What if they remade....

Ultiheart said:
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)

Actually, there already is a LIGHT monarch in the real card game. His name is:

Zaborg the Thunder Monarch

Also, there is an Angel type, in Japan. However, in America, they dont want to advertise the facts of angels and demons because of little kids, etc., so they changed Demon to Fiend and Angel to Fairy.

Archfiendgeneral said:
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.

Archfiendgeneral --- There cannot be any monsters on your side of the field in order for you to use Neptune's effect. I have it written up there... maybe you interpreted it as "If your opponent has no monsters"? hmm, dont know, but just correcting you there! ^_^

Ill post the Spells and Traps tomorrow. Personally, i dont think any of them need to be limited. The Creator isnt limited, Reshef probably wont be limited, Swift Gaia and The Fiend Megacyber all are not limited so i dont think the Agents will have to be. Just another side note --- All of the Agents have a stat of 0 because all of the current ones also have a stat of 0. I think its a trend with them... (Makes em' immune to fissure and smashing ground respectively)

0 ATK - Mercury, Mars, Moon, Pluto, Earth
0 DEF - Venus, Mars, Moon, Jupiter, Saturn, Uranus, Neptune

Just a reference. ^_^
 
Oops, Sorry about that, didn't see the "you have no monsters on the field" condition. Yeah, its trend alright when it comes to Agents having zero ATK or DEF. It kind of makes them stronger than most monsters because of it.

A monster can have a DEF 2100 and still be considered a LV4 becasue it has a ATK of zero. Usally anything past 2800 (ATK and DEF combined) is now a LV 5. The very reason Big Shield can have a DEF 2600 and ATK 100 and still be considered a LV 4. Personally that Earth Agent should be a LV 3 (usually anything under 2100 overall points is LV3 or lower) but it has an quite a positive effect and it seems as a general rule of thumb any monster with 2000 or greater DEF is at least a LV4.

Field Dampener probably will be made at some point. When is the question. I think it'll probably be Ultra Rare because people have many more spells that they would want to use while Spell Canceller is out.
 
Just like the Magician of Dark Chaos has be remade, I'm remaking the some of ritual monsters from the dark ceremony series.

Archfiend of Zera
Dark/Fiend/8/2800/2300
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 1, 3, 4, or 6, negate the effect and destroy the opponent's card. When you Tribute Summon this monster successfully, you can Special Summon the two monsters that were used in summoning of this monster. Negate the effect of an Effect Monster that is destroyed by this monster in battle, also when this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.

Estimated Rarity by effect: Ultra Rare
Limit: 1
Notes: Yes, I know technically Zera the Mant is NOT an archfiend but look at the picture and you'll see where I'm coming from. If nothing else, he's related to the archfiends. I wanted to make something for fiends that could rival Dark Magician of Chaos effects. He tramples since well, again, look at the card. See those really razor-sharp talons he got on his hands? Negation is there simply for the fact that its a speciality among fiends. They tend to in some way or another stop other monsters effects.


Fiend's Dark Mirror
Dark/fiend/6/2100/1800
Effect: You can only use this effect only once per turn. Special Summon 1 [Dark Mirror Token] with the base Sub-Type, Main-Type, Level, Attack and Defense Strengths of one of the opponent's Monsters. That token cannot be tributed for tribute summon and cannot attack a player directly. You can only have 1 'Dark Mirror' token for each "Fiends Dark Mirror' on the field. If you activate this effect, this card cannot attack that turn. A monster that destroys this Monster card in battle is destroyed after damage calculation. Dark Mirror Tokens are immediately destroyed when this card leaves the field.

Estimated Rarity by effect: Super Rare or Ultra Rare
Limit: 2 or none
Notes:

The Resurrection of Chakura
Dark/fiend/7/2450/2000
Effect: If this card is destroyed by a card effect, Special Summon this card during your next Standby Phase. If you Special Summon this card successfully in this way, destroy all face up monsters other than this card.

Estimated Rarity by effect: Ultra Rare
Limit: 1
Notes: What can I say, the ritual card makes it sound as though this guy (assuming its a guy since the ritual has a woman on picture (similar to goddess of the third eye) is meant to keep coming back when he gets destroyed.
 
i like those rituals! now heres the Agent's Spell and Trap support:

(Ill let you guys decide the rarities and limits)

Agent's Calling
(Spell Card)
Pay 1000 life points. Special summon as many monsters from your hand as possible to the field that have "Agent" in their card name.

NOTES: It helps get out all of those tribute Agents, like Jupiter, Saturn, Uranus, and Neptune. No one wants to tribute for 4 different monsters. Its good that their effects cover many aspects though! (Change of Heart, Recursion, Negation, and Burn)

The Agent's Task
(Trap Card)
Draw cards equal to the amount of monsters on the field with "Agent" in their card name.

NOTES: A good way to get hand advantage after summoning an Agent or using Agent's Calling. Just a nice drawing method. I was debating of adding the effect of (... in their card name + 1) but i decided against it.

Revitalizing Ankh
(Equip Spell)
This card can only be equipped to a LIGHT monster. When the equipped mosnter is sent to the graveyard, special summon it to the field.

NOTES: Ankhs, in Egyptian Myth, signified eternal life and were held by the gods. Likewise, this Ankh brings life and can only be held by pure spirits. It also is nice against torrential tribute or Chaos Emperor Dragon - Envoy of the End. (Take that)

Truth-Seeking Scales
(Quickplay Spell)
You may only activate this card when there is a monster on the field with "Agent" in its card name. Destroy one monster on your opponent's side of the field and your opponent sends one card from his or her hand to the graveyard at random.

Rulings:
1. Your opponent must have at least one monster on the field and one card in his or her hand for you to activate this card.

2. The Agent monster must only be on the field when this card is activated.

NOTES: Scales weigh out good and evil, so in this case, the Agent is good and the opponent is evil. The Millenium Scales in the manga/anime will devour the souls of the opposers if they are evil, so thats where the destroying comes in. The card discarding it just an added bonus because there is enough monster removal in the game as it is.

Planetary Alignment
(Spell Card)
Move one card with "Agent" or "Agent's" in its card name to your hand from your deck.

NOTES: A good way to get your Agent cards ready. This way you can plan your strike force and stuff. The name comes from the planets in the Agent's backgrounds and names.

Portal to the Heavens
(Counter Trap)
You may only activate this card when you have a face up "The Sanctuary in the Sky" on the field. You may activate one of the following card effects:

* Return one monster with "Agent" in its name to the owner's hand.
* Flip one monster with "Agent" in its name to face-down defense position.

NOTES: Escaping to The Sanctuary - A nice tactic to avoid being destroyed or something. Just a way to protect your Agents once they get on the field.

Okay, so those are all of the Agent's Spell and Trap support that will hopefully make them a bit more playable. Now if only these (and the Archfiend cards) were real...

One may ask - What happened to Archlord Zerato support?
Answer - Hmm... I thought of it, because Zerato has an awesome effect, but theres really no way to help get him out aside from this card that i made a while ago on this thread:

Soldier of Zera
(Earth/Warrior/4/1600/1600)
Move one "Archlord Zerato" or "Mazer DeVille" to your hand from your deck when you normal summon, flip summon, or special summon this monster.

Thats basically all you can do.
 
chaos general said:
i like those rituals! now heres the Agent's Spell and Trap support:

(Ill let you guys decide the rarities and limits)

Agent's Calling
(Spell Card)
Pay 1000 life points. Special summon as many monsters from your hand as possible to the field that have "Agent" in their card name.

NOTES: It helps get out all of those tribute Agents, like Jupiter, Saturn, Uranus, and Neptune. No one wants to tribute for 4 different monsters. Its good that their effects cover many aspects though! (Change of Heart, Recursion, Negation, and Burn)

Really cool card. Rarity I'd say should be Ultra Rare. The effect is very powerful and there really isn't any hinderance other than paying 1000 to special summon as many as five if you wanted. Since there isn't any hinderance to monsters that were special summoned through that card, I'd say the limit should be 2 since Agent's Task, and Planetary Alignment allow you to easily to get the heavy hitters into your hand when you have this card.

chaos general said:
The Agent's Task
(Trap Card)
Draw cards equal to the amount of monsters on the field with "Agent" in their card name.

NOTES: A good way to get hand advantage after summoning an Agent or using Agent's Calling. Just a nice drawing method. I was debating of adding the effect of (... in their card name + 1) but i decided against it.

Hmm... I think it should be rare or super rare. Again, its in combination that makes it very powerful. You'll get at least one but play it right and you'll get 5. No Limitation. The opponent simply needs to destroy your Agent to stop it (or force you to use Return to the Sanctuary).

chaos general said:
Revitalizing Ankh
(Equip Spell)
This card can only be equipped to a LIGHT monster. When the equipped mosnter is sent to the graveyard, special summon it to the field.

NOTES: Ankhs, in Egyptian Myth, signified eternal life and were held by the gods. Likewise, this Ankh brings life and can only be held by pure spirits. It also is nice against torrential tribute or Chaos Emperor Dragon - Envoy of the End. (Take that)

A good idea. I don't like assembling a great army of monsters to just get 'torrential' or CED next turn. CED is banned but you still want to play traditional sometimes and this card makes the opponent think a little more carefully of when they use CED. Archfiends need something like this. I better start brainstorming.

I'd say super. Its like a Magic Reflector for monsters. Put it on a BLS-Envoy and watch out. Maybe a limit of two. The effect only happens once. Its like Heavy Mech for LIGHT monsters (course no power-up).

chaos general said:
Truth-Seeking Scales
(Quickplay Spell)
You may only activate this card when there is a monster on the field with "Agent" in its card name. Destroy one monster on your opponent's side of the field and your opponent sends one card from his or her hand to the graveyard at random.

Rulings:
1. Your opponent must have at least one monster on the field and one card in his or her hand for you to activate this card.

2. The Agent monster must only be on the field when this card is activated.

NOTES: Scales weigh out good and evil, so in this case, the Agent is good and the opponent is evil. The Millenium Scales in the manga/anime will devour the souls of the opposers if they are evil, so thats where the destroying comes in. The card discarding it just an added bonus because there is enough monster removal in the game as it is.

This one's rare I believe. Not only do you destroy a monster but you make them discard as well. No limit either.

chaos general said:
Planetary Alignment
(Spell Card)
Move one card with "Agent" or "Agent's" in its card name to your hand from your deck.

NOTES: A good way to get your Agent cards ready. This way you can plan your strike force and stuff. The name comes from the planets in the Agent's backgrounds and names.

Its like Reinforcements of an Army but specifically for LIGHT monsters so it should be limited to 2 like Reinforcements. And Super Rare as well.

chaos general said:
Portal to the Heavens
(Counter Trap)
You may only activate this card when you have a face up "The Sanctuary in the Sky" on the field. You may activate one of the following card effects:

* Return one monster with "Agent" in its name to the owner's hand.
* Flip one monster with "Agent" in its name to face-down defense position.

NOTES: Escaping to The Sanctuary - A nice tactic to avoid being destroyed or something. Just a way to protect your Agents once they get on the field.

Nice effects. Makes Torrential Tribute kind of useless (if you only have one Agent when it got activated). The second is great. Say goodbye to many taregting cards that need the monster to stay face-up at resolution.

chaos general said:
Okay, so those are all of the Agent's Spell and Trap support that will hopefully make them a bit more playable. Now if only these (and the Archfiend cards) were real...

One may ask - What happened to Archlord Zerato support?
Answer - Hmm... I thought of it, because Zerato has an awesome effect, but theres really no way to help get him out aside from this card that i made a while ago on this thread:

Soldier of Zera
(Earth/Warrior/4/1600/1600)
Move one "Archlord Zerato" or "Mazer DeVille" to your hand from your deck when you normal summon, flip summon, or special summon this monster.

Thats basically all you can do.

Soilder is a rare at least. No limitation since his effect only goes so far. Its the monster he's movin' that be the problem.

[Sigh] True indeed. If they would only make all these cards real. I'd have a so much fun playin' Archfiends. I need to go back a change a few of them a little. For one thing my LV 7 fusions need a little more ATK to merit that LV7.
 
lol, yeah i noticed that when i was reading them (the LV7 archfiends). i was like "o_O... thats not a... level... 7?"

hmm... i disagree with the rarity of Soldier of Zera... probably a common is best. You can only get 2 cards anyway, unlike Manju, Senju, and Sonic Bird. Also, Planetary Alignment maybe should only be a rarity since it can only get Agents... a Super may be appropriate, but im not sure. I also dont think it needs a limitation either, since, again, only Agents can be acquired by its effect. If you were the one deciding the limiting of cards at UDE and Konami, id be scared... lol, just kidding, but you do seem to limit them a bit harshly.
 
chaos general said:
lol, yeah i noticed that when i was reading them (the LV7 archfiends). i was like "o_O... thats not a... level... 7?"

hmm... i disagree with the rarity of Soldier of Zera... probably a common is best. You can only get 2 cards anyway, unlike Manju, Senju, and Sonic Bird. Also, Planetary Alignment maybe should only be a rarity since it can only get Agents... a Super may be appropriate, but im not sure. I also dont think it needs a limitation either, since, again, only Agents can be acquired by its effect. If you were the one deciding the limiting of cards at UDE and Konami, id be scared... lol, just kidding, but you do seem to limit them a bit harshly.

Yeah, sorry about being so harsh with the limiting. I guess I seen it happen real cards too many times. I'll be more lenient from now on.

Now as for the LV7 Archfiend fusions:

Ghost Paladin Archfiend
Wind/fiend/7/2500/2500
Fusion Material: Liferook Archfiend+ Ghostknight Archfiend
Effect: The controller of this card pays 1000 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 1,3, or 6, negate the effect and destroy the opponent's card. When this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.

Estimated rarity by effect: Super Rare
Limit: (to be decided)
Notes: Now's he serious threat. The trample effect puts him up there with Dark Driceratops(sp?). And he's big enough that it'll take something above 2500 to take him out.

Shadow Paladin Archfiend
Wind/fiend/7/2600/2400
Fusion Material: Desrook Archfiend+ Shadowknight Archfiend
Effect: The controller of this card pays 1000 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 2,4, or 6, negate the effect and destroy the opponent's card. The Battle Damage this card inflicts to your opponent's Life Points when it destroys a monster is doubled.

Estimated rarity by effect: Rare or Super Rare
Limit: (to be decided)
Notes: Well, that 2600 ATK earns him that LV7 title. The effect on its own itsn't much but have Fairy Meteor Crush on him, Final Attack Orders or better yet "Skewer" in play and watch him mop the floor with defenders that can't defend. At 2600 it can easily take a player out if it attacks a scapegoat token in ATK or if he's carrying Fairy Meteor Crush. I'll let you guys decide the limit. Check out the hypothetical scenario I posted to see how easily I can get either of these guys out on the field. Are either one of these two too powerful?

I'm sure some of the other archfiend cards I created need a little work, so if you notice any one them in particular that needs to be reworked, tell me.
 
n-i-c-e fusions. i always wanted to make an archfiend deck, but never did since the cards were hard to get and not too good. your cards, however, make them awesome. heres a new card to nibble on:

Injection Demon Lily
(Earth/Spellcaster/3/1500/400)
You can only activate this effect in the damage step. Pay 1000 life points and decrease the ATK of one opponent's monster by 2000 until the end of the damage step.

Rarity: Ultra
Limit: 1
Notes: Lily's demonic half. The effect and stats are reversed too. Since Lily was an Earth Spellcaster, this one was too, unless i made it a... Wind... Warrior? If Lily was an Angel, this would be like, a Fiend lol. Maybe it should be "Injection Demon Lola"? lol...
 
chaos general said:
n-i-c-e fusions. i always wanted to make an archfiend deck, but never did since the cards were hard to get and not too good. your cards, however, make them awesome. heres a new card to nibble on:

Injection Demon Lily
(Earth/Spellcaster/3/1500/400)
You can only activate this effect in the damage step. Pay 1000 life points and decrease the ATK of one opponent's monster by 2000 until the end of the damage step.

Rarity: Ultra
Limit: 1
Notes: Lily's demonic half. The effect and stats are reversed too. Since Lily was an Earth Spellcaster, this one was too, unless i made it a... Wind... Warrior? If Lily was an Angel, this would be like, a Fiend lol. Maybe it should be "Injection Demon Lola"? lol...

I know what you mean man. The Archfiends need more support cards to make them more playable. Specifically swarm support. Each of the four main attributes archfiends will fall by the time you get all of them on the field. As it stands right now the only real way to do that(without paying heavily for it) is with Cyber Jar which isn't good either since the Queen gets the power up at the standby phase.

Ulitmate Offering is alternative but... Well I think Archfiends+Ulitimate Offerings speaks for itself as being very costly though its as close as to Chess Formation as you can get right now. I rather use Chess Formation. Pay LP and draing my hand is not good even if those guys can attack that same turn.

Although I must say, people avoid archfiends like the plague that in many metas you can probably consider Archfiend your personal deck type if you run it.

Few brave souls dare tamper with Archfiends willingly. At least that's how it is in my meta.

Ow, man. You mean to tell me a 3500 hitter will suicide against her? Yikes. Good thing its limited to one like her lighter half. But this easily brings Lily to shame. With a monster like this who would want to use Lily. Its much better than her. Your only paying 1000 and even if it was the same as Lily, its a 1500 ATKer. I don't know now. You sure its not too powerful? Ultra Rare? Heck this girl merits a new type of rare altogether. Any deck type would want to carry one of these.

(-__-) UDE would probably change middle her name to "Fiend". Who do they think they're fooling. They're DEMONS, damn it.
 
yeah, and theyd probably cut off her horns too... and demonic bat wings... (yeah i drew her lol)

in my meta... no one uses archfiends. but also in my meta, no one uses amazoness monsters either. the most common things i see are chaos, gravekeepers, chaos (all forms), zombies, and chaos. yeah, basically every deck in my meta uses BLS or The Creator.

however, its great when amazons and archfiends do come through and dominate all other decks out there. ah, its great.
 
chaos general said:
yeah, and theyd probably cut off her horns too... and demonic bat wings... (yeah i drew her lol)

in my meta... no one uses archfiends. but also in my meta, no one uses amazoness monsters either. the most common things i see are chaos, gravekeepers, chaos (all forms), zombies, and chaos. yeah, basically every deck in my meta uses BLS or The Creator.

however, its great when amazons and archfiends do come through and dominate all other decks out there. ah, its great.

You better believe they'll cut off any demonic wings/horns/or any other real obvious sign that the monster can be associated with the devil. Take a look at a Japanese Lesser Fiend. Not only did they take of the horns, they took out his wings, his tail (I never knew he even had one) and they change his skin complexion so it doesn't look like a person with the head of an animal and an extra set of hands. It looks a lot like a minotaur. (Minus the tail, the extra pair of hands and the wings)

I better get started on drawing my monsters too. That's like the finishing touch to a created a card. Making a picture for it. Though its going to be pretty hard to draw archfiends. Take a look at the Skull Archfiend I drew that's up in the artist gallery. No easy task I assure you. And some of these I still need to think of how they should look like.
 
Here's my newest fusion for archfiends. The Knight/Knight fusion I forgot to do earlier. And I changed the names to the Paladin Fusions as well. I reposted them here as well just in case some may have forgotten what they do.

Commanding Paladin Archfiend
Wind/fiend/8/2900/2300
Fusion Material: Shadowknight Archfiend+ Ghostknight Archfiend
Effect: This monster can only be Special Summoned by Fusion Summon. The controller of this card pays 1000 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 1, 2 or 3 negate the effect and destroy the opponent's card. When this card is Fusion Summoned successfully, you may Special Summon 1 "Paladin Archfiend of the Dark" and 1 "Paladin Archfiend of the Spirits".

Estimated Rarity by effect: Super or Ultra.
Limit: (to be decided)
Notes:
Rulings:
1. Monsters Special Summoned by this monsters effect are not considered properly Fusion summoned and therefore cannot be Special Summoned from the graveyard with "Monster Reborn", "Premature Burial", or "Call of the Haunted".


Paladin Archfiend of the Spirits
Wind/fiend/7/2400/2600
Fusion Material: Liferook Archfiend+ Ghostknight Archfiend
Effect: The controller of this card pays 1000 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 1,3, or 6, negate the effect and destroy the opponent's card. When this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points.

Estimated rarity by effect: Super Rare
Limit: none

Paladin Archfiend of the Dark
Wind/fiend/7/2500/2500
Fusion Material: Desrook Archfiend+ Shadowknight Archfiend
Effect: The controller of this card pays 1000 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 2,4, or 6, negate the effect and destroy the opponent's card. The Battle Damage this card inflicts to your opponent's Life Points when it destroys a monster is doubled.

Estimated rarity by effect: Super Rare
Limit: none
 
Here's a new bunch of cards. Virus theme this time

Trap Infecting Virus
Dark/Fiend/4/1400/1200

Effect: Discard 1 card from your hand and declare a Trap type. Flip all face-down traps and spells face-up. Destroy all traps of the chosen type and return all other cards to thier original position. This effect can only be used once per turn.

Rarity: Super Rare or Ultra Rare
Limit: 1 OR 2
Notes: If there's a virus for monster why not traps?


Spell Infecting Virus
Wind/Aqua/4/1300/1300

Effect: Discard 1 card from your hand and declare a Spell type. Flip all face-down traps and spells face-up. Destroy all spells of the chosen type and return all other cards to their original position. This effect can only be used once per turn.

Rarity: Super or Ultra Rare
Limit: 1 or 2


Scourge Virus
Fire/Aqua/3/200/1900

Effect: During each Standby Phase inflict damage to the opponent's life points equal to the ATK of this monster.

Rarity: Common or Rare
Limit: none
Notes: I know it seems like I'm adding to the burn style of fire monsters but I couldn't really see any other attribute that fits.


Widespread Virus
Water/Aqua/7/2600/0

Effect: You can Tribute Summon this card with just 1 tribute monster if the tribute monster has "Virus" in its name or is named "Giant Germ". When this card destroys a monster as result of battle, special summon 1 monster from your deck with "Virus" in its name equal to the level of the destroyed monster. Monsters Special Summoned through this card's effect cannot attack that turn.

Rarity: Super or Ultra Rare
Limit: 2 or None


Deck Infecting Virus
Dark/Fiend/5/2000/1000

Effect: Tribute 1 monster card on your side of the field with "Virus" in its name or is named "Giant Germ". Your Oppoent discards cards from his deck equal to the level of the tributed monster. You can only use this effect once per turn.

Rarity: Super
Limit: 2 or none
Notes: Crush Card and DDV incarnate.


Multplying Germs.
Spell, Quick-play

Effect: When 1 of your monster cards with "Virus" in its name is destroyed through battle, Special Summon up to 2 Monster Cards of the same name.

Rarity: Common or Rare
Limit: None
Rulings:
1. If control of your monster is changed to your opponent and you destroy it through battle, you can still activate this card and use its effect.


Crush Crater
Spell, Field

Effect: This card cannot be destroyed or removed by the opponent's card effects. Destroy this card when there is no monster on your side of the field with "Virus" in its name or is named "Giant Germ". As long as this card remains face-up on the field, decrease the ATK of all monsters that do not have "Virus" in their name or are named "Giant Germ" by 1000 points if they have an attack of 1500 or greater.

Rarity: Super or Ultra Rare
Limit: 2 or none
Notes: As you can see, I REALLY like the crush card to the point I gave it its own field like the one in Duelist of the Roses.


That's it for Virus for now. Now to finish the Jinzo set.

Jinzo#5
Dark/Machine/3/1900/0

Effect: Negate the effects of all trap cards that specifically target this monster.

Rarity: Super or Ultra
Limit: ? (Really need your opinion on this one)


Jinzo#6
Dark/Machine/1/250/250

Effect: Discard this card when 1 of your monster with "Jinzo" in its name is specifically targeted by a card effect.

Rarity: Common
Limit: None
Notes: This one comes from the fact (I'm sure many have seen this too) that you get Jinzo on the field only to have it Snatch Steal'ed the next turn.

Here's a few Dark Scorpion ones.

Dark Scorpion- Hawke the Swift
Dark/Warrior/3/900/1900

Effect: When this card inflicts Battle Damage to your opponent's Life Points, you can select and activate 1of the following effects:
- Randomly select 1 card from your Opponent's hand and add it to your hand. The selected card cannot be used this turn.
- Select the top card from your Opponent's deck and add it to your hand. The selected card cannot be used this turn.

Rarity: Super or Ultra
Limit: ? (Again, help me out here, guys)
Notes: They're thieves aren't they, they should be stealing as well as discarding.


Dark Scorpion- Greg the Dark
Dark/4/1300/1000

Effect: When this card inflicts Battle Damage to your opponent's Life Points, you can select and activate 1of the following effects:
- Destroy 1 face-up monster on your opponents side of the field.
-Select 1 card from your opponent's hand. If it is a Monster Card, it is discard. If not return it to the opponent's hand/

Rarity: Rare or Super Rare
Limit: ?
Notes: There are some thieves who become experts at the art of killing.

Finally, one of those cool fusion monsters that can only be Fusion summoned by parts that normally don't go in the same deck.

Scourge of the Anguished
Dark/Fiend/6/2000/1200
Fusion material: Twin-Headed Wolf+ Flame Cerebrus
Effect: This monster can only be Fusion Summoned by the above Fusion Material Monsters. When a Monster Effect is activated, negate the effect by paying 1000 Life Points and destroy the monster.

Rarity: Super
Limit: None
Rulings:
1. The first sentence of this card's text means that monsters such as "Beastking of the Swamps" cannot be used as a substitute for one of the required Fusion Material Monsters. You CAN use the effect of "Magical Scientist" or "Summoner of Illusions" to Special Summon this card like any other Fusion Monster.

2. You can activate the effect of "Scourge if the Anguished" to a Flip Effect, Ignition Effect, Trigger Effect, or Multi-Trigger Effect. But not to a Continuous Effect. This is because Continuous Effects cannot be chained to. This effect is a Multi-Trigger Effect, so it is Spell Speed 2 and may be activated during the opponent's turn.

3. "Scourge of the Anguished"s effect does NOT target, so "Scourge of the Anguished"s effect may be used against Dragon-Type monsters while "King Dragun" or "Lord of D." is on the field.

4. You can activate the effect of "Scourge of the Anguished" against an effect monster's effect that happens anywhere: on the field, in the hand, in the Graveyard, or removed from play.


That's all for now
 
Like LV monsters, but with Spell Cards:


Wrath Magic Strength 1
Continuous Spell
When this card is sent to the Graveyard by the effect of "Wrath Magic Strength 2", you can destroy 1 monster on your opponent's side of the field.


Wrath Magic Strength 2
Continuous Spell
You can only activate this card by sending a face-up "Wrath Magic Strength 1" on your side of the field to the Graveyard. When this card is sent to the Graveyard by the effect of "Wrath Magic Strength 3", destroy all Spell and Trap Cards on your opponent's side of the field.


Wrath Magic Strength 3
Continuous Spell
You can only activate this card by sending a face-up "Wrath Magic Strength 2" on your side of the field to the Graveyard. When this card is sent to the Graveyard by the effect of "Wrath Magic Strength 4", inflict 100 points of damage to your opponent's Life Points for each card in your opponent's Graveyard.


Wrath Magic Strength 4
Spell Card
You can only activate this card by sending a face-up "Wrath Magic Strength 3" on your side of the field to the Graveyard. During the End Phase of this turn, select 1 monster in your Graveyard and put it on your side of the field in face-up Attack position. This does not count as a Special Summon.


The great thing about Strength 4 is that the Summon isn't a Special Summon. Basically you can bring back a Yata-Garasu or a Black Luster Soldier - Envoy of the Beginning straight into play (albeit during your End Phase) without messing around with the whole "can't Special Summon me" thing.
 
Anyone remember Mystical Elf?

She does have a special ability in Yugi's game with the fake Kaiba:

Mystical Elf
Light/Spellcaster/4/800/2000
Select 1 monster on the field. Decrease the ATK of this card by multiple of 100 (this has to be lower than or equal to the current attack points of this monster), and increase the ATK of that monster by the same amount.

Now my another favorite: Illusionist Faceless Mage

Illusionist Faceless Mage
Dark/Spellcaster/5/1200/2200
You can activate this effect when this face-up card on the field is attacked. Offer one monster on your side of the field (except this card) as a tribute and select one of your opponent's face-up monster (except the attacking monster). Take control of the selected monster until the end of this damage step, and apply damage calculation on the selected monster.

Don't mess with the mage:D

Now for the Man-Eating series:

Man-Eating Duck
Water/Winged Beast/2/450/600
Flip: Destroy 1 Spell or Trap card on the field.

Man-Eating Guard
Dark/Warrior/3/100/2000
When this card in attack position is attacked, destroy the attacking monster after damage calculation.

Man-Eating Face
Dark/Zombie/4/0/0
This card can not be summoned unless there is a monster with "Man-Eating" in its name, or is named "Man-Eater Bug" or "Man Eater". Every time a monster with "Man-Eating" in its name or is named "Man-Eater Bug", "Nobleman-Eater Bug" or Man Eater destroy a monster as a result of battle, remove the destroyed monster and increase the ATK and DEF of this card by 600. Negate the effect of a card that designate this card as a target.

Man-Eating Liquid
Water/Aqua/1/200/350
When this card is send to the graveyard as a result of battle, you can special summon a 4-star or lower monster with "Man-Eating" in its name, or is named "Man-Eater Bug", "Nobleman-Eater Bug" or "Man Eater" in face-up attack or face-down defense position. After that, you may destroy 1 monster on the field by paying 800 Life Points.

Man-Eating Root
Earth/Plant/Union/3/500/1500
Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Man Eater" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, negate the effect of monsters destroyed by the equipped monster as a result of battle. When the equipped monster attack a monster in face-down defense position, increase the ATK by 1500. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)

Man-Eating Flower
Earth/Plant/Union/3/1500/500
Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Man Eater" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, negate the effect of monsters destroyed by the equipped monster as a result of battle. When the equipped monster attack a monster in face-up attack position, increase the ATK by 1500. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)

Man-Eating Vine
Earth/Plant/Union/3/1000/1000
Once per turn, during your Main Phase, if you control this card on the field, you can equip it to your "Man Eater" as an Equip Card, OR unequip the Union equipment and Special Summon this card in face-up Attack Position. While equipped to a monster by this card's effect, negate the effect of monsters destroyed by the equipped monster as a result of battle. When the equipped monster attack a monster in face-up defense position, increase the ATK by 1500. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster is destroyed as a result of battle, destroy this card instead.)

Man-Eating Queen
Wind/Fiend/5/800/1500
Offer one monster with "Man-Eating" in its name, or is named "Man-Eater Bug", "Nobleman-Eater Bug" or "Man Eater" to select and destroy 1 Spell or Trap card on the field. For every "Man-Eating King" that is face-up on your side of the field, increase the ATK and DEF of this card by 700. If your opponent attack this defense position card with a monster that has less ATK than the DEF of this card, destroy the attacking monster. This is counted as destroyed as a result of battle.

Man-Eating King
Fire/Fiend/8/1600/1100
Offer one monster with "Man-Eating" in its name, or is named "Man-Eater Bug", "Nobleman-Eater Bug" or "Man Eater" to select and destroy 1 monster on the field. For every "Man-Eating Queen" that is face-up on your side of the field, increase the ATK and DEF of this card by 1000. Increasae the ATK of all monsters with "Man-Eating" in its name, or is named "Man-Eater Bug" or "Man Eater" (excluding this card) by 400 of monsters and negate the effect of Flip effect monster that is destroyed in battle by those monster.

Man-Eating Mummy
Dark/Zombie/9/0/0
This card cannot be normal summon or set. This card cannot be special summoned except by offering 1 "Man-Eating Face" as a tribute. The original ATK and DEF become the ATK and DEF of the "Man-Eating Face" that is tributed to summon this card. When a monster with monster with "Man-Eating" in its name, or is named "Man-Eater Bug", "Nobleman-Eater Bug" or "Man Eater"
destroys a monster in battle, remove that monster from play, negate its effect, and increase the ATK and DEF of this card by half the orginal ATK and DEF of the destroyed monster. Negate the activation of a card that target this card and destroy it.

Man-Eating Box
Normal Spell
Offer a face-up monster with "Man-Eating" in its name, or is named "Man-Eater Bug", "Nobleman-Eater Bug" or "Man Eater" as a tribute. Destroy one card on the field.

Attraction between
Normal Spell
You can activate this card only if you have "Man-Eating Queen" or "Man-Eating King" face up on your side of the field. Choose and resolve one of the following effects:
*If a "Man-Eating Queen" is face-up on the field, special summon a "Man-Eating King" from your hand. All "Man-Eating King" can not attack in this turn.
*If a "Man-Eating King" is face-up on the field, special summon a "Man-Eating Queen from you hand or deck. All "Man-Eating Queen" and "Man-Eating King" can not attack in this turn.

Quickly Growing
Quick-play Spell
You can activate this card only if there is a "Man Eater" on the field. Pay 900 Life Points. Special summon up to 1 of each of "Man-Eating Root", "Man-Eating Vine", or "Man-Eating Flower" from your deck to the field. Then you can change one of them to a Union Equipment to the Man Eater.

Fetch the Jewel
Spell
You can activate this card only if you have two or more face-up "Man-Eating Treasure Chest" on the field. Offer one monster on your side of the field as a tribute. Draw 2 cards.

Punishment of Greed
Continuous Trap
You can activate this card only if you have a face-up "Man-Eating Treasure Chest" on your side of the field. When "Man-Eating Treasure Chest" is removed from the field, destroy this card. As long as this card remains face-up on the field, your opponent cannot attack "Man-Eating Treasure Chest". In the end phase of a turn that your opponent draw a card(s) by the effect of a card your opponent control, inflict 400 damage to your opponent's Life Point for every card drawn in that way.

Eat the Man!
Normal Trap
Offer two monsters as a tribute. Destroy one face-up monster on the field. Increase the ATK and DEF of a monster with "Man-Eating" in its name, or is named "Man-Eater Bug", "Nobleman-Eater Bug" or "Man Eater" by half of the orginal ATK and DEF of the destroyed monster.

Battle among
Normal Trap
Offer one monster with "Man-Eating" in its name, or is named "Man-Eater Bug", "Nobleman-Eater Bug" or "Man Eater" as a tribute. Increase the ATK and DEF of another monster with "Man-Eating" in its name, or is named "Man-Eater Bug", "Nobleman-Eater Bug" or "Man Eater" by the ATK and DEF of tributed monster until the end of the 2nd turn after this card is activated. If the monster inflict damage to your opponent's Life Point in any of these 2 turns, destroy one monster on your opponent's side of the field at the end phase of the 2nd turn.
That's all for now...
 
*insert name here* the destruction (I would chosen "death" but ude wouldn't put death in the text of a card) monarch

level 8, dark, zombie or fiend. 2750 attack, 2200 def

when this card is sucessfully tribute summoned you may do as many of the following as you chose:
-destroy one card in your opponent's spell/trap card zone
-destroy one card in your opponent's monster card zone
-discard one card at random from your opponent's hand


*insert name here* the monarch of life/hope/resserection

level 8, light, fairy. 2750 attack, 2200 defense

when this card is sucessfully tribute summoned you may chose up to two of the following effects and activate them as one effect:
-draw one card from you deck
-special summon one monster from your graveyard
-add one magic card from your graveyard to your hand
-add one trap card from your graveyard to your hand



Temple of the monarchs
Continous spell card

Discard one card from your hand, pay 1000 life points, tribute one monster and magic or trap card on you side of the field. When this card is activated add one counter to this card, if this card is destroyed remove the counter instead. As long as this card remains active on the field whenever the controller of this card tribute summons a monster with the word "monarch" in it's name you may activate the tribute summoned monster's effect a two times instead of one.
 
Ive been gone for so long...*sniffles*

On to Card Reviews:

Dark Monarch: This is a good effect and I don't think it's broken at all. Not like many people are going to be playing 2-tribs anyways. DMoC owns this thing statwise, and its S/T destruction isn't as good as Mobius because there's less of a chance you can kill something unchainable before they BTH you.

Light Monarch: This is redundant because we already have a LIGHT monarch. But...its effect is good, better than a 2 for 1 (sac 2 monsters, get 1 monster and 2 cards in hand or 2 monsters and 1 card in hand) and its summoning requirement is hardly enviable.

Continuous Monarch: This card requires that you run a lot of trib monsters. It could see play in Casual, but I'd say the sacrifices aren't worth it.
 
Here's hoping this may redeem my light monarch mistake (...I still think they should have made Zaborg as a wind monster *grumble grumble*)

"Ruler of the Monarchs"
Monster: Fusion/Effect
Light Attribute (dammit! remake Zarborg into wind...it makes sense!)
Angel type (though of course for us...it's a fairy *sigh*)
Zaborg the Thunder Monarch+Mobius the Frost Monarch+Thestalos the Firestorm Monarch+Granmarg the Rock Monarch (difficult I know...but worth it)

ATK/DEF: 4000/4000

When this monster is successfully fusion summoned by the effect of "Polymerization" and the above monsters, destroy up to 5 cards on your opponents side of the field. If any monsters are destroyed through this effect, inflict 500 points of damage for each monster card destroyed. The activation and effects of this card (but not the summoning of) cannot be negated by another card effect.

I suspect that yes, this would be difficult, hence the better ATK and DEF (although, if others think it should be capped just a little lower...maybe 3500, do say)
Envelops all effects of the monarchs (helps that 3 of the 4 are card destroyers) and considering the MOST damage you can do via the effect is 2500 (and it would be difficult) I don't see the harm, ESPECIALLY since it would be considerably difficult to summon.
 
the monarch ruler does seem a bit hard to summon. maybe just say that its effect can only be used when its fusion summoned? or maybe break it down into 2 monsters or break it down more into fusions for combinations for all the monarchs. otherwise, the effect is pretty nice if you pull it off! ^_^

i agree with you. it would make more sense to make zaborg a wind, but oh well. (too late now)

heres a new monster by me:

Muscial Symphonic Being
(Wind/Angel/8/2000/2700)
When this card is summoned, move one "Treble Cleff" or one "Bass Cleff" from your deck or graveyard to your hand. This card is unaffected by monster effects. Whenever this card does damage to your opponent as a result of a battle, increase its ATK by that amount.

Estimated Rarity: Ultra probably...
NOTES: Think of a guy clad in musical notes and symbols. Inspired to me by music... ^_^

Treble Cleff
(Trap Card)
You can only activate this card when there is a "Musical Symphonic Being" on your side of the field. Switch that monster to defense mode and all monsters on your opponents side of the field must attack it this turn. If the selected "Musical Symphonic Being" is destroyed during this turn, destroy one monster on the field.

Bass Cleff
(Quickplay Spell Card)
You can only activate this card when there is a "Musical Symphonic Being" on your side of the field. You may then activate one of the following effects:
* Flip the selected monster face down.
* Increase its ATK by 1000 until the end of the turn.
* Destroy one monster on the field with a higher ATK than it.

Rarities of both: Super or Rarity... maybe common.
NOTES: With music, you need a tone. Treble and Bass are those tones, so its only likely that the Symphonic Being uses these tones to his advantage.
 
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