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Thread: Official Create-a-Card Thread

  1. #2491
    Registered User Sanokal's Avatar
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    Quote Originally Posted by TheycallmeBrick View Post
    Spoiler Alert!
    Rose Angel
    EARTH / Level 1 / Fairy / Effect
    ATK 400 / DEF 400
    If you control a "Black Rose" monster, you can Special Summon this card from your hand or Graveyard, but banish it when it leaves the field. Quick Effect: You can discard this card, then target 1 "Black Rose" monster you control; until the end of this turn, it cannot be destroyed by card effects. You can only use this effect of "Rose Angel" once per turn.

    Sunfire Blossom
    FIRE / Level 1 / Plant / Tuner / Effect
    ATK 100 / DEF 100
    Once per turn: You can increase the Level of all Plant monsters you currently control by 1. You cannot use Plant monsters you control as Material for a Summon during the turn you activate this effect, except for a Synchro Summon.

    Stardust Soul Dragon
    WIND / Level 8 / Dragon / Synchro / Tuner / Effect
    ATK 2500 / DEF 2000
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Stardust Dragon" while it is on the field or in the Graveyard. While you control another face-up Tuner monster, this card is not treated as a Tuner monster. Once per turn, when your opponent activates a Spell or Trap Card or a monster effect (Quick Effect): You can negate the activation, and if you do, destroy it, also your opponent cannot activate cards or effects with the same name as that card until their next Standby Phase.

    Scarlight Red Dragon Archfiend
    DARK / Level 8 / Dragon / Synchro / Effect
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Red Dragon Archfiend" while it is on the field or in the Graveyard. Once per turn: You can destroy as many Special Summoned Effect Monsters on the field as possible with ATK less than or equal to this card's (other than this card), then inflict 500 damage to your opponent for each monster destroyed.

    Sunfire Black Rose Dragon
    FIRE / Level 7 / Dragon / Synchro / Effect
    ATK 2400 / DEF 2000
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Black Rose Dragon" while it is on the field or in the Graveyard. When this card is Synchro Summoned: You can target cards your opponent controls, up to the number of FIRE monsters used for this card's Synchro Summon; destroy them. Once per turn: You can banish 1 Plant monster from your Graveyard; until the End Phase, this card gains ATK equal to the banished monster's ATK.

    Shining Ancient Fairy Dragon
    LIGHT / Level 7 / Dragon / Synchro / Effect
    ATK 2100 / DEF 3000
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Ancient Fairy Dragon" while it is on the field or in the Graveyard. When this card is Synchro Summoned: You can add 1 Field Spell Card from your Deck to your hand. Once per turn: You can gain 500 LP for each face-up Spell and Trap Card on the field.

    Super Power Tool Dragon
    EARTH / Level 7 / Machine / Synchro / Effect
    ATK 2300 / DEF 2500
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Power Tool Dragon" while it is on the field or in the Graveyard. When this card is Synchro Summoned: You can add 1 Equip Spell Card from your Deck to your hand. Once per turn: You can target cards your opponent controls, up to the number of Spell and Trap Cards equipped to this card; destroy them.

    Clear Mind
    Normal Spell Card
    If the only card you control is a Level 8 "Stardust" Synchro Monster: You can Special Summon as many "Power Tool" Synchro Monsters and/or Level 7 or 8 Dragon Synchro Monsters from your Graveyard as possible. They have their effects negated, their ATK and DEF become 0, and their Levels are halved. If a monster you controlled at the resolution of this card leaves the field, banish it.

    Accel Synchro
    Quick-Play Spell Card
    If you control a Tuner Synchro Monster: Halve the Level of every Synchro Monster you control, and if you do, immediately after the resolution of this effect, Synchro Summon 1 Synchro Monster, using only Synchro Monsters you control.

    Double Ripple
    Normal Spell Card
    Banish 2 monsters you control whose total Levels equal 7 (1 Tuner and 1 non-Tuner); Special Summon from your Extra Deck 1 Level 7 "Ancient" Synchro Monster and 1 Level 7 "Power Tool" Synchro Monster in Defense Position. You cannot Special Summon monsters during the turn you activate this card, except Synchro Monsters. You can only activate 1 "Double Ripple" per turn.

    Synchro Legacy
    Normal Trap Card
    If an opponent's monster declares a direct attack and you control no monsters: You can banish 1 Level 8 or higher Synchro Monster from your Graveyard, then target 1 Level 7 or lower Synchro Monster with the same Type in your Graveyard; Special Summon it, and if you do, make it the attack target and perform damage calculation, also the attacking monster loses ATK equal to the ATK of the Synchro Monster banished by this card's effect.

    Burning Soul
    Normal Trap Card
    If you control a "Red Dragon Archfiend" monster, or a Synchro Monster that used a "Red Dragon Archfiend" monster as Synchro Material, you can activate this card from your hand. Target 1 card in your Graveyard, except "Burning Soul", that was sent there this turn; add it to your hand. If it is a Normal Trap Card, you can activate it from your hand this turn.

    Burning Rebirth
    Normal Trap Card
    Tribute 1 Level 8 or higher Synchro Monster; Special Summon 1 Level 8 "Red Dragon Archfiend" monster from your Graveyard in Attack Position, then equip it with this card. When this card leaves the field, destroy it. When it leaves the field, destroy this card. You can discard 1 monster, then banish this card (Quick Effect); Special Summon the monster Tributed to activate this card from your Graveyard.


    And, just for fun, these same cards, but in French (the language I originally wrote them in).
    Spoiler Alert!
    Ange de la Rose
    TERRE / Niveau 1 / Elfe / Effet
    ATK 400 / DEF 400
    Si vous contrôlez un monstre "Rose Noire", vous pouvez Invoquer Spécialement cette carte depuis votre main ou Cimetière, mais bannissez-la lorsqu'elle quitte le terrain. Effet Rapide : vous pouvez défausser cette carte, puis cibler 1 monstre "Rose Noire" que vous contrôlez ; jusqu'à la fin de ce tour, il ne peut pas être détruit par des effets de carte. Vous ne pouvez utiliser cet effet de "Ange de la Rose" qu'une fois par tour.

    Floraison de Feu de Soleil
    FEU / Niveau 1 / Plante / Syntoniseur / Effet
    ATK 100 / DEF 100
    Une fois par tour : vous pouvez augmenter les Niveaux de tous les monstres Plante que vous contrôlez actuellement de 1. Durant le tour où vous activez cet effet, vous ne pouvez pas utiliser des monstres Plante que vous contrôlez comme Matériel pour une Invocation, sauf pour une Invocation Synchro.

    Dragon de l'Âme Poussière d'Étoile
    VENT / Niveau 8 / Dragon / Synchro / Syntoniseur / Effet
    ATK 2500 / DEF 2000
    1 Syntoniseur + 1+ monstre non-Syntoniseur
    Le nom de cette carte devient "Dragon Poussière d'Étoile" tant qu'elle est sur la terrain ou dans le Cimetière. Tant que vous contrôlez un autre monstre Syntoniseur face recto, cette carte n'est pas traitée comme un monstre Syntoniseur. Une fois par tour, lorsque votre adversaire active une Carte Magie/Piège ou un effet de monstre (Effet Rapide) : vous pouvez annuler l'activation, et si vous le faites, détruisez la carte, et aussi, jusqu'à la prochaine Standby Phase de votre adversaire, votre adversaire ne peut pas activer des cartes ou des effets avec le même nom de la carte.

    Lumicatrice Dragon Rouge Archdémon
    TÉNÈBRES / Niveau 8 / Dragon / Synchro / Effet
    1 Syntoniseur + 1+ monstre non-Syntoniseur
    Le nom de cette carte devient "Dragon Rouge Archdémon" tant qu'elle est sur le Terrain ou dans le Cimetière. Une fois par tour : vous pouvez détruire autant de Monstres à Effet Invoqués Spécialement sur le Terrain (cette carte exclue) que possible avec une ATK inférieure ou égale à celle de cette carte, puis infligez 500 points de dommages à votre adversaire pour chaque monstre détruit.

    Dragon Rose Noire de Feu de Soleil
    FEU / Niveau 7 / Dragon / Synchro / Effet
    ATK 2400 / DEF 2000
    1 Syntoniseur + 1+ monstre non-Syntoniseur
    Le nom de cette carte devient "Dragon Rose Noire" tant qu'elle est sur la terrain ou dans le Cimetière. Lorsque cette carte est Invoquée par Synchronisation : vous pouvez cibler un nombre de cartes contrôlées par votre adversaire inférieur ou égal au nombre de monstres FEU utilisés pour l'Invocation Synchro de cette carte ; détruisez-les. Une fois par tour : vous pouvez bannir 1 monstre Plante depuis votre main, Terrain ou Cimetière ; jusqu'à la End Phase, cette carte gagne une ATK égale à l'ATK du monstre.

    Ancien Dragon Féerique Brilliant
    LUMIÈRE / Niveau 7 / Dragon / Synchro / Effet
    ATK 2100 / DEF 3000
    1 Syntoniseur + 1+ monstre non-Syntoniseur
    Le nom de cette carte devient "Ancien Dragon Féerique" tant qu'elle est sur le terrain ou dans le Cimetière. Lorsque cette carte est Invoquée par Synchronisation : vous pouvez ajouter 1 Carte Magie de Terrain depuis votre Deck à votre main. Une fois par tour : vous pouvez gagner 500 LP pour chaque Carte Magie/Piège face recto sur le terrain.

    Super Dragon Électromécanique
    TERRE / Niveau 7 / Machine / Synchro / Effet
    ATK 2300 / DEF 2500
    1 Syntoniseur + 1+ monstre non-Syntoniseur
    Le nom de cette carte devient "Dragon Électromécanique" tant qu'elle est sur la terrain ou dans le Cimetière. Lorsque cette est Invoquée par Synchronisation : vous pouvez ajouter 1 Carte Magie d'Équipement depuis votre Deck à votre main. Une fois par tour : vous pouvez cibler un nombre de cartes contrôlées par votre adversaire, inférieur ou égal au nombre de Cartes Magie/Piège équipées à cette carte ; détruisez-les.

    Esprit Clair
    Carte Magie Normale
    Si la seule carte que vous contrôlez est un Monstre Synchro "Poussière d'Étoile" de Niveau 8 : vous pouvez Invoquer Spécialement autant de Monstres Synchro "Électromécanique" et/ou Monstres Synchro Dragon de Niveau 7 ou 8 depuis votre Cimetière que possible. Ils ont leurs effets annulés, leurs ATK/DEF deviennent 0 et leurs Niveaux sont divisés par deux. Si un monstre que vous avez contrôlé à la résolution de cette carte quitte le Terrain, bannissez-le.

    Accel Synchro
    Carte Magie Jeu-Rapide
    Si vous contrôlez un Monstre Synchro Syntoniseur : divisez par deux les Niveaux de tous les Monstres Synchro que vous contrôlez, et si vous le faites, immédiatement après la résolution de cet effet, Invoquez par Synchronisation 1 Monstre Synchro en utilisant uniquement des Monstres Synchro que vous contrôlez.

    Double Ondulation
    Carte Magie Normale
    Bannissez 2 monstres que vous contrôlez dont le Niveau total est égal à 7 (1 Syntoniseur et 1 non-Syntoniseur) ; Invoquez Spécialement depuis votre Extra Deck 1 Monstre Synchro "Ancien" de Niveau 7 et 1 Monstre Synchro "Électromécanique" de Niveau 7 en Position de Défense. Vous ne pouvez Invoquer Spécialement des monstres (Monstres Synchro exclus) durant le tour où vous activez cette carte. Vous ne pouvez activer qu'1 "Double Ondulation" par tour.

    Héritage du Synchro
    Carte Piège Normal
    Lorsqu'un monstre de votre adversaire déclare une attaque directe et vous contrôlez aucun monstre : vous pouvez bannir 1 Monstre Synchro de Niveau 8 ou plus depuis votre Cimetière, puis ciblez 1 Monstre Synchro de Niveau 7 ou moins du même Type dans votre Cimetière ; Invoquez-le Spécialement, et si vous le faites, transférez la cible de l'attaque sur ce monstre et faites le calcul de dommages, et aussi, le monstre attaquant perde une ATK égal à l'ATK du Monstre Synchro banni par l'effet de cette carte.

    Âme Brulant
    Carte Piège Normal
    Si vous contrôlez un monstre "Dragon Rouge Archdémon" ou un Monstre Synchro qui utilisé un monstre "Dragon Rouge Archdémon" comme Matériel Synchro, vous pouvez activer cette carte depuis votre main. Ciblez 1 carte dans votre Cimetière ("Âme Brulant" exclue) qui y a été envoyée ce tour ; ajoutez-la à votre main. Si la carte est une Carte Piège Normal, vous pouvez l'activer depuis votre main ce tour.

    Renaissance Brûlante
    Carte Piège Continu
    Sacrifiez 1 Monstre Synchro de min. Niveau 8 ; Invoquez Spécialement 1 monstre "Dragon Rouge Archdémon" de Niveau 8 depuis votre Cimetière en Position d'Attaque, puis équipez-le avec cette carte. Lorsque ce monstre quitte le Terrain, détruisez cette carte. Lorsque cette carte quitte le Terrain, détruisez ce monstre. Vous pouvez défausser 1 monstre, puis bannir cette carte (Effet Rapide) ; Invoquez Spécialement le monstre Sacrifié pour activer cette carte depuis votre Cimetière.
    Damn, Brick, while I'm personally not sure about the names the effects are spectacular, though I still think that the Stardust should tribute itself.
    Sanokal

  2. #2492
    Registered User ScionStorm's Avatar
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    Quote Originally Posted by TheycallmeBrick View Post
    Spoiler Alert!
    Rose Angel
    EARTH / Level 1 / Fairy / Effect
    ATK 400 / DEF 400
    If you control a "Black Rose" monster, you can Special Summon this card from your hand or Graveyard, but banish it when it leaves the field. Quick Effect: You can discard this card, then target 1 "Black Rose" monster you control; until the end of this turn, it cannot be destroyed by card effects. You can only use this effect of "Rose Angel" once per turn.

    Sunfire Blossom
    FIRE / Level 1 / Plant / Tuner / Effect
    ATK 100 / DEF 100
    Once per turn: You can increase the Level of all Plant monsters you currently control by 1. You cannot use Plant monsters you control as Material for a Summon during the turn you activate this effect, except for a Synchro Summon.

    Stardust Soul Dragon
    WIND / Level 8 / Dragon / Synchro / Tuner / Effect
    ATK 2500 / DEF 2000
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Stardust Dragon" while it is on the field or in the Graveyard. While you control another face-up Tuner monster, this card is not treated as a Tuner monster. Once per turn, when your opponent activates a Spell or Trap Card or a monster effect (Quick Effect): You can negate the activation, and if you do, destroy it, also your opponent cannot activate cards or effects with the same name as that card until their next Standby Phase.

    Scarlight Red Dragon Archfiend
    DARK / Level 8 / Dragon / Synchro / Effect
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Red Dragon Archfiend" while it is on the field or in the Graveyard. Once per turn: You can destroy as many Special Summoned Effect Monsters on the field as possible with ATK less than or equal to this card's (other than this card), then inflict 500 damage to your opponent for each monster destroyed.

    Sunfire Black Rose Dragon
    FIRE / Level 7 / Dragon / Synchro / Effect
    ATK 2400 / DEF 2000
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Black Rose Dragon" while it is on the field or in the Graveyard. When this card is Synchro Summoned: You can target cards your opponent controls, up to the number of FIRE monsters used for this card's Synchro Summon; destroy them. Once per turn: You can banish 1 Plant monster from your Graveyard; until the End Phase, this card gains ATK equal to the banished monster's ATK.

    Shining Ancient Fairy Dragon
    LIGHT / Level 7 / Dragon / Synchro / Effect
    ATK 2100 / DEF 3000
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Ancient Fairy Dragon" while it is on the field or in the Graveyard. When this card is Synchro Summoned: You can add 1 Field Spell Card from your Deck to your hand. Once per turn: You can gain 500 LP for each face-up Spell and Trap Card on the field.

    Super Power Tool Dragon
    EARTH / Level 7 / Machine / Synchro / Effect
    ATK 2300 / DEF 2500
    1 Tuner + 1+ non-Tuner monsters
    This card's name becomes "Power Tool Dragon" while it is on the field or in the Graveyard. When this card is Synchro Summoned: You can add 1 Equip Spell Card from your Deck to your hand. Once per turn: You can target cards your opponent controls, up to the number of Spell and Trap Cards equipped to this card; destroy them.

    Clear Mind
    Normal Spell Card
    If the only card you control is a Level 8 "Stardust" Synchro Monster: You can Special Summon as many "Power Tool" Synchro Monsters and/or Level 7 or 8 Dragon Synchro Monsters from your Graveyard as possible. They have their effects negated, their ATK and DEF become 0, and their Levels are halved. If a monster you controlled at the resolution of this card leaves the field, banish it.

    Accel Synchro
    Quick-Play Spell Card
    If you control a Tuner Synchro Monster: Halve the Level of every Synchro Monster you control, and if you do, immediately after the resolution of this effect, Synchro Summon 1 Synchro Monster, using only Synchro Monsters you control.

    Double Ripple
    Normal Spell Card
    Banish 2 monsters you control whose total Levels equal 7 (1 Tuner and 1 non-Tuner); Special Summon from your Extra Deck 1 Level 7 "Ancient" Synchro Monster and 1 Level 7 "Power Tool" Synchro Monster in Defense Position. You cannot Special Summon monsters during the turn you activate this card, except Synchro Monsters. You can only activate 1 "Double Ripple" per turn.

    Synchro Legacy
    Normal Trap Card
    If an opponent's monster declares a direct attack and you control no monsters: You can banish 1 Level 8 or higher Synchro Monster from your Graveyard, then target 1 Level 7 or lower Synchro Monster with the same Type in your Graveyard; Special Summon it, and if you do, make it the attack target and perform damage calculation, also the attacking monster loses ATK equal to the ATK of the Synchro Monster banished by this card's effect.

    Burning Soul
    Normal Trap Card
    If you control a "Red Dragon Archfiend" monster, or a Synchro Monster that used a "Red Dragon Archfiend" monster as Synchro Material, you can activate this card from your hand. Target 1 card in your Graveyard, except "Burning Soul", that was sent there this turn; add it to your hand. If it is a Normal Trap Card, you can activate it from your hand this turn.

    Burning Rebirth
    Normal Trap Card
    Tribute 1 Level 8 or higher Synchro Monster; Special Summon 1 Level 8 "Red Dragon Archfiend" monster from your Graveyard in Attack Position, then equip it with this card. When this card leaves the field, destroy it. When it leaves the field, destroy this card. You can discard 1 monster, then banish this card (Quick Effect); Special Summon the monster Tributed to activate this card from your Graveyard.


    And, just for fun, these same cards, but in French (the language I originally wrote them in).
    Spoiler Alert!
    Ange de la Rose
    TERRE / Niveau 1 / Elfe / Effet
    ATK 400 / DEF 400
    Si vous contrôlez un monstre "Rose Noire", vous pouvez Invoquer Spécialement cette carte depuis votre main ou Cimetière, mais bannissez-la lorsqu'elle quitte le terrain. Effet Rapide : vous pouvez défausser cette carte, puis cibler 1 monstre "Rose Noire" que vous contrôlez ; jusqu'à la fin de ce tour, il ne peut pas être détruit par des effets de carte. Vous ne pouvez utiliser cet effet de "Ange de la Rose" qu'une fois par tour.

    Floraison de Feu de Soleil
    FEU / Niveau 1 / Plante / Syntoniseur / Effet
    ATK 100 / DEF 100
    Une fois par tour : vous pouvez augmenter les Niveaux de tous les monstres Plante que vous contrôlez actuellement de 1. Durant le tour où vous activez cet effet, vous ne pouvez pas utiliser des monstres Plante que vous contrôlez comme Matériel pour une Invocation, sauf pour une Invocation Synchro.

    Dragon de l'Âme Poussière d'Étoile
    VENT / Niveau 8 / Dragon / Synchro / Syntoniseur / Effet
    ATK 2500 / DEF 2000
    1 Syntoniseur + 1+ monstre non-Syntoniseur
    Le nom de cette carte devient "Dragon Poussière d'Étoile" tant qu'elle est sur la terrain ou dans le Cimetière. Tant que vous contrôlez un autre monstre Syntoniseur face recto, cette carte n'est pas traitée comme un monstre Syntoniseur. Une fois par tour, lorsque votre adversaire active une Carte Magie/Piège ou un effet de monstre (Effet Rapide) : vous pouvez annuler l'activation, et si vous le faites, détruisez la carte, et aussi, jusqu'à la prochaine Standby Phase de votre adversaire, votre adversaire ne peut pas activer des cartes ou des effets avec le même nom de la carte.

    Lumicatrice Dragon Rouge Archdémon
    TÉNÈBRES / Niveau 8 / Dragon / Synchro / Effet
    1 Syntoniseur + 1+ monstre non-Syntoniseur
    Le nom de cette carte devient "Dragon Rouge Archdémon" tant qu'elle est sur le Terrain ou dans le Cimetière. Une fois par tour : vous pouvez détruire autant de Monstres à Effet Invoqués Spécialement sur le Terrain (cette carte exclue) que possible avec une ATK inférieure ou égale à celle de cette carte, puis infligez 500 points de dommages à votre adversaire pour chaque monstre détruit.

    Dragon Rose Noire de Feu de Soleil
    FEU / Niveau 7 / Dragon / Synchro / Effet
    ATK 2400 / DEF 2000
    1 Syntoniseur + 1+ monstre non-Syntoniseur
    Le nom de cette carte devient "Dragon Rose Noire" tant qu'elle est sur la terrain ou dans le Cimetière. Lorsque cette carte est Invoquée par Synchronisation : vous pouvez cibler un nombre de cartes contrôlées par votre adversaire inférieur ou égal au nombre de monstres FEU utilisés pour l'Invocation Synchro de cette carte ; détruisez-les. Une fois par tour : vous pouvez bannir 1 monstre Plante depuis votre main, Terrain ou Cimetière ; jusqu'à la End Phase, cette carte gagne une ATK égale à l'ATK du monstre.

    Ancien Dragon Féerique Brilliant
    LUMIÈRE / Niveau 7 / Dragon / Synchro / Effet
    ATK 2100 / DEF 3000
    1 Syntoniseur + 1+ monstre non-Syntoniseur
    Le nom de cette carte devient "Ancien Dragon Féerique" tant qu'elle est sur le terrain ou dans le Cimetière. Lorsque cette carte est Invoquée par Synchronisation : vous pouvez ajouter 1 Carte Magie de Terrain depuis votre Deck à votre main. Une fois par tour : vous pouvez gagner 500 LP pour chaque Carte Magie/Piège face recto sur le terrain.

    Super Dragon Électromécanique
    TERRE / Niveau 7 / Machine / Synchro / Effet
    ATK 2300 / DEF 2500
    1 Syntoniseur + 1+ monstre non-Syntoniseur
    Le nom de cette carte devient "Dragon Électromécanique" tant qu'elle est sur la terrain ou dans le Cimetière. Lorsque cette est Invoquée par Synchronisation : vous pouvez ajouter 1 Carte Magie d'Équipement depuis votre Deck à votre main. Une fois par tour : vous pouvez cibler un nombre de cartes contrôlées par votre adversaire, inférieur ou égal au nombre de Cartes Magie/Piège équipées à cette carte ; détruisez-les.

    Esprit Clair
    Carte Magie Normale
    Si la seule carte que vous contrôlez est un Monstre Synchro "Poussière d'Étoile" de Niveau 8 : vous pouvez Invoquer Spécialement autant de Monstres Synchro "Électromécanique" et/ou Monstres Synchro Dragon de Niveau 7 ou 8 depuis votre Cimetière que possible. Ils ont leurs effets annulés, leurs ATK/DEF deviennent 0 et leurs Niveaux sont divisés par deux. Si un monstre que vous avez contrôlé à la résolution de cette carte quitte le Terrain, bannissez-le.

    Accel Synchro
    Carte Magie Jeu-Rapide
    Si vous contrôlez un Monstre Synchro Syntoniseur : divisez par deux les Niveaux de tous les Monstres Synchro que vous contrôlez, et si vous le faites, immédiatement après la résolution de cet effet, Invoquez par Synchronisation 1 Monstre Synchro en utilisant uniquement des Monstres Synchro que vous contrôlez.

    Double Ondulation
    Carte Magie Normale
    Bannissez 2 monstres que vous contrôlez dont le Niveau total est égal à 7 (1 Syntoniseur et 1 non-Syntoniseur) ; Invoquez Spécialement depuis votre Extra Deck 1 Monstre Synchro "Ancien" de Niveau 7 et 1 Monstre Synchro "Électromécanique" de Niveau 7 en Position de Défense. Vous ne pouvez Invoquer Spécialement des monstres (Monstres Synchro exclus) durant le tour où vous activez cette carte. Vous ne pouvez activer qu'1 "Double Ondulation" par tour.

    Héritage du Synchro
    Carte Piège Normal
    Lorsqu'un monstre de votre adversaire déclare une attaque directe et vous contrôlez aucun monstre : vous pouvez bannir 1 Monstre Synchro de Niveau 8 ou plus depuis votre Cimetière, puis ciblez 1 Monstre Synchro de Niveau 7 ou moins du même Type dans votre Cimetière ; Invoquez-le Spécialement, et si vous le faites, transférez la cible de l'attaque sur ce monstre et faites le calcul de dommages, et aussi, le monstre attaquant perde une ATK égal à l'ATK du Monstre Synchro banni par l'effet de cette carte.

    Âme Brulant
    Carte Piège Normal
    Si vous contrôlez un monstre "Dragon Rouge Archdémon" ou un Monstre Synchro qui utilisé un monstre "Dragon Rouge Archdémon" comme Matériel Synchro, vous pouvez activer cette carte depuis votre main. Ciblez 1 carte dans votre Cimetière ("Âme Brulant" exclue) qui y a été envoyée ce tour ; ajoutez-la à votre main. Si la carte est une Carte Piège Normal, vous pouvez l'activer depuis votre main ce tour.

    Renaissance Brûlante
    Carte Piège Continu
    Sacrifiez 1 Monstre Synchro de min. Niveau 8 ; Invoquez Spécialement 1 monstre "Dragon Rouge Archdémon" de Niveau 8 depuis votre Cimetière en Position d'Attaque, puis équipez-le avec cette carte. Lorsque ce monstre quitte le Terrain, détruisez cette carte. Lorsque cette carte quitte le Terrain, détruisez ce monstre. Vous pouvez défausser 1 monstre, puis bannir cette carte (Effet Rapide) ; Invoquez Spécialement le monstre Sacrifié pour activer cette carte depuis votre Cimetière.
    Awesome! But poor Lifestream D. Always left in the dust. Especially since all the others are dragon type.

  3. #2493
    Registered User Starlight Magician's Avatar
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    Here's an archetype of monsters built to work with equip spells. The theme is based around the idea of motorcycles that transform into weapons. Very edgy*. The equip spells can be activated by special summoning an archetype monster from your hand and equipping itself to them-- they ride on to the battlefield. But when they're equipped by other means they transform into weapons to give them a major boost in the midst of the fray.

    *It is so very edgy.

    The main cards

    Spoiler Alert!
    Mechanized Scythe "Crimson Bolt"
    Equip Spell
    You can activate this card by special summoning 1 "Mechanized Rider" monster from your hand and equipping it with this card. If this card is destroyed: you can add 1 "Mechanized" monster from your graveyard to your hand. You can only activate this effect of " Mechanized Scythe "Crimson Bolt"" once per turn.
    *Once per turn, If this card is equipped to a monster by its own effect: you can negate the effect of a card that targets a card on the field. Also the equipped monster gains 1000 ATK when it declares an attack (during the damage step only).
    *If this card is equipped to a "Mechanized" monster, except by its own effect that monster gains 500 ATK and can make an additional attack against a monster each battle phase. Each time the equipped monster battles negate the activation of the first card your opponent activates during that battle and destroy it.


    Mechanized Rider - Kit
    ****
    LIGHT/Psychic
    ATK/1800 DEF/1500
    Once per turn, during either players turn, you can return 1 equip spell you control to the hand; this card gains 200 ATK, then you can immediately equip it with 1 "Mechanized" equips spell card (from your hand). If this card destroys an opponent's monster by battle: all "Mechanized" monsters you control gain 500 ATK then, if this card was equipped with an equip spell card, draw 1 card. Once per turn you can send 1 "Mechanized" card from your deck to the graveyard.


    Mechanized Hammer "Thunder Fury"
    Equip Spell
    You can activate this card by special summoning 1 "Mechanized Rider" monster from your hand and equipping it with this card. If this card is destroyed: you can add 1 "Mechanized" spell/trap card from your graveyard to your hand. You can only activate this effect of " Mechanized Hammer "Thunder Fury"" once per turn.
    *Once per turn, if this card is equipped to a monster by its own effect: change 1 monster your opponent controls to face-down defense position.
    *Once per turn, if this card is equipped to a "Mechanized" monster, except by its own effect: you can destroy 1 card on the field and inflict 500 points of damage to your opponent and gain 500 LP.
    Mechanized Rider - Ram
    ****
    FIRE/Psychic
    ATK/ 1900 DEF/ 1700
    "Mechanized" monsters you control inflict piercing damage. Once per turn you can destroy 1 equip spell card you control: send 1 set card on the field to the graveyard. Once per turn, if this card would be destroyed while equipped with an equip spell: it is not destroyed.

    Mechanized Launcher "Surger"
    Equip Spell
    You can activate this card by special summoning 1 "Mechanized Rider" monster from your hand and equipping it with this card. You can only activate each of the following effects of " Mechanized Launcher "Surger"" once per turn. During the next end phase after this card was destroyed: add 1 "Mechanized" card from your deck to your hand.
    *Once per turn, if this is equipped to a monster by its own effect: special summon 1 "Mechanized Ally" from your graveyard.
    *Once per turn, during either player's turn ,If this card is equipped to a "Mechanized" monster, except by its own effect, you can pay 800 LP: half the ATK and DEF of 1 face-up monster your opponent controls and negate it's effects, until the end of this turn.


    Mechanized Rider - Dynamo
    ****
    DARK/Psychic
    ATK/ 1700 DEF/ 200
    Your opponent cannot activate cards or effects in response to the summon or a "Mechanized" monster, or the activation or effect of a "Mechanized" card. Once per turn you can discard 1 card; apply 1 of the following effects: * negate the effects of 1 face-up spell/trap on the field. *target 1 set spell/trap, it cannot be activated this turn. If this card inflicts damage to your opponent during the turn you activate this effect: your opponent discards 1 random card. Once per turn, during either player's turn, you can destroy 1 equip spell can you control: this card can attach your opponent's LP directly this turn.


    additional support
    Spoiler Alert!

    Mechanized Ally - Shadow
    ***
    WIND/Psychic
    ATK/900 DEF / 1900
    If this card is summoned: you can add 1 "Mechanized" card from your deck to your hand, except " Mechanized Ally - Shadow". You can only activate this effect of " Mechanized Ally - Shadow" once per turn. When you activate a "Mechanized" spell or trap card: this gains 500 ATK and DEF until the end phase.

    Shadow is intended to be an informant from the streets. A rogue character.


    Mechanized Ally - "S"
    ***
    WATER/Psychic
    ATK/ 1600 DEF/100
    If this card is in your graveyard: you can special summon this to your opponent's field, but it's banished when it leaves the field. While you control this card, play with your hand revealed. If this card is destroyed each player ads 1 "Mechanized" spell or trap from their deck to their hand. You can only activate each effect of "Mechanized Ally - "S"" once per turn.

    "S" is a double-agent currently working with the very organization they are trying to overthow.

    Mechanized Coordination - Hit and Run
    Quick-play spell
    Target 1 card on the field; return 1 "Mechanized" monster you control to your hand and destroy that target. You can shuffle this card from your graveyard to you deck and add 1 equip spell card from your graveyard to your hand. You can only activate each effect of "Mechanized Coordination - Hit and Run" once per turn.

    Insurrection
    Trap
    Activate this card only if your LP are lower than your opponent's and the difference is at least 2000. Add "Mechanized" equip spells with different names from your deck or graveyard to your hand for every 2000 points of difference between your LP and your opponent's. Then add "Mechanized Rider" monsters from your deck or graveyard to your hand equal to the number of equip spells added. While this card is in your graveyard and your LP are lower than your opponent's you banish this card from your graveyard and target a number of cards on the field up to the number of monsters you control equipped with equip spells; destroy them. You can only activate 1 effect of " Insurrection" per turn, and only once that turn.

    Right now the deck's fairly small, I may add on too it later. But for now these should get the idea across. If you have any suggestions I'd be interested in hearing them.

  4. #2494
    Registered User ScionStorm's Avatar
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    Quote Originally Posted by Starlight Magician View Post
    *It is so very edgy.
    Hmmm....

  5. #2495
    Registered User Sanokal's Avatar
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    Quote Originally Posted by Starlight Magician View Post
    Here's an archetype of monsters built to work with equip spells. The theme is based around the idea of motorcycles that transform into weapons. Very edgy*. The equip spells can be activated by special summoning an archetype monster from your hand and equipping itself to them-- they ride on to the battlefield. But when they're equipped by other means they transform into weapons to give them a major boost in the midst of the fray.

    *It is so very edgy.

    The main cards

    Spoiler Alert!
    Mechanized Scythe "Crimson Bolt"
    Equip Spell
    You can activate this card by special summoning 1 "Mechanized Rider" monster from your hand and equipping it with this card. If this card is destroyed: you can add 1 "Mechanized" monster from your graveyard to your hand. You can only activate this effect of " Mechanized Scythe "Crimson Bolt"" once per turn.
    *Once per turn, If this card is equipped to a monster by its own effect: you can negate the effect of a card that targets a card on the field. Also the equipped monster gains 1000 ATK when it declares an attack (during the damage step only).
    *If this card is equipped to a "Mechanized" monster, except by its own effect that monster gains 500 ATK and can make an additional attack against a monster each battle phase. Each time the equipped monster battles negate the activation of the first card your opponent activates during that battle and destroy it.


    Mechanized Rider - Kit
    ****
    LIGHT/Psychic
    ATK/1800 DEF/1500
    Once per turn, during either players turn, you can return 1 equip spell you control to the hand; this card gains 200 ATK, then you can immediately equip it with 1 "Mechanized" equips spell card (from your hand). If this card destroys an opponent's monster by battle: all "Mechanized" monsters you control gain 500 ATK then, if this card was equipped with an equip spell card, draw 1 card. Once per turn you can send 1 "Mechanized" card from your deck to the graveyard.


    Mechanized Hammer "Thunder Fury"
    Equip Spell
    You can activate this card by special summoning 1 "Mechanized Rider" monster from your hand and equipping it with this card. If this card is destroyed: you can add 1 "Mechanized" spell/trap card from your graveyard to your hand. You can only activate this effect of " Mechanized Hammer "Thunder Fury"" once per turn.
    *Once per turn, if this card is equipped to a monster by its own effect: change 1 monster your opponent controls to face-down defense position.
    *Once per turn, if this card is equipped to a "Mechanized" monster, except by its own effect: you can destroy 1 card on the field and inflict 500 points of damage to your opponent and gain 500 LP.
    Mechanized Rider - Ram
    ****
    FIRE/Psychic
    ATK/ 1900 DEF/ 1700
    "Mechanized" monsters you control inflict piercing damage. Once per turn you can destroy 1 equip spell card you control: send 1 set card on the field to the graveyard. Once per turn, if this card would be destroyed while equipped with an equip spell: it is not destroyed.

    Mechanized Launcher "Surger"
    Equip Spell
    You can activate this card by special summoning 1 "Mechanized Rider" monster from your hand and equipping it with this card. You can only activate each of the following effects of " Mechanized Launcher "Surger"" once per turn. During the next end phase after this card was destroyed: add 1 "Mechanized" card from your deck to your hand.
    *Once per turn, if this is equipped to a monster by its own effect: special summon 1 "Mechanized Ally" from your graveyard.
    *Once per turn, during either player's turn ,If this card is equipped to a "Mechanized" monster, except by its own effect, you can pay 800 LP: half the ATK and DEF of 1 face-up monster your opponent controls and negate it's effects, until the end of this turn.


    Mechanized Rider - Dynamo
    ****
    DARK/Psychic
    ATK/ 1700 DEF/ 200
    Your opponent cannot activate cards or effects in response to the summon or a "Mechanized" monster, or the activation or effect of a "Mechanized" card. Once per turn you can discard 1 card; apply 1 of the following effects: * negate the effects of 1 face-up spell/trap on the field. *target 1 set spell/trap, it cannot be activated this turn. If this card inflicts damage to your opponent during the turn you activate this effect: your opponent discards 1 random card. Once per turn, during either player's turn, you can destroy 1 equip spell can you control: this card can attach your opponent's LP directly this turn.


    additional support
    Spoiler Alert!

    Mechanized Ally - Shadow
    ***
    WIND/Psychic
    ATK/900 DEF / 1900
    If this card is summoned: you can add 1 "Mechanized" card from your deck to your hand, except " Mechanized Ally - Shadow". You can only activate this effect of " Mechanized Ally - Shadow" once per turn. When you activate a "Mechanized" spell or trap card: this gains 500 ATK and DEF until the end phase.

    Shadow is intended to be an informant from the streets. A rogue character.


    Mechanized Ally - "S"
    ***
    WATER/Psychic
    ATK/ 1600 DEF/100
    If this card is in your graveyard: you can special summon this to your opponent's field, but it's banished when it leaves the field. While you control this card, play with your hand revealed. If this card is destroyed each player ads 1 "Mechanized" spell or trap from their deck to their hand. You can only activate each effect of "Mechanized Ally - "S"" once per turn.

    "S" is a double-agent currently working with the very organization they are trying to overthow.

    Mechanized Coordination - Hit and Run
    Quick-play spell
    Target 1 card on the field; return 1 "Mechanized" monster you control to your hand and destroy that target. You can shuffle this card from your graveyard to you deck and add 1 equip spell card from your graveyard to your hand. You can only activate each effect of "Mechanized Coordination - Hit and Run" once per turn.

    Insurrection
    Trap
    Activate this card only if your LP are lower than your opponent's and the difference is at least 2000. Add "Mechanized" equip spells with different names from your deck or graveyard to your hand for every 2000 points of difference between your LP and your opponent's. Then add "Mechanized Rider" monsters from your deck or graveyard to your hand equal to the number of equip spells added. While this card is in your graveyard and your LP are lower than your opponent's you banish this card from your graveyard and target a number of cards on the field up to the number of monsters you control equipped with equip spells; destroy them. You can only activate 1 effect of " Insurrection" per turn, and only once that turn.

    Right now the deck's fairly small, I may add on too it later. But for now these should get the idea across. If you have any suggestions I'd be interested in hearing them.
    RWBY hmm? All right.
    Sanokal

  6. #2496
    Registered User Starlight Magician's Avatar
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    Quote Originally Posted by Sanokal View Post
    RWBY hmm? All right.
    Yes and no. Yes I was informed about a show "where the main character has a giant scythe that transforms into a gun." At the time I wanted to make an equip-spell archetype and that inspired to make this archetype. But at the time I had not seen it. If I actually wanted to make a RWBY archetype it would be VERY different from this.
    I kept the scythe because I like scythes, I didn't realize how iconic it was.
    And yes I leave archetype designs sitting around for weeks before posting them


    Quote Originally Posted by ScionStorm View Post
    Hmmm....
    11/10, edgiest gif ever.

    BTW which show is that?

  7. #2497
    Registered User Sanokal's Avatar
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    Quote Originally Posted by Starlight Magician View Post
    Yes and no. Yes I was informed about a show "where the main character has a giant scythe that transforms into a gun." At the time I wanted to make an equip-spell archetype and that inspired to make this archetype. But at the time I had not seen it. If I actually wanted to make a RWBY archetype it would be VERY different from this.
    I kept the scythe because I like scythes, I didn't realize how iconic it was.
    And yes I leave archetype designs sitting around for weeks before posting them




    11/10, edgiest gif ever.

    BTW which show is that?
    The Thunder hammer (I assume you more meant Mjolnir than Maghild) was another indication for me.
    Sanokal

  8. #2498
    Registered User Starlight Magician's Avatar
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    Quote Originally Posted by Sanokal View Post
    The Thunder hammer (I assume you more meant Mjolnir than Maghild) was another indication for me.
    That is actually a coincidence (That was one of the cards I designed before I saw the RWBY). It was actually based off Rey's speeder in the force awakens, (whose shape made me think of a hammer) and "Thunder Fury" is a throwback to a LEGO model from a mecha-based line that I was really into os so many years ago.

  9. #2499
    Registered User Sanokal's Avatar
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    Quote Originally Posted by Starlight Magician View Post
    That is actually a coincidence (That was one of the cards I designed before I saw the RWBY). It was actually based off Rey's speeder in the force awakens, (whose shape made me think of a hammer) and "Thunder Fury" is a throwback to a LEGO model from a mecha-based line that I was really into os so many years ago.
    That just made it so much more awesome.
    Sanokal

  10. #2500
    Registered User Eternalight's Avatar
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    Artifact Supports

    Artifact Gada

    Fairy / / Effect / Level 5
    ATK 1900 / DEF 1800
    Weapon: Mace | Color: Light Brown
    Spoiler Alert!
    You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: You can target 1 face-up monster on the field; change it to face-down defense position. If a Fairy-type LIGHT monster(s) is special summoned to your side of the field or if your opponent special summon a monster(s) while you control a Fairy-type LIGHT monster(s): You can special summon this card (from your hand).


    Artifact Ancilla

    Fairy / / Xyz / Effect / Rank 5
    ATK 1800 / DEF 2700
    Color : Indigo (Artifact Achilleshield) + Yellow (Artifact Aegis)
    Spoiler Alert!
    2 Level 5 LIGHT monster

    Once per turn: You can detach 1 Xyz material from this card; Add 1 level 5 LIGHT monster from your Deck or GY to your hand. If a Spell/Trap card(s) you control is destroyed: You can detach 1 Xyz material from this card; Set 1 Spell/Trap card or "Artifact" monster (as a spell) from your hand to your Spell & Trap Zone, and if you do; Draw 1 card. Once per turn, if a LIGHT monster(s) you control would be destroyed (either by battle or card effects), you can destroy 1 set Spell/Trap card you control instead.


    Artifact Atgeir

    Fairy / / Xyz / Effect / Rank 5
    2600 ATK / 1900 DEF
    Color : Black (Artifact Scythe) + Violet (Artifact Labrys)
    Spoiler Alert!
    2 Level 5 Fairy-type monsters

    Once per turn, during either player's turn: You can detach 1 Xyz Material from this card; Target 1 Set card and 1 Face-up card on the field. If 1 of those targets is destroyed; Destroy the other target (This effect applies until the Standby Phase of your next turn). If this card is destroyed and sent to the GY (either by battle or card effect): You can target 1 Level/Rank 5 Fairy-type monster in your GY, except this card's name; Special Summon it. If it is an Xyz Monster; Attach this card to it as Xyz Material.


    Artifact Mimic

    Normal Trap
    Color: Gray
    Spoiler Alert!
    Target 1 face-up Monster on the field: Monsters with that name cannot activate its effects until the end of this turn, and then Special Summon this card as an Effect Monster with original DEF equal to that target's ATK (Fairy-Type/LIGHT/Level 5/1300 ATK) with this effect: (This card is NOT treated as a Trap Card.)
    ● If this card is Special Summoned during your opponent's turn: You can set 1 "Artifact" Spell/Trap card directly from your Deck to your Spell & Trap Zone.
    If this card in its owner possession is destroyed by a card effect: You can special summon 1 level 5 or lower Fairy-type monster (from your hand).


    Optional
    Spoiler Alert!

    Artifact Beagalltach (Errata)

    Fairy / LIGHT / Effect / Level 5
    ATK 1400 / DEF 2100

    original:
    You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: Destroy up to 2 Set cards you control (min. 1). You can only use this effect of "Artifact Beagalltach" once per turn.

    errata:
    You can Set this card from your hand to your Spell & Trap Zone as a Spell Card. During your opponent's turn, if this Set card in the Spell & Trap Zone is destroyed and sent to your Graveyard: Special Summon it. If this card is Special Summoned during your opponent's turn: You can destroy up to 2 Set cards on the field. You can only use this effect of this card's name once per turn.


    Some Trivia
    Spoiler Alert!
    Currently we have 11 Main Deck Artifact monsters, 1 Xyz, 1 Trap, and 2 Spells.

    A. Artifact monsters have different ATK
    Currently, Artifact monsters have ATK with the range from 1200 to 2400, with Vajra came later on to fill in the 1800 ATK spot. But, we haven't got the 1300 ATK one until now.

    - Durendal = 2400 ATK
    - Labrys = 2300 ATK
    - Scythe = 2200 ATK
    - Moralltach = 2100 ATK
    - Failnaught = 2000 ATK
    - Chakram = 1900 ATK
    - Vajra = 1800 ATK
    - Lancea = 1700 ATK
    - Caduceus = 1600 ATK
    - Achilesshield = 1500 ATK
    - Beagalltach = 1400 ATK
    - Aegis = 1200 ATK

    B. They also have different DEF
    Except for Durendal, which has the same DEF as Beagalltach (because of its lore). Though it's not in a certain order like the ATK stats.

    [P.S. = If I force the card design to stay loyal to this pattern, the next main deck Artifact monster will have 1300 ATK and 1800 DEF, which is bad for a level 5 monster. Or 1300 ATK and 2600 DEF, which is too much DEF. So, I give the 1300 ATK spot to the Normal Trap, while the main deck monster has the reverse stats from Vajra (since they will be the only 2 with an additional effect.)]

    C. They're based on different kinds of weapons
    Their names are also based on legendary/mythical weapons.

    D. They have different signature colors.

    E. In the YGO lore, Durendal is nicknamed "Memory-Severing Sword", which is relevant to its effects (changing effects and "reload" effect)


    EDIT: Apparently, this archetype got a new main deck monster. It's the 1300 ATK monster (with 1800 DEF which I've discussed earlier). I just want to point out that this post was made before that.
    Last edited by Eternalight; 22nd September 2017 at 08:49 AM.

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