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Thread: Official Create-a-Card Thread

  1. #2821
    Registered User ScionStorm's Avatar
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    Does anybody remember Duelist of the Roses had a video game original card called Pupa Moth that could trade itself for a Perfectly Ultimate Great Moth if survived 1 turn in defense position after being flipped face-up and could float into reviving Great Moth instead if it died in battle?

    Here's my elaboration into the card game.

    Pupa Moth
    EARTH **
    [Insect/Effect]

    You can send a "Petit Moth" you control or in your hand to the GY: Special Summon this card in face-up Defense Position. During your next Standby Phase: You can tribute this Defense Position card; Special Summon a "Perfectly Ultimate Great Moth" from your hand or Deck ignoring its summoning condition. You can only use this effect of "Pupa Moth" once per turn. If this card is destroyed by battle: You can Special Summon a "Great Moth" in your GY ignoring its summoning condition. While this card is in the GY: You can Summon "Larvae Moth" ignoring its summoning condition and if you do; its name becomes "Petit Moth". If a "Moth" Insect monster battles: You can banish this card in your GY; Negate the battle and switch it to Defense Position and if you do; you can equip a "Cocoon of Evolution" from your hand or Deck to it but its effect becomes: The equipped "Petit Moth"'s DEF becomes double this card's DEF, also this card and the equipped monster cannot be targeted by opponent's Spell effects.
    ATK/0 DEF/2000

    Doesn't solve everything but it does involve ALL of the Moth series cards. Unlike Cocoon of Ultimate Evolution that generalizes insects and only implies its goal is to bring out Perfectly Ultimate instantly with no effort.
    Last edited by ScionStorm; 7th December 2018 at 10:20 AM.

  2. #2822
    Registered User Archsorcerer's Avatar
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    Since I imagine that Legendary Flame Lord could be added to the next Endymion Structure Deck, I took a look at the ritual spell and thought of an improvement.

    Original ritual
    Incandescent Ordeal
    Card type - Ritual Spell
    Effect - This card is used to Ritual Summon "Legendary Flame Lord". You must also Tribute monsters whose total Levels equal 7 or more from the field or your hand.
    An improved take
    Elemental Ordeal
    Card type - Ritual Spell
    Effect - This card can be used to Ritual Summon any "Legendary" Ritual Monster. You must also Tribute monsters from your hand or field, whose total Levels are greater than the Level of the "Legendary" Ritual Monster you Ritual Summon.

    After a monster is ritual summoned by this card, place a number of spell counters on the monster equal to the difference between the total Levels of the tributed monsters and the original level of the Ritual Monster summoned.
    Something like that.

    Other possible ritual monsters:
    Legendary Ice Queen
    Legendary Unicorn
    Legendary Monkey King

    EDIT: Another one,

    Reshef's new ritual - You can use this to ritual summon Reshef.
    If you tribute 9 or more levels or monsters you don't have to discard to activate its effect.
    If you tribute 12 or more you can activate its effect twice per turn.
    Last edited by Archsorcerer; 16th January 2019 at 07:38 AM.

  3. #2823
    Registered User ScionStorm's Avatar
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    Interesting. I've been working on a Legendary Flame archetype for a while now. Still trying to get the Pendulums of the theme working in the Vrains format.

  4. #2824
    Registered User Archsorcerer's Avatar
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    Doriado + Flame Lord team-up?

    Gotta think that harder.

  5. #2825
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    Inspired by Archsorcerer's ideas:

    Magical Ceremony of the Power Stone
    [Ritual Spell]
    This card can be used to Ritual Summon any Spellcaster Ritual Monster. You must also Tribute monsters with Levels from your hand or field, and/or remove Spell Counters from your field and/or banish Spells from your GY such that the total sum of Levels/counters/Spells equals or exceeds the Level of the Ritual Monster you Ritual Summon. Also, if the Ritual Summoned monster can be placed Spell Counters on, place Spell Counters on it up to the number of Spell Counters removed and/or Spells banished for the Ritual Summon, if any.
    Last edited by Link-0; 21st January 2019 at 02:56 PM.

  6. #2826
    Registered User Archsorcerer's Avatar
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    Those cards should have something extra:
    - A graveyard effect to keep up with modern standards.
    - Or give the Ritual Monster another effect: "Gains 'Remove 2 counters to destroy backrow or do 1000 points of damage.'"

  7. #2827
    Registered User ScionStorm's Avatar
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    Okay, I finally finished my 12-card set of new Legendary Flame cards I'd been working off and on for the last 3 months.



    Legendary Flame Champion
    *****
    [Spellcaster/Ritual/Effect]

    You can Ritual Summon this card with "Incandescent Oath". If you activate a Spell: Place 1 Spell Counter on this card. Gains 200 ATK for each Spell Counter on this card. You can remove 1 Spell Counter from this card before damage calculation when this card battles: Inflict 200 damage for each Spell Counter on this card. When this card is destroyed: Add 1 face-up "Legendary Flame" Pendulum monster from your Extra Deck to your hand. Once per turn: Cannot be destroyed by a card effect.
    ATK/2000 DEF/ 1800

    Legendary Flame Ascendant
    *********
    [Spellcaster/Ritual/Spell]

    Can only be Ritual Summoned. You can Ritual Summon this card with "Incandescent Oath". If a Spell is activated: Place 1 Spell Counter on this card. Once per turn you can remove 6 Spell Counters on on the field: Return all face-up monsters your opponent controls to the Deck then inflict 300 damage for each monster. During the Battle Phase, if this card has 3 or more Spell Counters (Quick Effect): You can Banish this card until your next Standby Phase; add all face-up "Legendary Flame" Pendulum monsters in your Extra Deck to your hand then end the Battle Phase. Cannot be removed from the field by non-targetting effects (except by its own effect). When this card is sent to the GY: Add up to 2 "Incandescent" Spells in your GY or banished to your hand.
    ATK/2900 DEF/2300

    Legendary Flame Spellforger
    ****
    PS: 1
    [Spellcaster/Pendulum/Effect]

    Pendulum Effect: This card is treated as an "Incandescent" Spell if it is activated in a Pendulum Zone. Reveal a Ritual monster in your hand with a level between the scales in your Pendulum Zones then target a Ritual Spell in your GY: Activate that Ritual Spell in your GY to Ritual Summon the revealed monster but you remove Spell Counters on your field equal to its level instead of tributing monsters then return the Ritual Spell to the Deck and destroy this card when it resolves. You can only use this effect of "Legendary Flame Spellforger" once per turn.
    Effect: If this card is Pendulum Summoned: You can banish 1 Spell from your Deck and place 1 Spell Counter on a monster you control then if the banished card was an "Incandescent" Spell inflict 500 damage to your opponent's LP. If this monster leaves the field: Add 1 banished Spell card to your hand. If you activate a Spell: Place 1 Spell Counter on this card.

    [b]ATK/1600 DEF/1900 /[b]

    Legendary Flame Novacaster
    ***
    PS: 7
    [Spellcaster/Pendulum/Effect]

    Pendulum Effect: This card is treated as an "Incandescent" Spell if it is activated in a Pendulum Zone. Once per turn, while you control an "Incandescent" Spell in your other Pendulum Zone: Activate a Spell in your Deck that inflicts damage to LP and does nothing else (treat it as an "Incandescent" Spell) then banish it when it resolves also you cannot place Spell Counters on cards you control for the rest of the turn. You cannot activate a Spell with the same name as a banished Spell with this effect. You can destroy this card (Quick Effect): Activate an "Incandescent Kingdom" in your hand or Deck.
    Effect: Remove all Spell Counters on this card(min. 2) (Quick Effect): Activate one of your banished Spells that inflicts damage to LP and does nothing else (treat it as an "Incandescent" Spell) then send it to the GY, also you cannot place Spell Counters on this card until your next turn. If you activate a Spell: Place 1 Spell Counter on this card.

    ATK/1500 DEF/ 1800

    Legendary Flame Sparkcaster
    **
    PS: 9
    [Spellcaster/Pendulum/Effect]

    Pendulum Effect: This card is treated as an "Incandescent" Spell if it is placed in a Pendulum Zone. Each time a Spell Counter(s) is removed from a "Legendary Flame" card: inflict 200 damage to your opponent's LP for each Spell Counter removed. If your opponent activates a Spell: Inflict 200 damage to their LP +200 damage for each Spell they activated previously this turn. If a FIRE Spellcaster would be destroyed by an opponent's card effect: You can destroy this card instead.

    Effect: Each time a Spell Counter is placed on a monster(s) as a result of an "Incandescent" Spell's activation: Gain 400 LP. If you activate a Spell: Place 1 Spell Counter on this card.
    ATK/1400 DEF/1700

    Legendary Flame Spellreclaimer
    ****
    PS: 2
    [Spellcaster/Pendulum/Effect]

    Pendulum Effect: This card is treated as an "Incandescent" Spell if it is placed in a Pendulum Zone. Twice per turn, you can remove 2 Spell Counters on your field: Add 1 banished Spell to your hand. Target 1 face-up "Legendary Flame" Pendulum monster in your Extra Deck: Destroy this card then add the target to your hand. This effect of "Legendary Flame Spellreclaimer" can only be used once per turn.

    Effect: If this card is Pendulum Summoned: You can remove 2 Spell Counters from your field then add 1 Spell in your GY or banished to your hand then if it is an "Incandescent" Spell you can add 1 "Legendary Flame" monster from your Deck to your hand. Once per turn you can pay 1000 LP: Remove all the Spell Counters(min. 1) from 1 card you control and if you do banish 1 card in your opponent's Spell/Trap Zone of the same column face-down. Other effects cannot be chained to this effect.
    ATK/1600 DEF/1900

    Incandescent Kingdom
    Spell

    When this card is activated: Destroy 1 Field Spell. FIRE Spellcaster monsters with Spell Counters gain 400 ATK. If an "Incandescent" Spell is activated: Inflict 200 damage and place 1 Spell counter on a FIRE Spellcaster monster you control, also that Spell's activation cannot be negated. A "Legendary Flame" monster with Spell Counters on it cannot be targeted by your opponent's Spells, also if a monster is destroyed by Battle with it and sent to the GY; that monster becomes a Pyro monster in the GY. This card can only be destroyed if you control no "Legendary Flame" cards.

    Incandescent Oath
    Spell

    Ritual Summon a "Legendary Flame" Ritual monster from your hand by tributing monsters with Spell Counters on the field who's total levels equal or exceed the level of the Ritual monster OR Ritual Summon a "Legendary Flame" Ritual monster in your GY by returning face-up "Legendary Flame" Pendulum monsters in your Extra Deck to the Deck who's total levels exactly equal the Ritual monster. If this card is in the GY: You can target 1 banished card; banish this card in the GY then add the target to your hand and if it is a Spell card treat it as an "Incandescent" Spell.

    Incandescent Spellsword
    Spell

    If an equipped FIRE Spellcaster battles, before damage calculation (Quick Effect): You can activate a Spell in your Deck that inflicts damage to LP and does nothing else (treat it as an "Incandescent" Spell) but it is banished after it resolves. If the equipped FIRE Spellcaster would be destroyed: You can destroy this card instead. If the equipped FIRE Spellcaster would be removed from the field other than by destruction: You can banish this card instead.

    Incandescent Dimensions
    Spell

    Pay 1000 LP: Flip all face-down banished cards face-up then, if you control a "Legendary Flame" Ritual monster; add 1 banished card to your hand and if it is a Spell you can activate that card immediately (treated it as an "Incandescent " Spell). If this card is sent to the GY: Banish 1 Spell in either player's GY.

    Incandescent Cycle
    Spell
    Activate when a Pendulum card in your Pendulum Zone is destroyed: Add 1 face-up "Legendary Flame" Pendulum monster in your Extra Deck to your hand and if you do; you can return it to the Deck and add 1 "Legendary Flame" monster with a different name from your Deck to your hand. This card is banished after it resolves.

    Spell Lending
    Trap

    Target 1 monster you control with Spell Counters: Remove all Spell Counters from the target and add them to any other monster on the field but the monster you add to loses 1000 ATK, also if it would leave the field while it has Spell Counters it is banished instead.


    The only other cards I'm working on right now are some Crystal Beast contact fusions.
    Last edited by ScionStorm; 27th January 2019 at 03:20 AM.

  8. #2828
    Registered User ScionStorm's Avatar
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    And lo, here are those Crystal Beast contact fusions!

    Ammolite Worldback
    ******
    [Beast/Fusion/Effect]

    "Crystal Beast Amber Mammoth" + "Crystal Beast Emerald Tortoise"
    This card must first be Fusion Summoned from the Extra Deck by shuffling the above cards from your Spell/Trap Zone into the Deck. You do not use Polymerization. Your opponent cannot attack "Crystal Beast" monsters you control except "Crystal Beast Ammolite Worldback". Can attack while in Defense Position. If this card battles: You can apply its DEF during Damage Calculation, also an Attack Position monster that battles this card and is not destroyed as a result of battle is changed to Defense Position if possible otherwise it is banished. If this monster is destroyed: You can place it in your Spell/Trap Zone as a Continuous Spell. If this Continuous Spell is destroyed: You can Special Summon this card's Material monsters from your Deck. Once per turn: You can return this card in your GY to your Extra Deck.
    ATK/ 2000 DEF/2800

    Fluorite Heaven's Back
    *******
    [Aqua/Fusion/Effect]

    "Crystal Beast Ammolite Worldback" + "Crystal Beast Ruby Carbuncle"
    This card must first be Fusion Summoned from the Extra Deck by shuffling the above cards from your Spell/Trap Zone into the Deck. You do not use Polymerization.Your opponent cannot target non-Fusion "Crystal Beast" monsters with card effects. Can attack while in Defense Position. If this card battles: You can apply its DEF during Damage Calculation. A monster that battles this monster is banished after damage calculation, then switch any monster(s) the banished monster was Linked with to Defense Position if possible otherwise banish it. If a monster is banished by this card's effect: You can banish a "Crystal Beast" monster from your Deck and if you do; place 1 "Crystal Beast" counter on this card. Treat each "Crystal Beast" counter as a "Crystal Beast" card with a different name on your field.If this monster is removed from the field: You can place it in your Spell/Trap Zone as a Continuous Spell, also you can Special Summon your banished "Crystal Beast" monsters with different names equal to the number of "Crystal Beast" counters that were on this card. If this Continuous Spell is destroyed: You can Special Summon a "Crystal Beast Ruby Carbuncle" from the Deck. Once per turn: You can return this card in your GY to your Extra Deck.
    ATK/ 2300 DEF/3100

    Kyanite Hippogriff
    *******
    [Winged-Beast/Fusion/Effect]

    "Crystal Beast Sapphire Pegasus" + "Crystal Beast Cobalt Eagle"
    This card must first be Fusion Summoned from the Extra Deck by shuffling the above cards from your Spell/Trap Zone into the Deck. You do not use Polymerization. If this card is Fusion Summoned: You can destroy1 "Crystal Beast" monster on the field and if you do; you can activate 1 Spell/Trap card or Pendulum monster in your Deck that lists "Crystal Beast" in its text. This effect of "Crystal Beast Kyanite Hippogriff" can only be activated once per turn. If a "Crystal Beast" monster(s) is Special Summoned from your Spell/Trap Zone (Quick Effect): You can return 1 card on the field to the Deck for each of the Special Summoned "Crystal Beast" monsters.If this monster is destroyed: You can place it in your Spell/Trap Zone as a Continuous Spell. If this Continuous Spell is destroyed: You can Special Summon this card's Material monsters from your Deck. Once per turn: You can return this card in your GY to your Extra Deck.
    ATK/2300 DEF/1600

    Apatite Allicanto
    ********
    [Winged-Beast/Fusion/Effect]

    "Crystal Beast Kyanite Hippogriff" + "Crystal Beast Ruby Carbuncle"
    This card must first be Fusion Summoned from the Extra Deck by shuffling the above cards from your Spell/Trap Zone into the Deck. You do not use Polymerization. Once per turn: You can destroy a "Crystal Beast" Continuous Spell you control and if you do; activate 1 Spell/Trap or Pendulum monster from your Deck that lists "Crystal Beast" in its text. Once per turn you can Special Summon 1 "Crystal Beast" Continuous Spell you control to your Monster Zone and if you do; during your End Phase, draw 1 card. If a monster is destroyed by Battle involving this card: return all monsters linked to that card to the Deck. If this monster is removed from the field: You can place it in your Spell/Trap Zone as a Continuous Spell, also draw 1 card and if it is a "Crystal Beast" monster; you can place it in your Spell/Trap Zone as a Continuous Spell. If this Continuous Spell is destroyed: You can Special Summon a "Crystal Beast Ruby Carbuncle" from the Deck. Once per turn: You can return this card in your GY to your Extra Deck.
    ATK/ 2600 DEF/1900

    Jacinth Liger
    ******
    [Beast/Fusion/Effect]

    "Crystal Beast Amethyst Cat" + "Crystal Beast Topaz Tiger"
    This card must first be Fusion Summoned from the Extra Deck by shuffling the above cards from your Spell/Trap Zone into the Deck. You do not use Polymerization. If this card is Fusion Summoned: Inflict damage to your opponent's LP equal to the total levels of all "Crystal Beast" cards and Pendulum cards that list "Crystal Beast" in their text in your Spell/Trap Zone x100. Once per Battle Phase (Quick Effect): You can increase the ATK of 1 "Crystal Beast" monster you control by 400. This monster can attack directly but Battle Damage becomes 1000. If this card attacks directly: The ATK of all monsters on the field become their original ATK until the end of the next Battle Phase. If this monster is destroyed: You can place it in your Spell/Trap Zone as a Continuous Spell. If this Continuous Spell is destroyed: You can Special Summon this card's Material monsters from your Deck. Once per turn: You can return this card in your GY to your Extra Deck.
    ATK/2000 DEF/1200

    Carnelian Sabertooth
    *******
    [Beast/Fusion/Effect]

    "Crystal Beast Jacinth Liger" + "Crystal Beast Ruby Carbuncle"
    This card must first be Fusion Summoned from the Extra Deck by shuffling the above cards from your Spell/Trap Zone into the Deck. You do not use Polymerization. If a "Crystal Beast" card(s) is Special Summoned from your Spell/Trap Zone: Inflict damage to the opponent equal to the level of the highest leveled monster among them x200. All "Crystal Beast" monsters you control gain 400 ATK. You can destroy "Crystal Beast" monsters with different names you control to declare direct attacks with this card during your Battle Phase but Battle Damage becomes 500 each time. Your opponent cannot negate a Direct Attack by this card.If this monster is removed from the field: You can place it in your Spell/Trap Zone as a Continuous Spell, also you can Special Summon 1 other "Crystal Beast" card in your Spell/Trap Zone and if you do it gains 400 ATK/DEF. If this Continuous Spell is destroyed: You can Special Summon this card's Material monsters from your Deck. Once per turn: You can return this card in your GY to your Extra Deck.
    ATK/ 2300 DEF/1500
    Last edited by ScionStorm; 27th March 2019 at 11:54 AM.

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