Ocean of Clutter

Speed Spell - D.D. Cache
Normal Spell
Activate only while there are 2 or more Speed Counters on a "Speed World" you control. Select 1 card from your Deck and remove it from play face-down. During your 2nd Standby Phase after activation, destroy this card and add the removed card to your hand.
That seams awfully similar to Different Dimension Capsule, just Speed World version. Oh well.

Supreme Shadow Cannon
Continuous Spell
Tribute 2 Dark monsters on your side of the field to inflict 1000 points of damage to your opponent.
 
Dragonfire Cannon
Continuous Spell
Once per turn, inflict 15000 damage to your own life points to inflict 10000 damage to your opponent.

^ lol life-gain decks.

End
Normal Spell
Halve your opponent's life points. You lose the duel during your next Standby Phase.

^ may need balancing.

Barter
Continuous Spell
Whenever a card requires you to pay life points as a cost, you may instead discard 1 card, then discard 1 additional card for every 500 life points you would pay. Either player may use this effect.

... or the undoubtedly more useful one...

Whenever a card requires you to discard cards as a cost, you may instead pay ?000 life points, where ? is the number of cards discarded. Either player may use this effect.
 
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End
Normal Spell
Halve your opponent's life points. You lose the duel during your next Standby Phase.

^ may need balancing.
Yah! Major balancing.

Major Mole Revolution
Equip Spell
This card can only be equipped to a Beast type monster. Increase the ATK and DEF of the equipped monster by 300 points for every card with "Mole" in its name that exists in your graveyard.

Grounding Tools
Equip Spell
If the monster equipped with this card attacks or is attacked by a Thunder type monster, that monster is destroyed without applying damage calculation.

Rose Terror
LV. 3
Dark
Earth
This monster cannot be destroyed in battle by any non-Plant monster.
1000/1200
 
End
Normal Spell
Send all Monster Cards you control to the Graveyard. Halve your opponent's life points. You lose the duel during your next Standby Phase.

Chaos
( 10 Stars / LIGHT / Fairy / Effect Monster )
0 / 0

This card is unaffected by the effects of Spell and Trap cards. As long as this card remains face-up on the field, neither player can lose the duel under any conditions, even if they have 0 life points.

^ it's THREE sacrifices. The picture for this card is a blank space colored black :p

Death
Normal Trap
You can activate this card when your opponent loses 8000 or more life points as a result of a single card effect or attack. You win the duel.

Rebirth
Normal Trap
You can activate this card if an attack were to make your life points 0. Remove all cards in your hand, in your Graveyard, and on your side of the field. Remove all the cards in your deck, except the last card. None of your removed from play cards can leave the removed from play pile. Your life points become 100 and cannot increase for the remainder of the duel. After the resolution of this card, advance immediately to your own Draw Phase (the attack is negated).

^ hopefully, you have that card you need :p

Doom
Normal Spell
Select 1 Monster Card on your opponent's side of the field. Pay life points equal to 200 x the level of the selected monster. Change it to Defense Position. The selected monster cannot change battle positions (by any means), attack, and cannot be targeted as an attack or by the effects of Spell and Trap cards. During the 3rd Standby Phase after the activation of this card, destroy the selected monster.

Anathema
Equip Spell
The equipped Monster gains 500 ATK and DEF. The equipped Monster's effects are negated. During the Standby Phase of the equipped Monster's controller, shift control of the equipped monster to the other player.

^ so, the turn player never has control of the monster, except if the player equips it to their own monster during their own turn.
 
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I'm also bringing this card back for some more fun.

Deathblow to the Kingdom
Continuous Spell
Any time the monster with the highest ATK on either side of the field (your opponent's strongest or your strongest) is destroyed, destroy all Monsters on that Monster's side of the field.

Shivara, the Kingdom
Field Spell
When this card comes into play, both players must select 1 Monster on their side of the field and place a Monarch Counter on it. As long as this card remains face-up on the field, cards with Monarch Counters on them cannot switch controllers and Monsters with more ATK than the card with the Monarch Counter on their side of the field are destroyed. When a Monster loses its Monarch counter, the card's controller must either move the Monarch Counter to another Monster they control or Special Summon 1 level 4 or lower monster from their deck and place 1 Monarch Counter on it.

In Defense of the Kingdom
Normal Trap
You can activate this card if the Monster with the highest ATK on your side of the field would be destroyed by a card effect. Tribute 1 other Monster Card to negate the effect of the card and destroy it.

Royal Summons
Normal Spell
If you Normal Summon "Queen's Knight," "King's Knight," or "Jack's Knight" this turn, you can Normal Summon once more (but only once!).
 
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Fire Shard
Continuous Spell
All Fire monsters on the field gain 200 ATK and DEF.

Water Shard
Continuous Spell
All Water monsters on the field gain 200 ATK and DEF.

Earth Shard
Continuous Spell
All Earth monsters on the field gain 200 ATK and DEF.

Wind Shard
Continuous Spell
All Wind monsters gain 200 ATK and DEF.

Elemental Shard Collection
Trap
Send one "Earth Shard", "Fire Shard", "Water Shard", and "Wind Shard" from your side of the field to double the ATK of every face-up monster on your side of the field until the end phase of this turn
 
Arcade Auto-Refresh
Normal Spell
You lose all the points you worked so hard to get in Dragon Wizard. Damn.

S. P. A. M.
Normal Spell
Pick up 5 cards from the top of your Deck. Special Summon as many Monster Cards and set as many Spell or Trap Cards as possible. You cannot Normal Summon, conduct your Battle Phase, or activate any of the Set Spell or Trap Cards Set by this card's effect. At the End Phase, destroy all cards placed on the field by this effect.

Haxor Disciple
( 4 Stars / WATER / Sea Serpent / Effect Monster )
1600 / 1600

When this card is Normal Summoned successfully, add 1 "Haxor" card from your Deck to your Hand. Once per turn, you may look at (reveal) 1 of your opponent's Set cards and return it face-down.

Master of Haxor
(4 Stars / WATER / Sea Serpent / Effect Monster )
2200 / 100

If this card is added to your hand by an effect other than the effect of "Haxorz Disciple," send it to the Graveyard immediately. This card cannot be Special Summoned.

Haxor-Lock
Continuous Spell
While this card remains on the field, any face-down card or card in your opponent's hand that is revealed by a card effect must remain revealed.

Greater Haxorz
Normal Trap
Flip all cards on your opponent's side of the field face-up. The effects of any flip effect Monsters are negated. Spell and Trap cards, except Continuous Spell and Trap cards, are not activated, but must remain face-up until they are.

Deck Haxorz
Normal Trap
Pay 2000 life points. Select 1 card from your opponent's deck, shuffle it, then place the selected card on top.

The Ultimate Card
Normal Spell
You win the duel. You may not have any copies of this card in your Deck.

Ultimate Haxorz
Normal Spell
You can activate this card only if you have 59 cards in your Graveyard and your life points are 500 or less. Add 1 card from outside the duel to your Hand.
 
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Arcade Auto-Refresh
Normal Spell
You lose all the points you worked so hard to get in Dragon Wizard. Damn.

The Ultimate Card
Normal Spell
You win the duel. You may not have any copies of this card in your Deck.

Ultimate Haxorz
Normal Spell
You can activate this card only if you have 59 cards in your Graveyard and your life points are 500 or less. Add 1 card from outside the duel to your Hand.
Really? Shouldn't those cards be in the broken cards section?
 
Lawl, I was just being silly.
Anyways, the first card was to relieve my stress after making high score time and again at Dragon Wizard in the Arcade, but having the page refresh before I got to send it.

And the second two were just for fun. You aren't going to be able to play it anyways. Chances are astronomically low.

We have a broken cards section?

Broken Card Section
Field Spell
Increase the ATK and DEF of all badly damaged Monster Cards by 1000 points. Badly damaged Spell and Trap cards cannot be destroyed by other Spell or Trap cards.
 
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Spare Ammunition
Continuous Spell
This card can only be activated when you have one face-up "Cannon Soldier". As long as "Cannon Soldier" is on the field, you may discard one card from your hand to the graveyard to inflict 300 points of damage to your opponent.

Hyper Speed
Continuous Trap
Each turn counts as 2 turns.

Manufacturing Plant
Field Spell
Once per turn, you may pay 1000 life points to special summon one Machine-type monster from your hand.
 
A few dragons I've had spinning in my head for a while:

Sidewinder Dragon
4 stars
Wind/Dragon/Effect
This monster cannot be destroyed by the effect of a Spell, Trap or Monster card. When your opponent targets this monster for an attack, they must roll a die. If the result is not 1 or 6, the attack is negated.
1750/1500

Drake the Shadow Hopper
4 stars
Dark/Dragon/Effect
This monster cannot be destroyed in battle as long as it is there is at least one Dark attribute monster in your hand. This monster can attack your opponent directly if the only monsters on your opponent's side of the field are Dark attribute.
1450/100

Amphiptere the Sky Hopper
4 stars
Wind/Dragon/Effect
This monster cannot be destroyed in battle as long as there is at least one Wind attribute monster in your hand. This monster may attack your opponent directly if the only monsters on your opponent's side of the field are Wind attribute.
2200/200

Apalala the Water Hopper
4 stars
Water/Dragon/Effect
This monster cannot be destroyed in battle as long as you have one Water attribute monster in your hand. This monster can attack your opponent directly if the only monsters on your opponent's side of the field are Water attribute.
1500/500
 
Typhon the Earth Hopper
4 stars
Earth/Dragon/Effect
This monster cannot be destroyed in battle as long as you have at least one Earth attribute monster in your hand. This monster may attack your opponent directly if the only monster(s) on your opponent's side of the field are Earth attribute.
1200/1800

Hai Riu the Fire Hopper
4 stars
Fire/Dragon/Effect
This monster cannot be destroyed in battle as long as you have at least one Fire attribute monster in your hand. This monster may attack your opponent directly if the only monsters on your opponent's side are Fire attribute.
1700/200

Draco the Light Hopper
4 stars
Light/Dragon/Effect
This monster cannot be destroyed in battle as long as you have at least one Light attribute monster in your hand. This monster may attack your opponent directly if the only monsters on your opponent's side of the field are Light attribute.
1850/300

Supreme Dragon Cannon
Continuous Spell
If there is no Dragon type monster on your side of the field, destroy this card. once per turn, during your End Phase, you may tribute one Dragon type monster from your side of the field to inflict 1000 points of damage to your opponent.
 
Super Graveyard Resurrection
Spell
Pay 1000 life points to Special Summon up to 3 monsters from your graveyard in face-up attack mode. Any monster summoned by this effect is destroyed and sent out of play during your next Standby Phase.
 
Express Traffic
Continuous Spell
All monsters with effects allowing direct attacks to life points are switched to defense mode and cannot stitch their position as long as this card is on the field.

Deep End
Field Spell
As long as this card is on the field, all monsters with "Deep End" in their name cannot be destroyed in battle. You may half the ATK of one "Deep End" monster on your side of the field for it to attack your opponent directly for this turn.

Deep End Dragon
4 stars
Water/Dragon/Effect
You may send one Deep End from your field out of play to combine your graveyard with your deck and shuffle the deck.
1900/900

Deep End Cobra
4 stars
Water/Reptile/Effect
When your opponent activates an effect that includes the effect of destroying monsters you control, you may tribute this face-up monster to negate that effect.
1800/1000

Deep End Tiger
4 stars
Water/Beast/Effect
As long as all monsters on your opponent's side of the field are in defense position this card may attack your opponent directly.
1900/200

Deep End Warrior
4 stars
Water/Warrior/Effect
If Deep End is on the field, when this monster battles a defense position monster, if the DEF of the defense position monster is less than the ATK of this monster, inflict the difference as battle damage to your opponent.
1900/500

Deep End Master
6 stars
Water/Aqua/Fusion
[1 "Deep End" monster + 1 "Deep End" monster]
This monster gains 400 ATK and DEF for each monster with "Deep End" in its name in your graveyard.
2300/2000
 
Windchill Factor
Continuous Spell
Increase the ATK of all "Cloudian" monsters you control by 200 for every face-up "Cloudian" monster on the field.

Botanical Ursus
( 4 Stars / EARTH / Plant / Effect Monster )
1400 / 200

When this monster is destroyed by battle and sent to the Graveyard, select 1 effect and resolve it:
-- Select 1 Plant-type monster from your deck with 1500 ATK or less and Special Summon it to your side of the field in face-up attack position.
-- Select 1 "Botanical" monster from your hand or deck and Special Summon it.

Master Key
Normal Spell
Select 1 monster you control. Until the End Phase, this monster's attack cannot be prevented by any card effect.
 
Botanical Queen
( 8 Stars / EARTH / Plant / Synchro Monster )
3000 / 2100

Any Tuner monster + Any non-tuner Plant-type monster(s).

Increase the ATK of all other Plant-type monsters you control by 300 points. When this destroyed by battle and sent to the Graveyard, remove it from play. If the all the Synchro material monsters used to Synchro Summon this monster are in your Graveyard, Special Summon as many as possible in Defense Position. Their effects are negated and they cannot change their battle positions as long as they remain face-up on the field.

Botanical Symbiote
( 1 Star / EARTH / Plant / Effect Monster )
0 / 0

Once per turn, you may send as many cards from your hand to the Graveyard to increase this card's level by 1 for each card.

Mycos Megalo
( 3 Stars / EARTH / Plant / Effect Monster )
200 / 1200

If this card is used in the Synchro Summon of a Plant-type monster, its level can be increased by up to 1 for every face-up Plant-type monster on your side of the field, excluding this card.

(if you control 3 other plant types, you can choose to make this monster count as 4, 5, or 6 stars; if you control 2, then you can choose 4 or 5, etc.)

Botanical Garden
Continuous Spell
Once per turn, you may discard 1 card to increase the ATK of 1 Plant-type monster by 500 points and its level by 1 until the End Phase.

Nature's Reform
Normal Spell
Select up to 3 Plant-type monsters in your Graveyard, excluding Synchro and Fusion Monsters and return them to your deck.

Lonefire Synergy
Quick-Play Spell
Tribute one "Lonefire Blossom" on your side of the field. Special Summon 1 Plant-type monster from your Graveyard to your side of the field.
 
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Ragnarok
Normal Trap
Send 1 "The World Tree" with 7 or more counters from your side of the field to the Graveyard to send all cards on the field and in each player's hand to the Graveyard. Then, each player draws 2 cards.

- - - - -

Transmutation
Quick-Play Spell
Select 1 Monster Card on your side of the field and send it to the Graveyard. Then, select 1 Monster Card from your Deck that shares the same Attribute and has less ATK than the selected monster and Special Summon it.

Lead Golem
( 3 Stars / EARTH / Rock / Effect Monster )
800 / 1200

If this monster is sent to the Graveyard, Special Summon 1 "Lead Golem" from your Deck in face-up Attack Position.

Lead > Gold
Normal Spell
Send 3 "Lead Golem" on your side of the field to Special Summon 1 "Aurum Golem" from your Hand, Deck, or Graveyard.

Aurum Golem
( 8 Stars / LIGHT / Rock / Effect Monster )
2800 / 2500

This card cannot be Normal Summoned or Set. This card cannot be Summoned except by the effect of "Lead > Gold." Once per turn, select 1 Attribute. Until your opponent's next End Phase, this card cannot be destroyed in battle with the selected Attribute. After damage calculation, destroy a monster that battled this monster.

Philosopher's Stone
Continuous Spell
Each time the controller of this card selects an Attribute for a card effect, that player selects 2 and resolves the effect using both Attributes. The controller of this card gains 500 life points during each of his / her Standby Phases.

Berith the Alchemical Fiend
( 5 Stars / DARK / Fiend / Effect Monster )
1900 / 1500

When this card is Summoned, select an Attribute. As long as this card remains face-up on the field, it gains the selected Attribute. Tribute this face-up monster to Special Summon 1 monster from your Graveyard that shares the same Attribute as this monster, but has a lower ATK. Draw 1 card if you successfully Special Summon a monster in this way.

Paracelsus
( 4 Stars / WIND / Warrior / Effect Monster )
1700 / 1400

When this card is Summoned, select an Attribute, change this card's Attribute to the selected Attribute as long as this card is face-up on the field, and inflict damage to your opponent equal to 200 x the amount of monsters that share the same Attribute with this card.

Alkahest
Normal Spell
Destroy 1 Monster on the field. Its controller draws 2 cards.

Panacea
Normal Trap
Special Summon 1 of your monsters that was destroyed by battle this turn in face-up Defense Position.

Azoth
Quick-Play Spell
Change the battle position of 1 face-up monster you control to face-up Defense position. Until the End Phase, that monster cannot be destroyed by battle and is unaffected by Spell or Trap cards. That monster cannot change battle positions as long as it remains face-up on the field.

Hydrargyrum
( 4 Stars / WATER / Aqua / Effect Monster )
600 / 600

This card cannot be Normal Summoned or Set. During your opponent's Battle Phase, quadruple the ATK of this monster.

(the effect reflects the volatility of Mercury XD)

Brimstone Beast
( 6 Stars / FIRE / Pyro / Effect Monster )
1400 / 1800

During your Main Phase, tribute this face-up monster to Special Summon 1 monster with fewer ATK than this card from your Hand, Deck, or Graveyard. If you activate this effect, you cannot declare an attack this turn. Special Summon this card during your next Standby Phase after activating this effect.

Salinas the Solid
( 4 Stars / EARTH / Rock / Effect Monster )
0 / 2000

Once per turn, select 1 monster on your side of the field and an Attribute. Special Summon 1 "Solid Token" in face-up Defense Position. Solid Token has the same name, ATK, DEF, level, and type as the selected monster and the same Attribute as the one selected. The token cannot be tributed for a Tribute Summon. Destroy the token during the End Phase.

Hg-S-NaCl
Normal Spell
Activate this card only if you control 1 face-up "Hydrargyrum," "Brimstone Beast," and "Salinas the Solid" on your side of the field. Select 1 card from your Deck and add it to your hand.

Dual Affinity
Continuous Spell
Pay 500 life points during each of your Standby Phases or send this card to the graveyard. A monster cannot be destroyed by battle when battling with a monster that shares the same Attribute with it.

Quintessence
Normal Spell
Send 1 FIRE, 1 WATER, 1 EARTH, and 1 WIND monster from your side of the field to the Graveyard to Special Summon 1 "Vulcan the Alchemic Lord" from your Hand, Deck, or Graveyard.

Vulcan the Alchemic Lord
( 12 Stars / FIRE / Pyro / Effect Monster )
3000 / 3000

This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of "Quintessence." This card has every Attribute. Tribute 1 monster to Special Summon 1 monster from your Graveyard that shares an Attribute with and has lower ATK than the tributed monster.

Uh, there's an OTK somewhere here.

- - - - -

And because I felt like cheating again.

The Calculator MK II
( 8 Stars / LIGHT / Thunder / Effect Monster )
? / 0

This card cannot be Special Summoned. When this card is Summoned or flipped face-up, destroy 1 monster you control. This card cannot declare an attack on the turn it is Summoned or flipped face-up. The ATK of this card becomes 200 x the amount of cards remaining in your Deck. During each of your End Phases, remove the top 5 cards of your Deck from play, then draw 1 card and immediately send it to the Graveyard.
 
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