The Official Create-A-Card Thread.

Sunray - Red
Effect Monster (Thunder / LIGHT / 3 Stars / ATK 1500 / DEF 1500)
Remove this face-up card on the field from play to remove from play 1 Spell or Trap Card on your opponent's side of the field, until the start of your next turn. You can use this effect during either player's turn.



Next card: Sunray - Green
(Last primary light colour is blue, by the way.)
 
Sunray - Green
Effect Monster/Thunder/Light/5 Stars/Atk 2200/Def 1700
you may special summon this card from your hand anytime you activate the effect of Sunray-Red. If you special summon this card in this way, once per turn, during your opponent's Battle Phase, you negate one of your opponent's attacks and select another attack target on your side of the field.

Next Card: Sunray - Blue
 
Sunray - Blue

Light/Thunder/7 Stars/Atk 2400/Def 1000
Effect Monster

This card cannot be Normal Summoned. This card can only be special summoned when a Sunray - Green is sent from the field to the Graveyard. For every Sunray monster in your Graveyard, reduce the ATK of all non-LIGHT monsters by 100 points. If Sunray - Green and Sunray - Red is in the Graveyard, remove this card and the other two listed cards from play to Special Summon Sunray - Blinding Light from your Fusion Deck.

Next Card:

Sunray - Blinding Light
 
Sunray - Blinding Light
Fusion Monster (Thunder / LIGHT / 8 Stars / ATK 2800 / DEF 2500)
"Sunray - Red" + "Sunray - Green" + "Sunray - Blue"
This card can only be Special Summoned by Fusion Summon or by the effect of "Sunray - Blue". This card gains 200 ATK for each Thunder-Type monster in your Graveyard. While this card is face-up on your side of the field, your opponent cannot Set Monster Cards. When this card is destroyed, Special Summon 1 "Prisman" monster from your hand.



Next card: Sunray Shot
 
Sunray Shot

Equip Spell Card

This card can only be equipped to a monster with Sunray in its name. A monster equipped with this card is unaffected by any Spell or Trap cards, other than Sunray Shot. When this card is destroyed, remove the equipped monster from play.

Next Card:

Sunray Meltdown
 
Sunray Meltdown
Counter Trap
You must have either: "Sunray - Red" & "Sunray - Green" & "Sunray - Blue", or Sunray - Blinding Light face up on your side of the field. You may activate this card when your opponent activates a spell or trap card or its effect, negate the effect of that card and place it in your hand. When this card resolves, destroy all face-up Sunray cards on the field.

Next Card: Eclipse: Sunray Darkening
 
Eclipse: Sunray Darkening
Quick-Play Spell Card
You can only activate this card after "Sunray - Blinding Light" is destroyed as a result of battle. Special Summon one "Supernova" from your hand, deck, or graveyard.

Next Card: Supernova
 
Supernova
Effect Monster/6 Stars/Light/Thunder/2600 Atk/3500 Def

This card cannot be normal summoned or set. This card can only be special summoned by the effect of Eclipse: Sunray Darkening, or by this card's effect. Once per turn, during your main phase, you may inflict damamge to your opponent's lifepoints equal to the number of cards with Sunray in their card name X 400. This card cannot attack during the turn that this effect is activated. If this card is flip summoned or flipped face up, destroy it. When this card is destroyed and sent from the field to the graveyard you may remove any amount of Sunray cards from your graveyard from play to special summon this card in DEF position with 0 ATK. If this card is special summoned in this way it remains on the field 1 turn for each Sunray card removed from play by this card's effect, at the end of the final turn, this card is removed from the game and cannot be returned to the graveyard, hand, deck or field by any card effect.


Next Card: Birth of a New Sun
 
Birth Of A New Sun

Normal Spell

Remove 5 monsters in your Graveyard from play, whose name includes Sunray. Special Summon 1 Embryionic Sun: EGG from your hand or deck to your side of the field.

Next Card:

Embryonic Sun: EGG
 
Embryonic Sun: EGG

effect/5 stars/light/thunder/1200 atk/1000 def

This card can only be special summoned by the effect of Birth of a New Sun. This card gains attack equal to the number of cards with sunray in their name that are removed from play x200. This card cannot be targeted by the effect of a trap card that targets one monster. While this card is face up on your side of the field you must remove one card in your graveyard from play each turn, if you cannot this card is removed from play. You may remove the top 3 cards of your deck from play to destroy one spell/trap face-up on your opponents side of the field (if this effect is activated you may not enter the battle phase this turn).

next- Birth of a New Age
 
Birth of a New Age
Normal Spell Card
Add 1 "Time" card from your Deck to your hand.



Next card: Super Time Wizard
 
Super Time Wizard

5 Stars/LIGHT/Spellcaster
1500 ATK/1800 DEF
Effect Monster


This card cannot be Special Summoned. Once per turn, you can discard 2 cards from your hand to activate this card's effect. Flip a coin and call it. If you get the result right, destroy all cards on your opponent's side of the field and hand. If you get it wrong, send all cards in your hand to your deck.

Next Card:

Time's Ally
 
Time's Ally
Effect Monster (Spellcaster / LIGHT / 4 Stars / ATK 1850 / DEF 1300)
This card is unaffected by the effect of "Time Wizard". When you use the effect of "Time Wizard", you can negate the coin toss once and redo it.



Next card: Time Beast
 
Time Beast

7 Stars/LIGHT/Beast
2600 ATK/1000 DEF
Effect Monster


When this card is Normal or Special Summoned, place 5 "Timewalk Counters" on this card. If this card would be destroyed as a result of a card effect, you may remove 1 "Timewalk Counter" to prevent this card from being destroyed. Reduce the ATK of this card by 100 during each of your opponent's End Phases.

Next Card:

Time Builder
 
Time builder

quick-play spell

when your opponent summons a monster(including special summon) you may special summon one "time" monster(ignoring any summoning conditions). This monster is destroyed after you draw a card.

*If this monster was destroyed by this effect you gain lifepoints equal to the monsters level x200.

*If this monster was destroyed as a result of battle you lose lifepoints equal to the monsters level x200.

*If this monster was destroyed by a cards effect(exluding this one) you may select one card on your opponents side of the field and destroy it

next card- neo spacian-time overlord
 
Neo-Spacian Time Overlord

2 Stars/LIGHT/Plant
600 ATK/900 DEF
Effect Monster


Once per turn, you can place 1 "Timewalk Counter" on a monster on your side of the field, except this card. If this card is destroyed and sent to the Graveyard, remove this card from the game to add 1 Time Lapse from your deck to your hand.

Next Card:

Time Lapse
 
Time Lapse
Normal Trap Card
Select 1 "Time" monster on your side of the field. Remove from play the selected monster until the End Phase of this turn. If this card was activated as Chain Link 2 or higher, move the turn count forward by the Chain Link number of this card - 1 as well. If this card was activated as Chain Link 4 or higher, return this card to the hand.



Next card: Elemental Hero Eternal Neos
(Well, it had to be done.)
 
Elemental Hero Eternal Neos
Fusion/Effect Monster (LIGHT/Warrior/7/2500/2000)
"Elemental Hero Neos" + "Neo-Spacian Time Overlord"
This card can only be Special Summoned from your Fusion Deck by returning the above cards you control to the Deck. (You do not use "Polymerization".) When this card is Special Summoned, you may move any Timewalk Counter(s) on your monster(s) to this card. This card gain 200 ATK for each Timewalk Counter on this card. When this card is destroyed by a card effect, you may remove 1 Timewalk Counter from this card instead. This card returns to the Fusion Deck during the End Phase.

Next Card: Timewalk Showdown
 
Timewalk Showdown
Counter Trap Card
Discard 1 card from your hand. Negate the activation of a Spell or Trap Card or Monster Card effect that destroys 1 or more monsters, and destroy that card. Then you can put 2 Timewalk Counters on 1 face-up monster you control.



Next card: The Time Warp
 
The Time Warp
Continuous Trap Card
Place 5 "Time Walk" counters on this card. You may remove 1 "Time Walk" counter from this card to select one card from your opponent's hand and send it to the graveyard and your opponent selects one card from your hand and sends it to the graveyard. When this card has no more "Time Walk" counters it is destroyed. If this card is destroyed in this way you must special summon one "Time Beast of Eternity" from your deck or graveyard.


Next Card: Time Beast of Eternity
 
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