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Thread: Official Create-a-Card Thread

  1. #2521
    Registered User nitrogames's Avatar
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    Elemental Hero Neo-Spacian
    LV 4 LIGHT Warrior Effect 1700/1500
    This card's name becomes "Elemental Hero Neos" on the field or in the graveyard. Once per turn: you can send this card and up to 2 "Neo-Spacian" monsters from your deck to the GY, and if you do, special summon 1 "Neos" monster from your extra deck whose fusion materials is equal to the amount of cards sent to the GY and list at least one of the monsters send to the grave by this effect as a fusion material by this effect ignoring its summoning conditions. If "Neo Space" is on the field and this card is in your GY: you can shuffle this card into the deck; return 1 "Neos" Fusion you control into the extra deck, and apply its effect for when it's returned to the extra deck by it's own effect.(Quick Effect)

    Neo-Spacian's Bond
    Normal Spell
    Banish monsters from your GY that are listed on a "Neos" fusion, and if you do, Special summon it from your extra deck ignoring its summoning conditions. If a "Neos" fusion monster returns to the extra deck: you can Target 1 of your banished monsters and banish this card from your GY; add that targeted monster to your hand.

    Deep Neo Space
    Field Spell
    This card is treated as "Neo Space" on the field or in the GY. If a "Neos" fusion is summoned except by fusion summon: you can draw 1 card. During the end phase, If a "neos" fusion activates an effect to return itself to the extra deck: you can send 1 "Neo-Spacian" or "Neos" monster from your deck to the GY; negate that effect.

    Elemental Hero Cosmic Neos
    LV10 LIGHT Fusion Warrior Effect 4000/3500
    2 "Neos" fusion monsters
    Must be Special Summoned (from your Extra Deck) by shuffling the above cards you control into the Deck, and cannot be special summoned by other ways. (You do not use "Polymerization".) This card's summon cannot be negated, also cards and effects cannot be activated in response to this card's summon. If you control "Neo Space" this card is unaffected by other cards effects. Once per turn: you can send 1 "Neo-Spacian" monster from your deck to the GY; this card gains that card's effects until the end of the turn. During the end phase: you can return this card to the extra deck. If this card is returned to the extra deck by it's own effect: you can special summon any number of "Neo-Spacian" monsters and/or "Elemental HERO Neos" from your deck, and if you do, after this effect resolves you can immediately summon a "Neos" Fusion in your extra deck using it's summoning procedure, but it's effects are negated for the rest of the turn.
    Last edited by nitrogames; 16th August 2017 at 03:25 AM.

  2. #2522
    Registered User nitrogames's Avatar
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    Magician of forbidden Dark Magic
    LV 7 DARK Spellcaster 3000/2500
    This card's name becomes "Dark Magician" on the field and in the graveyard. You can special summon this card from your hand by
    discarding 1 level 7 DARK Spellcaster monster. Once per turn: you can banish 1 Spell card from your GY, and if you do,
    add 1 card that lists "Dark Magician" in it's card text from your deck to the hand.

    Dark Reborn
    Spell Normal
    Special summon 1 "Dark Magician" from your graveyard. If a "Dark Magician" you control is destroy by the effect of a spell/trap card: you
    can banish this card from your GY, and if you do, special summon it.

    Dark Magical Hats
    Trap Normal
    During your opponent's Battle Phase: Choose 2 Spell/Trap Cards from your Deck and 1 "Dark Magician" you control.
    Special Summon them as Normal Monsters (ATK 0/DEF 0) in face-down Defense Position, Set the chosen monster if it is face-up,
    and shuffle them on the field. The 2 cards chosen from your Deck are destroyed at the end of the Battle Phase,
    and cannot remain on the field except during this Battle Phase. At the end of the battle phase if an opponent's monster attacked a
    facedown monster that was not "Dark Magician" banish it.

  3. #2523
    Registered User Sanokal's Avatar
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    White Aura Biphamet (effect speculation).
    Level 10 WATER Sea Serpent Synchro Effect Monster
    ATK/3300
    DEF/3000
    1 WATER Tuner + 1 non-Tuner WATER monster
    When this card is Special Summoned: Special Summon 1 "White Aura Biphomet Token". (Sea SerpentWATER/Level 10/ATK 3300/DEF 3000) During the Standby Phase; if you do not control a "White Aura Biphomet Token": Special Summon a "White Aura Biphomet Token". During the Standby Phase, if this card is in your GY and you control a "White Aura Biphomet Token": You can Special Summon this card. You can only control 1 "White Aura Biphomet".
    Sanokal

  4. #2524
    Registered User Volteccer's Avatar
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    So, in my attempt to capture a particular flavor, I made my gimmickiest archetype yet: the Meksos! There are two types of Meksos, which is why their name is so weird. The Meksouls are ethereal computer programs that can move through the air, and can't do much else on their own; they Cyberse-type Spirits. The Meksoldiers are inanimate, empty mechanical husks; they're Machine-type Union monsters. When the Meksouls download themselves into the Meksoldiers (equip them), then they can actually do something. For good measure, the Meksouls have a Link boss that can get you a Meksoldier, and the Meksoldiers have an Xyz boss that can get you a Meksoul, so even if you get too much of one you can still make plays. Finally, the Meksouls are named after famous anthropomorphized programs, and the Meksoldiers are named after famous pieces of computer hardware. Now, on to the cards!

    Meksoul Eliza
    LIGHT
    Level 1
    Cyberse/Spirit/Effect
    Cannot be Special Summoned/Set. Returns to you hand during the End Phase of the turn it is Normal Summoned or flipped face up. When this monser is Normal Summoned: Special Summon 1 "Meksoildier" monster from your deck. This monster cannot attack.
    ATK/ 0 DEF/ 0

    Meksoul Miku
    LIGHT
    Level 1
    Cyberse/Spirit/Effect
    Cannot be Special Summoned/Set. Returns to you hand during the End Phase of the turn it is Normal Summoned or flipped face up. When this monser is Normal Summoned: Special Summon 1 "Meksoildier" monster from your hand. This monster cannot attack.
    ATK/ 0 DEF/ 0

    Meksoul Aki
    LIGHT
    Level 1
    Cyberse/Spirit/Effect
    Cannot be Special Summoned/Set. Returns to you hand during the End Phase of the turn it is Normal Summoned or flipped face up. When this monser is Normal Summoned: Special Summon 1 "Meksoildier" monster from your Graveyard. This monster cannot attack.
    ATK/ 0 DEF/ 0

    Meksoldier Univac
    EARTH
    Level 4
    Machine/Union/Effect
    Once per turn: you can either equip this card to a "Meksoul" monster as an Equip Spell OR Special summon this card that is treated as an Equip card. If the equipped monster would be destroyed, destroy this card instead. The equipped monster gains 1800 ATK and has it's effect negated. When the equipped monster attacks, your opponent cannot activate card effects until the end of the Damage Step.
    ATK/ 0 DEF/ 0

    Meksoildier Metrovick
    EARTH
    Level 4
    Machine/Union/Effect
    Once per turn: you can either equip this card to a "Meksoul" monster as an Equip Spell OR Special summon this card that is treated as an Equip card. If the equipped monster would be destroyed, destroy this card instead. The equipped monster gains 2100 ATK and has it's effect negated.
    ATK/ 0 DEF/ 0

    Meksoldier Watson
    EARTH
    Level 4
    Machine/Union/Effect
    Once per turn: you can either equip this card to a "Meksoul" monster as an Equip Spell OR Special summon this card that is treated as an Equip card. If the equipped monster would be destroyed, destroy this card instead. The equipped monster gains 1700 ATK and has it's effect negated. If the equipped monster destroys an opponent's monster by battle, it can attack once again in a row.
    ATK/ 0 DEF/ 0

    Meksoul Singularity
    LIGHT
    Arrows: Bottom Left, Bottom
    Cyberse/Link/Effect
    2 "Meksoul" monsters
    This monster's effects cannot be negated. Once per turn, you can special summon 1 "Meksoldier" monster from your hand, deck, or graveyard linked to this monster. If this monster is pointing to a "Meksoul" monster that is equipped with an equip spll, this monster is also treated as though it is equipped with those spells.
    ATK/ 1000 LINK - 2

    Meksoldier Cluster
    EARTH
    Rank 4
    Machine/Xyz/Union/Effect
    2 Level 4 "Meksoldier" monster
    Once per turn: you can detach 1 material from this card to special summon 1 "Meksoul" monster from your hand, deck, or graveyard, ignoring the summoning conditions. Once per turn: you can either equip this card to a "Meksoul" monster as an Equip Spell OR Special summon this card that is treated as an Equip card. If the equipped monster would be destroyed, destroy this card instead. The equipped monster gains 2400 ATK and has it's effect negated.The equiped monster cannot be targeted or destroyed by your opponent's card effects.
    Current decks: Salamangreats, Knightmare Cyberse, and Odd-Eyes Performapals
    Originator of the Tulpa Summon, and the homebrewed cards you use with it.

  5. #2525
    Registered User ScionStorm's Avatar
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    Carnelian Countess Vampire Mircalla
    Level 8
    [Zombie/Fusion/Effect]

    "Vampire Lady" + "Vampire Vamp"
    Must first be Special Summoned (from your Extra Deck) by banishing the above, destroyed, cards in your GY. (You do not use Polymerization.)
    Once per turn, you can equip this card in your GY to a monster your opponent controls; it loses 500 ATK and you gain 500 LP. You gain 500 LP during each Standby Phase this card is equipped to a monster. When the equipped monster is destroyed, Special Summon this card, and if you do, send the top card of your opponent's Deck to the GY. When this monster is destroyed, you can Special Summon one of your banished "Vampire Lady" with 500 more ATK and if it attacks a Defense Position monster, inflict piercing battle damage. If "Vampire Lady" summoned by this card's effect is destroyed, add a banished "Vampire Vamp" to your hand.
    ATK/2600 DEF/1550

    Summon this monster.
    Destroy it.
    SS back an upgraded Vampire Lady
    Equip this to an opponent's monster.
    V. Lady attack and destroys it.
    SS this previously equipped card.
    When V. Lady is destroyed, add V. Vamp to hand.
    Use this monster to summon V. Vamp
    Equip this card to another monster.
    Later: V. Vamp is destroyed.
    Summon another of this card.
    And on we go...
    Last edited by ScionStorm; 28th August 2017 at 08:33 AM.

  6. #2526
    Registered User ScionStorm's Avatar
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    Quote Originally Posted by Volteccer View Post
    Meksoldier Cluster
    EARTH
    Rank 4
    Machine/Xyz/Union/Effect
    2 Level 4 "Meksoldier" monster
    Once per turn: you can detach 1 material from this card to special summon 1 "Meksoul" monster from your hand, deck, or graveyard, ignoring the summoning conditions. Once per turn: you can either equip this card to a "Meksoul" monster as an Equip Spell OR Special summon this card that is treated as an Equip card. If the equipped monster would be destroyed, destroy this card instead. The equipped monster gains 2400 ATK and has it's effect negated.The equiped monster cannot be targeted or destroyed by your opponent's card effects.
    What happens to its attached Xyz Material when it equips? Also, does it have ATK/DEF?

  7. #2527
    Registered User Megamaw's Avatar
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    Quote Originally Posted by ScionStorm View Post
    What happens to its attached Xyz Material when it equips? Also, does it have ATK/DEF?
    much like what TER and relinquished do when targeting an xyz monster, i'd imagine they go to the graveyard.

  8. #2528
    Registered User Volteccer's Avatar
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    Quote Originally Posted by ScionStorm View Post
    What happens to its attached Xyz Material when it equips? Also, does it have ATK/DEF?
    0 ATK, 0 DEF, and since it works like ZW - Leo Arms, the materials go to the graveyard when it stops being an Xyz monster.
    Current decks: Salamangreats, Knightmare Cyberse, and Odd-Eyes Performapals
    Originator of the Tulpa Summon, and the homebrewed cards you use with it.

  9. #2529
    Registered User ScionStorm's Avatar
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    Fonda Fontaine's Darklord duel style expanded.

    Darklord Nurse Lilith
    Lv. 7
    [Fairy/Effect]

    You can Special Summon this monster by destroying a "Darklord" monster you control. Once per turn, when your opponent would gain LP; banish 1 card randomly in your opponent's hand. "Darklord Nurse" monsters cannot be destroyed by battle (except "Darklord Nurse Lilith"). When this card is destroyed; add up to 2 "Darklord" monsters from your GY to your hand (except this card). While this card is in the GY; LP gain from any card effect is doubled. Each effect can only be activated by one of your "Darklord Nurse Lilith" cards per turn.

    ATK/2600 DEF/2450

    Darklord Nurse Obyzouth
    Lv. 3
    [Fairy/Effect]

    You can Special Summon this monster if you control a "Darklord Nurse" monster. When this monster is summoned, you can add any number of Darklord Marie from your GY to your opponent's GY. Each time your opponent would gain LP, send the top card of your opponent's Deck to the GY(only 1 "Darklord Nurse Obyzouth" can activate this effect at a time). When this monster is destroyed; add 1 card in your opponent's GY to your GY and if it is a monster, treat it as a "Darklord" card.
    ATK/1600 DEF/900
    Last edited by ScionStorm; 28th August 2017 at 08:52 AM.

  10. #2530
    Registered User
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    Quote Originally Posted by Link-0 View Post
    Naturia
    I really like these cards. Great job.
    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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