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Thread: Official Create-a-Card Thread

  1. #2501
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    Shadowlites

    I really liked Hydralander, the Orbital Shadowlite Weapon, and I hope Konami will expand that concept someday.
    Shadowlites are an idea I had some time ago: they are all based on the highlander rule (only 1 copy per card in the deck, no duplicates allowed), and their effects force your opponent to follow that rule too, by banishing cards cards he plays in more than 1 copy. I imagine Shadowlites as an alien race, whose focus is to bring balance in the universe with Orbital Weapons that are piloted by an AI. The Extra deck monsters are based on different attributes: the fusion is a giant sky fortress that drops bombs and destroy everything, the synchro can bring Ice Age to entire planets, and the xyz... well, it's an Omni-weapon. Imagine it the way you like.

    Shadowlite AI
    Effect Monster, Tuner, LIGHT Cyberse-type, LV2, ATK 200, DEF 300
    You can only use the (2) effect of "Shadowlite AI" once per turn.
    (1) When this card is Summoned: Send 1 Monster from your hand or Deck to your GY, except "Shadowlite AI", then add a "Shadowlite" card from your Deck or GY to your hand.
    (2) During the Main Phase, if you control at least 1 "Shadowlite" Monster (Quick effect): You can Special Summon this card from your graveyard.

    Skylander, the Orbital Shadowlite Bombardment Cannon
    Fusion Monster, WIND Machine-type, LV10, ATK 4000, DEF 2000
    "Shadowlite AI" + 2+ "Shadowlite" monsters
    Must be Fusion Summoned by banishing the above Fusion Materials from your field and/or GY (you do not use Polymerization).
    (1) If this card is Fusion Summoned using less than 4 materials, destroy it at the end of the Battle Phase.
    (2) During the End Phase: Reveal the top 10 cards of your Deck (or your entire deck, if less than 10), then, if all cards on your side of the field, in your GY and among the revealed cards have different names from each other, choose 1 of the following effects:
    • Have your opponent reveal their hand and banish all cards with the same name as cards in their hand, field and GY.
    • Have your opponent banish cards from their field and GY that have the same name as cards in their field and GY.
    (3) Each time an opponent's card(s) is destroyed, banished or shuffled by a "Shadowlite" card effect: Draw 1 card.
    (4) If this card is destroyed by battle, or this card is destroyed and sent to the GY becouse of an opponent's card effect: Target up to 4 "Shadowlite" cards that are banished or in your GY; Shuffle them into the Deck.

    Icelander, the Orbital Shadowlite Climatic Changer
    Synchro Monster, WATER Machine-type, LV10, ATK 1000, DEF 2500
    "Shadowlite AI" + 1 non-tuner monsters.
    Must first be Synchro Summoned.
    (1) Once per turn, if all monsters in your GY have different names from each other (min. 2), you can activate one of the following effects (Quick effect):
    • Banish 1 "Shadowlite" monster from your GY; "Shadowlite" monsters you control gain ATK and DEF equal to the original ATK and DEF of that monster until the End Phase.
    • Send 1 Monster from your hand or Deck to your GY; monsters your opponent controls lose ATK and DEF equal to the original ATK and DEF of that monster until the End Phase.

    Firelander, the Orbital Shadowlite Omni-weapon
    Xyz Monster, FIRE Machine-type, Rank 10, ATK 2500, DEF 1000
    2 LV10 "Shadowlite" monsters.
    Must first be Xyz Summoned.
    (1) You can also Xyz Summon this card by using two monsters you control as xyz materials, including "Shadowlite AI". You can only Xyz Summon "Firelander, the Orbital Shadowlite Omni-weapon" once per turn this way.
    (2) Once per turn (Quick effect): Discard 1 card, then shuffle 1 card in your opponent's hand into the Deck, then attach 1 monster from your GY to this card as Xyz Material. All Xyz Materials attached to this card must have different names from each other to activate and to resolve this effect.


    Shadowlite Factory
    Field Spell Card
    You can activate each effect of "Shadowlite Factory" once per turn.
    (1) Send 3 monsters with different names from each other from your Deck to your GY, but you cannot activate cards, or effects of cards, with the same name as those monsters, or move those cards from the GY, until the end of the next turn.
    (2) You can reveal your entire hand (min.2): if all cards in your hand have different names from each other, Pick 1 "Shadowlite" card from your Deck and either add it to your hand or send it to your GY.

    Shadowlite Beacon
    Counter Trap Card
    (1) If your opponent Summons a monster or activates a card, or an effect of a card, with the same name as a card on the field or in their GY: Negate the Summon or activation, then you can Special Summon 1 "Shadowlite" monster from your hand or Deck, ignoring its summoning conditions.
    (2) During your Main Phase: You can banish this card from your GY; Add 1 "Shadowlite" card from your Deck to your Hand, except "Shadowlite Beacon".
    Last edited by BBDD; 28th July 2017 at 02:41 PM.
    I'm using this forum to improve my english while also talking about a hobby of mine. Sorry for my grammatical mistakes.

  2. #2502
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    You should consider adding in-archetype recovery options for Shadowlite AI. Remember you only have a copy of Shadowlite AI and Hydralander, so if you want to summon the fusion boss with its full power, you need to get Shadowlite AI on the field multiple times to synchro and xyz summon the other 2 bosses.

  3. #2503
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    Just some Gladiator Beast cards I thought of:
    Gladiator Beast Tetraites
    Level 3 EARTH Beast/Tuner
    1600/200
    If this card is Special Summoned by the effect of a 'Gladiator Beast': Discard a random card in your opponent's hand. At the end of the Battle Phase, if this card attacked or was attacked: You can shuffle it into the Deck; Special Summon 1 "Gladiator Beast" monster from your Deck, except monsters with this name.

    Gladiator Beast Ptolameus
    Level 7 DARK Spellcaster
    2500/2100
    If this card is Special Summoned by the effect of a 'Gladiator Beast': Add one Spell/Trap with 'Gladiator Beast' in its card text to your hand. At the end of the Battle Phase, if this card attacked or was attacked: You can shuffle it into the Deck; Special Summon 1 "Gladiator Beast" monster from your Deck, except monsters with this name.

  4. #2504
    Registered User nitrogames's Avatar
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    Berserk Gladiator Beast Andal
    EARTH
    Beast warrior level 5
    1900/1500
    Cannot be normal summon/set. Must First special summoned from your hand by shuffling a "Gladiator Beast" monster you control into the deck. Cannot be destroyed by battle. During the turn this card battles it is unaffected by all other card effects. At the end of the battle Phase, If this card battled: you can shuffle it into the deck, and if you do, special summon up to 2 "Gladiator Beast" monsters from your deck.

    Berserk Gladiator Beast Torax
    WATER
    Fish Level 4
    1400/400
    Cannot be normal summon/set. Must First special summoned from your hand by shuffling a "Gladiator Beast" monster you control into the deck. Cannot be destroyed by battle. If this card battles: draw 1 card. At the end of the battle Phase, If this card battled: you can shuffle it into the deck, and if you do, special summon up to 2 "Gladiator Beast" monsters from your deck.

    Berserk Gladiator Beast Essedarii
    EARTH
    Beast level 7
    2500/1400
    1 "Berserk Gladiator Beast" monster + 1 "Gladiator Beast" monster
    Must first be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck. (You do not use "Polymerization".) Cannot be destroyed by battle. When this card leaves the field: you can special summon 1 level 6 or lower "Gladiator Beast" monster from your deck or extra deck ignoring it's summoning conditions. once per turn: you can shuffle 1 "Gladiator Beast" monster in your hand into the deck, and if you do, shuffle one card your opponent controls into the deck.

    Gladiator Beast's Crumbling Colosseum
    Field Spell
    "Gladiator Beast" monsters cannot be destroyed by battle. Once per turn: you can shuffle 1 "Gladiator Beast" monster from your hand into the deck, and if you do, Special summon 1 "Gladiator Beast" monster from your deck, and treat it as if it was Special Summoned by the effect of a "Gladiator Beast" monster.

    also seems me and the guy above me had similar ideas and times to make them lol.
    Last edited by nitrogames; 28th July 2017 at 02:13 AM.

  5. #2505
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    Quote Originally Posted by BlazeWu View Post
    You should consider adding in-archetype recovery options for Shadowlite AI. Remember you only have a copy of Shadowlite AI and Hydralander, so if you want to summon the fusion boss with its full power, you need to get Shadowlite AI on the field multiple times to synchro and xyz summon the other 2 bosses.
    The idea is to summon AI and Hydra, then Synchro, Xyz, and at the end using all of them (from field and GY) to summon the boss fusion monster. Recycle AI is not required, since it is possible to do so even with just 1 AI.

    - Summon AI.
    - Send Shaddoll Squamata, add Shadowlite Factory. Squamata sends Beast, Draw 1.
    - Activate Factory, send three monsters, add Hydra.
    - Special Hydra, summon the synchro.
    - Special AI from the GY, send another monster and add another card (Beacon).
    - Summon whatever monster and use both it and AI to summon the xyz.
    - Now you control 2 Shadowlite monsters (synchro+xyz) and Hydra is in the GY. If the xyz is sent to the GY by any mean, its xyz materials will be sent there too, allowing you to use AI, synchro, xyz and hydra to summon the fusion.

    I didn't want to include recycle options becouse AI can already summon itself back to the field, and someone could use cards like CotH, the Wyrm-like CotH, Return to the Frontlines, or even Jar of Avarice and Dichotomy to recycle things.
    Even so, I could give a "Recycle things" effect to the fusion. When it is destroyed by battle or an opponent's effect, it will recycle all of its materials.

    Thanks for the feedback! I hope you liked the cards

    P.S: I forgot mentioning, I created this cards not having Links in mind. The above combo isn't possible in Link era, and thus requires more setup to summon a link monster beforehand.
    Last edited by BBDD; 28th July 2017 at 11:26 AM.
    I'm using this forum to improve my english while also talking about a hobby of mine. Sorry for my grammatical mistakes.

  6. #2506
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    Quote Originally Posted by BlazeWu View Post
    Just some Gladiator Beast cards I thought of:
    Gladiator Beast Tetraites
    Level 3 EARTH Beast/Tuner
    1600/200
    If this card is Special Summoned by the effect of a 'Gladiator Beast': Discard a random card in your opponent's hand. At the end of the Battle Phase, if this card attacked or was attacked: You can shuffle it into the Deck; Special Summon 1 "Gladiator Beast" monster from your Deck, except monsters with this name.

    Gladiator Beast Ptolameus
    Level 7 DARK Spellcaster
    2500/2100
    If this card is Special Summoned by the effect of a 'Gladiator Beast': Add one Spell/Trap with 'Gladiator Beast' in its card text to your hand. At the end of the Battle Phase, if this card attacked or was attacked: You can shuffle it into the Deck; Special Summon 1 "Gladiator Beast" monster from your Deck, except monsters with this name.
    I remember when you posted these on teh Wiki Forums.
    The dankest duelist you'll ever meet.

  7. #2507
    Registered User ScionStorm's Avatar
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    Okay, so this turned out as my concept over if Konami did the Legend Duelist DP sets but a Villains Edition series. So here we go,

    Duelist Pack: Legend Duelist - Villains 1

    Marik/Strings

    Slime Romancer
    Lv. 3
    [Aqua/Effect]

    If this card is in your hand, you can target 1 Fusion monster in the Extra Deck that lists a "Slime" monster as Fusion material. Banish a non-"Slime" material monster from your hand or Deck and treat this card as that monster. Then Fusion Summon the target monster using this card and monster(s) on the field as Fusion materials. This monster can Attack Directly.

    ATK/500 DEF/1600

    Slime King
    Lv. 5
    [Aqua/Effect]

    "Slime" Aqua monsters and "Humanoid Worm Drake" gain their original level x100 in ATK/DEF. "Slime" monsters ignore the effect of "Slime Breeding Machine". This monster cannot be targeted by an opponent's card effect if there are other "Slime" monsters on the field. "Slime Token"s can attack directly, but they are destroyed after Damage Calculation.

    ATK/1900 DEF/1700

    Slime Drake Emperor
    Lv. 6
    [Aqua/Effect/Fusion]

    "Slime King" + 1 Reptile monster
    When this card is summoned, you can select a monster your opponent controls; treat this card as having the selected monster's effect. Cannot attack the turn it is summoned. Cannot be targeted by opponent's card effects while you control other "Slime" monsters. "Slime" monsters ignore the effect of "Slime Breeding Machine". When your opponent declares an attack, you can choose a "Slime" monster you control other than "Slime Drake Emperor" as the target. When a "Slime" monster is destroyed, inflict 300 damage.

    ATK/2100 DEF/1800

    Slime Replenisher
    Trap

    Each time a "Slime" Aqua monster is Special Summoned, you can shuffle a card from you hand or GY into your Deck and if you do, increase your LP by 300. When this card is destroyed, add 1 "Slime" card from your Deck to your hand.

    Reprints
    Spoiler Alert!

    005 Humanoid Slime
    006 Revival Sime
    007 Humanoid Worm Drake
    008 Slime Breeding Machine

    *"Jam" cards changed name to proper "Slime" name.



    Umbra/Lumis

    The Masks of Melchid
    Lv. 4
    [Fiend/Effect/Union]

    This monster's name is also treated as "Melchid the Four Faced Beast" on the field. When this monster is summoned, you can add 1 "Mask" non-Quick-Play Spell/Trap card from your Deck to your hand. 3 times, when this unequipped monster would be destroyed, it is not. Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster's level becomes its original level +4. A monster equipped with this card is unaffected by other card effects when it battles, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this monster is tributed for the Ritual Summon of a "Mask" Fiend monster, that monster is unaffected by card effects when it battles.

    ATK/1500 DEF/1200

    Masked Witch Doctor- Majoran
    Lv. 4
    [Fiend/Effect/Union]

    This monster's name is also treated as "Grand Tiki Elder" on the field. When this monster is summoned, you can add 1 "Mask" Fiend monster from your Deck to your hand. Once per turn, you can target 1 monster your opponent controls and switch it's monster zone with another opponent's monster. Once per turn, you can either: Target 1 monster you control; equip this card to that target, OR: Unequip this card and Special Summon it. The equipped monster's level becomes its original level +4. Quick Effect: Once per turn, a monster equipped with this card can reduce the ATK of a monster it battles by 700, also if the equipped monster would be destroyed by battle or card effect, destroy this card instead. If this monster is tributed for the Ritual Summon of a "Mask" Fiend monster, that monster deals Piercing Battle Damage.

    ATK/1500 DEF/800

    The Masked Beast of Purgatory
    Lv. 8
    [Fiend/Ritual/Effect]

    You can Ritual Summon this card with "Mask of Monstrous Calling". If this monster is targeted by a card effect, you can Banish a "Mask" Fiend monster or "Mask" non-Quick-Play Spell/Trap card in your Graveyard to negate it. When this card is destroyed, you can shuffle any of your Banished cards into your Deck.

    ATK/3200 DEF/1800

    Mask of Monstrous Calling
    Spell

    This card can be used to Ritual Summon any "Mask" Ritual Monster from your hand. You must also Tribute monsters from your hand or field whose total Levels equal or exceed the Level of the Ritual Monster you Ritual Summon. If "The Masked Beast of Purgatory(s)" you control would be destroyed by battle and this card is in your GY, you can negate the battle and then target the opponent's battling monster; that monster cannot attack while this card remains in the GY.

    Reprints
    Spoiler Alert!

    013 Masked Beast Des Guardias
    014 Mask of Brutality
    015 Mask of the Accursed
    016 Mask of Remnants



    Para/Dox

    Labyrinth Wall Corridor
    Lv. 5
    [Rock/Effect]

    If you control a "Labyrinth Dungeon", you can Special Summon this monster in Defense Position from your hand. This card's name is treated as "Labyrinth Wall" while face up on the field or in the GY. During a Battle, monster effects cannot be activated except by the monsters battling. Once per turn, you can send this card in your hand to the GY to add 1 "Labyrinth Dungeon" or "Magical Labyrinth" from your Deck to your hand. When this monster is destroyed or sent to the GY by its own effect, you can place it in your Spell/Trap Zone as a Continuous Spell card with this effect:
    ● Once per turn, if you control a "Labyrinth Dungeon", you can move a face-up monster to an empty Monster Zone or switch Monster Zones with another monster on it's field.

    ATK/0 DEF/3000

    Dungeon Worm of the Labyrinth
    Lv. 5
    [Insect/Flip/Effect]

    Flip: Destroy 1 face-up monster your opponent controls with ATK less than 1800 and inflict 800 damage to your opponent's Life Points. This monster is switched to Attack Position when it is flipped face-up. This monster gains 200 ATK each time it destroys a monster by battle or card effect. Once per turn, on either player's turn, if "Labyrinth Dungeon" is face up on the field, you can flip this monster face-down. You can treat this card in your hand as a Rock monster.

    ATK/1800 DEF/1500

    Labyrinth Tank Mobilized
    Lv. 7
    [Machine/Fusion/Effect]

    "Labyrinth Wall" + 1 Warrior monster
    Must first be Special Summoned from your Extra Deck by tributing the above cards. (You do not use "Polymerization".) When this monster is Special Summoned from your Extra Deck, you can shuffle up to 2 cards on the field back into the Deck. If there is a face-up "Labyrinth Dungeon" on the field, Spell/Trap effects cannot be activated during a battle involving this monster. Once per turn, you can switch this card's Monster Zone with a "Labyrinth Wall" you control. This monster deals Piercing Battle Damage. When this card Battles a monster in its column, this monster gains 300 ATK during Damage Calculation.

    ATK/2400 DEF/2400

    Labyrinth Dungeon
    Spell

    "Labyrinth" monsters gain 200 ATK/DEF. When a monster you control is equipped with "Magical Labyrinth" you can add 1 "Wall Shadow" from your Deck or GY to your hand and if the equipped monster is targeted by a card effect, you can switch it's Monster Zone with another "Labyrinth" monster you control and treat that card as the target. When a "Wall Shadow" you control is destroyed, you can Special Summon a "Labyrinth Wall" in your Spell/Trap Zone to your Monster Zone in Defense Position. If this card were to be destroyed, you can send 1 "Labyrinth Wall" in your Spell/Trap zone to the Graveyard instead. When a "Labyrinth Wall" Normal monster is destroyed and sent to the GY, you can place it in your Spell/Trap Zone as a Continuous Spell card with this effect:
    ● Once per turn, you can switch a "Labyrinth" monster you control to face-up or face-down Defense Position.

    Reprints
    Spoiler Alert!

    021 Labyrinth Wall
    022 Wall Shadow
    023 Magical Labyrinth

    *Guardian of the Labyrinth becomes renamed "Underworld Watchman" or something to avoid text-bloating confusion.


    Amnael

    Helios Trapezia
    Lv. 3
    [Pyro/Effect]

    If "Stellar Nursery" is on the field, you can Special Summon this monster in Defense Position. When this monster is summoned, Banish 1 "Helios" monster from your Deck. When this face-up card is destroyed by a card effect, Special Summon up to 3 banished "Helios" monsters with different names other than "Helios Trapezia", ignoring summoning conditions. You can Banish this card in your GY to set 1 "Macrocosmos" from your Deck.

    ATK/1200 DEF/2000

    Helios Supergiant
    Lv. 9
    [Pyro/Effect]

    Cannot be removed from the field other than by destruction. You can Banish this monster in your hand to add a "Solar Flare Dragon" from your Deck to your hand . When this face-up monster is destroyed with 2000+ ATK, you can activate a Dark Hole from your hand or Deck. Banish 1 Pyro monster you control during your End Phase or reduce this monster's ATK/DEF by 1000. If a "Solar Flare Dragon" is Banished by this card's effect, destroy all monsters in the same column as this card.

    ATK/3400 DEF/2600

    Helios Castor Megistus
    Lv. 10
    [Pyro/Effect/Fusion]

    2x "Megistus" monsters.
    Must first be Special Summoned from your Extra Deck by tributing the above cards. (You do not use "Polymerization".) This monster's original ATK/DEF is equal to the total levels of it's Fusion Materials x200. You can send 1 of your Banished cards to the GY to negate the activation of a card effect your opponent controls. If this monster would be destroyed, add it to the Extra Deck instead and then Special Summon 1 Banished "Megistus" monster.

    ATK/? DEF/?

    Stellar Nursery
    Spell

    Pyro monsters gain 300 ATK. Once per turn, you can Special Summon a "Helios - The Primordial Sun" from your Deck but it is destroyed and Banished during the End Phase. If you control a face-up "Macrocosmos", each time a "Helios" monster is destroyed, Banish 1 card your opponent controls. When this card is destroyed, inflict 800 damage and you can Special Summon 1 Banished "Helios" monster. If a "Helios" monster is targeted by a card effect, you can banish a face-up "Macrocosmos" to negate the effect and Banish the card.

    Reprints
    Spoiler Alert!

    028 Helios - The Primordial Sun
    029 Helios Duo Megistus
    030 Helios Trice Megistus
    031 Macrocosmos



    Sartorius

    Arcana Force II - The High Priestess
    Lv. 4
    [Fairy/Effect]

    Once per turn, by revealing this card in your hand, you can look at the top card of either player's Deck and if it has the same name as a face-up card on the field; Banish it. When this card is summoned, toss a coin.
    ● Heads: Special Set a monster in your hand.
    ● Tails: Your opponent can Flip one other monster on the field to face-down Defense Position until the end of the turn.

    ATK/1200 DEF/1200

    Arcana Force V - The Heirophant
    Lv. 4
    [Fairy/Effect]

    If this card is drawn during the Draw Phase, you can add 1 "Arcana Force" monster from your Deck or GY to your hand. When this card is summoned, toss a coin.
    ● Heads: "Arcana Force" monsters cannot be destroyed by "Arcana Force" monsters.
    ● Tails: Shuffle face-up monsters not controlled by their owner into the Deck.

    ATK/1500 DEF/1500

    Arcana Force IX - The Hermit
    Lv. 5
    [Fairy/Effect]

    You can Special Summon this monster from your hand or GY if you control no "Arcana Force" monsters on the field. When this card is summoned, flip a coin.
    ● Heads: Only monsters with 1900 or more ATK can attack.
    ● Tails: Only monsters with 1900 or less ATK can attack.

    ATK/1900 DEF/1900

    Suit of Pentacles X
    Trap

    Activate when an opponent's monster attacks. Toss a coin.
    ● Heads: Increase the attacked monster's ATK/DEF by half of the attacking monster's.
    ● Tails: Increase the attacking monster's ATK by half of the attacked monster's.
    You can Banish this card in your GY to add a card that includes "Arcana Force" in its text from your Deck to your hand.

    Reprints
    Spoiler Alert!

    036 The Empress
    037 The Moon
    038 Light Barrier



    Thelonius

    Venom Addler
    Lv. 3
    [Reptile/Effect/Pendulum]
    Scale 1

    Pendulum Effect: When this card is activated, place 1 Venom Counter on a card and then you can add 1 Spell/Trap card with "Venom" in its card text from your Deck to your hand. Monsters with Venom Counters cannot change their Battle Position except by card effect.
    Effect: Once per turn, place a Venom counter on your opponent's monster directly facing this monster and 1 monster that is linked to it. Monsters with Venom Counters cannot attack monsters in the same column as a monster they are linked to.

    ATK/1600 DEF/1100

    Venom Rattler
    Lv. 4
    [Reptile/Effect/Pendulum]
    Scale 6

    Pendulum Effect: When this card is activated, place 1 Venom Counter on a card and then you can remove a Venom Counter on a monster to negate it's effects until the end of the turn. When a "Venom" monster battles a monster with Venom Counters, it gain 500 ATK and does Piercing Battle damage.

    Effect: When this card is summoned, place a Venom Counter on each of your opponent's cards in the same column as this card. Once per turn, place a Venom Counter on a monster directly linked to another monster with a Venom Counter. During your End Phase, inflict 200 damage for each monster with a Venom Counter.

    ATK/1800 DEF/1000

    Venom DC
    Spell

    Monsters lose 500 ATK for each Venom Counter on them. Banish a monster if its ATK becomes 0 by this effect. Once per turn, you can move Venom Counters to a Spell/Trap card on the field. Spell/Trap cards with Venom Counters have their effects negated. During the End Phase, remove 1 Venom Counter from all Spell/Trap cards. You can remove 2 Venom Counters on the field to add a Reptile monster from your GY OR 1 "Venom" Pendulum monster in your Extra Deck to your hand.

    Venomidnight
    Trap

    Activate during an End Phase. Special Summon a "Venom" monster in your GY for each opponent's monster with 2 or more "Venom" counters(Max. 3). You can Banish this card in your GY, except the turn it was sent there, to set 1 "Rise of the Snake Deity" from your Deck.

    Reprints
    Spoiler Alert!

    043 Venom Serpent
    044 Snake Rain
    045 Venom Shot


    (+ 5 random Duel Links popular cards)


    I think that is a good variety. Fusion, contact Fusion, equip, Union, Ritual, Field Position shenanigans, Banish, Coin-Toss Field control, counters and even Anti-Link Pendulums.

    Speaking of the Venom Pendulums, the idea behind their monster effects was that normally, a monster would be poisoned by Venom and would just be an isolated thing. But monsters that are invariably linked together eventually get poisoned through that link. If one linked monster gets poisoned by Venom counters, the poison begins to seep through the link, infecting other monsters. I think this would be a fun concept to play around with for an infectious disease themed deck as well. The monsters that link together, get ill together.

    The Labyrinth shananigans were fun too. Messing with field positions, hopping columns, unlinking your opponent's strategy by moving their monsters.

    What do you guys think?

    Y'all got the Venom field spell reference, right?
    Last edited by ScionStorm; 16th September 2017 at 07:41 PM.

  8. #2508
    Registered User ScionStorm's Avatar
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    Slime Romancer

    This is how we get Humanoid Worm Drake...
    Last edited by ScionStorm; 1st August 2017 at 11:02 PM.

  9. #2509
    Registered User Sanokal's Avatar
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    I assume that the Venom Pendulum effects are opt right?
    Sanokal

  10. #2510
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    Apr 2017
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    ScionStorm Your cards are mostly good, maybe some of them are a bit underpowered and some others have too many effects. Also, you have made some mistakes in the effect texts, not that they are too important, but I would like to note you only one of them, and it's that "Special Set" doesn't exist, it's worded "Special Summon in face-down Defense Position".

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