What if they remade....

Whoops, did I address that to Archfiendgeneral? Talk about a strnge typo... it was of course directed to chaos general....:eek:
 
Here's some more revamped Zombie monsters. I wAnted to redo the ones that the Spirit of the Pharoah could summon with its effect but then it defeats the purpose of Spirit's effect if they're effect monsters.

Corroding Shark
Dark/Zombie/3/1100/700

Original text: A zombie shark that can deliver its lethal curse with a spell.

Effect: When this card is sent to the graveyard, select 1 Spell card that includes the effect of destroying monsters on the opponent's side of the field from your deck, show it to your opponent and add it to your hand. The deck is then shuffled.

The 13th Grave
Dark/Zombie/3/1200/900

Original text: A zombie that suddenly appeared from plot #13 - an empty grave.

Effect: When this card is sent from your hand or Deck to your Graveyard by your opponent's card effect, Special Summon this card to the field.


Dragon Zombie
Dark/Zombie/3/1600/0

Original text: A dragon revived by sorcery. Its breath is highly corrosive.

Effect: Monsters, this monster attacks, have their ATK and DEF decreased by 100 x the level of the opponent's monster at the end of the Damage Step.

Notes: This one should probably be semi-limited at least if not limited. Monsters like Jinzo would go from 2400 to 1800. That's worst than Slate Warrior if only be 100 points but hey, its breath IS highly corrosive, makes sense if it attacks first there would be residual(sp?) effects even if it got destoyed.
 
Archfiendgeneral said:
Dragon Zombie
Dark/Zombie/3/1600/0

Original text: A dragon revived by sorcery. Its breath is highly corrosive.

Effect: Monsters, this monster attacks, have their ATK and DEF decreased by 100 x the level of the opponent's monster at the end of the Damage Step.

Notes: This one should probably be semi-limited at least if not limited. Monsters like Jinzo would go from 2400 to 1800. That's worst than Slate Warrior if only be 100 points but hey, its breath IS highly corrosive, makes sense if it attacks first there would be residual(sp?) effects even if it got destoyed.

That one is a good idea, but maybe changing to something like this will make it more balanced

Dragon Zombie
Dark/Zombie/4/1500/0

Effect: When this face-up card is attacked, decrease the attacking monsters attack by 500pts until the end of the turn.

It would have to be limited I think.
 
New Edition wouldn't have to be limited. Think about it: Their Jinzo goes from 2400 to 1800, but you've taken 900 LP of damage AND Jinzo goes back to 2400 next turn. If it had an effect of "When this card battles...before damage calculation" then it would be at best semi limited.

EDIT: Sorry, 300 points. "Before damage calculation".

I agree, though, the 1st one is slightly unbalanced.
 
furryjenny said:
New Edition wouldn't have to be limited. Think about it: Their Jinzo goes from 2400 to 1800, but you've taken 900 LP of damage AND Jinzo goes back to 2400 next turn. If it had an effect of "When this card battles...before damage calculation" then it would be at best semi limited.

I agree, though, the 1st one is slightly unbalanced.

No, you'd be taking 300 pts damage because Jinzo has been reduced, since it activates it's effect when Dragon Zombie is announced as the attack target.

Maybe I should make the text clearer.
 
I made this one up a while back. He's not so much retrained, but a desperate attempt to breath life back into a dying decktype. But I suppose he could be a retrained GK's Chief.

I tried to keep him balanced...but I'm not sure. He's a weak 5 star at 2000ATK by his own effect when alone on the field, but searchable with Spy and Tomato. He only reaches his full ATK potential if you're in a full on swarm. But even then he maxes out at 3000. The intent was to make GK decks less reliant on the field spell and give them a beatstick to deal with big guys like Horus, DMoC, BLS, etc. I also wAnted to make sure that while it made the field Necrovalley, it didn't stack and overpower the other GKs.

Gravekeeper's Overlord
Effect Monster (Spellcaster / Dark / 5 Stars / ATK 1500 / Def 0)

Increase the ATK and DEF of this monster by 200 for each monster on your side of the field with "Gravekeeper's" in its name. As long as this card remains face up on the field, the field is treated as "Necrovalley". If there is an active field spell card on the field, this effect does not apply. You can only have 1 face up "Gravekeeper's Overlord" on your side of the field at any time.
 
Now watch me as I remake Exodia. That's right, Exodia. Much more powerful than those God cards you've heard about, and a fairly interesting concept while we're at it.


Exodia the Sealed Ultimate Might
DARK - Spellcaster/Fusion/Effect
11 Stars/ATK 5000/DEF 5000
DESC: "Left Arm of the Forbidden One" + "Left Leg of the Forbidden One" + "Right Arm of the Forbidden One" + "Right Leg of the Forbidden One" + "Exodia the Forbidden One"
This monster can only be Special Summoned by Fusion Summon. As long as this card remains face-up on the field, you can negate the activation and effect of any Spell and Trap Cards and destroy them. Negate the effects of Effect Monsters destroyed by this card in battle. This card cannot be Special Summoned from the Graveyard.


Okay, maybe it's not quite a remake, but whatever. Still looks cool, don't you agree? I mean, the chances of you having 4 parts of Exodia and a Fusion Substitute and Polymerization (or similar) in your hand, and then wanting to use them all instead of waiting for the last piece, are slim.
 
I like the Exodia fusion. I don't think it's broken in the least.

The last line is redundant though. If he can only be special summoned by fusion summon, then he's NOMI by default.
Cool concept.
 
Here's a few for Dragon's

Curse of Dragon
Dark/Dragon/5/2000/1500

Original text: A wicked dragon that taps into dark forces to execute a powerful attack.

Effect: If there is a face-up Fiend-type monster on your side of the field, this monster negates the effects of effect monsters it destroys in battle.

Notes: To me, the text is saying he works with fiends.


Seiyaryu
Light/Dragon/7/2500/2300

Original text: A mystical dragon that burns away the unworthy with its mystic flames.

Effect: If a monster that battles with this monster is a Fiend or Zombie-Type monster, destroy that monster at the end of the Damage Step.

Notes: the original text makes it sound like he's meant to take out fiends and zombie or anything else that serves the dark forces.


Serpent Night Dragon
Dark/Dragon/7/2350/2400

Original text: A dragon created from the soul of a wicked knight.

Effect: When this card battles with a Warrior-Type monster, increase the ATK and DEF of this monster by 700 points only during damage calculation.

Notes: I thought if it was created from a wicked knight it would have some type of advantage against warrior type monsters.
 
since chaosruler asked me to... lol, i thought id share a card i recently created:

Halo Dragon - Shinaire
(Light/Dragon/8/3000/2000)
When this card is summoned, flip all face down monsters on the field face up (flip effects are not applied), then do 500 damage to your opponent equal to the amount of effect monsters on the field. As long as this monster remains face up on the field, monsters cannot be played face down by your opponent.

(Note: "Shinaire" means "holy halo" in Angelic, the language i made up for my story "Tenshi Dime")

I drew it too... it looks pretty cool... Here's another remake:

Warrior of Zera
(Earth/Warrior/4/1600/1600)
Original Text: A wandering warrior who seeks the sanctuary where he can gain the power of the Archlords. To escape the temptation of fiends, he fights solo day by day.

Effect: This cards name is treated as "Warrior of Zera". When this card is normal or flip summoned, search your deck for one "Archlord Zerato" and add it to your hand.

-OR-

Effect: This cards name is treated as "Warrior of Zera". When this card is normal or flip summoned, search your deck for one "Mazera DeVille" and add it to your hand.

The former has more to do with his flavor text. Both effects make Zerato and Mazera a bit more playable... (a -bit-)
 
wait, i got it, make the first one conditionl to if you control a light monster, same with the 2nd but for a dark monster

-chaosruler
 
Technically Zera the Mant could be ritual summoned without Zera but perhaps add something to the revamped Warrior of Zera dealing with Zera the Mant (When it comes out in English of course). The sword he carrys has the face of Zera the Mant and the pic on the ritual spell itself has Zera sitting in front of altar/throne to summon Zera the Mant.
 
Warrior of Zera sure hasnt been doing too well at staying away from the evil powers...

Mazera, Zera the Mant vs. Zerato... Thats 2 against 1. Nope, Zera's a moron, thats for sure, and doesnt know how to follow his goals. lol
 
[cackles evilly] He fought solo to avoid the temptations of fiends but his lack of companions was the very key to his downfall, bwha ha ha! Done in by his own hand, or should I say his own sword?

Yeah, two fiends to one angel. Two 2800 fiend conversions to just one Angel one. Yeah, the guy needs set his priorites straight.

Oh well, better for us fiend types.
 
chaos general said:
since chaosruler asked me to... lol, i thought id share a card i recently created:

Halo Dragon - Shinaire
(Light/Dragon/8/3000/2000)
When this card is summoned, flip all face down monsters on the field face up (flip effects are not applied), then do 500 damage to your opponent equal to the amount of effect monsters on the field. As long as this monster remains face up on the field, monsters cannot be played face down by your opponent.

(Note: "Shinaire" means "holy halo" in Angelic, the language i made up for my story "Tenshi Dime")

I drew it too... it looks pretty cool...

OMFG, this is BEWD on steroids. Dump/revive for a Ceasefire and 3000 ATK? This card would be banned (if it was ever printed). It's a little harder to get out than CED-EotE, but still psycho lategame. As for the last effect, can I summon my BSG in face-up defense mode then?

*p.s.* it would be a little less broken if Ceasefire Dragon only went off when it was Trib Summoned. Like the Monarchs.
 
They've got a load more Monarchs to do yet. I'm sure one of them'll have an effect similar to that.

Karaida the Air Monarch
[Winged Beast-Type/WIND/etc.]
"When this card is successfully Tribute Summoned, flip all face-down Monster Cards on the field face up (flip effects are negated). Inflict 300 points of damage to your opponent's Life Points for each Effect Monster on the field."
 
Here's one for the monarchs

Nosferatu the Dark Monarch
Dark/Fiend/6/2400/1000
"When this card is successfully Tribute Summoned, decrease the attack of 1 monster on the field by 100 x the level of the monster and add the sum to your life points.

Limit:1 or 2
 
Neo The Sword Mage
Light
Spellcaster
6
2450/1800
Controler of this card can play normal spell cards as quick play spell cards
 
Des Garnecia Elefantis
[Beast-Warrior/EARTH/7 Stars/ATK 2400/DEF 2000]
"When 1 of you Beast-Type monsters attacks with an ATK higher than the DEF of your opponent's Defence position monster, inflict the difference as Battle Damage to your opponent's Life Points. Each time this card inflicts Battle Damage to your opponent's Life Points, at the end of the Damage Step increase the ATK of this card by 200 points."
 
Here some new chess archfiends and archfiend cards in general:

Liferook Archfiend
Light/fiend/3/1100/1100
Effect: The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. When this card is sent to the graveyard as a result of battle, you may select 1 Archfiend monster card with an attack of 1500 or less from your graveyard and Special Summon it to the field. You can only Special summon any one Archfiend Monster Card only once with this card's effect per game.

Estimated rarity by effect: Super Rare
Limit: 2
Notes: For the new chess pieces the reason is simple and it exist for each of them. They're are at least two of each piece on a board with the exception of the pawn, the queen (unless a pawn was promoted) and king. Since there's a 'Desrook' *CoughDeathrookCough* archfiend, there should be a Life one. Effect makes it hard to get a direct attack but why I included the last line and limited to two. So at best it only block three attacks with each other before having to use something else. So even if you revive it later you won't be able to do another three attack block using the same two liferooks.


Lightbishop Archfiend
Water/fiend/3/1500/200
Effect: The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 2 or 4, negate the effect and destroy the opponent's card. This monster gets the following effect(s) while there are archfiend monster(s) with the following Attribute(s) on the field.
- DARK: Negate the effect of an Effect Monster that is destroyed by this monster as a result of battle.
- FIRE: Increase the ATK of this card by 300 points

Estimated rarity by effect: Rare
Limit: none
Notes: bishops work well with queens and the same should hold true for the Yu-gi-oh counter parts. Not as much with Kings perhaps but hey, like the Stuart monarch James 1 of England so prophetically said, "No bishop, no king!"

Ghostknight Archfiend
Wind/fiend/4/1000/1900
Effect: The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. This monster attacks your opponent's life points directly. If there is a face-up 'Shadowknight Archfiend' on the field, double the original ATK of this monster for damage calculation only.

Estimated rarity by effect: Common
Limit: none
Notes: Anyone who seen the real-life piece counterpart would get this. Knights jump OVER other pieces. As such the knight archfiend should have had an effect about attacking directly. I was upset to see the Shadowknight Archfiend that didn't hold true to that.


Divinepawn Archfiend
Earth/fiend/2/1000/400
Effect: The controller of this card pays 500 Life Points during each of his/her Standby Phases (this is not optional). When this card is specifically designated as a target of the effect of a card controlled by your opponent, when resolving the effect, roll a six-sided die. If the result is 3, negate the effect and destroy the opponent's card. When this face-up monster survives the following number of your Standby phases, the following effects are activated in order:

One: You can Special Summon 1 Archfiend Monster Card that has 'bishop' or 'knight' in its name from your hand or your Deck by offering this card as a Tribute during your Main Phase.

Two: You can Special Summon 1 Archfiend Monster Card that has 'rook' or 'queen' in its name from your hand or your Deck by offering this card as a Tribute during your Main Phase.

Three: You can Special Summon 1 Level 5 or higher Archfiend Monster Card from your hand or your Deck by offering this card as a Tribute during your Main Phase

Estimated rarity by effect: Ultra Rare
Limit: none
Notes: Another one that's pretty obvious. Pawns promote to other more powerful pieces in the real game when they reach the other end of the board. I wAnted to have him destroy that many monsters instead but his attack is so low that it requires a power-up and why would you later sacrifice it to bring something else out unless it was a LV 5 or higher archfiend.


Chess Formation
Spell, Continuous
Effect: Either player can use this effect. If you have at least 1 archfiend monster card on your side of the field you may activate this effect. Select that archfiend monster and pay 500 Life points. Special summon 1 Archfiend Monster Card from your Deck that has fewer Level Stars than the selected Archfiend Monster Card. A Archfiend Monster Card can only be selected once per turn for this effect. An Archfiend Monster Card special summoned in this manner cannot attack that turn.

Estimated rarity by effect: Super Rare
Limit: none
Notes: If you seen chess archfiends, you know you want as many of them on the field as possible as quickly as possible and this card does the job. And when it comes to archfiends, 500 is the magic number.


Archfiend's Accursed Prisoner
Dark/fiend/3/0/0
Effect: Destroy this Monster Card if there is no face-up Archfiend Monster Card on your side the field. This card cannot be destroyed by battle. Neither player has to pay Life point payments for cards that have 'Archfiend' in their name.

Estimated rarity by effect: Rare
Limit: 1?(not too sure how limited it should be)
Notes: I consider Archfiends to be vampires to some extent. They can't survive outside their natural environment without some source of outside energy. Normally that's the duelist but why him/her when we can have an someone else do the trick. Pandemonium is good and all to negate Archfiend payment but there should be another option, preferably one that's good when Spell Canceller's around. Like Falling Down it'll be destroyed immediately, even in the middle of a chain if there is no Archfiend Monster Card on your field. Picture should probably have a Sinister Serpent or something. Something that pretty much can't get killed (or comes back) but isn't an a zombie. Can't extract life force from something that's already dead.

Archfiend of Nightmare
Dark/fiend/5/1800/1900
Effect: All Life point payments for Archfiend cards for this card's controller is redirected at the opponent as Effect damage.

Estimated rarity by effect: Super Rare
Limit: (not too sure how limited it should be)
Notes: Just as there should be cards to negate Archfiend payments how bout one that redirects it at the opponent?
 
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