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Thread: Official Create-a-Card Thread

  1. #2221
    Registered User Volteccer's Avatar
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    Kattobing, belated day 5 and 6

    Since I was busy yesterday, I wasn't able to post the ZS then. Luckily, it's meant to be paired with today's card, so it works out.

    ZS - Rival Shark
    WATER
    Level 4
    Fish/Effect
    Once per turn, you may target "ZS - Aurora Maiden" you control; Special Summon this card (from your hand), then you can decrease the level of both this card and the targeted monster by 1. Cannot be used as an Xyz material, except for a "Number" or "ZW" monster.
    ATK/ 1800 DEF/ 300

    ZS - Aurora Maiden
    WATER
    Level 4
    Fish/Effect
    Once per turn, you may target "ZS - Rival Shark" you control; Special Summon this card (from your hand), then you can increase the level of both this card and the targeted monster by 1. Cannot be used as an Xyz material, except for a "Number" or "ZW" monster.
    ATK/ 1500 DEF/ 1500

    Based on the Kamishiro siblings, their effect lets you get Crystalzero and Leviathan Dragon, if you so desire. It can also let you get Leo Arms, which is why it doesn't restrict you to only Water monsters..
    Current decks: Salamangreats, Knightmare Cyberse, and Odd-Eyes Performapals
    Originator of the Tulpa Summon, and the homebrewed cards you use with it.

  2. #2222
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    Tried making an archetype. I'm not sure if the concept of Synchro Summoning using monsters from your hand and/or field was already done here. Well, the idea behind this archetype is to Synchro Summon using monsters from your hand, with effects that mostly deal with bouncing and disrupting your opponent's play. Since the main focus is bouncing and/or returning cards to Deck, then this is a WIND archetype.

    I'm not really experienced in making cards (PSCT, balancing, making a competitive archetype), so any comments will be greatly appreciated.

    Monsters:
    Spoiler Alert!

    1) Quickfowl Alecter
    WIND/Winged Beast/Tuner/Effect
    LV 3/ATK 1200/DEF 800

    During your Main Phase: You can return 1 WIND monster from your hand to your Deck other than this card; Reveal this card, then target any number of non-Tuner “Quickfowl” monsters from your hand and/or field: Return those cards into your Deck, then Special Summon 1 “Quickfowl” Synchro Monster whose Level is equal to the combined Levels of the monsters return to the Deck by this effect. While you control this face-up monster: You can return this card to your hand to activate this effect:
    * All “Quickfowl” monsters you control gain 400 ATK and DEF, and all face-up monsters your opponent controls lose 400 ATK and DEF.

    2) Quickfowl Hugin
    WIND/Winged Beast/Tuner/Effect
    LV 3/ATK 900/DEF 1000

    During your Main Phase: You can return 1 Spell Card from your hand to your Deck; Reveal this card, then target any number of non-Tuner “Quickfowl” monsters from your hand and/or field: Return those cards into your Deck, then Special Summon 1 “Quickfowl” Synchro Monster whose Level is equal to the combined Levels of the monsters return to the Deck by this effect. While you control this face-up monster: You can return this card to your hand to activate this effect:
    * Add 1 “Quickfowl” monster from your Deck to your hand.

    3) Quickfowl Munin
    WIND/Winged Beast/Tuner/Effect
    LV 3/ATK 1100/DEF 700

    During your Main Phase: You can return 1 Trap Card from your hand to your Deck; Reveal this card, then target any number of non-Tuner “Quickfowl” monsters from your hand and/or field: Return those cards into your Deck, then Special Summon 1 “Quickfowl” Synchro Monster whose Level is equal to the combined Levels of the monsters return to the Deck by this effect. While you control this face-up monster: You can return this card to your hand to activate this effect:
    * Add 1 “Quickfowl” Spell or Trap Card from your Deck to your hand.

    4) Quickfowl Nachtkrapp
    WIND/Winged Beast/Tuner/Effect
    LV 3/ATK 1000/DEF 1000

    During your Main Phase: You can return 1 “Quickfowl” monster from your hand to your Deck; Reveal this card, then target any number of non-Tuner “Quickfowl” monsters from your hand and/or field: Return those cards into your Deck, then Special Summon 1 “Quickfowl” Synchro Monster whose Level is equal to the combined Levels of the monsters return to the Deck by this effect. While you control this face-up monster: You can return this card to your hand to activate this effect:
    * Target 1 “Quickfowl” card in your Graveyard: Return the target into your Deck, and if you do, draw 1 card.

    5) Quickfowl Thunderbird
    WIND/Winged Beast/Effect
    LV 3/ATK 800/DEF 1200

    When this card is used as a Synchro Material Monster for the Synchro Summon a “Quickfowl” Synchro Monster, that monster gains the following effects:
    * This monster gains 800 ATK and DEF.
    * This monster cannot be targeted by card effects.

    6) Quickfowl Roc
    WIND/Winged Beast/Effect
    LV 3/ATK 1000/DEF 1200

    When this card is used as a Synchro Material Monster for the Synchro Summon a “Quickfowl” Synchro Monster, that monster gains the following effects:
    * When this monster attacks a Defense Position monster: Inflict piercing damage to your opponent.
    * Once per turn, this card cannot be destroyed or banished.

    7) Quickfowl Ziz
    WIND/Winged Beast/Effect
    LV 3/ATK 1200/DEF 900

    You can send this card from your hand to the Graveyard: Add 1 “Quickfowl Valley” from your Deck to your hand. When this card is used as a Synchro Material Monster for the Synchro Summon a “Quickfowl” Synchro Monster, that monster gains the following effects:
    * This card can attack twice.
    * When this card attacks, your opponent cannot activate card effects until the end of the Damage Step.



    Extra Deck Monsters:

    Spoiler Alert!

    1) Quickfowl Hraesvelg
    WIND/Winged Beast/Synchro/Effect
    LV 6/ATK 2200/DEF 1700

    1 “Quickfowl” Tuner + 1 or more “Quickfowl” non-Tuner monsters
    You can only Special Summon “Quickfowl Hreasvelg” once per turn. When this card is Synchro Summoned: Target 1 Set card in your opponent’s Spell & Trap Card Zone; return it to your opponent’s hand, and if you do, look at your opponent’s hand, select Set 1 Spell or Trap Card from your opponent’s hand, then Set it in his/her Spell & Trap Card Zone. Card effects cannot be activated in response to this effect. During the End Phase: Return this card into the Extra Deck, and if you do, draw 1 card.

    2) Quickfowl Garuda
    WIND/Winged Beast/Synchro/Effect
    LV 6/ATK 2100/DEF 2100

    1 “Quickfowl” Tuner + 1 or more “Quickfowl” non-Tuner monsters
    You can only Special Summon “Quickfowl Garuda” once per turn. When this card is Synchro Summoned: Target 1 face-up monster your opponent controls; return it to your opponent’s hand, and if you do, look at your opponent’s hand, select 1 monster from your opponent’s hand that can be Special Summoned, then Special Summon it to his/her side of the field. During the End Phase: Return this card into the Extra Deck, and if you do, draw 1 card.

    3) Quickfowl Griffin
    WIND/Winged Beast/Synchro/Effect
    LV 6/ATK 1800/DEF 2300

    1 “Quickfowl” Tuner + 1 or more “Quickfowl” non-Tuner monsters
    You can only Special Summon “Quickfowl Griffin” once per turn. When this card is Synchro Summoned: Target 1 card in your opponent’s Graveyard; return it to your opponent’s Deck, and if you do, look at your opponent’s Deck, select 1 card, then send it to the Graveyard. During the End Phase: Return this card into the Extra Deck, and if you do, draw 1 card.

    4) Quickfowl Chamrosh
    WIND/Winged Beast/Synchro/Effect
    LV 9/ATK 2800/DEF 3000

    1 “Quickfowl” Tuner + 1 or more “Quickfowl” non-Tuner monsters
    You can only Special Summon “Quickfowl Chamrosh” once per turn. When this card is Synchro Summoned: Return any number of cards from your hand to your Deck, then target an equal number of cards on the field; return them to their owner’s Deck. If this card leaves the field, you can add 1 “Quickfowl” non-Tuner monster from your Deck to your hand. During the End Phase: Return this card into the Extra Deck, and if you do, draw 2 cards.

    5) Quickfowl Phoenix
    WIND/Winged Beast/Synchro/Effect
    LV 9/ATK 3000/DEF 2800

    1 “Quickfowl” Tuner + 1 or more “Quickfowl” non-Tuner monsters
    You can only Special Summon “Quickfowl Phoenix” once per turn. When this card is Synchro Summoned: Look at your opponent’s hand, then target any number of cards in your opponent’s hand; return them to the Deck, and if you do, your opponent must draw an equal number of cards. If this card leaves the field, you can add 1 “Quickfowl” Tuner monster from your Deck to your hand. During the End Phase: Return this card into the Extra Deck, and if you do, draw 2 cards.



    Spells and Traps:
    Spoiler Alert!

    1) Quickfowl De-synchronize
    Quick-Play Spell

    Target 1 face-up “Quickfowl” Synchro Monster you control; return it to the Extra Deck, and if you do, you can add 1 “Quickfowl” Tuner and 1 “Quickfowl” non-Tuner monster from your Deck to your hand.

    2) Quickfowl Shuffle
    Normal Spell

    Return any number of “Quickfowl” monsters from your hand and/or field into the Deck, then draw a number of cards from your Deck equal to the number of cards returned by this effect + 1. You can only activate “Quickfowl Shuffle” once per turn.

    3) Quickfowl Valley
    Field Spell

    Each time a card(s) is returned to the hand or Deck: Put 1 Quickfowl Counter on this card. Once per turn, you can remove 3 Quickfowl Counters on this card: Excavate the top 3 cards of your Deck, if there is a “Quickfowl” card(s) among the excavated cards, gain 400 Life Points, and if you do, add 1 of those excavated “Quickfowl” card(s) to your hand. Return the other excavated cards into your Deck.

    4) Ambush of the Quickfowls
    Normal Trap

    When your opponent declares an attack and you control no monsters: Special Summon a number of “Quickfowl” monsters from your Deck with different names equal to the number of Special Summoned monsters your opponent controls. Monsters Summoned by this effect cannot be destroyed until the End Phase. When this Set card is destroyed, you can Special Summon 1 “Quickfowl” monster from your Deck.

    5) Quickfowl Urgent Tuning
    Normal Trap

    When a face-up “Quickfowl” monster you control is targeted by a card effect or an attack: Negate the card effect or attack, then you can use the target monster and “Quickfowl” monsters from your hand as Synchro Material Monsters to Synchro Summon 1 “Quickfowl” Synchro Monster from your Deck. The monsters used for this Synchro Summon are returned to the Deck instead.

    6) Gustwind of the Quickfowls
    Continuous Trap

    Each time a “Quickfowl” monster(s) is returned to your Deck: Inflict 300 damage to your opponent.


  3. #2223
    Registered User Volteccer's Avatar
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    Kattobing, day 7 & 8

    ZS - Photon Huntsman
    LIGHT
    Level 4
    Warrior/Effect
    If your opponent controls a monster and you control no monsters, you can special summon this monster (from your hand).
    ATK/ 2100 DEF/ 0

    ZeXal II
    Continuous Spell
    Can only be activated by destroying 1 "ZeXal" you control with no Shining Draw Counters on it. When you activate this card: place 1 Re-Contract counter on it when it resolves. You can remove 1 Re-Contract counter from this card and discard a card from your hand: add 1 "Rank-Up-Magic" Spell card from your deck to your hand.

    Tomorrow will be the last day!
    Current decks: Salamangreats, Knightmare Cyberse, and Odd-Eyes Performapals
    Originator of the Tulpa Summon, and the homebrewed cards you use with it.

  4. #2224
    Registered User Sanokal's Avatar
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    Quote Originally Posted by Volteccer View Post
    ZS - Photon Huntsman
    LIGHT
    Level 4
    Warrior/Effect
    If your opponent controls a monster and you control no monsters, you can special summon this monster (from your hand).
    ATK/ 2100 DEF/ 0

    ZeXal II
    Continuous Spell
    Can only be activated by destroying 1 "ZeXal" you control with no Shining Draw Counters on it. When you activate this card: place 1 Re-Contract counter on it when it resolves. You can remove 1 Re-Contract counter from this card and discard a card from your hand: add 1 "Rank-Up-Magic" Spell card from your deck to your hand.

    Tomorrow will be the last day!
    Looking forward to it.
    Someone needs to draw these.
    Sanokal

  5. #2225
    Registered User ScionStorm's Avatar
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    Yami's Undead Lockdown (manga cards)

    Happy day-after-Halloween! Here's a treat. My version of what the manga cards from Bakura's last deck could look like in real life.

    Necro Mannequin
    Dark Level
    [Zombie/Effect]

    During either player's turn, if you control a face-up "Necro" monster, you can Special Summon this monster in Defense Position from your hand(This is a Quick Effect). If this card was sent from the field to the Graveyard, you can Banish this card in your Graveyard. If this card is Banished, you can add up to 2 Banished cards to your Deck. You can treat this card as a Fiend type monster in the Graveyard. If this card was Banished for the Special Summon of a "Dark Necrofear", increase that monster's ATK by 300.

    ATK 500/DEF 500

    Necro Soldier
    Dark Level
    [Zombie/Effect]

    During your opponent's Standby Phase, if you control this face-up monster, you can Special Summon 1 Level 4 or lower "Necro" monster from your Deck (this effect of "Necro Soldier" can only be used twice per turn). You take no Battle Damage from a battle involving this monster. When this card is sent from the field to the Graveyard, add 1 "Necro" card from your Deck to your hand. You can treat this card as a Fiend type monster in the Graveyard. When this card is banished, Banish the top card of your opponent's Deck.

    ATK 0/DEF 0

    Counterbalance
    Spell

    Each Player must send cards from the top of their deck to the Graveyard equal to the number of face-up monsters on the field during their End Phase. If there is a face-up "Cursed Necro Twin Dolls" on the field, players must also send cards from the top of their Decks to the Graveyard equal to the number of Banished monsters.

    Cursed Necro Twin Dolls
    Spell

    Flip a coin, your opponent calls Heads or Tails. If your opponent called correct, apply the first of the following effects to them and the second effect to you. If your opponent called wrong, apply the second of the following effect to them and the first effect to you. 1)Gain 200 Life Points each time a card is sent to the Graveyard. 2)Banish all cards in your Graveyard. Cards sent to your Graveyard are Banished instead. You are unaffected by the effect of "Counterbalance".

    Trap Charm
    Spell

    The equipped monster cannot be targeted by the effect of Trap cards.

    Narrow Corridor
    Trap

    Activate during the Battle Phase when your opponent declares their third attack. Negate the attack. While you control this face-up card, your opponent can only declare two attacks per turn.

  6. #2226
    Registered User Volteccer's Avatar
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    Kattobing, Day 9

    For the final card of my deck, one of the most important characters in ZeXal!

    ZS - Astral Guide
    LIGHT
    Level 1
    Spellcaster/Effect
    When this monster is Normal Summoned: Add 1 "ZeXal" from your deck to your hand. Once per turn: you may Xyz Summon 1 "Number 39: Utopia", using this monster as an Xyz Material. If this card is in the graveyard and you control no monsters: Destroy 1 "ZeXal" card you control, and if you do, Special Summon this monster.
    ATK/ 0 DEF/ 0
    Current decks: Salamangreats, Knightmare Cyberse, and Odd-Eyes Performapals
    Originator of the Tulpa Summon, and the homebrewed cards you use with it.

  7. #2227
    Registered User TheycallmeBrick's Avatar
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    Gemini Division
    Normal Spell Card
    Tribute 1 Gemini monster that is an Effect Monster; Special Summon 2 Level 4 or lower Gemini monsters with different names from your Deck in Defense Position, but you cannot Normal Summon or activate the effects of monsters with the same name as those Summoned monsters for the rest of this turn.

    Gemini Reverse
    Quick-Play Spell Card
    Send 1 monster from your hand or field to the Graveyard; all Gemini monsters that are Effect Monsters on the field become Normal Monsters, and lose their effects, then draw 1 card for every 2 monsters that became Normal Monsters this way.

  8. #2228
    Registered User Brightshine Stardust's Avatar
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    Star Gathering in the Sky
    Quick-Play Spell

    Target a face-up monster you control. Special Summon 1 LIGHT monster from your Deck to your side of the field, whose Level is lower than the target's Level/Rank, then add 1 LIGHT monster from your Deck or Graveyard to your hand, whose Level is higher than the target's Level/Rank. The monster Special Summoned by this card's effect has its effects negated during the turn it is Special Summoned. The monster added to your hand by this card's effect cannot be Summoned except by a Normal Summon. You can activate only 1 "Star Gathering in the Sky" per turn.
    Last edited by Brightshine Stardust; 7th November 2016 at 09:09 AM.

  9. #2229
    Registered User Drakylon's Avatar
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    Quote Originally Posted by Brightshine Stardust View Post
    Star Gathering in the Sky
    Quick-Play Spell

    Target a face-up monster you control. Special Summon 1 LIGHT monster from your Deck to your side of the field, whose Level is lower than the target's Level/Rank, then add 1 LIGHT monster from your Deck or Graveyard to your hand, whose Level is higher than the target's Level/Rank. A monster Special Summoned by this card's effect has its effects negated during the turn it is Special Summoned.
    I can't help but think a card with a built-in +1 and has no restrictions whatsoever can't be balanced. In some ways, this can be even better than Pot of Greed in that it both searches and Special Summons specific monsters. Imagine this in a, say, Lightsworn deck: Target a Raiden/Wulf/Felis, Summon Lumina and add Judgment Dragon into your hand.

  10. #2230
    Registered User Brightshine Stardust's Avatar
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    Quote Originally Posted by Drakylon View Post
    I can't help but think a card with a built-in +1 and has no restrictions whatsoever can't be balanced. In some ways, this can be even better than Pot of Greed in that it both searches and Special Summons specific monsters. Imagine this in a, say, Lightsworn deck: Target a Raiden/Wulf/Felis, Summon Lumina and add Judgment Dragon into your hand.
    Sorry, forgot the last bit : the monster added to hand can't be Summoned except by a Normal Summon.

    It could use another restriction though.

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