User Tag List

Page 35 of 283 FirstFirst ... 2533343536374585135 ... LastLast
Results 341 to 350 of 2828

Thread: Official Create-a-Card Thread

  1. #341
    Registered User Tamaru's Avatar
    Join Date
    Sep 2015
    Posts
    54
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Hope in the Interstice View Post
    Look like great cards. I'd love to give 'em a go.
    Thanks. I'd love to give them a go too, but alas...

  2. #342
    Registered User Thomas Zero's Avatar
    Join Date
    Oct 2015
    Location
    HERO World
    Posts
    24
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    This is the Cyber Police come out with your hands up...

    Last edited by Thomas Zero; 1st November 2015 at 03:39 PM.

  3. #343
    Registered User TheycallmeBrick's Avatar
    Join Date
    Sep 2015
    Posts
    104
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    I like lamp, but I don't like like lamp, you know what I mean?

    La Jinn the Wicked Genie of the Lamp
    DARK / Level 4 / Fiend / Effect
    ATK 1800 / DEF 1000
    (This card's name is always treated as "La Jinn the Mystical Genie of the Lamp".)
    If you control no monsters, you can Special Summon this card from your Graveyard, and if you do, you can Special Summon 1 "Lamp" monster from your hand.

    Master of the Lamp
    DARK / Level 4 / Fiend / Effect
    ATK 1400 / DEF 1200
    If you control a "Lamp" monster, you can Special Summon this card (from your hand). You can only Summon "Master of the Lamp" once per turn this way. This card's name becomes "La Jinn the Mystical Genie of the Lamp" while it is face-up on the field or in your Graveyard. If this card is used as Fusion Material and sent to the Graveyard: You can draw 1 card.

    Polished Lamp
    LIGHT / Level 2 / Spellcaster / Effect
    ATK 700 / DEF 500
    When this card is Normal or Special Summoned: You can add 1 Fiend-Type "Lamp" monster from your Deck to your hand. You can only Summon 1 "Polished Lamp" per turn. Once per turn, during your Main Phase, if you control a face-up Fiend-Type "Lamp" monster: You can Tribute this card; Special Summon 1 Spellcaster-Type "Lamp" monster from your hand or Deck.

    La Jinn the Ancient Genie of the Lamp
    DARK / Level 5 / Fiend / Effect
    ATK 2000 / DEF 800
    "La Jinn the Mystical Genie of the Lamp" + 1 DARK Spellcaster-Type monster
    Can attack your opponent directly, but if it does with this effect, its ATK is halved during damage calculation only. Once per turn, except during the turn this card was Fusion Summoned: You can Special Summon 1 of this Fusion Summoned card's Fusion Materials from the Graveyard. Destroy it during the End Phase.

    Life-Absorbing Lamp
    Continuous Spell Card
    Once per turn, if your opponent's LP change: You can gain LP equal to half that change in LP. You must control a "Lamp" monster to activate and resolve this effect.

    Spell-Absorbing Lamp
    Normal Trap Card
    When your opponent activates a Spell Card: Negate the activation, and if you do, add that card to your hand, instead of sending it to the Graveyard. During your next End Phase, return that card from your hand or field to your opponent's hand. You must control a "Lamp" monster to activate and resolve this effect.
    Last edited by TheycallmeBrick; 1st November 2015 at 08:46 PM.

  4. #344
    Registered User TheycallmeBrick's Avatar
    Join Date
    Sep 2015
    Posts
    104
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Arcana Force IX - The Hermit
    LIGHT / Level 5 / Fairy / Effect
    ATK 1900 / DEF 1900
    When this card is Summoned: Toss a coin.
    ● Heads: Once per turn, during your Main Phase: You can add 1 "Arcana Force" monster from your Deck to your hand.
    ● Tails: Once per turn, at the start of your Main Phase 1: Banish 1 "Arcana Force" monster from your Deck.

    Arcana Force XI - Justice
    LIGHT / Level 6 / Fairy / Effect
    ATK 2100 / DEF 2100
    When this card is Summoned: Toss a coin.
    ● Heads: When an opponent's monster destroys a monster you control (by battle or by its own effect) and sends it to the Graveyard: Destroy that monster.
    ● Tails: When a monster you control destroys an opponent's monster (by battle or by its own effect) and sends it to the Graveyard: Destroy that monster.

    Arcana Force XVI - The Tower
    LIGHT / Level 7 / Scale 3 / Fairy / Pendulum / Effect
    ATK 2600 / DEF 2600
    Pendulum Effect: Once per turn, when an "Arcana Force" monster you control is targeted by a Spell/Trap Card or effect: You can negate that effect, and if you do, destroy it.
    Monster Effect: Cannot attack during the turn it is Special Summoned. When this card is Summoned: Toss a coin.
    ● Heads: Once per turn: You can declare 1 card type (Monster, Spell, or Trap); during their next Draw Phase, if your opponent does not draw a card of the declared type, inflict 600 damage to your opponent. You must control another "Arcana Force" card to activate and resolve this effect.
    ● Tails: Negate the effects of all other "Arcana Force" monsters you control.

    Arcana Force XVII - The Star
    LIGHT / Level 7 / Scale 8 / Fairy / Pendulum / Effect
    ATK 2700 / DEF 2700
    Pendulum Effect: Once per turn, when an "Arcana Force" monster you control is targeted for an attack or monster effect: You can negate that attack or effect, and if you do, destroy that monster.
    Monster Effect: Cannot attack during the turn it is Special Summoned. When this card is Summoned: Toss a coin.
    ● Heads: Once per turn: You can gain 400 LP for each "Arcana Force" card you control.
    ● Tails: When this card is destroyed, both players gain 400 LP for each monster they control.

    Arcana Force XIX - The Sun
    LIGHT / Level 8 / Fairy / Effect
    ATK 2900 / DEF 2900
    When this card is Summoned: Toss a coin.
    ● Heads: You can banish 1 card each from your opponent's hand, field, and Graveyard, if possible. (The card in the hand is chosen at random.)
    ● Tails: You must banish 1 card each from your hand, field, and Graveyard, if possible. (The card in the hand is chosen at random.)

    Suit of Wand X
    Normal Spell Card
    Toss a coin.
    ● Heads: Destroy all Spell/Trap Cards your opponent controls.
    ● Tails: Destroy all Spell/Trap Cards you control.

    Suit of Cup X
    Normal Spell Card
    Toss a coin.
    ● Heads: Both players reveal their hands (min. 1), choose 1 card in their opponent's hands, then add that chosen card to their hand.
    ● Tails: Both players reveal their hands (min. 1), choose 1 card in their opponent's hands, then banish the chosen cards.

    Suit of Pentacle X
    Normal Spell Card
    Toss a coin.
    ● Heads: Monsters currently on the field cannot be destroyed (by battle or by card effect) this turn.
    ● Tails: Until the End Phase, when a monster is destroyed (by battle or by card effect) and sent to the Graveyard: Inflict damage to its controller equal to half its ATK on the field.

  5. #345
    Registered User Brightshine Stardust's Avatar
    Join Date
    Sep 2015
    Posts
    543
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Rose Emblem Ring
    Equip Spell

    Equip only to a face-up Level 4 or lower monster you control whose original ATK is 1000 or less. The equipped monster gains 500 ATK, can attack twice during the same Battle Phase, and can attack your opponent's LP directly, but if the equipped monster's original ATK is 600 or higher, the equipped monster's effects are negated. If the equipped monster would be destroyed, destroy this card instead, also, until the end of the turn the previously equipped monster cannot be destroyed.




    Space Rip
    Trap

    Banish 1 card on the field, then banish this card instead of sending this card to the Graveyard. If this card is banished while you have 2 copies of "Space Rip" currently banished, banish all cards on the field and in both player's hand.



    Gifts from Above
    Quick-Play Spell

    Both player's LP are halved, also, both players draw until they have 6 cards in their hand. During both player's next turn, their monsters can attack their opponent's LP directly. You can activate only 1 "Gifts from Above" per turn.



    Reviving Seal of Strength
    Counter Trap

    Activate only from your Graveyard. Pay 1000 LP, during this turn, you do not take Battle Damage from battles involving monsters whose original ATK is 1000 or less. If this card would be sent from the field to the Graveyard, shuffle this card to your Deck instead.

  6. #346
    Registered User Hope in the Interstice's Avatar
    Join Date
    Aug 2015
    Posts
    1,994
    Mentioned
    10 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Brightshine Stardust View Post
    Reviving Seal of Strength
    Counter Trap

    Activate only from your Graveyard. Pay 1000 LP, during this turn, you do not take Battle Damage from battles involving monsters whose original ATK is 1000 or less. If this card would be sent from the field to the Graveyard, shuffle this card to your Deck instead.
    Wait, how are you meant to activate this from your Graveyard if it'd be sent back to the deck?

  7. #347
    Registered User SynjoDeonecros's Avatar
    Join Date
    Sep 2015
    Posts
    2,142
    Mentioned
    1 Post(s)
    Tagged
    0 Thread(s)
    Yosenju Kawaso
    Wind/Level 4/Beast-Warrior/Pendulum/Effect
    1200/400
    Pendulum Scale 3
    Pendulum Effect: While you control another "Yosenju" card in your other Pendulum Zone, you can Normal Summon "Yosenju" cards with 1 less Tribute.
    Monster Effect: When this card is Pendulum Summoned: you can return this card to your hand; You can Normal Summon 1 Level 5 or higher "Yosenju" monster this turn without Tribute, but it is returned to your hand at the end of the turn. If you use this effect, you cannot Normal Summon or Special Summon "Yosenju Kawaso" for the rest of the turn.

    Yosenju Nurika
    Wind/Level 6/Beast/Effect
    2300/0
    Effect: Once per turn, if this card's effect is not already being used, when a card the opponent controls is returned to the hand; for as long as this card remains face-up on the field, the Card Zone that card occupied cannot be used.

    Yosenju Deppo
    Wind/Level 4/Beast-Warrior/Effect
    1500/1300
    Effect: When this card is Normal or Pendulum Summoned, you can add 1 "Yosen" Spell or Trap card from your deck to your hand. Once per turn, when this card is face-up on the field and another "Yosenju" monster is Normal or Special Summoned, you can Special Summon 1 "Yosen Token" (Beast-Warrior/Wind/Level 4/1500/1000) to your opponent's side of the field. That token cannot be tributed or used for the summon of a monster. When that token is removed from the field, return 1 card on the opponent's side of the field to the hand, and inflict 500 damage to their LP.
    Last edited by SynjoDeonecros; 3rd November 2015 at 04:44 PM.
    "Is it so important that you win one last argument with him?"
    "No, it is not, but it is true that I will miss the arguments; they were, finally, all that we had."

  8. #348
    Registered User Brightshine Stardust's Avatar
    Join Date
    Sep 2015
    Posts
    543
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by Hope in the Interstice View Post
    Wait, how are you meant to activate this from your Graveyard if it'd be sent back to the deck?
    Send it from the Deck or hand to the Graveyard, via milling or discarding. Or if it is banished, you can use Burial from D.D. to put it to the Graveyard.

    It only gets shuffled back to the Deck if it was sent there from the field, this is a restriction to prevent a player from reusing it every single turn (especially with Liberating Ariadne in play, which negates the LP cost).
    Last edited by Brightshine Stardust; 3rd November 2015 at 04:52 AM.

  9. #349
    Registered User Dyson Sphere's Avatar
    Join Date
    Oct 2015
    Location
    The Sun
    Posts
    472
    Mentioned
    0 Post(s)
    Tagged
    0 Thread(s)
    Cybernetic Overload
    normal spell
    Fusion Summon 1 Machine-Type fusion monster by banishing the materials from your hand, deck ,grave, field, or extra deck and if you do double its attack. during the end phase of the turn you activate Cybernetic Overload; you lose the duel.
    you think you can beat me, I'm a giant frickin satellite bigger than the sun, your move

  10. #350
    Registered User Brightshine Stardust's Avatar
    Join Date
    Sep 2015
    Posts
    543
    Mentioned
    2 Post(s)
    Tagged
    0 Thread(s)
    Behemoth Ocean Lord
    ***********/Water/Aqua/Fusion/Effect
    ATK 3700/DEF 3200

    [Crab Turtle] + [Fortress Whale]
    Must first be Special Summoned by a Fusion Summon using the above Fusion Materials. This card cannot be destroyed by card effects. Once per turn, you can destroy all cards on your opponent's side of the field, if you do, this card cannot attack this turn.

Bookmarks

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •