What if they remade....

There was a "Create-A-Card" forum suggested at some point. I'm all for that. I've got over 150 of my own cards I wouldn't mind sharing. Most of them are rather good, too. Par exemple:


Time Master
[Spellcaster-Type/LIGHT/7 Stars/ATK 2400/DEF 2700]
"This card cannot be Normal Summoned or Set. This card can only be Special Summoned from your hand or your Deck by Tributing 1 "Time Wizard" on your side of the field when you succeed in the effect of "Time Wizard" or "Time Master". As long as this card remains face-up on your side of the field, decrease the ATK and DEF of all Monster Cards on your opponent's side of the field by 400 points. Once per turn you can flip 1 coin once and call Heads or Tails. If you call it correctly, destroy all monsters on your opponent's side of the field. If you call it incorrectly, destroy this card."
 
chaos general said:
Hiryuga the Thunder
(Light/Thunder/4/2000/1100)
This monster cannot attack if there is a non-LIGHT type monster on your side of the field. Send this card from the field to the graveyard to destroy all non-LIGHT type monsters on the field.

Rarity: Ultra Rare
Limit: 2?

This card is WAY better than Thunder Nyan Nyan (ok, minus the insta-Chaos fodder part). In a LIGHT deck or Chaos deck, it's broken. 2000 ATK for 4 stars with a positive effect? Not happenin'. (And it's got better stats than Berserk Gorilla, to boot.) I could live with this card being restricted to one, but in a LIGHT or Skill Drain deck, it's just too powerful.

I challenge anyone...
Make a worthwhile COMMON! If we made a set out of all the cards on this thread, we'd have *like* a 60-to-1 Rare-common ratio! So let's make some commons? Pretty please?

Spirit's Infusion
Continuous Spell/Common
All monsters are Spirits. :D
 
Battle Guard
lv8
2550/ 1950
warrior/fusion/effect
(swamp battle guard + Lava battle guard)
the attack of this moster is increased by 500 for every "swamp battle guard" and "lava battle guard" on your side of the field and graveyard
 
Nightmare Clown
1600/1800
lv 5
effect fusion warrior
Dream Clown + Crass Clown

When this card goes from attack mode to def mode destroy one monster on the field

when this card goes from def mode to attack mode return one monster from the field to thier owners hand












i cant sleep =c\ lol
 
Fusion Matron
3 Star/DARK/Spellcaster/ATK 900/DEF 1700
COMMON
While this card is face-up on the field, increase the ATK and DEF of all Fusion monsters by 500 pts. You may send this face-up card on your side of the field to the Graveyard to select 1 "Polymerization" or 1 "Fusion Gate" and add it to your hand.

-chaosruler
 
Archfiendgeneral said:
Ex. 4
Player A has a face-up "Archfiend Soldier" in Attack Position on his side of the field with an active "Skewer".

Player B has 2 face-up monster on his side of the field.

Only 1 monster needs to be selected for "Skewer"s effect. Player B can choose which of his face-up monster will be selected for "Skewer"s effect. A monster remains permanently selected for "Skewer"s effect. Player B cannot later choose his other monster for "Skewer"s effect unless Player A loses that Archfiend Monster Card and later gains another one.

Thanks for the explanations. However:
If Player B's Berserk Gorilla (chosen for effect) kills Player A's Archfiend Soldier, is Gorilla still unkillable in battle/unable to switch to DEF mode? Sounds like helping your opponent, if you ask me.
 
OK, heres my commons:

Death Cry
(Trap Card)
Send every card in your hand out of play. Special Summon one monster in your graveyard to the field in face-up defense mode. This card can only be activated in the battle phase. Destroy the monster at the end of the battle phase.

Harpy Lady Transformation
(Equip Spell)
The equipped monster's card name is treated as "Harpy Lady".

Lady Luck
(Quickplay Spell)
You can only activate this card when you activate the effect of a card that requires you to flip a coin or roll a dice. Do not flip a coin or roll a dice and instead you may pick the result of the coin toss or dice roll.

RULING: This card can only be activated in chain to a card's effect that requires you to flip only ONE coin or roll only ONE dice. (No Blowback or Barrel Dragon)

Mudslinger
(Earth/Rock/3/100/2100)
Tribute this monster during your opponent's Standby Phase. During this turn, you can choose your opponent's attack targets if your opponent declares an attack.

Eggs in the Mountain
(Wind/Winged-Beast/2/700/700)
Send this card from your field to the graveyard to Special Summon any number of monsters in your hand to the field that is named "Harpy Lady", "Harpies' Pet Dragon", or "Harpy Lady Sisters" to the field in face-up attack mode. Negate the effect of "Harpy Lady Sisters" that is summoned by this card's effect.

Spirit of the Rituals
(Wind/Fairy/1/0/0)
If this card is offered as a tribute for a ritual summon, no other monster is needed.

OK, so those are my commons that should be minutely worthwhile... the other commons i created in my latest set are centered around their own type, (Star Soldiers) so i didnt want to type all of them in...
 
you would need to put some limitation on the Harpy gang that gets summoned by the Eggs, because that would be broken.

-chaosruler
 
furryjenny said:
Thanks for the explanations. However:
If Player B's Berserk Gorilla (chosen for effect) kills Player A's Archfiend Soldier, is Gorilla still unkillable in battle/unable to switch to DEF mode? Sounds like helping your opponent, if you ask me.

check out the fourth ruling I made for skewer. Reread "Skewer". There are four rulings. I'm starting get an idea of what judges go through each day, and this on a card "I" designed.

4. "Skewer"s effects of keeping a monster in Attack position and preventing it from being destroyed in battle only works as long as you have an Archfiend Monster Card in play. If you do not and attack with a non-Archfiend Monster Card, the opponent's monster can be destroyed through battle.

Here's one for fusions.

Fusion Manipulation
Spell, Continuous
Effect: Pay 500 Life points. A Fusion Monster can be Special Summoned without using "Polymerization" (The Fusion-Material Monsters used in the Fusion are sent to the Graveyard) OR return 1 Fusion Monster Card on the field to the Fusion Deck and Special Summon all the Fusion-Material Monsters to the field in face-up Attack or Defense Position. Monster Cards special summoned by this card cannot attack the same turn they were special summoned. A Fusion Monster cannot be defused the same turn it was Special Summoned by this card. Fusion-Material Monsters cannot be fused the same turn they were special summoned by this card.

Rarity:Common
Limit: none
Rulings:

1. Special summoning Fusion-Material Monsters is not optional. If a Fusion Monster Card is returned to the Fusion Deck, the Fusion-Material Monsters MUST be special summoned to the field. If there are not enough available Monster slots to special summon ALL of the Fusion-Material Monster then the Fusion Monster CANNOT be return to the Fusion Deck.

2. If your opponent removes one of Fusion-Material Monsters from play, a Fusion Monster Special Summoned that used that Fusion-Material Monster cannot be returned to the Fusion Deck by "Fusion Manipulation".

3. "Fusion Manipulation" cannot Special Summon Fusion-Material monsters that weren't involved in the actual fusion of a Fusion Monster. So if you have a Fusion Monster on the field that was Special Summoned by "Metamorphosis", "Magical Scientist", and "Summoner of Illusions", and Fusion-Material Monsters in the graveyard would make up that Fusion Monster, you cannot return the Fusion Monster to the Fusion Deck and Special Summon the Fusion-Material Monsters.

4. Fusion-Material Monsters that can be used in multiple fusions cannot be used in a new Fusion the same turn they special summoned by "Fusion Manipulation". So if you return a Fusion Monster to the Fusion Deck and special summon a Fusion-Material Monster that can be use in a different fusion, you cannot perform that fusion this turn.
Edit/Delete Message
 
Special Summon the Fusion-material monsters from...the Graveyard? (not removed from play) I'm assuming it doesn't work with Magical Scientist. I'm also assuming it wouldn't work with Fusion Subs.
 
Celtic Beast
[Beast-Type/EARTH/4 Stars/ATK 1500/DEF 1400]
"Increase the ATK and DEF of this card by 300 points for each face-up monster on your side of the field that includes "Celtic" in its card name."


Iceberk
[Aqua-Type/WATER/4 Stars/ATK 500/DEF 2000]
"This card cannot be destroyed in battle except by a FIRE monster."


Manza the Air Raider
[Beast-Warrior-Type/WIND/8 Stars/ATK 0/DEF 0]
"When you Normal Summon, Flip Summon or Special Summon this card, you can discard up to 2 Level 6 or lower Monster Cards from your hand. The ATK and DEF of this card become equal to the total ATK and DEF of the monster(s) discarded."


Ninja Rabbit
[Beast-Warrior-Type/EARTH/4 Stars/ATK 1800/DEF 300]
"FLIP: Randomly select 1 card in your opponent's hand. Your opponent adds that card to his/her Deck and shuffles it."


Magma Diver
[Dinosaur-Type/FIRE/3 Stars/ATK 1300/DEF 600]
"Increase the ATK and DEF of this card by 300 points for each Dinosaur-Type monster in your Graveyard."


Great Wall of the Empire
[Rock-Type/EARTH/7 Stars/ATK 0/DEF 3500]
"All monsters on your opponent's side of the field must attack this face-up card when they attack."
 
Hey, is that a cool name- 'Fusion Manipulation'. Yeah, we'll go with that.

Oh, and furryjenny, thanks for reminding me about adding a few more conditions to it.
Though I'm not sure if I should prevent it from using the Fusion subsitutes. They work with Polymerization and Fusion Gate and as far as I know with De-Fusion as well.

Added Rulings of the soon-to-be-renamed-Fusion Manipulation:

2. If your opponent removes one of Fusion-Material Monsters from play, a Fusion Monster Special Summoned that used that Fusion-Material Monster cannot be returned to the Fusion Deck by "Fusion Manipulation".

3. "Fusion Manipulation" cannot Special Summon Fusion-Material monsters that weren't involved in the actual fusion of a Fusion Monster. So if you have a Fusion Monster on the field that was Special Summoned by "Metamorphosis", "Magical Scientist", and "Summoner of Illusions", and Fusion-Material Monsters in the graveyard would make up that Fusion Monster, you cannot return the Fusion Monster to the Fusion Deck and Special Summon the Fusion-Material Monsters.

4. Fusion-Material Monsters that can be used in multiple fusions cannot be used in a new Fusion the same turn they special summoned by "Fusion Manipulation". So if you return a Fusion Monster to the Fusion Deck and special summon a Fusion-Material Monster that can be use in a different fusion, you cannot perform that fusion this turn.
 
also, add not to use it during the battle phase, think about it, Master of Oz direct, Fusion Manipulation, Des Kangaroo and Big Koala direct
GAME!!

wait, it being spell speed 1 covers that, DOH

-chaosruler
 
Well, you all seen those new archfiend monster cards I made right? I ran a scenario to see how quickly archfiends could get to the field with them. Check out this hypothetical opening turn. [note: A person wouldn't seriously pay and summon that many monsters on the first turn but it demonstrates how quickly they can dominate the field].


Deck Count: (40+X)
Only one of each monster card.

First Turn

Opening Hand

1 Pandemonium,
1 Shadowknight (or Ghostknight),
1 Chess Formation,
1 Fusion Manipulation,

Fifth and Draw card: anything you want

Play Pandemonium, Chess Formation, Fusion Manipulation, and summon Shadowknight Archfiend

8000LP
Monsters on the field: 1
Monsters on in your hand: 0
Deck Count: (40+X)-6
Cards in the Graveyard: 0

Pay 500 for Chess Formation (select Shadowknight)= Desrook Archfiend

7500 LP
Monsters on the field: 2
Monsters on in your hand: 0
Deck Count: (40+X)-7
Cards in the Graveyard: 0

Pay 500 for Chess Formation (select Desrook Archfiend)= Vilepawn Archfiend

7000 LP
Monsters on the field: 3
Monsters on in your hand: 0
Deck Count: (40+X)-7
Cards in the Graveyard: 0

Pay 500 for Chess Formation (select Vilepawn Archfiend)= Purgepawn Archfiend

6500 LP
Monsters on the field: 4
Monsters on in your hand: 0
Deck Count: (40+X)-8
Cards in the Graveyard: 0

Pay 500 for Fusion Manipulation (select Shadowknight and Desrook Archfiend)= Shadow Paladin Archfiend and add Liferook Archfiend to your hand per Pandemonium's effect.

6000 LP
Monsters on the field: 4
Monsters on in your hand: 1
Deck Count: (40+X)-9
Cards in the Graveyard: 2

Pay 500 for Chess Formation (select Shadow Paladin Archfiend)= Ghostknight Archfiend

5500 LP
Monsters on the field: 5
Monsters on in your hand: 1
Deck Count: (40+X)-10
Cards in the Graveyard: 2

Pay 500 for Fusion Manipulation (select Ghostknight Archfiend[on field] and Liferook Archfiend [from hand]= Ghost Paladin Archfiend and add Divinepawn Archfiend to your hand per Pandemonium's effect.

5000 LP
Monsters on the field: 5
Monsters on in your hand: 1
Deck Count: (40+X)-11
Cards in the Graveyard: 4

Pay 500 for Fusion Manipulation (select Vilepawn Archfiend [on field] and Divinepawn Archfiend [from hand]= Battle-Harden Warrior Archfiend

4500 LP
Monsters on the field: 5
Monsters on in your hand: 0
Deck Count: (40+X)-11
Cards in the Graveyard: 6

Pay 500 for Fusion Manipulation (select Battle-Harden Warrior Archfiend [on field] and Purgepawn Archfiend [on field]= End Bringer Archfiend and add Darkbishop Archfiend to your hand per Pandemonium's effect.

4000 LP
Monsters on the field: 4
Monsters on in your hand: 1
Deck Count: (40+X)-12
Cards in the Graveyard: 8

You have a monster that can trample, a monster that has an Asura Priest Effect, and a monster with effect similar to Gravekeeper's Assailant that can possibly kill monsters before it can even complete an attack. Talk about swarming. And if you had Life-absorbing machine that went through next turn, whoa, 2000 LP for all those monsters.

I think we hit another snag in Fusion Manipulation. Notice how End Bringer Archfiend is fused by a regular archfiend and a fusion monster archfiend. We decided that Fusion Manipulation won't allow you to send a Fusion Monster Back the same turn it came out but... what if you use it in another fusion?

Should we leave it as it is, thus allowing such play (as the opening turn you just read) capable of happening or change it? Because technically you can't send a fusion monster back but there's nothing about sending it the graveyard for another fusion.
 
hmm... you should leave the manipulation as it is... besides, you are manipulating it, right? ;) here are some cards i made quite a while ago, but never shared with anyone... they were made after ancient sanctuary, before soul of the duelist, and definatly make Agents more playable. i altered their effects a bit since then, and added two or three cards. First, though, I'm just going to post the monsters:

The Agent of the Mind, Jupiter
(Light/Fairy/6/2400/0)
If you have "The Sanctuary in the Sky" face up on the field, you can discard one LIGHT monster from your hand to the graveyard to take control of one of your opponent's monsters until the end of the turn. You can only activate this effect once per turn.

Rarity: Ultra Rare
Limitation: None or 2
NOTES: This was DEFINATLY made before Reshef was. Kazuki/Konami/Shuiesha stole this idea from me, seriously. When you think of Jupiter, you think of Golden Sun... And with that magnificent RPG on GBA, you think of the Wind Adepts, who could read minds. That led me to make Jupiter the Agent of the Mind, who would take over opponent's monsters. With her mind...

The Agent of Life, Uranus
(Light/Fairy/5/2200/0)
If you have "The Sanctuary in the Sky" face up on the field, you can discard one LIGHT monster from your hand to the graveyard to special summon one LIGHT monster from your graveyard to the field in face-up attack position. This effect can only be used once per turn. You cannot select "Agent of Life, Uranus".

Rarity: Ultra
Limitation: None or 2
NOTES: Again, this was made before "The Creator". All my card effects get stolen eventually.... Uranus is the Agent of Life because in Greek Mythology, Uranus has something to do with life... Truly, i forget, its been a while since i brushed up on my Greek Myth, and i cannot remember whether Chaos = Uranus from the transition of Greek to Roman, or whether Uranus was the same name throughout Greek to Roman... But either way, it has something to do with life...

The Agent of Time, Neptune
(Light/Fairy/6/2300/0)
If "The Sanctuary in the Sky" is face up on the field and you have no monsters on the field, you can special summon this monster without a tribute. When this card is specifically designated by a card effect, you can negate that effect and destroy it.

Rarity: Ultra or Super
Limitation: None
NOTES: Why is Neptune the Agent of time? Because i couldnt make "The Agent of Water" and water and time are the same thing in a way. And i think that Poseidon/Neptune had something to do with time... Again, i need to dig up my Mythology books...

The Agent of Death, Pluto
(Light/Fairy/3/0/1800)
If "The Sanctuary in the Sky" is face up on the field, and your life points are higher than your opponent's, you can destroy one monster on the field whose ATK is lower than or equal to the difference by adding the two life points together and dividing them to equal each other. This effect can only be used once per turn.

Rarity: Ultra
Limit: 2 or none
Ruling:
Your LP only have to be higher than your opponent's at the beginning of this monster's effect.
NOTES: Pluto = Hades, who was the lord of the underworld, which is like death. Thus, Pluto is the Agent of Death. THAT i am sure of.

The Agent of Fertility, Earth
(Light/Fairy/4/0/2100)
Once per turn, during your Main Phase 1, you can send one monster on your side of the field to the graveyard to increase your life points by the ATK or DEF of that monster.

Rarity: Super or less
Limit: None
NOTES: Earth ~ Ceres = Demeter... right? Well either way, they all controlled nature (save Earth, who's not in Roman or Greek myth), and thus, Fertility. It would make sense that you gain LP from their effects, right? right.

The Agent of Beauty, Moon
(Light/Fairy/2/0/0)
If this card is face up on the field while "The Sanctuary in the Sky" is face up on the field, then "The Sanctuary in the Sky" cannot be destroyed by any card effects. If there is another LIGHT type monster on your side of the field, this monster cannot be attacked.

Rarity: Rarity or Common
Limit: None
NOTES: No particular reason for this card. I just did NOT like how when id activate Saturn or summon Mars only to find the Sanctuary be destroyed and have either no monsters or a worthless monster on the field. Why not prevent it from being destroyed? Right? Why beauty? To me, the Moon is beautiful, and i couldnt think of another reason as to why it couldnt be attacked or have the sanctuary be destroyed, so beauty seemed a viable option.

That is it for the monsters for Agent/LIGHT/Fairy support. "Stay Tuned" for the Spells and Traps!
 
I know how you feel. It pained me (quite literally considering I'm using chess archfiends) to see people destroying Pandemonium and it doesn't really make sense to add a beast-type monster in an archfiend deck. Damned thing isn't an archfiend and was just a sitting target. Your Agent although has zero stats, can protect itself from attack if there's another LIGHT monster on your field.

I'm glad to see you using all of the planets. Its kind of strange. I was puzzled when I saw there were only four agents. I mean, where are the other five? Mercury, Saturn, Mars, Venus, ok so they're using planets and as such would expect them to use all nine but no, they stopped when they reached four.

Limits all seem to be just about right. Can't really say until we see the traps and spells. Many of the Agents are small enough to take out in battle without it being terribly agonizing. If you have traps and spells manipulate their stats or determine who the opponent's monster attacks, then we may need to limit some of these guys. Cards by themselves can be trouble but its in combination with other cards that make them very deadily.

Though I think Neptune should have a limit of 2. It easily puts Swift Gaia and The Fiend Megacyber to shame by just needing that field card, to be summoned. Heck, that's not even considering the fact its SPECIAL summoned. Have three in your hand and that field card out and whoa... Three reasonably good monsters staring ya in the face that can't be taken out by targeting effects. And you STILL haven't even taken up your normal summon. Either its limited to two (maybe one depending on the trap/spell support you have planned) or have another condition to the summoning.
 
Monarchs

Sorry if one of these has already been done, but I don't recall seeing a LIGHT monarch mentioned (didn't read every single page though) so pardon me if it's done (thanks to Archfiendgeneral for inspiration)

Helios the Light Monarch

6 Stars / 2400 ATK / 1000 DEF / Light / Fairy? (...wish there was an angel type)

When this monster is tribute summoned successfully, increase all monsters on your side of the field by 300 points (excluding this card) until the end phase of the second turn this card was tribute summoned.

May be a bit overpowered...so either just the one turn, or something like 100x number of monsters on your side of the field.

I'd like to see Toon Alligator turned into a proper toon (so the other toons can't laugh and make fun of him for being 'normal')

AND:

Spell Equip Card: Field Dampener (or something like that)

"This card can only be equipped to "Spell Canceller". As long as this card is equipped, the effects of Spell Cards controlled by the equipped monster's controller are not negated by the effect of the equipped monster. When this card is removed from the field, the equipped monster is destroyed. This card's activation and effect cannot be negated by any other card."

Make it Super or Ultra rare...it'd be nice to see the Amplifier partner for the Spell Canceller. In fact, I think Spell Canceller is maybe more deserving of it, simply because of it being a tribute monster of only 1800. I know things like Rare Metalmorph and Blast with Chain can work...but don't you think it's about time?
 
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