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Thread: Official Create-a-Card Thread

  1. #2781
    Registered User ScionStorm's Avatar
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    At last long...

    Alright, this took a while. Did a lot of 'research' especially for inspiration regarding the Trains and Melodious. Trains uses Switchyard as such a central card I wanted to do something of an extension with that and came up with the idea of building a railway into enemy territory. Anyway, I managed to sneak the performance theme into all decks except the railway.

    Legend Duelist: Burning Light Concert

    --Harpies--
    Spoiler Alert!

    Harpie Huntresses
    ****
    [Winged-Beast/Effect]

    If this card is Summoned while you control a "Harpie's Pet" monster: Add 1 "Silent Fire Giga" from your Deck to your hand. This card's name becomes "Harpie Lady" while on the field and in the GY. Once per turn, when this card or a "Harpie's Pet" monster destroys a monster by battle: You can add 1 Spell/Trap card that lists "Harpie" in it's card text from your Deck to your hand.
    ATK/1600 DEF/1200

    Harpie Lady Duet
    *****
    [Winged-Beast/Fusion/Effect]

    "HarpieLady" x2
    This card's name becomes"HarpieLady" while it is on the field or GY. When a "HarpieLady Sisters" you control is destroyed: You can Special Summon this card from your Extra Deck. When this monster is Special Summoned: Add 1 card that lists "HarpieLady" in its card text from your Deck to your hand. When this card or a "Harpie's Pet" monster you control is sent from the field to the GY: Shuffle 1 Spell/Trap card your opponent controls into the Deck. When this monster is destroyed during the Battle Phase: Special Summon 1 non-Fusion "HarpieLady" in your GY.
    ATK/1630 DEF/1800

    Harpie Empress
    ****
    [Winged-Beast/Xyz/Effect]

    3x Level 4 "Harpie" monsters
    You can treat a "Harpie Lady Sisters" you control as 3x Level 4 Material for this monster's Xyz Summon. If a "Harpie Lady Sisters" is detached from this card you can attach 2 Level 4 "Harpie" monsters in your GY to this card but they are Special Summoned in Defense Position when they are detached. You can detached a material from this card: Target 1 Spell/Trap card on the field and shuffle it into the Deck. If this card is destroyed by Battle or an opponent's card effect: You can Special Summon a "Harpie Queen" from your Deck or GY and if you do, return 1 card on your opponent's field to the hand.
    ATK/2800 DEF/2400

    Silent Fire Giga
    Spell
    You can reveal this card in your hand to add 1 "Harpie's Pet" monster from your Deck to your hand and then shuffle this card into the Deck. If a Spell/Trap card(s) on your opponent's field leaves the field by the effect of a card you control while you control a "Harpie's Pet" monster: Inflict damage equal to the number of Spell/Traps that leave the field x300.

    Hysteric ConcertTrap
    If you control a "Harpie" monster you can discard this card(Quick Effect): Target 1 Spell/Trap card on the field and return it to the hand. An Attack Position monster that battles a "Harpie" monster loses 200 ATK for each "Harpie" monster you control before Damage Calculation. If you control no "Harpie" monsters: Destroy this card. If this face-up card is destroyed and sent to the GY: Shuffle 1 Spell/Trap card your opponent controls into the Deck also you can activate 1 "Hysteric Party" in your hand or Deck but it is banished when it leaves the field.

    *Harpie Huntresses is a pun on multiple female hunters and their long tresses of hair.
    *Concert artwork is of Harpie Lady 1, Queen, Empress, Girl etc. watching a small stage where Harpie Harpist strums, Harpie Lady Duet(Harpie Lady 2 and 3) sing into a shared mic on a stand and Harpie Dancer dances.


    --Cyber Girl/Angel--
    Spoiler Alert!

    Cyber Skater
    ****
    [Warrior/Effect]

    This card is also treated as "Blade Skater" on the field and in the GY. When this monster is Summoned: Add 1 "Cyber" Warrior monster or "Assemblé Fusion" from your Deck to your hand. Once per turn you can add 1 "Fusion Weapon" or "Ritual Weapon" from your Deck to your hand.
    ATK/1400 DEF/1500

    Cyber Angel Parvati
    ********
    [Fairy/Ritual/Effect]

    You can Ritual Summon this card with "Machine Angel Ritual". If this card is Ritual Summoned: switch all face-up monsters your opponent controls to Defense Position, and if you do, inflict 1000 damage for each monster on their field that was not switched. When this Ritual Summoned monster is Banished: Special Summon it. When a Ritual monster Battles an opponent's monster: Add1 Banished card to the GY and if you do, Banish 1 card in your opponent's GY. Once per turn, during your End Phase: You can Banish 1 card in your Deck.
    ATK/2400 DEF/2800

    Cyber Goddess Shakti
    **********
    [Warrior/Fusion/Effect]

    1"Cyber Angel" monster + "Cyber Prima"
    A Fusion Summon of this card can only be conducted with the above Fusion Material monsters. If this card is Special Summoned: Add 1 "Cyber" Warrior/Fairy monster from your GY to your hand. Once per turn, Quick Effect: You can negate the Special Summon of a monster from the Extra Deck and Banish the Material monsters used for its summon until the End Phase of your next turn. At the start of your Battle Phase: Special Summon all "Cyber Tutu" monsters in your hand with ATK lower than your opponent's monster with the lowest ATK they control(they must control at least 1 monster) but they cannot be destroyed by Spell/Trap effects. Monsters on the field summoned by this card's effect are added to the hand at the end of the Battle Phase.
    ATK/3400 DEF/3600

    Assemblé Fusion
    Spell

    You can activate this card (from your hand) during your opponent's Battle Phase after you take battle damage and if you do, immediately Special Summon a "Cyber" Warrior/Fairy monster from your GY in Defense Position. Fusion summon a "Cyber" Warrior Fusion monster using monsters you control as Fusion Material. While this card is in the GY, you can Banish it and add 1 "Machine Angel" Spell card from your Deck to your hand.

    Machine Angel Respite
    Trap

    If a "Cyber" Warrior monster would be destroyed: Send 1 "Cyber Angel" monster from your Deck to your GY instead then increase it's ATK by 400. When your opponent Special Summons a monster(Quick Effect): You can banish this card in your GY to add 1 "Cyber Angel" monster in your GY to your hand, then you can activate a "Machine Angel" Ritual Spell card in your hand. This effect of "Machine Angel Respite" can only be used once per turn.

    *Artwork of Respite is the original 3 Cyber Angels back stage of a ballet tending to Cyber girl dancers.


    --Black Rose /FIRE-Plant--
    Spoiler Alert!

    Beast of the Black Rose
    ****
    [Plant/Tuner/Effect]

    You can discard this card to add 1 "Garden" Field Spell from your Deck to your hand. While this card is banished or in your GY: All monsters that are also banished OR also in your GY are also treated as Plant monsters. If this monster destroys a monster by Battle: Inflict 400 damage to your opponent's LP and Special Summon 1 "Burning Rose Token" (Plant-Type/FIRE/Level2/ATK 800/DEF800) to the destroyed monster's Main Monster Zone with this effect: Can only be tributed by the controller of a "Garden" Field Spell, also when this Token leaves the field inflict 300 damage to it's controller.
    ATK/1800 DEF/1600

    Troubaritz of the Black Rose
    **
    [Fairy/Effect]

    When a Synchro Summon is declared: You can reduce the level of any material monsters on the field by 1 for that Summon. If this monster is used as material for a Synchro Summon: Inflict 500 damage to your opponent's LP. If a "Black Rose" monster is Summoned: You can Special Summon this monster in your GY then you can destroy 1 Plant Token monster and inflict 300 damage to your opponent's LP.
    ATK/1000 DEF/1200

    Blazing Sorceress of the Black Rose
    *****
    [Plant/Synchro/Tuner/Effect]

    "Witch of the Black Rose" + 1+ non-Tuner monster
    This monster can be Synchro Summoned by first adding non-Tuner banished material to the Deck and then banishing "Witch of the Black Rose" and 1 non-Tuner Plant monster material from your field. If this monster is Special Summoned: You can destroy 1 Plant Token monster on the field and then Special Summon an exact copy of that Token in the same Monster Zone. Each time a Spell Card or Spell effect is activated: You can place 1 Flower Counter on this card(max. 5). When this card battles: You can remove a Flower Counter on your field; inflict 500 damage before Damage Calculation. Once per turn: You can remove 3 Flower Counters on your field; add 1 Spell/Trap card in your GY to the top of your Deck.
    ATK/2300 DEF/2000

    Nebula Rose Dragon
    ************
    [Dragon/Synchro/Effect]

    1Plant Tuner Monster + 1"Black Rose" Dragon Synchro monster + 1+ non-Tuner monsters.
    Can only be Synchro Summoned by first adding the above non-Tuner banished material to the Deck then banishing the Tuner and "Black Rose" Dragon Synchro material from your field.
    A monster this card Battles loses 400 ATK for each of your banished Tuner monsters before Damage Calculation until the end of the turn. If this card would be destroyed by Battle or monster effect: You can send 1 banished Plant monster to the GY instead. This card's name becomes "Black Rose Dragon" while on the field and Banished. During each End Phase you can target 1 banished "Black Rose" monster or Plant monster and either Special Summon it OR add it to your hand and then inflict damage to your opponent equal to the level of the monster x100. When this card leaves the field: Banish it.
    ATK/3400 DEF/2400

    Burning Rose Garden
    Spell

    Once per turn, when a non-Token monster is Special Summoned while you control a Plant monster: You can halve it's Level then Special Summon 1 "Burning Rose Token" (Plant-Type/FIRE/Level2/ATK 800/DEF800) to your opponent's field with this effect: Can only be tributed by the controller of a "Garden" Field Spell, also when this Token leaves the field inflict 300 damage to it's controller. "Black Rose" monsters and Plant monsters gain 300 ATK. Instead of your Normal Summon: You can send a "Black Rose" monster or Plant monster from your Deck to your GY to Normal Summon a "Black Rose" or Plant monster from your Deck. If a FIRE monster inflicts effect damage to your opponent while you control a Plant monster: increase that effect damage by 400. When this card is destroyed: You can return any number of banished cards to the Deck.

    *Troubaritz in musical history were the first known female composers of Western secular music.

    *Aki must achieve "Flux State" to Dimension Synchro Summon Nebula Rose in comparison to Yusei's "Clear Mind" and Jack's "Burning Soul". It is inspired by her psychic ability to turn monster holograms into reality in this case by pulling matter out of another dimension as material for her Synchro Summon.


    --Trains--
    Spoiler Alert!

    Construction Train Rail Expedition
    ****
    [Machine/Effect]

    You can discard this card: Add 1 "Revolving Switchyard" or "Inroad Railroad" from your Deck or GY to your hand. If this card was sent to the GY this turn, during the End Phase: You can pay 1000 LP to Special Summon a "Dreadnaught" Xyz monster in your GY and attach this card as material then end the turn. Once per turn, if this card was face-up on the field during your Battle Phase and did not attack, you can activate this effect: During your opponent's next Standby Phase send the top card in their Deck to the GY. This card becomes Level 10 in the GY.
    ATK/1800 DEF/1600

    Twindreadnaught Rail Cannon Buster Sceneshifter
    ****
    [Machine/Xyz/Effect]

    2 Level 4 EARTH Machine monsters.
    Once per turn, during your opponent's turn, you can activate this effect: Destroy a Field Spell card in your opponent's Field Zone and if you do; activate an "Inroad Railroad" in your hand if possible. Once: If this face-up card on the field would be destroyed by battle or card effect, you can detach 1 material from this card instead and if you do; return any banished EARTH Machine monsters to the Deck. Once per turn, you can detach 1 material: Target 1 card in the Spell/Trap Zone; destroy it.
    ATK/2400 DEF 2000

    CXyz Chaosdreadnaught Rail Cannon Gustav Ultima
    ***********
    [Machine/Xyz/Effect]

    3 Level 11 Earth Machine monsters.
    If this card has a "Dreadnaught" monster as material it gains this effect: This card cannot be destroyed by card effects. If this card has a "Superdreadnaught" monster as material it gains this effect: Inflict 2000 damage to your opponent's LP during the End Phase of each turn this card was face-up during the Battle Phase and did not battle. If this card destroys a Machine monster by battle: attach that monster to this card as material. Once per turn (Quick Effect): You can detach a material from this card to negate the activation or effect of a Spell or Trap card that would target a card you control and destroy it.
    ATK/3500 DEF/2500

    Rank-Up-Magic Dreadnaught Force
    Normal Spell

    Target either a Rank 4 "Dreadnaught" Xyz monster you control and a "Superdreadnaught" Xyz monster in your Extra Deck OR a "Superdreadnaught" Xyz monster you control and a "Chaosdreadnaught" Xyz monster in your Extra Deck. Special Summon, to the field target's Monster Zone, the Extra Deck target by attaching the field target and its materials(min. 1). (This Special Summon is treated as an Xyz Summon.) You can return 5 EARTH Machine monsters in your GY to the Deck to add this card in your GY to your hand.

    Inroad Railroad
    Spell

    If you do not control a "Revolving Switchyard" and this card would be added to your hand it is returned to the Deck and you add 1 "Revolving Switchyard" from your Deck to your hand instead. You can only activate this card if your opponent does not control a Field Spell card and you control a face-up "Revolving Switchyard" in your Field Zone. Activate this card by placing it in your opponent's Field Zone. Face-up Field Spell cards cannot be targeted by your card effects. Once per turn (Quick Effect): Your opponent can attach 1 Level 10 or Rank 4 EARTH Machine monster in their GY to a "Dreadnaught" Xyz monster they control. If this card leaves your field, you take 800 damage.

    *In WW1 King George V personally oversaw the firing of the first shell by Boche Buster from near Marœuil on August 8th in a fireplan to hit German reinforcements being sent south to oppose the British Amiens offensive. This shell heavily damaged a railway junction at Douai and became known as "The King's Shot".


    --Melodious--
    Spoiler Alert!

    Mezzo The Melodious Songstress
    **
    PS 6
    [Fairy/Pendulum/Tuner/Effect]

    Pendulum Effect: If you control a "Melodious" card with a different name in your other Pendulum Zone during your End Phase: You can Special Summon a "Claquer Token" (Fairy-Type/DARK/Level 3/ATK 400/DEF 1600) to your opponent's Monster Zone with this effect:Cannot be tributed or used as material, also you can pay 400 LP; this 400 ATK monster can attack directly. Once per turn: You can target 1 "Melodious" monster you control; it becomes a Tuner monster.
    Monster Effect:When this card is Summoned: You can add 1 "Melodious" monster from your Deck to your hand. You can only use this effect of "Mezzo the Melodious Songstress" once per turn. If this card was used as material for the Synchro Summon of a "Melodious" monster: You can banish 1 "Melodious" monster in your GY to add 1 "Melodious" monster in your GY to your hand.
    ATK/1200 DEF/1200

    Contralto The Melodious Songstress
    ****
    PS 1
    [Fairy/Pendulum/Effect]

    Pendulum Effect: If you control a "Melodious" card with a different name in your other Pendulum Zone during your End Phase: You can Special Summon a "Claquer Token" (Fairy-Type/DARK/Level 3/ATK 400/DEF 1600) to your opponent's Monster Zone with this effect: Cannot be tributed or used as a material, also you can pay 400 LP; this 400 ATK monster can attack directly. Once per: You can target 1 "Melodious" monster you control; its Level becomes the same as 1 other "Melodious monster you control.
    Monster Effect: When this card is Summoned: You can add 1 Spell/Trap card that lists "Melodious" in its card text from your Deck to your hand. You can only use this effect of "Contralto the Melodious Songstress" once per turn. If this card as material is detached from a "Melodious" Xyz monster: You can banish 1 "Melodious" monster in your GY to add 1 "Melodious" monster to your hand.
    ATK/1400 DEF/1400

    Beethovena the Melodious Maestra
    ******
    [Fairy/Synchro/Effect]

    1 LIGHT Fairy Tuner monster + 1 "Melodious" non-Tuner monster.
    Once, during either player's turn: You can send up to 2 cards from the top of each player's Deck to the GY; inflict 200 damage to your opponent's LP for every card sent to the GY by this effect before Damage Calculation, each time this card battles.
    ATK/2400 DEF/2000

    Bachelle the Melodious Maestra
    ****
    [Fairy/Xyz/Effect]

    2 Level 4 "Melodious" monsters.
    Once, during either player's turn: You can detach any number of material from this card; this card's Rank increases by 2 for each material detached by this effect, also a monster with a Level, Rank or Rating lower than this card's Rank is destroyed at the end of a Battle involving this monster.
    ATK/2400 DEF/2000

    Marvelous Melodious Music Hall
    Spell

    Fairy monsters gain 300 ATK. If you Normal Summon a "Melodious" monster: Opponent's card effects that prevent Special Summoning are negated for the rest of the turn. Each time a Melodious monster(s) is Special Summoned: Increase your LP by 400. Once per turn, if "Melodious" monsters are used as material for the Special Summon of a "Melodious" monster from the Extra Deck this turn: select 1 of those "Melodious" monsters in the GY and Special Summon it to your field then banish all non-"Melodious" monsters you control. When you control no face-up "Melodious" monsters at the beginning of your End Phase: Banish all face-up non-"Melodious" monsters on the field then you can Special Summon 1 banished "Melodious" monster. Your opponent's monsters banished by this effect are returned to the field during the Standby Phase when possible.

    *A Claquer is a hired applauder inserted into the audience. Artificial hype generators or they can also boo you if they don't get paid.

    *Last effect of Musical Hall is a concert ending, the audience being ushered out and will have to wait until the opening of the next concert to find a seat. Also, the Pendulums hire Claquers between shows.

    *Tried to follow the example of Schuberta's OCG effect for the other Extra Deck Maestras. Tried to do it based on the original anime effect but it just wouldn't work for me.

    Spoiler Alert!

    Other options for Melodious:
    Cantata The Melodious Diva (Lv. 3)
    Cavatina The Melodious Diva(hand trap)
    Vibrato the Melodious Songstress (Pendulum)
    Messa the Melodious Songstress (Pendulum)
    Shykova the Melodious Maestra (Lv. 6)- Tchaikovsky
    Vivaldia the Melodious Maestra (Lv. 7)- Vivladi
    Pendulum Prodigy Calliope the Melodious Queen (Pendulum)- Calliope is leader of the Greek Muses.
    Tessitura(Melodious Pendulum support)- A singer's vocal range
    Overture(Standby Phase support)
    Cadence(End Phase support)
    Melodious Casting Call(adds to hand)
    Melodious Quartet(requires 2 Soprano, 1 Mezzo and 1 Contralto on the field)

    And with her dimension sisters:
    Fusion Prodigy Lunalight Terpsichora (Greek Muse of Dance)
    Synchro Prodigy Windwitch Polyhymnia (Greek Muse of Meditation-related to bells clearing the mind)
    Xyz Prodigy Lyrilusc Euterpa (Greek Muse of Lyrical Poetry)

    Divine Queen Prodigy Raya (Ray-A, Ray Akaba, Rhea the Titan Mother of Gods)

    Last edited by ScionStorm; 23rd August 2018 at 12:02 AM.

  2. #2782
    Registered User Sanokal's Avatar
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    I like these as a whole. The effects get a bit obtuse at times, particularly for the Cyber Angels, but these are all really neat.
    Sanokal

  3. #2783
    Registered User ScionStorm's Avatar
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    Forgot to mention Beast of the Black Rose should have a cameo of Rose Lover in the artwork.

    Also the conceptual reason that Hysteric Concert connects with Hysteric Party is that...
    <_<
    >_>
    *whispers conspiratorially*
    Hysteric Party is the Concert's After Party

    Quote Originally Posted by Sanokal View Post
    I like these as a whole. The effects get a bit obtuse at times, particularly for the Cyber Angels, but these are all really neat.
    Which set did you like the most?
    Last edited by ScionStorm; 14th August 2018 at 02:25 AM.

  4. #2784
    Registered User ScionStorm's Avatar
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    Infinity War is out on DVD/Blu-ray today so now seems as good a time as any to release this.

    Behold!



    Infinity Crystal Gauntlet
    Spell

    Pay 1000 LP to activate this card. If the equipped monster is not level 10 or higher: Pay 1000 LP during each of your Standby Phases or destroy this card. The equipped monster gains the following effects depending on which "Infinity Crystal" Spell/Trap cards are currently banished.
    • Zircon Space - Once per turn (Quick Effect): Return 1 banished "Crystal" card to the Deck then banish 1 card on the field with the same card type.
    • Beryl Mind- Once per turn(Quick Effect): Return 1 banished "Crystal" card to the Deck then your opponent must reveal 1 card with the same card type in their hand Or reveal their entire hand.
    • Rhodonite Reality- Once per turn (Quick Effect): Return 1 banished "Crystal" card to the Deck then select 1 card on the field and treat it as that same card type until the end of the turn.
    • Sugilite Power- Once per turn (Quick Effect): Return 1 banished "Crystal" card to the Deck then neither player can activate card effects of that card type for the rest of the turn (except this card).
    • Hiddenite Time- Once per turn, except during the Draw Phase (Quick Effect): Return 1 banished "Crystal" card to the Deck then look at the top card of your Deck. If it is the same card type as the returned card; add it to your hand and skip the current Phase.
    • Sphalerite Soul- Once per turn (Quick Effect): Return 1 banished "Crystal" card to the Deck then Special Summon 1 monster in either GY but you cannot activate it's effects and it is banished when it leaves the field.



    Infinity Crystal - Zircon Space
    Spell

    Banish 1 monster you control then Special Summon 1 monster from your hand with a lower level than the banished monster. If the Special Summoned monster leaves the field: Return the banished monster to the field. Banish this card after it resolves.

    Infinity Crystal - Beryl Mind
    Trap

    Change the Battle Position of 1 monster you control then target 1 monster your opponent controls: Change it's Battle Position, and if you do, your opponent must reveal 3 cards in their hand. Banish this card when it resolves.

    Infinity Crystal - Rhodonite Reality
    Trap

    Destroy all Field Spells when this card activates. Activate 1 Field Spell from your hand or Deck then change all the face-up monsters you control to 1 type and all the face-up monsters your opponent controls to 1 type until the end of the turn. Banish this card when it resolves.

    Infinity Crystal - Sugilite Power
    Spell

    Target 1 face-up monster on the field. Double it's ATK then increase it's ATK by 1000. It cannot attack directly or be tributed. During the End Phase: Banish it face-down and inflict 1000 damage to the controller of the card's LP. Banish this card when it resolves.

    Infinity Crystal - Hiddenite Time
    Spell

    At the start of a Phase, except the Draw Phase (Quick Effect): you can reveal this card in your hand and pay 1000 LP to skip the current Phase. You can only use this effect of "Infinity Crystal - Hiddenite Time" once per turn and cannot use it the following 2 turns. Look at the top 3 cards of your Deck and your opponent's Deck; banish 1 card from each and then return the other cards in any order. The banished cards are added to each owner's hand during the End Phase. Banish this card when its second effect resolves.

    Infinity Crystal - Sphalerite Soul
    Trap

    Tribute 1 monster you control to destroy 1 monster your opponent controls with the same or lower Level/Rank/Rating. Banish this card when this effect resolves. While this card is banished, once per turn: You can pay 1000 LP to add 1 monster from either player's GY to your hand or your Extra Deck.
    Last edited by ScionStorm; 14th August 2018 at 11:13 PM.

  5. #2785
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    When Structure Deck R Undead World was announced, I CaC'd the cards I would have liked to see in it, and also added the retrains I thought they'd made. At the time I didn't notice (or they didn't announced it yet, I don't know) there was a synchro monster in it, so I went with a standart 40-cards+token Structure Deck R.

    Gravedigger
    SR07-000
    Zombie, DARK, Tuner, Lv3, ATK 400, DEF 0
    (1) If this card is sent to the GY; Send 1 Zombie Monster from your hand or Deck to the GY.
    (2) If you do not control a Field Spell and all monsters you control are Zombie monsters (Quick effect): Banish this card from the GY; Activate "Zombie World" from your hand or Deck, but banish it during the End Phase.
    You can only use 1 effect of "Gravedigger" per turn, and only once that turn.

    Zombie Overlord
    SR07-001
    Zombie, Dark, Lv9, ATK 2800, DEF 0
    Cannot be Normal Summoned/Set. Must first be Special Summoned (from your hand or GY) by Banishing 1 "Zombie Master" and 1 Zombie monster you control that was Special Summoned from the GY.
    (1) You can only control 1 "Zombie Overlord".
    (2) While this card is face-up on the field, the field is treated as "Zombie World".
    (3) You can activate each of the following effects of "Zombie Overlord" once per turn:
    - If another Zombie monster activates its effect: You can negate that effect, and if you do, banish that card.
    - At the start of the Battle Phase: the turn player can send 1 Zombie monster from their Deck to the GY, otherwise it becomes the End Phase.
    - If this face-up card in its owner's control leaves the field because of an opponent's card: Special Summon Zombie Monsters from either player's GY, up to the number of monsters your opponent controls.

    Zombie Lord
    SR07-002
    Zombie, DARK, Lv4, ATK 1800, DEF 0
    You can discard 1 Zombie monster; Special Summon this card (from your hand). You can only Special Summon "Zombie Lord" once per turn this way.
    (1) This card's name becomes "Zombie Master" while it's face-up on the field.
    (2) Once while this card is face-up on the field, if a Zombie monster is sent to the GY: You can Special Summon that monster in face-up Defense Position to its owner's field, but banish it when it leaves the field. "Zombie World" must be face-up on the field to activate and to resolve this effect.

    Paladin of the Doomed Dragon
    SR07-003
    Zombie, DARK, Lv4, ATK 1900, DEF 0
    (1) When this card is Normal Summoned: You can Special Summon 1 LV4 or lower Zombie monster from your hand, but you cannot Special Summon monsters for the rest of this turn, except Zombie monsters.
    (2) At the start of the Damage Step, if this card battles a Zombie monster: You can take damage equal to that monster's original ATK, then take control of that monster, but its effects are negated, also send it to the GY at the end of the Battle Phase.

    Necro Burial
    SR07-026
    Normal Spell Card
    (1) Take 1 Zombie monster from your Deck, and either send it to your GY or banish it, but you cannot Special Summon monsters for the rest of this turn, except Zombie monsters.
    (2) Banish this card from the GY; Return 1 banished Zombie monster to the GY, or Special Summon it if "Zombie World" is face-up on the field.
    You can only use 1 effect of "Necro Burial" per turn, and only once that turn.

    Land of Vermillion Violets
    SR07-036
    Continuous Trap Card
    (1) This card's name is treated as "Zombie World" while face-up on the field.
    (2) Once per turn, if a Zombie monster you control battles: You can have your monster gain 300 ATK for each Zombie monster on the field and in the GYs.
    (3) If a Zombie Monster(s) would be destroyed, you can destroy this face-up card instead.
    (4) If this card is sent from the field to the GY while you don't control a field spell: Activate "Zombie World" from your Deck.

    Reprints and token:
    SR07-004 - Kasha
    SR07-005 - Red-Eyes Zombie Dragon
    SR07-006 - Malevolent Mech - Goku En
    SR07-007 - Paladin of the Cursed Dragon
    SR07-008 - Immortal Ruler
    SR07-009 - Zombie Master
    SR07-010 - Shiranui Samurai
    SR07-011 - Tristan, Knight of the Underworld
    SR07-012 - Mezuki
    SR07-013 - Samurai Skull
    SR07-014 - Bone Crusher
    SR07-015 - Shutendoji
    SR07-016 - Shiranui Spiritmaster
    SR07-017 - Necroface
    SR07-018 - Pyramid Turtle
    SR07-019 - Goblin Zombie
    SR07-020 - Uni-Zombie
    SR07-021 - Bacon Saver
    SR07-022 - Spirit Reaper
    SR07-024 - Plaguespreader Zombie
    SR07-025 - Scapeghost
    SR07-027 - Foolish Burial
    SR07-028 - Burial From a Different Dimension
    SR07-029 - Allure of Darkness
    SR07-030 - Dark World Dealings
    SR07-031 - Monster Reborn
    SR07-032 - Book of Life
    SR07-033 - Call of the Mummy
    SR07-034 - Zombie World (X2)
    SR07-037 - Trap of the Imperial Tomb
    SR07-038 - Rivalry of the Warlords
    SR07-039 - Haunted Shrine

    SR07-TKN - Scapeghost Token



    These were the cards I CaC'd when Structure Deck R Undead World was announced, but hadn't have a chance to show them to anyone until now.
    Zombie Lord and Zombie Overlord are clearly meant to be Zombie Master retrain (Zombie Overlord kinda reminds me of Vampire Genesis, maybe for its summoning conditions).
    Paladin of the Doomed Dragon is a retrain of Paladin of the Cursed Dragon, and shares a similar, monster-stealing effect. I like to imagine it to be a zombified Red-Eyes counterpart.
    Also, Land of Vermillion Violets is clearly a Zombie World counterpart, but also a Violet Crystal retrain (shares a similar name and the 300 ATK boosting).

    As for the cards, Necro Burial is meant to be generic Zombie-type support. It acts as a Foolish Burial, but can also banish Shiranui monsters and retrieve Mezuki. I think it's the most broken card in the set, and the one I would love to see printed in the real game.
    Gravedigger and Paladin of the Doomed Dragon are generic Zombie support that have other beneficial effects if you run Zombie World. Same for Land, that retrains ZW while not making it useless.
    Zombie Lord/Overlord are instead meant to be used in a Zombie World deck. Overlord can actually be used even if you don't run ZW (it actually replaces it, kinda), but to make the most out of it you should run it, otherwise it's just a costly Threatening Roar.
    Last edited by BBDD; 18th August 2018 at 09:38 AM.
    I'm using this forum to improve my english while also talking about a hobby of mine. Sorry for my grammatical mistakes.

  6. #2786
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    My first reaction was "Necro Burial is broken!!!", and it is, but it's not unrealistic. If Konami wanted to push Zombies like they did with Monarchs, something like this could happen.

    I felt the Vampire Genesis vibes in Overlord too, it would make more sense if this SD R was based on the SD Zombie Madness instead of SD Zombie World. The later was all about zombie counterparts, so the R boss would very likely be a zombie counterpart too (sad it was Red-eyes again, I was hoping for a Blue-Eyes Zombie Dragon ─ which would even make more sense as a Synchro, but I digress). Anyway, I like the concept of the card very much! My favorite is effect (2), because it can even revive itself. The effect negation makes Zombie World worth it, and it's not trivial to workaround thanks to battle skipping (which in turn doubles as Burial dump in your turn, clever!).

    Gravedigger's 1st effect makes so much sense! I wonder why zombies already have 3 "Armageddon Knight"-things but still no "Shaddoll Squamata"-thing.

    Zombie Lord started like a Dark Grepher so, at first look, I was disappointed that the second effect was not another GY dump, but revival makes more sense indeed.

    A zombie counterpart for Paladin of Dark Dragon is a good idea. Special summon from hand is not very Zombie-like, but maybe that's why you added it, to give Zombies more flexibility.

    The trap is perfectly designed. The ATK boost forces your opponent rely on effects to destroy either this card or your monsters, but both option lead to replacing this with Zombie World. That Violet Crystal reference is obvious and very much welcome.
    Last edited by Link-0; 15th August 2018 at 01:18 PM.

  7. #2787
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    Quote Originally Posted by Link-0 View Post
    My first reaction was "Necro Burial is broken!!!", and it is, but it's not unrealistic. If Konami wanted to push Zombies like they did with Monarchs, something like this could happen.
    While yes, the card is very powerful indeed, I think that, thematically and functionally, zombie decks really need it. We're in 2018, Konami creates searchable 1-card link-2 but it's too afraid to give zombies, that do absolutely nothing since years, a themed foolish burial?
    Since it COULD lead to undesireable combos, though, the card should be restricted to zombies. This way, I don't really think it will any impact in the meta whatsoever, while also remaining a powerful addition to any zombie deck.

    Quote Originally Posted by Link-0 View Post
    I felt the Vampire Genesis vibes in Overlord too, it would make more sense if this SD R was based on the SD Zombie Madness instead of SD Zombie World. The later was all about zombie counterparts, so the R boss would very likely be a zombie counterpart too (sad it was Red-eyes again, I was hoping for a Blue-Eyes Zombie Dragon ─ which would even make more sense as a Synchro, but I digress). Anyway, I like the concept of the card very much! My favorite is effect (2), because it can even revive itself. The effect negation makes Zombie World worth it, and it's not trivial to workaround thanks to battle skipping (which in turn doubles as Burial dump in your turn, clever!).
    While reviving itself was indeed intended, you reminded me I forgot to put some kind of cost to not turn it into an almost unstoppable loop. Granted, Bouncing/Banishing/Shuffling removal is a thing, but it would not be fair to have a monster so powerful be able to float endlessly for almost no cost.

    Quote Originally Posted by Link-0 View Post
    Gravedigger's 1st effect makes so much sense! I wonder why zombies already have 3 "Armageddon Knight"-things but still no "Shaddoll Squamata"-thing.
    I wonder that too! I for one would really appreciate if Konami printed it. Even with some kind of restriction, like "if sent to GY by a zombie monster effect" would still be nice to have.

    Quote Originally Posted by Link-0 View Post
    Zombie Lord started like a Dark Grepher so, at first look, I was disappointed that the second effect was not another GY dump, but revival makes more sense indeed.
    I just think that Zombies have enough dumping effs already (Uni, Gozuki, Samurai Skull). Plus Necro Burial and Gravedigger would really make it unnecessary.

    Quote Originally Posted by Link-0 View Post
    A zombie counterpart for Paladin of Dark Dragon is a good idea. Special summon from hand is not very Zombie-like, but maybe that's why you added it, to give Zombies more flexibility.
    Yeah, I think that Zombies are too weak turn 1, and really need some kind of spam capability outside of Mezuki. I decided to go with a standard "Summon from hand+type lock for the rest of the turn", which, in hindsight, wasn't so different from what we received with Yellow Ninja. Funny.

    Quote Originally Posted by Link-0 View Post
    The trap is perfectly designed. The ATK boost forces your opponent rely on effects to destroy either this card or your monsters, but both option lead to replacing this with Zombie World. That Violet Crystal reference is obvious and very much welcome.
    Thanks! I had a hard time figuring out a way to reference Crystal Violet in the name while also not using the word "Crystal" (didn't want to slap another "This card isn't treated as a Crystal card" clause onto the card). I'm happy it turned out to be clear enough.

    EDIT: I changed some of the wording of the cards. Now the trap only activates ZW if you don't control a field spell (as it should, I think), and Overlord's negation effect is optional (it already was, but maybe it wasn't clear enough). I also added restrictions to Necro Burial (so that it won't lead to undesirable extra link combos. You cannot be careful enough these days) and Overlord (you can only control one), and a cost to Overlord's floating effect (to avoid loops).
    Last edited by BBDD; 16th August 2018 at 12:01 AM.
    I'm using this forum to improve my english while also talking about a hobby of mine. Sorry for my grammatical mistakes.

  8. #2788
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    Quote Originally Posted by BBDD View Post
    While reviving itself was indeed intended, you reminded me I forgot to put some kind of cost to not turn it into an almost unstoppable loop. Granted, Bouncing/Banishing/Shuffling removal is a thing, but it would not be fair to have a monster so powerful be able to float endlessly for almost no cost.
    [...]
    and Overlord (you can only control one), and a cost to Overlord's floating effect (to avoid loops).
    I think the summoning condition is costly enough, so, to avoid loops, I would simply set a hard once-per-turn restriction on that effect, but keep it free. Once per turn destruction immunity is nothing special.

  9. #2789
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    Quote Originally Posted by Link-0 View Post
    I think the summoning condition is costly enough, so, to avoid loops, I would simply set a hard once-per-turn restriction on that effect, but keep it free. Once per turn destruction immunity is nothing special.
    You're right, maybe I was balancing it too much.

    Man, really hoping Zombie World gets more cards in Savage Strike.

    Zombie Madness
    Quick-Play Spell Card
    (1) Target 1 "Zombie World" you control; It cannot be destroyed by your opponent's card effects this turn, also it gains the following effect. You cannot Special Summon Monsters the turn you activate this effect, except Zombie Monsters.
    - Once per turn (Quick effect): You can discard 1 Zombie monster; Draw 1 card and reveal it, then, if it is a Zombie monster, you can discard it.
    (2) Banish this card from the GY, then target "Zombie World" in your GY or that is banished; Shuffle it into the Deck.
    You can use each effect of "Zombie Madness" once per turn.

    [Featured art: "Skull Servants". Tons of them.]

    Plague Spreading
    Continuous Trap Card
    (1) Face-up Field Spells's name becomes "Zombie World".
    (2) "Zombie World" cannot be targeted by your opponent's card effects.
    (3) If a Monster(s) is Normal or Special Summoned: Target 1 of those monsters; That target becomes Zombie (even in the GY) until the end of this turn.
    (4) During the Standby Phase, except the turn this card was activated: You can banish this face-up card you control; Destroy all face-up Field Spells (if any), then activate "Zombie World" from your Deck.

    [Featured art: "Plaguespreader Zombie" turning "Robbin' Goblin" into "Robbin' Zombie"]

    Zombie Madness is a -1, but I think it to be a great card nontheless, capable of unbricking your hand when you draw too many Solitaire/Uni/Mezuki, discarding the newly released Drochscuille and Banshee, and also protects ZW for a single turn. It can also recycle ZW, since one of the many problems of the deck is that running too many of them turns into brick hands, but too few lead to your opponent getting rid of one or two and invalidating your entire strategy.

    Plague Spreading's pretty weak, but acts as ZW replacement if you don't have one (and then searches it) or protects it you have it on the field. It doesn't lead to any card advantage, but even as it is, it would really improve the consistency of the deck. Plus, I'm proud of the name and art references lol.
    Last edited by BBDD; 18th August 2018 at 10:04 AM.
    I'm using this forum to improve my english while also talking about a hobby of mine. Sorry for my grammatical mistakes.

  10. #2790
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    And Dark Scorpion support. The meme will never die.

    Don Zaloog's Camp
    Field Spell
    (1) If you would activate 1 of the effects of a "Dark Scorpion" monster, you can activate both in sequence.
    (2) While "Don Zaloog" is face-up on your side of the field, your opponent cannot activate cards or effects during the Battle Phase.

    Cliff's Scheme
    Continuous Spell Card
    (1) Special Summon 1 "Dark Scorpion" Monster from your hand or GY, then, if you control "Don Zaloog", you can Special Summon 1 "Dark Scorpion" from your Deck. Monsters Special Summoned by this effect can attack your opponent directly. You cannot Special Summon monsters, except "Dark Scorpion" monsters, the turn you activate this effect.
    (2) If a "Dark Scorpion" Monster you control battles an opponent's Monster: You can make its ATK become equal to the opponent's monster's ATK + 100 during this damage calculation only, then send this face-up card you control to the GY.

    Chick's Flight
    Normal Spell Card
    (1) Discard 1 "Dark Scorpion" monster; Add 1 "Don Zaloog" and 1 card that specifically list "Don Zaloog" in its text from your Deck or GY to your hand. You can only use this effect of "Chick's Flight" once per turn.
    (2) If a "Dark Scorpion" card(s) would be destroyed, you can banish this card and 1 "Dark Scorpion" monster from your GY instead.

    Dark Scorpion - Sombre the Hireling
    Effect Monster, Lv1, DARK, Warrior, ATK 500, DEF 300
    When this card is Summoned: Pay 500 LP; Choose and apply 1 of the following effects, then change control of this card. You can only use this effect of "Dark Scorpion - Sombre the Hireling" once per turn.
    - Special Summon "Don Zaloog" from your hand, Deck or GY.
    - Set 1 Spell/Trap that specifically lists "Don Zaloog" in its text from your deck to your side of the field.

    Maenae's Bribery
    Trap Card
    (1) During your opponent's Main Phase 1, when a Monster(s) is Special Summoned to your opponent's side of the field: Target 1 of those Monsters; It cannot be destroyed by battle this turn, but its ATK becomes 400, also its effects are negated. During each Battle Phase this turn, that Monster must attack, if able. If you control "Don Zaloog", you can also apply the following effect. You can only activate "Maene's Bribery" once per duel.
    - It becomes the Battle Phase of this turn, and if it does, that targeted monster can attack all monsters you control, once each.

    Gorg's Ambush
    Counter Trap Card
    If you control "Don Zaloog", you can activate this card from your hand.
    (1) If a Spell/Trap card or an Effect Monster's effect is activated while you control a "Dark Scorpion" Monster: Negate it, and if you do, destroy it, then you choose and apply 1 effect of a "Dark Scorpion" monster you control.

    Sombre's Betrayal
    Quick-play Spell Card
    (1) Send 1 "Dark Scorpion" Monster from your hand or Deck to your GY, then destroy 1 card on the field. If "Don Zaloog" is face-up on the field, banish that card instead.
    You can only activate "Sombre's Betrayal" once per turn.

    Enraged Don Zaloog
    Link-2, DARK, Warrior, ATK 1800. Link Arrows: BL, BR
    2 DARK Warriors
    You can also Special Summon this card by sending 1 face-up "Don Zaloog" you control to the GY. You can only Special Summon "Enraged Don Zaloog" once per turn this way.
    (1) This card's name becomes "Don Zaloog" while face-up on the field or in the GY.
    (2) Monsters this card points to lose 1000 ATK for each "Dark Scorpion" monster in the GYs.
    (3) If a "Dark Scorpion" monster you control destroys an opponent's Monster: Choose and apply 1 of the following effects.
    - Special Summon 1 "Dark Scorpion" monster from your Deck.
    - Inflict 500 damage to your opponent for each "Dark Scorpion" Monster you control.




    Great treasures await the Dark Scorpion gang! At Don Zaloog's place, the Dark Scorpions plan to rob the Tyrant (featured in the "Tyrant" series such as "Tyrant Throes"). However, Cliff's plan is dangerous, and Chick decides to flee, worried for his life. The gang is forced to hire a substitute, Sombre. The plan seems to go well (Maenae sends away the guards by bribing them, and Gorg fights some others), but suddendly Sombre betrays them all! Just when they lose hope, Chick returns and save them... but at the cost of his life! [This is represented by "Chick's Flight" second effect] Don Zaloog goes Berserk for the loss of his friend and defeats all the remaining guards all by himself.
    But what awaits our heroes now that the gang has lost one of its most powerful member? Will they avenge him? Who's Sombre?
    Last edited by BBDD; 18th August 2018 at 11:59 AM.
    I'm using this forum to improve my english while also talking about a hobby of mine. Sorry for my grammatical mistakes.

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