/1900

    Wulframe Material - 244Plut
    WATER
    ✪✪✪✪
    [Rock/Normal/Component]
    An enhanced Wulframe ore with a higher power output, it can quickly saturate the powercells and exude more destructive power than any other Wulframe material piece, it is however extremely unstable, with a shorter Half-Life and more prone to exhaustation, its signature oscillates constantly, making it nigh impossible to properly Sync with it.
    ATK/1900 DEF/100

    Wulframe Material - 237Neptun
    WATER
    ✪✪
    [Rock/Normal/Component]
    This Wulframe material has a higher energy output all across the board, which means it can deliver power faster, while its most likely the most consistent Wulfarme gear, its not without its risk as it is still volatile, just that instead of being destructive if not properly supervised, it may not run enough energy through.
    ATK/200 DEF/2100

    Wulframe Material - Tungsteel
    WATER

    [Rock/Normal/Component]
    Tungsteel component is a crucial element for Wulframe stones, but used on its most purified presentation may or may not be the most effective approach to it, it is still the Wulframe Stone with the most broad signature treshold, allowing it to be used by almost all prospects with no problem.
    ATK/700 DEF/1600


    Synthetic Wulframe Material
    WATER
    ✪✪✪✪✪
    [Rock/Component/Effect]
    If this card is in your Graveyard: You can target up to 2 other "Wulframe Material" Monsters in your Graveyard, then apply one of the following effects depending on the number, you can only use one of the following effects of "Synthetic Wulframe Material" per turn and only once that turn:
    ● 1 or more: Merge this card and the targets(if any) by shuffling them into the Deck to Merge Summon 1 "Wulframe" Merge Monster from your Extra Deck or Graveyard by using 1 Monster you control as Frame.
    ● 2: Shuffle this card and the targets in your Deck; Add 1 "Wulframe Material" Monster from your Deck to your Hand.
    ATK/1000 DEF/2500

    Extra Deck (Merge)
    Spoiler Alert!
    Wulframe Suit - Littleboy
    WATER
    ✪✪✪✪✪✪
    [Machine/Merge/Effect]
    1 Warrior-type Frame + 1 "Wulframe Material" Component
    During the End Phase, if this card is not a Perfect Merge or if it was not Merge Summoned by using "Wulframe Material - 236Uran": Destroy it. If this card is Destroyed by an opponent's card (by battle or by effect): you can Destroy all Monsters your opponent controls. This card's Merge Command resolves one of the following effects:
    ● During your turn, when an opponent's Monster effect is activated: you can negate that Monster's effects.
    ● When a card or effect is activated, if this card is a Perfect Merge: you can make that card's effect become "Destroy 1 "Wulframe" Merge Monster on the field of your opponent's choice".
    MEA/ATK(1700-2200) ATK/2500 DEF/2000

    Power Wulframe Suit - Phatman
    WATER
    ✪✪✪✪✪✪
    [Machine/Merge/Effect]
    1 Frame + 1 Level 3 or higher Component
    During the End Phase, if this card is not a Perfect Merge or if it was not Merge Summoned by using "Wulframe Material - 236Uran": Destroy it. If this card is Destroyed by an opponent's card(by battle or by effect): you can Destroy up to 5 cards your opponent controls. This card's Merge Command resolves one of the following effects:
    ● When a card or effect is activated: Destroy that card.
    ● When a card or effect is activated, if this card is a Perfect Merge: Make that card's effect become "Destroy 1 "Wulframe" Merge Monster on the field of your opponent's choice".
    MEA/ATK(1300-2300)Level(3-5) ATK/2700 DEF/400

    Swift Wulframe Speed Suit - Thinman
    WATER
    ✪✪✪✪✪✪
    [Machine/Merge/Effect]
    1 Frame + 1 WATER Component
    During the End Phase, if this card is not a Perfect Merge or if it was not Merge Summoned by using "Wulframe Material - 236Uran": Destroy it. If this card is Destroyed by an opponent's card(by battle or by effect): you can Banish all Spell/Trap cards your opponent controls.
    This card's Merge Command resolves one of the following effects:
    ● During your opponent's turn, when an opponent's Spell/Trap card or effect is activated: you can negate that card's effects.
    ● When a card or effect is activated, if this card is a Perfect Merge: Make that card's effect become "Destroy 1 "Wulframe" Merge Monster on the field of your opponent's choice".
    MEA/DEF(1200-1700)Level(2-4) ATK/2200 DEF/2500

    Control Wulframe Suit - Trinityman
    WATER
    ✪✪✪✪✪✪
    [Machine/Merge/Effect]
    1 "Wulframe" Frame + 1 or more "Wulframe Material" Components
    During the End Phase, if this card is not a Perfect Merge or if it was not Merge Summoned by using "Wulframe Material - 236Uran": Destroy it. If this card is Destroyed by an opponent's card(by battle or by effect): you can make your opponent Banish up to 3 cards they control or in their hand(of their choice). This card's Merge Command resolves one of the following effects:
    ● Target 1 "Wulframe" Spell/Trap card in your Graveyard; Set it to your field, if this card is a Perfect Merge, you can target any Spell/Trap card instead.
    ● When a card or effect is activated, if this card is a Perfect Merge: Make that card's effect become "Destroy 1 "Wulframe" Merge Monster on the field of your opponent's choice".
    MEA/ATK(1500-2000)DEF(1000-1500) ATK/2500 DEF/2000

    Pseudo Wulframe Suit - Pumpkin
    WATER
    ✪✪✪✪✪
    [Machine/Merge/Component/Effect]
    1 "Wulframe" Frame + 1 "Wulframe" Component
    If this card is Destroyed by an opponent's card (by battle or by effect): Destroy 1 card on the field. This card's Merge Command resolves the following effect:
    ● When a card or effect is activated: Make that card's effect become "Destroy 1 "Wulframe" Merge Monster on the field of your opponent's choice".
    MEA/Level(2-6) ATK/2000 DEF/2000

    Spell/Traps
    Spoiler Alert!
    Wulframe Database
    Spell Card/Normal
    Add 2 "Wulframe Material" cards with different names from your Deck to your Hand.

    Wulframe Morph
    Spell Card/Quick-Play
    Target 1 Merge Monster on the field: Merge Summon 1 Monster from your Extra Deck by using the Target's Frame and by returning the target to your Extra Deck as Component. Once per turn, during either player's turn, you can shuffle up to 2 "Wulframe" cards from your Graveyard into your Deck: Set this card from your Graveyard into your field, also, if you shuffled 2 cards this way, this card can be activated this turn.

    Wulframe Half Life
    Spell Card/Quick-Play
    Target 1 WATER Merge Monster in either's Graveyard; Special Summon it but it cannot attack and is Banish it when it leaves the field if it has no Frame attached to it, any battle damage any player would take from battles involving it becomes doubled. You can Banish this card from your Graveyard, then target 1 non-Merge Monster you control; Attach it to a Merge Monster you control as Frame.

    Wulframe Burst
    Spell Card/Normal
    When a non-Merge "Wulframe" Monster is Destroyed by the effect of an opponent's card: Merge 1 Component from your Deck to it to Merge Summon 1 "Wulframe" Monster from your Extra Deck or Graveyard by using that Destroyed Monster in the Graveyard as Frame. Destroy it during the End Phase, also if it was a Perfect Merge, you can treat this effect as an effect from an opponent's card.

    Wulframe Reactor
    Spell Card/Continuous
    Cannot be Destroyed by card effects. Once per turn, you can activate one of the following effects:
    ● Discard 1 card from your Hand; Return 1 WATER Component from your Graveyard to your Hand-
    ● During either player's turn, you can, immediately after this effect resolves, Perform a Merge Summon, a Monster Merge Summoned this turn with this effect becomes unaffected by card effects, except effects that would Destroy it.

    Ion Overload
    Trap Card/Normal
    Special Summon 2 "Wulframe" Component Normal Monsters with the same name from your Deck but banish them when they leave the field, they cannot be used as Tributes or be used for an Xyz Summon.

    Non-Exponential Decay
    Trap Card/Continuous
    Merge Monsters that would be Destroyed can detach their Frame instead of being sent to the Graveyard (They're still treated as being destroyed). Each time a Component Monster(s) you control is used for a Merge Summon, Draw 1 card. If this card is Destroyed: You can select 3 "Wulframe" cards from your Deck, have your opponent pick one of them, add one of the remaining two to your hand and send the rest to the Graveyard.

    Wulframe Overfocus
    Trap Card/Counter
    When a card or effect is activated while you control a "Wulframe" Merge Monster: Make that activated effect become "Destroy 1 "Wulframe" Merge Monster on the field of your opponent's choice".




    It's a refreshing thing to change things up a bit, I will eventually be dangling around Link Monsters, but I've been wanting to release this from a long while now, I would like to see what ideas could come up to you guys with this mechanic, I may or may not eventually call dibs on a evaluation contest for them in the short term.

    Let me know what you think of the Mechanic and the deck as well.

    Rulings soon, ask away though.
    Last edited by Michelle; 27th February 2017 at 01:16 AM.

  3. #2363
    Registered User Starlight Magician's Avatar
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    So, about that contest.....

  4. #2364
    Registered User Volteccer's Avatar
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    Uploader
    Trap Card
    When a machine-type monster is destroyed by battle: special summon it, then equip it with this card. It is now a Cyverse-type.
    Current decks: Salamangreats, Knightmare Cyberse, and Odd-Eyes Performapals
    Originator of the Tulpa Summon, and the homebrewed cards you use with it.

  5. #2365
    Registered User Yuuri's Avatar
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    More "Red-Eyes" support for now. I'll probably post more later as well.

    Red-Eyes Amalgam Dragon
    DARK
    2 or more "Red-Eyes" monsters
    2800ATK/LINK-3
    Link Markers: diagonal left down, down, diagonal right down.
    Dragon/Link/Effect

    "Red-Eyes" monsters in your Linked Zones cannot be targeted by card effects. If this card is destroyed by an opponent's card (by battle or card effect): you can Special Summon a "Red-Eyes" monster from your Extra Deck, except "Red-Eyes Cyverse Dragon, ignoring it's summoning conditions, and is treated as "Red-Eyes B. Dragon." You can only use this effect once per turn.
    Currently using: Predator Plant, Pendulum Magician, Zarc Magician, Red-Eyes Interested in: Magibullet, Altergiest, Vullet(?)

  6. #2366
    Registered User DelCtrl's Avatar
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    Quote Originally Posted by Yuuri View Post
    More "Red-Eyes" support for now. I'll probably post more later as well.
    Good card, but I think maybe placing one link marker upwards would be good for balance. And then I remember that the harsh drawback of Red-Eyes Fusion dampers Link usability in "Red-Eyes".

    But if we are talking Red-Eyes, then I'll share some I've made last year, before we even imagine Links could be coming:


    Darkness Metal Dragon
    Dragon/DARK/Level 1/ATK 600/DEF 600
    If your opponent activates a Spell card while this card is in your hand or graveyard and you control a “Red-Eyes” monster: You can Special Summon this card; Negate that card effect and destroy it. You can target 1 “Red-Eyes” monster you control; equip this card from your hand or field to the target. Negate the activations of Spell cards that target the equipped monster and destroy those cards.

    Red-Eyes Tuning Dragon
    Dragon/DARK/Tuner/Level 3/ATK 1200/DEF 1000
    When this card is Normal or Special Summoned: Special Summon 1 Level 1 DARK Dragon-type monster from your graveyard, but its effects are negated. You can only summon 1 “Red-Eyes Tuning Dragon” per turn.

    Red-Eyes Meteor Archfiend
    Fiend/DARK/Xyz/RANK 6/ATK 3000/DEF 2000
    2 Level 6 monsters
    Once per turn, during either player's turn: You can detach 1 Xyz Material from this card: destroy all face-up monsters your opponent controls with DEF lower than this card's ATK. You can banish this card from your graveyard: Special summon 1 Red-Eyes Gemini monster from your hand or graveyard.

    Red-Eyes Burning Dragon
    Dragon/DARK/Synchro/Level 4/ATK 1800/DEF 1600
    1 Tuner + 1 or more non-Tuner monsters
    When this card is Synchro Summoned: Special Summon 1 Level 7 or lower “Red-Eyes” monster from your hand or graveyard. If this card is in your graveyard and you control no monsters: You can special summon it, but its level becomes 7, also banish it when it leaves the field. You can only use 1 Red-Eyes Burning Dragon effect per turn, and only once that turn.

    Red-Eyes Resonance
    Normal Spell Card
    Target 1 Normal Monster you control: send it to the graveyard, then Special Summon 1 “Red-Eyes” monster from your deck or hand with a level equal to or lower than the level of the targeted monster.

    Red Flame in the Darkness
    Continuous Spell Card
    Once per turn, you can target 3 “Red-Eyes” cards from your hand or graveyard: Return those targets to the deck, then draw the same amount of cards. While this card is in your graveyard, except the turn it was send there: You can banish it, then add 1 “Red-Eyes” card from your deck to your hand.
    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. #2367
    Registered User Erickdsl's Avatar
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    Delta The Electromagnet Warrior
    3
    EARTH
    1600 / 1200
    [Rock/Effect]
    If you control a Rock-type monster you can Special Summon this card from your hand and if you do: target 1 Rock-type monster you control; This card's level becomes the same level as the targeted monster. If this card is Normal or Special Summoned: You can add 1 "Magnet" spell or trap card from your deck to your hand. You can only use each effect of this card's name once per turn.

    Epsilon The Magnet Warrior
    8
    EARTH
    2700 / 1800
    [Rock/Fusion/Effect]
    2 "Magnet Warrior" monsters with different names
    During either player's turn: You can target 1 Rock-type monster you control and 1 monster you opponent controls; Return them to the hand(s). Your opponent cannot target monsters you control for attacks or by card effects, except this one. If this card is sent to the graveyard: Target 1 level 4 or lower "Magnet Warrior" monster in your graveyard; Special Summon that target.

    Magnet Wall

    Continuous Spell Card
    All Rock-type monsters you control gain ATK equal to the number of Rock-type monsters you control x 200. If a "Magnet Warrior" monster is Normal or Special Summoned to your side of the field: You can target 1 card on the field; Destroy it. Once per turn you can Fusion Summon 1 Rock-type Fusion Monster using monster in your hand or side of the field as Fusion Material.
    Last edited by Erickdsl; 16th March 2017 at 04:55 PM.

  8. #2368
    Registered User King's Avatar
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    I am making a Storyline of cards so i would like give a introuction to the factions/groups before including them on the story, while giving a brief insight on their lore

    The first Achetype is "Dazzling Night"

    Spoiler Alert!
    Dazling Night Butterfly
    DARK Level 2
    Fairy/Effect
    ATK:800 DEF:400
    You can activate this card as Continuous Spell Card. While this card is in the Spell/Trap card Zone: It gains the following Effects:
    *This card can also be treated as Monster card
    *Once per turn if a "Dazzling Night" Monster Attacks: You can Target 1 card on the Field; Shuffle it into the Deck

    Dazzling Night Wraith
    DARK Level 3
    Fiend/Effect
    ATK: 1000 DEF:0
    You can Place this card on your Spell/Trap card Zone; Speicial Summon 1 "Dazzling Night" Monster from your hand, you can only use this effect of "Dazzling Night Wraith" once per turn. While this card is in the Spell/Trap card Zone: It gains the following effects
    *This card can also be treated as a Monster card
    *If this card is Sent to the Graveyard for the Link Summon of a "Dazzling Night" Link Monster or by a caerd effect: Special Summon 1 "Dazzling Night - Wraith" from your deck, you can only use this effect of "Dazzling Night - Wraith" once per turn.

    Dazzling Night Enchantress
    DARK Level 3
    Psychic/Effect
    ATK:300 DEF:800
    If this card is Sent to the Graveyard by the effect of a "Dazzling Night" Monster: You can Equip this card to that Monster. While this card is in the Spell/Trap card Zone:It gains the following effects
    *This card can also be treated as a Monster card
    *Any non-"Dazzling Night"Monster that is not equipped with this card has its effects negated

    Dazzling Night Arising Drifter
    DARK Level 4
    Warrior/Effect
    ATK:1600 DEF:1600
    When this card is Normal Summoned: You can Special Summon 1 "Dazzling Night" Monster from your Hand. If this card is Sent to the Graveyard: Place this card in you Spell/Trap Zone, While this card is in your Spell/Trap Zone: It gains the Following Effect
    *This card can also be treated as Monster card

    Dazzling Night Necromancer
    DARK Level 4
    Spellcaster/Effect
    ATK:1700 DEF:1000
    You can Send 1 "Dazzling Night" Monster from your deck or field to the Graveyard, and if you do, draw 1 card. If this card is Sent from the field to the Graveyard for the Link Summon of a"Dazzling Night" Monster or by a card effect: Special Summon 1 "Dazzling Night" Monster from your graveyard. You can only use each effect of "Dazzling Night Necromancer" once per turn,


    Dazzling Night Prankster
    DARK Level 4
    Zombie/Effect
    ATK:1000 DEF:1000
    If this card is sent to the Graveyard by a card effect of a "Dazzling Night" Monster: Reduce by 1000 the ATK of all non- "Dazzling Night" Monsters. Once per turn during either player turn: You can banish this card from your Graveyard; Inflict 1000 Damage to your opponent, and if you do, Send to the Graveyard 1 "Dazzling Night" Monster from your deck.

    Dazzling Night Werewolf
    DARK Level 4
    Beast-Warrior/Effect
    ATK:1900 DEF:500
    If this card is sent to graveyard by a card effect: You can Destroy 1 card on the field. You can activate this card as a Continuous Spell card. If this card is face-up in the Spell/Trap Zone: It gains the following effects
    *This card can also be treated as Monster card


    Dazzling Night Mother
    DARK Level 7
    Fairy/Effect
    ATK:0 DEF:2500
    If a opponent's Monster declares an attack: You can Special Summon this card from your hand. The following effects of "Dazzling Night Mother" can only be used once per turn
    *During either player Turn you can send to the Graveyard 1 card you control, and if you do, Dazzing Night" cards you control are unnafected by your opponent cards effects until the end of this turn
    *Add 1 Spell/Trap card that lists "Dazzling Night" in text from your Deck to your hand.


    Slumber Under the Soothing Moon
    Spell/Normal
    Discard 1 card, and if you do, Place into your Spell/Trap Zone 2 "Dazzling Night" Monsters from our deck, you cannot Special Summon(except "Dazzling Night" Monsters") during the turn ou activated this card. You can only activate 1 "Slumber Under the Ethereal Moon" per turn

    Tragedy Under the Fading Moon
    Spell/Normal
    Target 2 cards you control, and target 1 "Dazzling Night" Monster you control, send the first targets to Graveyard, and if you do, the Targeted Monster gain an additional attack this turn

    Presence of the Ethereal Moon
    Trap/Counter
    If a card or effect its activated: Send 1 "Dazzling Night" card you control; Negate that Effect or Actvation, and if you do, banish that card


    Dazzling Night Entity, Troarn
    DARK Links: Top and Bottom
    Warrior/Link/Effect
    ATK:2200 LINK:2
    Link 2- 2 DARK Monsters
    Once, while this card is face-up, during either player’s turn: When a Monster is Special Summoned to one of this card Linked Zones you can Destroy that Monster. Once per turn you can place into your Spell/Trap card Zone 1 "Dazzling Night" Monster from your graveyard, but you cannot use that card as Link Material for the Link Summon of a Link Monster that would be Summoned using a Link Monster as a Material

    Dazzling Night Entity, Manat
    DARK Links: Top,Mid Right and Mid Left
    Spellcaaster/Link/Effect
    ATK:2500 LINK:3
    Link 3- "Dazzling Night" Monsters min-2
    All "Dazzling Night" Monsters you control inflict piercing Damage. The following effects of "Dazzling Night Entity, Manat" can only be used once per turn.
    *Once per turn durnig either player turn: you can Destroy 1 Spell/Trap on the field, that card cannot be activated in response to this card's effect actvation
    *If this card is Linked to "Dazzling Night" Link Monster : You can discard and/or send from your field to the Graveyard up to 2 "Dazzling Night" Monsters; Banish the same number of cards from your opponent's hand equal to the number of cards that were discarded or sent to the Graveyard to this effect activation.

    Dazzling Night Entity, Maniyu
    DARK Links: Mid Right, Lower Right, Bottom
    Dragon/Link/Effect
    ATK:2700 LINK:3
    Link 3- "Dazzling Night" Monsters min-2
    If this card battles, your opponent cannot activate cards or effects until the end of the Damage Step. The following Effect of "
    Dazzling Night Entity, Maniyu" can only be used once per turn
    * After damage Caucalation If this card is Linked to a " Dazzling Night" Link Monster : You can Discard and/or Send from your Field to to the Graveyard 3 "Dazzling Night" Monster, and if you do, Change to attack position all Monsters your opponent controls (if possible), and Increase this card ATK by 1000, then this card can attack once again in row.

    Dazzling Night Great Entity, Ormasade
    DARK Links: Top, Lower Right, Bottom and Lower Left
    Fairy/Link/Effect
    ATK:2900 LINK:4
    Link 4 - "Dazzling Night" Monsters min- 3
    If this card is Link Summoned: You can Shuffle into your deck 3 "Dazzling Night" Monsters From your Graveyard, then draw 2 cards. Once per turn you can Discard and/or Send from your field to the Graveyard any mumber of "Dazzling Night" cards, then destroy an equal number of cards on the field. Once per turn during either player when your opponent activates a Spell/Trap Card, or monster effect: You can send to the Graveyard or discard 1 "Dazzling Night" Monster, and if you do Negate that actvation, and Destroy that card.


    Spoiler Alert!
    The night is everslating, the lake reflects the image of a pale moon, The butterfles dances along with the Spirits. Distant from what is called reality, Entities lay on the Pale Moon watching over the harmony of a place that seems to come from a dream. The children of the night slumbers in peace. Punished by fate, they seek harmony, they seek a way to be free from fate. They have abandoned their burderns, they were abandoned

  9. #2369
    Registered User Lord Arugula's Avatar
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    A Tribute Summon theme

    Monsters
    Spoiler Alert!
    All-Devouring Horror, Kingnibalistic
    Level 6/DARK/Fiend-Type/Effect/ATK 3600/DEF 600
    Cannot be Special Summoned. Requires 3 Tributes to Normal Summon/Set. This card cannot be Tributed. When your opponent activates a card or effect: You can Tribute 1 "Devouring Horror" monster in your hand or field; Negate the activations of your opponent's Spell/Trap cards and monster effects activated in this chain, then banish the negated cards face-down.

    Devouring Horror, Tzoul
    Level 6/DARK/Fiend-Type/Effect/ATK 1600/DEF 1600
    Once per turn, during either player's turn: You can reveal this card in your hand, then pay 1600 LP; Special Summon 1 "Unliving Morsel Token" (Fiend-Type/DARK/Level 6/ATK 1600/DEF 1600). If this card is Tribute Summoned: During your Main Phase this turn, you can Tribute Summon 1 monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this Tribute Summoned card leaves the field: Gain 1600 LP, then add 1 "Devouring Horror" monster from your Deck to your hand. You can only use each effect of this card's name once per turn.

    Devouring Horror, Monhart
    Level 6/DARK/Fiend-Type/Effect/ATK 2600/DEF 0
    Once per turn, during either player's turn: You can reveal this card in your hand, then banish 1 other card in your hand; Special Summon 1 "Unliving Morsel Token" (Fiend-Type/DARK/Level 6/ATK 2600/DEF 0). If this card is Tribute Summoned: During your Main Phase this turn, you can Tribute Summon 1 monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this Tribute Summoned card leaves the field: Add 1 "Devouring Horror" monster from your graveyard to your hand, then banish face-down 1 random card from your opponent's hand. You can only use each effect of this card's name once per turn.

    Devouring Horror, Tyrought
    Level 6/DARK/Fiend-Type/Effect/ATK 600/DEF 2600
    Once per turn, during either player's turn: You can reveal this card in your hand, then banish 2 cards from your Graveyard; Special Summon 1 "Unliving Morsel Token" (Fiend-Type/DARK/Level 6/ATK 600/DEF 2600). If this card is Tribute Summoned: During your Main Phase this turn, you can Tribute Summon 1 monster in addition to your Normal Summon/Set. (You can only gain this effect once per turn.) If this Tribute Summoned card leaves the field: Banish 1 card on your opponent's field or Graveyard., then add 1 banished "Devouring Horror" monster to your hand. You can only use each effect of this card's name once per turn.


    Spell/Trap
    Spoiler Alert!
    Feast of the Devouring Horrors
    Continuous Spell
    Once per turn: You can pay 1000 LP; Once during this turn, if you would Tribute Summon a "Devouring Horror" monster, you can Tribute 1 monster your opponent controls as if you controlled it. You can only activate this effect of this card's name once per turn. If this card is destroyed by your opponent's card effect: You can Special Summon this card as Normal Monster (Fiend-Type/DARK/Level 6/ATK 600/DEF 600). (This card is NOT treated as Spell Card.)

    Banquet of the Devouring Horrors
    Continuous Spell
    The Tribute Summon of "Devouring Horror" monsters cannot be negated. Tribute Summoned "Devouring Horror" monsters cannot be target or destroyed by your opponent's card effects. If this card is destroyed by your opponent's card effect: You can Special Summon this card as a Normal Monster (Fiend-Type/DARK/Level 6/ATK 600/DEF 600). (This card is NOT treated as a Spell Card.)

    Atrophy of the Devouring Horrors
    Continuous Trap
    Destroy this card during your 3rd Standby Phase after activation. If a "Devouring Horror" card(s) is Tributed for a Tribute Summon: Banish that card(s). If this card is destroyed: Add all cards banished by this card to your hand, then take 600 damage for each card added this way. During your Main Phase: You can banish this card from your Graveyard; Special Summon 1 "Unliving Morsel Token" (Fiend-Type/DARK/Level 6/ATK 0/DEF 2600).

    Cannibalism of the Devouring Horrors
    Continuous Trap
    Destroy this card during your 3rd Standby Phase after activation. Once per turn: You can banish the top 6 cards of your Deck face-down; Special Summon 1 "Lifeless Snack Token" (Fiend-Type/DARK/Level 6/ATK 1600/DEF 2600). If this card is destroyed: Return all cards banished by this effect to your Deck, then gain 600 LP for each card returned by this effect. During your Main Phase: You can banish this card from your Graveyard; Special Summon 1 "Unlivng Morsel Token" (Fiend-Type/DARK/Level 6/ATK 2600/DEF 0).
    Last edited by Lord Arugula; 20th March 2017 at 03:23 AM.

  10. #2370
    Registered User Volteccer's Avatar
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    "I want to entertain! Please, let my friends emerge!"

    Hidden Heart Link Dragon
    LIGHT
    Link markers: Left, Bottom-Left, Right, Bottom-Right
    Dragon / Link/ Effect
    Link 4 - monsters - min. 2.
    When this monster is Link Summoned: You can banish up to one each of a "Fusion Dragon", "Synchro Dragon", and "Xyz Dragon" from your Extra Deck, face-up. You may Fusion, Synchro, or Xyz Summon your banished "Fusion Dragon", "Synchro Dragon", and "Xyz Dragon" monsters, using only the monsters in this monster's Linked Zones. You cannot summon "Supreme King Dragon - Zarc". If this card is destroyed: You can special summon 1 "Astrograph Sorcerer" from your deck.
    ATK/ 2500

    So, there's now one extra deck mechanic that doesn't have a Dimensional Dragon, the newly introduced Link Monsters. This is my attempt at making a Link Dragon. Since Links are meant to help your other monsters, this one lets you circumvent the extra deck limitation, buy summoning from the banish zone instead. It's flavored as Zarc before he went evil, which is why it won't let you bring out the Supreme King Dragon. Conversely, it's fall will actually set Zarc up.
    Current decks: Salamangreats, Knightmare Cyberse, and Odd-Eyes Performapals
    Originator of the Tulpa Summon, and the homebrewed cards you use with it.

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