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Manjyome
06-05-2005, 05:56 PM
Well since the TCG create a card thread is in the TCG single card discussion, I believe us OCG players should have our own thread.

We've had the game longer and have other cards to build our created cards off of that the tcg doesn't.

Just be cool with your stuff, and please make the cards realistic. Stuff like "This card destroys all of your opponents hand, field, and deck" are just stupid and noobish, use your imagination! Have fun!

And please try and make use of original ocg sub-type names!
(ex. Undead, Magic-User, Demon, Angel, etc.)

Yay! Lets get this started!

Ryo_Marufuji
06-05-2005, 06:00 PM
i had to make a whole deck for one of my friends stories hope it looks cool and all


Monster

Cyber Angel
Angel/Light/5/2300/1700
Pay 1000 life to special summon this card from your hand
(Kaiser has 3)

Cyber Cherubim
Angel/Light/8/2700/2300
This card cannot be normal summoned. When this card successfully attacks a monster, destroy 2 other monsters on your opponents side of the field.

Cyber Archangel
Angel/Light/10/3800/2700
This card cannot be normal summoned. When this card successfully attacks a monster destroy all other monsters on your opponents side of the field accept that monster.

Soldier Angel
Angel/ Light/4/1300/1000
When this monster is destroyed by a card effect while on the field, do 1000 damage to your opponent. If there are other Soldier Angel on your side of the field, do an extra 500 damage.
(Kaiser has 3)

Merciful Angel
Angel/Light/4/1300/400
Once during your opponents battle phase, negate the attack of one monster, and gain life points equal to that monsters attack.

Command Angel
Angel/Light4/1200/1900
As long as this monster remains face up on the field, increase the attack of all angel monsters on your side of the field by 400, this monster cannot be attacked as long as your life points are higher than your opponents.
(Kaiser has 2)

Fallen Angel
Angel/Dark/4/2400/1000
This monster cannot attack directly. When this card destroys a monster as a result of battle, remove that monster from play.

Battle Angel- Ameru
Angel/Light/4/1700/1700
It is said that among all the Angels, Ameru has one the most battles, and among Stallions, Nimbus is the fastest of all when together…

Nimbus-Stallion of Purity
Angel/light/3/1400/100
This monster can attack twice during the battle phase.

Stallion Riding Goddess of Battle-Ameru
Angel-Fusion/Light/2000/1700
Battle Angel-Ameru+Nimbus Stallion of Purity
This monster can attack 3 times during the battle phase.

Ruby Angel
Angel/Fire/3/1300/1000
As long as there is another angel on your side of the field, this monster cannot be attacked. During each of your standby phases, do 200 life to your opponent for each angel type monster you have on the field.


Sapphire Angel
Angel/Water/3/900/2000
As long as there is another angel type monster on your side of the field, this monster cannot be attacked. During each of your standby phases, gain 200 life for each angel type monster on your side of the field.


Quartz Angel
Angel/Earth/3/1200/400
As long as there is another angel type monster on your side of the this monster cannot be attacked.
Negate the effects of monsters destroyed by this one as a result of battle.


Emerald Angel
Angel/Wind/3/1000/1000
As long as there is another angel type monster on your side of the field, this monster cannot be attacked, Flip: return one card on the field to it’s owners hand.

Judgment Angel
Angel/6/2400/1100
Once per turn you may target on monster on the field. Flip a coin and call it, if you call it right, destroy that monster, if you call it wrong, increase that monsters attack by 800 until your opponents end phase. If you call it right, you may not attack with this monster this turn.


Magic
Throne of God
Normal Magic
Sacrifice 3 Cybernetic Angels from your side of the field, or in your hand. Special Summon one Cybernetic Archangel from your deck.
(Kaiser has 2)

Crown of Thorns
Normal Magic
Sacrifice two Cybernetic Angels, from your side of the field or hand, Special summon one
Cybernetic Cherubim from your deck.
(Kaiser has 2)

Nails In Hands
Magic Quick Play
Negate the Attack of one monster controlled by your opponent

Nails In Feet
Magic Quick Play
Switch one monster on the field to defense mode.

Thousand Lashes
Magic Normal
Do 1000 damage to your opponent, you gain that much life.

Mortal Wounds- Unholy Spear
Magic Normal
Destroy one monster on the field, and do damage to your opponent equal to it's attack. (your monster or opponents)

Greatest Gift-Ultimate Sacrifice
Pay 6000 life points, your monsters cannot be destroyed in battle, and gain 1000 attack.
(lasts for the remainder of the duel)

Lord’s Protection
Magic Quickplay
If you have no monsters on your side of the field Special Summon 3 Guardian Angel Tokens (angel/light/3/1000/1000) to your side of the field in defense mode.

Holy Wind
Normal Magic
Return all facedown spell or trap cards on your opponents side of the field to their owners hand.

Spectrum of Light
Magic Normal
Pay 1000 life.
This card can only be activated if you have a [Ruby Angel], [Sapphire Angel], [Quartz Angel], and a [Emerald Angel] on your side of the field, destroy all cards on your opponents side of the field.

Manjyome
06-05-2005, 06:04 PM
Nice first post Kaiser....

Well better add in some Hell cards.

Hell Master Phibrizzo
Fire/Demon/6/2300/1700
This monster may not be special summoned or set. This monster may only be special summoned by sacrificing one FIRE main type monster on your field. When this monster is successfully sacrifice summoned remove one FIRE maintype monster from your cemetary from play to inflict damage equal to the selected monsters original attack to your opponents life points.

Ryo_Marufuji
06-05-2005, 06:05 PM
I HAD NO IDEA YOU WERE A SLAYERS FAN!!!

hehe go you

we have something to bond over now..

oh it's Phibrizzo in case you wanted to make that change

happy day indeed

~Kaiser~

Manjyome
06-05-2005, 06:07 PM
I HAD NO IDEA YOU WERE A SLAYERS FAN!!!

hehe go you

we have something to bond over now..

oh it's Phibrizzo in case you wanted to make that change

happy day indeed

~Kaiser~

Phibrizzo...whoops my bad, never was good with names. Thanx Kaiser. :D

One-Winged Angel
06-05-2005, 06:39 PM
Sword of Damocles
TRAP
Destroy one monster on the field.

Save the Queen
MAGIC-Equipment
This card can only be equipped to a Warrior- Sub type monster. Increase that card's ATK by 800 points. As long as this card remains on the field, your other monsters cannot be targeted by the effects of Magic, Trap or Monster Effects.

Knight of the Living Dead
DARK/Undead/4/1900/0

Curse of the Mummy
MAGIC-Permanant
When an opponent's monster destroys one of your Undead monsters in battle, Decrease that creature's ATK by 400 (After Damage calculation)

Royal Alchemist
LIGHT/Magic User/4/1800/1800
Once per turn, during your Main Phase, you may discard one card from your hand to draw one card from your deck.

King of Battle- Odin
DARK/Warrior/6/2400/1400
When this card is summoned (except special Summoned) you may play Special summon one "Sleipnir" from your hand or Deck.

Sleipnir
DARK/Animal-Union/4/1600/1600
Once per turn, during your Main Phase, You may treat this card as an Equipment card and equip it to your "King of Battle- Odin", OR change it back into a Monster in Face-up attack mode. Increase the ATK and DEF of the Equipped monster by 600. When the equipped monster would be destroyed, destroy this card instead. A monster can only be equipped with one Union Monster at a time.

Zantetsuken
MAGIC
Activate this card only during your Main Phase I. When you have a Face up "King of Battle- Odin" equipped with "Sleipnir", Destroy all of your opponet's monsters on the field. Then, skip your battle Phase.

Ryo_Marufuji
06-05-2005, 06:44 PM
ooo i liked those cards nice job

~Kaiser~

One-Winged Angel
06-05-2005, 07:22 PM
Thanks ^.^
here's some more:

Devils' Gift (The opposite of Angel's gift.)
MAGIC
Your opponent draws 2 cards from their deck, then discards 3 cards at random from their hand.

Overgrowth
MAGIC-Instant
Double the ATK of all the Plant Sub Type monsters on the field until the end of the turn.

Haunted Oak
DARK/Plant/4/1800/300
When this creature destroys a monster in battle, Special summon one "Wraith Token" DARK/Undead/3/600/600.

Estatic Undertaker
MAGIC
Search your deck for up to 5 monsters and put them into the Cemetary.
[Reversal of Worlds, anyone?]

EDIT--- Here's some.

Promotion
MAGIC-Equipment
Increase the Equipped monster's level by 2 stars.

Cursed Gift
MAGIC
Select one normal or Instant Magic card from your hand and have your opponent activate it immediatly

Deal with the Devil
You lose the Duel. During the next duel, your opponent does not draw an opening hand.

Arms Race
MAGIC
Both Players draw 3 cards from their repective decks.

Cold War
TRAP-Permanant
During each of your turns, you may choose to skip your battle phase. If you do, your opponent must skip their next battle phase. If you do not, this card is destroyed.

Glastnost
Magic- Permanant
Both players continue to show eachother their hands.

Magician Orion
06-05-2005, 07:35 PM
That's great. I'm now coming here to present my ideas. :D

I made up a Set with superb support for Magic Counters (The one available, besides the one in Champion of Black Magicians, is just OK...). Plus, it also supports some under-developed Sub-Types like Plant and Sea Dragon.

Those are the first 10 cards of my Set, Magical Emblem.

The statistics are as follows:

Main Type/Sub-Type/Level/Attack strength/Defense strength

MEB-001
Hellish Creature
Fire/Fire/4/1900/1300
A powerful creature that burns in power. Its blazing punch can melt anything.

MEB-002
White Magician
Light/Magic User/7/2450/2000
A pure magician with recovery powers. Her strength is just surpassed by the Black Magician.
Ultra Rare/Ultimate Rare

MEB-003
Apprentice Girl
Light/Magic User/2/600/750
A young lass willing to become a strong Magician someday. She trains under the teachings of the White Magician.

MEB-004
Dark Sea Monster
Water/Sea Dragon/4/1900/600
A creature that rose from the darkest depths of the Dark Sea. Its power is enough to cause threatening disasters in both the sea and the land.

MEB-005
Lightning Warrior
Light/Electric/4/1900/400
A warrior that appears in thunderstorms. He is known to bring fatal thunders at his enemies.

MEB-006
Carnivorous Plant
Earth/Plant/4/1900/700
This giant plant can engulf corpses 10 times bigger than its mouth. Its mere presence petrifies its preys for it to eat them.

MEB-007
Skilled Student
Dark/Magic User/4/1500/1500
A gifted student that advances fast in the study of Magic.

MEB-008
Sorcerer of the Magical Emblem
Light/Magic User/7/2700/1700
Once per turn, you can pay 900 Life Points to put 1 Magic Counter from another card on your side of the Field into this card (max.4). You can’t put Magic Counters on this card in any other way. You can activate any of those effects during any turn if this card has enough Magic Counters:
1: Once per turn, you can add 1 Magic Counter to any other card on your Field that can have Magic Counters.
2: Once per turn, you can add 2 Magic Counters to any other card on your Field that can have Magic Counters.
3: Remove 1 Magic Counter on your side of the field. Negate the effect of a Magic, Trap or Monster Card that targets this card.
4: Remove 2 Magic Counters on your side of the field. Negate the effect of a Magic, Trap or Monster Card that doesn’t targets this card.
Ultra Rare/Ultimate Rare (Main card of the set)

MEB-009
D. D. Drifter – Neo
Light/Magic User/4/1700/1000
When this card is designated as a target of an effect your opponent controls, you may remove this monster from play and return it to the field after the attack or effect is resolved. This effect can only be used once per turn, during your or your opponent’s turn.
Super Rare/Ultimate Rare

MEB-010
Haunted Marionette
Dark/Magic User/6/2200/0
When this card is summoned, move all Magic Counters on your side of the field into this card. Increase this card’s attack strength by 400 points for every Magic Counter on this card. Also, you can remove 1 Magic Counter from this card to destroy 1 Monster on the Field. You can’t put Magic Counters on this card in any other way. At the End Phase of your turn, pay 1000 Life Points or remove all Magic Counters from this card.
Rare

More will come.

Vagabond Aeon
06-05-2005, 07:51 PM
These are pretty cool.

Here's some of the cards I'm developing for my fictional set, Skybound Wanderers. The theme of the set is the under-developed Wind and Bird subtypes.

SBW-001
Judgment Eagle
Wind/Bird/4/1900/1600
An eagle who serves the Hayabusa as an enforcer of the law. Despite
his fearsome apperance, he has a strong sense of justice and an iron
will that cannot easily be broken.
Common

SBW-002
Keeper of the Lost Oasis
WATER/Undead/3/1500/700
The guardian of the Lost Oasis, a forgotten paradise located in the
deserts of Egypt.
Common

SBW-005
Hayabusa Lord
Earth/Warrior/6/2400/2000
When this card is sucessfully Sacrifice Summoned, Special Summon up
to two "Hayabusa Knight" from your hand or Deck. As long as a face-up
"Hayabusa Knight" exists on your side of the field, this card cannot be
selected as an attack target.
Super Rare/Ultimare Rare

SBW-0??
Ascended Hayabusa Knight
Wind/Bird/Ritual/8/3200/2700
This card can only be Ritual Summoned with the Ritual Spell Card, "Trial
of the Hayabusa Clan". This card can attack all of your opponent's
monsters on the field. Each time this card attacks and destroys a monster
as a result of battle and sends it to the Graveyard, decrease the ATK of
this card by 200 points until the end of your Battle Phase. Also, negate
the effect of a Magic and Trap card that targets a monster with
"Hayabusa" in it's name and destroy it.
Ultra Rare/Ultimate Rare

SBW-0??
Aether Zone
Field Spell
All face-up Wind attribute and/or Bird, Angel, or Dragon Sub-type monsters
on your side of the field can attack your opponent's Life Points directly
unless your opponent controls a Wind attribute and/or Bird, Angel, or
Dragon Sub-type monster.
Ultra Rare/Ultimate Rare

SBW-0??
Trial of the Hayabusa Clan
Ritual Magic
This card is used to Ritual Summon "Ascended Hayabusa Knight". You must also
sacrifice monsters whose Level Stars equal 8 or higher from the field or your
hand.

More as I develop them later.

InfamousJ
06-05-2005, 07:53 PM
Well, I don't have much new material at the moment, but I'd be more than happy to post some of best older creations since they sound more OCG-ish anyway.


Space Station-Orbital Platform Cannon
Dark/Machine/Effect/7/2400/2900
While this card is face up on the field, increase the attack of all
face-up Machine-Type on your side of the field by 400. You may discard
1 card from your hand to remove 1 face-up Machine-Type Monster on the
field until the end of this turn. (This effect can be activated during
your opponent's turn.)

Headless Swordsman-Gemma
Dark/Undead/Effect/4/1900/0
When this monster is destroyed and sent to the Graveyard as a result of
battle, any battle damage inflicted to your life points is reduced to 0.
You may discard 1 card from your hand to Special Summon this monster in
face-up Attack Position.

Vanished Magician
Light/Magic-User/Effect/4/1700/1300
Whenever your opponent activates a card that includes the effect of drawing cards, discard 1 card from your hand to see the cards drawn by your opponent, and remove them from play. When this card is destroyed and sent to the graveyard, it is removed from play instead.

Organic Angel-Alexiel
Dark/Angel/Ritual/Effect/7/2600/2100
This card can only be Ritual Summoned by the Ritual Magic Card "Contract with the 7-Bladed Sword". You must also offer monsters whose total Level Stars equal 7 or more as a Tribute from the field or your hand. When this card battles with a LIGHT Attribute Monster, Increase the ATK of this card by 500 during the damage step. When this card destroys an opponent's monster, increase your life points by the ATK of the destroyed monster.

Contract with the 7-Bladed Sword
Ritual Magic
This card can be used to Ritual Summon "Organic Angel-Alexiel". You must also offer monsters whose total Level Stars equal 7 or more from the field or your hand as a Tribute.

Soul-Draining Scythe
Equip Magic
Increase the ATK of the monster equipped with this card by 1000 until the
End Phase of this turn. This monster can attack your opponent directly.
During the End Phase of this turn pay 1000 life points, or this card is
destroyed. If this card is destroyed as result of it's own effect,
destroy the monster equipped with this card, and deal damage to your
life points equal to the monsters original ATK.

Ambush Tactics
Counter Trap
When an opponent activates a card in which the effect would destroy 1
or more monsters on the field, negate the effect and remove that card
from play.


And a couple new ones:
Heaven God Knight-Achilles
Light/Angel/Effect/9/3600/2800
This monster may only be Special Summoned by removing 3 Warrior type monsters in your Graveyard from play. This monster cannot be removed from play from the field or Graveyard by the effect of a card controlled by your opponent. Once per turn during your Standby Phase you may discard 1 Warrior type monster from your hand and remove it from play to permanently increase the ATK of this card by 1000.

Trap Mechanics
Continuous Trap
As long as this card is face up on the field, you do not have to pay any lifepoints to maintain the cost of a Trap card on your side of the field.

Ryo_Marufuji
06-05-2005, 07:57 PM
good job everyone!!

hehe lets hope one day someone comes in here and makes our cards reality hehe

~Kaiser~

CrazyisGood
06-05-2005, 08:00 PM
Isn't this the same as the Official Create-a-Card Thread? Oh well...

Gigagogigogoogoogigogiga
Water/Reptile/Effect/10/3850/3450

This monster can only be Special Summoned by offering 1 "Gogiga Gagagigo" on your side of the field as a Tribute. As long as this card remains face-up on the field, cards on your side of the field with 5 or more G's in the card name cannot be destroyed by your opponent's cards.

Duzell
06-05-2005, 08:14 PM
Ill give it a go.

Vampire Knight
Dark/Undead/1900/1000

Sword of Blood
Equip Magic
This card can only be equipped to a monster with
the word Vampire in its name. A monster equipped with this card cannot be destroyed as a result of battle. When a Monster equipped with this card battles with an Angel Subtype or Light Attribute Monster destroy that monster at the end of the Damage Step.

Soul of the Immortal
Normal Magic
Pay 1000 life points. during the turn this card is activated all cards with "Vampire" in thier name have Trample. (I didnt wanna type out the defense and attack and blah blah)

Tears of the Vampire
Trap
Discard one card from your hand to activate this card. When you oppenant destroys a monster on your side of the field with "Vampire" in its name, do damage to your oppenants life points equal to the destroyed monsters attack.

Ryo_Marufuji
06-05-2005, 08:24 PM
Duzell by now i hope you know who i am..

been nice chatting wit ya (in the rooms on AIM with justin and josh and zack and everyone..

hehe good job on the cards

~Kaiser~

cyber ape
06-05-2005, 10:02 PM
I HAD NO IDEA YOU WERE A SLAYERS FAN!!!

hehe go you

we have something to bond over now..

oh it's Phibrizzo in case you wanted to make that change

happy day indeed

~Kaiser~

I'm a Slayers Fan too T_T *tear*

Chibi Cat Girl
Beast/2 Stars
This card cannot be attacked if you have another monster on your side of the field. As long as this monster remains face-up on your side of the field, increase the ATK of all monsters on your side of the field by 400. When this monster is destroyed during your opponent's Battle Phase, add one card from your deck to your hand. You cannot enter your Draw Phase during your next turn. 500/500

Wouldn't we all like a chibi girl card?

Ryo_Marufuji
06-05-2005, 10:08 PM
SLAYER FANS UNITE!!

hehe here are some more cards

HGB 007 Legend Collector
Earth/Warrior/ Level 4/ 1900/1900
When this monster is summoned search your deck for a card with [Legend] in it’s name special summon it to the field in Face up Defense Mode. Also when this monster attacks, it gains 200 attack for each other monster on your side of the field with [Legend] in it’s name until the end of the damage step.
Super Rare/ Ultimate Rare

HGB 008 Legend Specialist
Earth/Warrior/ level 4/ 1000/1800
When this monster is summoned place one Weapon Counter on him for every monster with [Legend] in it’s name on the field. In addition every time a monster with [Legend] in it’s name is played, add one counter to this card. when this monster goes to the cemetery destroy one monster on the field with level equal to or lower than the number of counters on this monster.
Rare

HGB 009 Legend Wiseman
Earth/Spellcaster/level 3/100/1700
As long as this card remains face up on the field monsters with Legend in their name cannot be the target of card effects controlled by your opponent.

HGB 010 Legend Keeper
Earth/ Spellcaster/ Level 4/ 100/2200
As long as this card is face up on the field other monsters with [Legend] in their name cannot be the target of an attack.

HGB 011 Legend Scouter
Earth/Beast/level 4/600/2000
As long as this card remains on the field increase the attack of all monsters with [Legend] in their names by 500 points.

HGB 012 Silver Eyed Basilisk
Water/ Reptile/ Level 6/ 2000/300
As long as this monster is in attack mode, it cannot be destroyed in battle by a monster with attack higher than it. When this monster attacks a monster and does not destroy it in battle, all monsters on your opponents side of the field Change to Defense position and cannot change thier mode during your opponents next turn.
Ultra Rare/ Ultimate Rare

HGB 013 Six Armed Drone
Wind/ Machine/ level 4/ 1300/1200
When this monster attacks and destroys another monster as a result of battle double the battle damage done to your opponent

HGB 014 Diamond Golem
Earth/ Rock/ Level 4/100/2700
This monster comes into play with 2 Solid Counters on it. When this monster is involved in battle remove a counter. When there are no more counters on this monster, destroy it at the end phase of your turn.
Rare


HGB 015 Peaceful Gorilla
Earth/Beast/ Level 4/ 600/???
This monsters defense is equal to the attack of the monster attacking this card. If this monster is in face up attack mode it is destroyed
Rare


HGB 017 Illusion Mermaid
Water/ Fish/ level 3/ 1200/850
If [Umi] is on the field this monster can attack directly. When it does special summon one level 3 or lower Fish type monster from your hand or deck.

HGB 018 Parasyte Butterfly
Wind/Insect/level 5/ 2200/1300
When this monster is sent to the cemetery. You may treat it as an equip spell card and equip it on a monster on the field. As long as this card is equipped, during your standby phase decrease the controller of the equipped monster’s life points by half of the equipped monsters attack strength.
Super Rare/Ultimate rare

HGB 019 10,000 Year Old Man
Light/ Zombie/ Level 3 / 100/100
when this monster goes to the cemetery from the field, during your next standby phase special summon it back to the field in attack mode. this monster cannot be used as a tribute summon on the turn it is special summoned.

HGB 020 Wave Length
Water/ Machine / level 4/ 1400/1000
At the end of your opponents turn return one face up monster on your opponents side of the field to their owners hand. And decrease this monsters attack strength by 200
Rare

HGB 021 Fallen Angel
Dark/ Angel/ Level 4/ 2000/800
When this monster battles an Angel or Fiend type monster, destroy that monster at the end of the damage step.

HGB 022 Greater Angel
Light/ Angel/ Level 7/2700/700
When this monster battles a Fiend type monster, increase it’s attack by 300 points. When this card destroys a monster in battle gain life equal to the battle damage.
Super Rare/Ultimate Rare

HGB 023 Greater Demon
Dark/ Fiend/ Level 7/ 2700/700
When this monster battles an angel type monster, increase it’s attack by 300 points. When this card destroys a monster in battle do direct damage to your opponent equal to the battle damage.
Super Rare/ultimate Rare.


ehh made these a long time ago and don't really like them

~Kaiser~

cyber ape
06-05-2005, 10:34 PM
Monster Master: 1900/1700

Dragon Slave:
Normal Spell
You can only activate this card when you have a face-up Monster Master on your side of the field. Destroy up to 2 face-up monsters or 1 face-down monster.

Flashing Lights:
Normal Spell
You must have one face-up monster on your side of the field to activate this card. Your opponent cannot enter their Battle Phase during their next turn.

Giga Slave:
Normal Spell
You can only activate this card when you have a face-up Monster Master on your side of the field. Destroy every card on the field except Monster Master, and send both player's hands to the Graveyard.

Sorry if I forgot something or messed up on names, it's been a LONG time since I've seen Slayers...

Give a Reason for Life todoketai

RexxZephon
06-06-2005, 12:38 AM
Pack Raptor
Air/Dino 1500/2000 level 3
When this card is summoned or special summoned, Special summon a pack raptor or a Swift Rex from your deck or hand.

Swift Rex
Air/ Dino 2100/2000 Level 5
This card can not be removed from play. If your opponent has more monsters than you do, you can special summon this card.

Terror of the Sky –Winged Rex
Air/ Dino 2700/2100
Swift Rex + Air type monster
This monster may only be summoned by fusion. This monster can attack twice during the battle phase.

Cybernetic Behemoth - Mechazaurus
Air/ Dino 2500/4000
Swift Rexx + machine type
This monster may only be summoned by fusion. This monster is also considered a machine type monster. Trample.

Leader of the Pack – Giant Raptor
Air/Dino 2400/2100
Pack Raptor + Swift Rex
This monster may only be summoned by fusion. When this card is successfully summoned, add two dinosaur type monsters from your graveyard to your hand

Two Headed Swift Rex
Air/Dino 2700/2100
Swift Rex + Swift Rex
This monster may only be summoned by fusion. Negate the effects of monsters this card destroys in battle.

King Rexx – Lord of Dinosaurs.
Air/Dino 3000/4000
Swift Rex + Swift Rex + Swift Rex
This monster may only be summoned by fusion. Negate the effects of monsters this card destroys in battle. This monster can attack twice during the battle phase. Trample.

Ryo_Marufuji
06-06-2005, 12:41 AM
too close to the Cyber Dragon family

but i like it

~Kaiser~

RexxZephon
06-06-2005, 12:49 AM
thanks... the idea was multiple fusions using the same fusion materials... they're not terribly broken, either.. all though pack raptor and swift rex are close. dinos need some ni wasce monsters though..

Swift Rex is actauly less broken and useful than cyber dragon. air type, so it's not chaos food, dino type, it has no support for it... but it is easier to summon.

OliverPhoenix
06-06-2005, 05:49 AM
Oh a OCG create a card thread,well I don't think I've ever posted in one of these before but once I've tuned up my ideas I shall...for now=

OPC-JP037
Dimensional Relay
Normal Magic
Art=Cutie picture of Twilight zone warrior girl : D .
Pay 1000 Life points.Special summon 1 of your Level 4 or less Warrior Subtype monsters to the field that was removed from the game.If that monster is removed from the field,It is removed from the game instead.
RARE

A mini Twilight fusion,shame that Dimensional warp is near impossible to use.

MokeMokeMaster
06-06-2005, 06:23 AM
Hehe, it's about time. Now, i can finally let my greatest trait, my imagination run wild.

Russian Roulette
Magic
When your and your opponent's life points are below 3000, you can activate this. Roll 1 six-sided die. If you or your opponent roll 6, that person automatically lose the game.
*
Hara-kiri
Trap
You can activate this when your opponent attacks. Negate the attack, and you lose the duel.
*
The Decision of Hara-kiri
Magic
When you activate this, flip a coin and call it. If you call the right side, you win the duel.

The Gambler's Way
Trap
Reverse the effect of a Life-or-Death gamble card.

Going Out The Back Door
Instant Magic
Discard your hand. Negate the activation of a card effect, and destroy it.

Tricky Negativity
Magic card
Effect: pay half your lp to activate, and roll 1 six-sided die.
roll a 1-all your monsters are destroyed and half of your lp gone
roll a 2-send half of your deck at random to the graveyard.
roll a 3-destroy all of your opponent's monsters and half their lp is gone.
roll a 4-send half of their deck at random to the graveyard.
roll a 5-draw until you have 6 cards in your hand
roll a 6-your opponent draws until they have 6 cards in their hand

Mexican Stretch Buster
Magic
Effect: choose one monster on your side of the field. increase the atk of that monster by 700, then at the end of the battle phase, do 1000 points of damage to your opponents lp and if there is a field card in play, destroy it.

The Wrestling Arena
Field magic card
effect:Increase the atk/def of all humanoid monsters by 500, and no monster can attack the opponent's life points directly. Also, you may take one pro-wrestling-type card from your deck and place it in your hand instead of drawing during your draw phase. If your opponent does not summon a monster during his/her turn, he/she must search his/her deck for a level 4 or less monster and special summon it in face up def mode.

Accident?
Trap
Effect: Attack the opponent directly with one monster.

Attack on the Manager
Magic
effect: pay 800 life points. Choose one monster on your side of the field, and have it atk the opponent directly, by way of a pro-wrestling type card, be it magic or trap.

Rock Bottom
Trap
effect:If your opponent is attacking when you activate this card, negate the attack. if you have a "People's Elbow" card in your hand or deck, you may play it after Rock Bottom resolves.

People's Elbow
Magic
Effect: If you played a Rock Bottom trap card, you may search your deck for this card and play it immediately. If you played the Magic card "Crowd Support" before playing this card, increase the atk of the monster doing this attack by 2000

Crowd Support
Magic
effect: At the cost of 500 atk points being deducted from your monsters, your monsters are immune to magic,trap, and monster attacks. Monster effects still affect them though. Your monsters gain +1500 atk/def for the battle phase on the turn when this card is activated.

Submission Hold
permanent trap
Effect: If your opponent has a monster in def mode, you may declare the name of a submission hold, and destroy the monster as if it had no effect.

Heart of the Champion
quickplay magic
You can only activate this if you played a Crowd Support card. Choose one monster on your side of the field, and that monsters atk is doubled.

Monstrous Spinebuster
trap
You can use this to negate an opponent's attack. Search your deck for a "People's Elbow" card, and play it immediately. Shuffle your deck afterward.

Rampage of the Dragonkiller
Magic
"Pay 800 lifepoints. For each dragon you sacrifice on your side of the field, destroy that many monsters on your opponents side of the field."

Art of the Dragonkiller
Magic
"Pay 500 lifepoints. Increase every warrior on your side of the field by 500 points atk/def for every dragon in both cemetaries, and both sides of the field."

Soul of the Dragon
Magic
" Sacrifice one Dragon sub-type monster on your side of the field. Increase the atk and def of another monster on your side of the field by the atk/def of the dragon sacrificed."

The Picky Wizard
Magic
"Both you and your opponent name a monster sub-type. If you have any monster cards of the sub-type your opponent named, Discard them to the graveyard, and vice versa. Also, special summon any many monsters as possible of the sub-type you named, provided they don't have a special summon requirement, and your opponent is to do the same."

Kamikaze Bomb
trap
"When you declare an attack, you may activate this card. Destroy all face up monsters in attack mode, and do half of all of the monsters attack points combined to each players life points."

Ultimate Mechanical Terror-Machine God Leopaldon
lvl 10/machine/dark
3500/2600
This monster can only be special summoned by the Magic card "Kill DOG as a Sacrifice to DOG".During your battle phase, you may activate the following effects:
-Discard 1 card from your hand, and this monster can attack all of your opponents monsters at the same time.
-Pay half your lp, and this monster gains the trample ability.
This monster cannot be the target of monster effects, magic cards, or trap cards that specify a target.

Awakened Sol Badguy-Ultimate Dragon Install LV8
lvl 8/warrior/fire
2900/2500
This monster can be summoned by sending Dragon Install Sol Badguy LV 6 to your graveyard during the standby phase, or by the effect of Sol Badguy LV4.
This monster has the trample ability, and the metalmorph ability.

Demon Doctor-Faust
lvl 7/demon/dark
2600/1600
If this card is sent from the deck to the graveyard, special summon it to your field. When this card is summoned, search your deck for a "Scalpel of the Demon Doctor" card and equip it to this monster. Once per turn, you may remove this monster from play to cut the atk of one of your opponent's monsters by half.

God of Gears-Justice
lvl 9/machine/dark
3300/2500
This monster can only be special summoned by the ritual card, "March of the Gears". During your standby phase, create 1 "Gear Token" (lvl 2/machine/dark/1000/1000) on your side of the field. Also, you may discard your hand once per game to destroy all of your opponents monsters on the field, and do lifepoint damage equal to the sum of half the atk of all the face up monsters destroyed by this effect,added up. Negate the effect of any effect monsters that this card destroys.

Religious Policeman-Ky Kiske
lvl 6/warrior/light
2200/1300
When this card is summoned, search your deck for a "Furaiken-Thunderseal" and equip it to Ky.If there is a Sol Badguy card on your opponent's side of the field, your Ky card can only attack your opponent's Sol card.
(i could use some help with this one guys.)

Dragon Install Sol Badguy-LV6
lvl 6/warrior/fire
2400/1600
this monster can be tribute summoned, or summoned by the level summon of Sol Badguy LV4. After this card has been on the field for 2 turns, destroy this card and special summon Sol Badguy LV4 in it's place. This monster has the trample ability, and if it destroys a monster, you can special summon Awakened Sol-Ultimate Dragon Install LV 8 from your hand or deck during your standby phase.

Haitoku no Honoo-Sol Badguy LV 4
lvl 4/warrior/fire
1900/1500
Put this card in your graveyard during your standby phase, after it's been on the field for one turn, to special summon Dragon Install Sol Badguy LV6. Also, you may tribute this monster to special summon Awakened Sol-Ultimate Dragon Install LV 8 after you kill 5 monsters by battle with this card.

Super Customizable Robot-Robo Ky II
lvl 4/machine/dark
1700/1200
during your main phase, roll 1 six sided die.
1-increase this monsters atk by 1000
2-destroy one of your opponents monsters
3-decrease the atk of one of your opponents by 700
4-destroy this card.
5-you may special summon another Super Customizable Robot-Robo Ky II from your hand or deck to the field.
6-sacrifice this card to pull one card from your deck, and add it to your hand.

Experimental Dog- Leopaldon
lvl 3/beast/earth
1100/1200

Testament
lvl 4/demon/dark
1800/1300
You may create a "Crow token" (lvl 1/bird/dark/200/200) during your standby phase when this card is on your side of the field.When this card is summoned, you may search your deck for a "Scythe of the Gear" and equip it to this monster.

Vengeful Female Samurai-Baiken
lvl 4/warrior/earth
1400/1900
once per turn, if this card is in face up def mode, you may negate the attack of one of your opponent's monsters, and switch that monster to defense mode.

Napalm Death
magic
you can only play this card if you have a Sol Badguy on any level on your side of the field. Destroy one of your opponents monsters, and do burner damage equal to the sum of the destroyed monsters attack and defense. Any cards with Sol Badguy in their name cannot attack this turn.

Scalpel of the Demon Doctor
equip magic
This card can only be equipped to a Demon Doctor-Faust.This card cannot be destroyed by monster effects, magic, or trap cards that include the text, "destroy 1 magic or trap on the field". the Faust card this is equipped to gains +500 atk/def, and when you use the effect of Faust that removes him from play, you may resummon him to the field immediately.

Fuenken-Fireseal
equip magic
this card can only be equipped to a Sol Badguy card of any lvl.This card cannot be destroyed by monster effects, magic, or trap cards that include the text, "destroy 1 magic or trap on the field". When the monster equipped with this destroys a monster, do life point damage equal to the atk of the destroyed monster.

Kill DOG as a Sacrifice to DOG
magic
Sacrifice one "Experimental Dog-Leopaldon" from your side of the field, to special summon "Ultimate Mechanical Terror-Machine God Leopaldon" from your hand.

Ride the Lightning
magic
you can only play this if you have a Ky Kiske card on your side of the field. Destroy one monster on your side of the field, and your opponent must discard 1 card from their hand.

Furaiken-Thunderseal
this card can only be equipped to a Ky Kiske card.This card cannot be destroyed by monster effects, magic, or trap cards that include the text, "destroy 1 magic or trap on the field".When the monster equipped with this card does battle damage to your opponent, you may randomly discard one card from their hand, or discard the top card from their deck to the graveyard.

This Week's Climax!
magic
you may only play this card if you have a Faust card on your side of the field.Destroy one of your opponent's monsters, and special summon 2 Afro Tokens (lvl 3/fiend/dark/500/500) to your side of the field. Also, the monster that was destroyed cannot be special summoned from the graveyard.

Garyou Tensei
magic
you can only play this if you have a Baiken card on your side of the field. Destroy one of your opponents monsters, and the opponent must discard two traps from their deck.

Seventh Sign
Magic
You can only play this if you have a Testament card on your side of the field. Destroy one of your opponents monsters, and you choose up to 3 monsters to discard from their deck.

Instant Kill mode
permanent magic
Once per turn, you may search your deck for one instant kill magic card for one of the Guilty Gear characters on your side of the field, and add it to your hand. shuffle your deck afterwards.

Super Gamble Attack!
permanent trap
this card is activated during both standby phases. The player who's standby phase it is, gets the effects. Roll 1 6-side die.
1-draw 2 cards
2-discard 2 cards, the first at random.
3-gain 1000 lp
4-you and your opponent cannot activate any magic or traps this turn.
5- destroy all of your opponent's face up monsters on the field.
6- you take 2000 damage( via the SCALPEL ENEMA!)

March of the Gears
ritual magic
Sacrifice Testament from your side of the field, and enough monsters to equal 9 stars, to special summon God of Gears-Justice from your hand.

Holy Orders(Be Just or Be Dead)
counter trap
when your opponent activates the effect of an effect monster, a magic card, or a trap card, special summon 3 Holy Knight tokens(lvl 3/warrior/light/800/800) to your side of the field, and flip a coin. If you call it right, the effect, magic or trap that was activated is negated. If it is negated, the card is removed from play, and you randomly discard one card from your opponent's hand. If you call it wrong, you must destroy one of your monsters and one of your m/t on the field.

Home Sweet Grave
trap
pay half your life points. Send all monsters on the field, and in both decks, to the graveyard. Both graveyards are sealed from play and cannot be used for the remainder of the duel.
(this might work for you bakura fans..i'd like some opinions here for that undead lock of his.)

Rising Force
trap
you can only play this if there is a Ky card on your side of the field. Destroy one of your opponent's monsters, and they discard 3 cards randomly from their deck.

Nightmare Circular
trap
You can only play this if there is a Testament card on your side of the field.
Decrease the attack of all of your opponent's face up monsters by half, and if they are not destroyed by Battle, they are destroyed at the end of the next turn.

Megalomania
magic
you can only activate the card when there's an I-No card on your side of the field.destroy every monster on your opponents side of the field and those monsters cannot be special summoned for the remainder of the duel,and your opponent cannot activate any magic or traps for the next 2 turns. Also,you can't draw for 3 turns,draw phase, or outside draw phase,and you must discard 6 cards randomly from your deck.

Ok, i know it's alot of cards, gimme a break. In any case, i know a few of them are broken, so please don't comment on that.

KuroKarasu
06-06-2005, 07:19 AM
~::Wing cards::~

All-encompassing Wing errata (for fics only, since this would be debateable in the CCG): This card can only be used on winged cards.

Regular errata: Only one of each Wing card per deck.

Shining Wing
Normal Trap
This card becomes an Equipment card on the selected Monster. The Equipped Monster cannot be targeted by the effects of opponents' Magic, Trap, or Monster cards, and gains 300 ATK for every Monster of its type in your Graveyard.

Art: BESD wings opposing each other, outlined on the card BG in a Tsubasa-ish style.

Effect: Targeted card's wings become platinum magitec versions, adorned with blue spheres.

Darkness Wing
Normal Trap
This card becomes an Equipment Card on the selected Monster.
The Equipped Monster is the only Monster affected by targeting effects, and gains 300 ATK for every Monster of its type in your Graveyard.

Art: REDD wings in a similar style to the BESD wings.

Effect: Targeted card's wings become dark, draconic and segmented, along with ruby diamonds near the major wing joint.

Nephthys Wing
Normal Trap
This card becomes an Equipment Card on the selected Monster, and raises its ATK by 500. If the Equipped Monster is destroyed by a card effect, destroy all M/T on the field during your next Standby Phase.

Art: Phoenix of Nephthys' wings in a similar style.

Effect: Targeted card's wings become magitec versions, only gold, and with a ring of flaming feathers around the edges.

Yata-Garasu Wing
Normal Trap
This card becomes an Equipment Card on the selected Monster.When a Monster equipped with this card destroys a Monster by battle, your opponent skips his/her next Draw Phase.

Art: The most like the ACTUAL Tsubasa art, as these are bird wings.

Effect: Target's wings change to black raven wings.

Flying Fish Wing
Normal Trap
This card becomes an Equipment Card on the selected Monster. The selected Monster is lowered by one level star and its Main-Type is changed to WATER.

Art: A fin sketch in a...Hell, you know what I'm going to say.

Effect: Target's wings become fish fin versions

Sphinx Wing
Normal Trap
This card becomes an Equipment Card on the selected Monster, and raises its attack by 500. Your opponent cannot attack your set Monsters as long as this card is equipped.

Art: Bird wings in the above style, with the bone part super-emphasized.

Effect: Feathered wings, think Hieracosphinx with a corresponding color change.

Heaven Wing
Normal Trap
This card becomes an Equipment Card on the selected Monster, and raises its Attack by 500. Add the DEF of Monsters that this card destroys to your Life Points.

Art: Shinato's wings in that same style

Effect: Angelic magitec with feathers. Think giant gold eagle wings.

Vampire Wing
Normal Trap
This card becomes an Equipment Card on the selected Monster, and increases its ATK by 500. When the selected card does Battle Damage to your opponent's Life Points, declare one card type. Your opponent selects 1 card of that type and sends it to the Graveyard.

Art: Yeah...Bat wings in the similar style. Closer to Vampire Lady's wings than to Lord's cape.

Effect: Bat wings and fangs on the target.

Command Wing
Normal Trap
This card becomes an Equipment Card on the selected Monster. Boost all of your Monsters with the same subtype as the selected Monster by 400, and the selected Monster cannot be attacked as long as there are other Monsters on your side of the field. This card can only be Equipped on a Monster with 1500 ATK or less.

Art: Just angel wings, similar to Yata, but bright.

Effect: Angelic overcoat on the wings.

Penguin Wing
Normal Trap
This card becomes an Equipment Card on the selected Monster. When the selected Monster does Battle Damage to your opponent's Life Points, return one card on the field to its owner's hand.

Art: Penguin Soldier's wings glowing.

Effect: Similar glow, complete with a storm of Penguin feathers when effect activates.

Cyber End Wing
Normal Trap
This card becomes an Equipment card on the selected Monster.[Insert trample here.]

Art: Can we GET more magitec wings in the style? No?

Effect: A full Cyber-plating on the wings, silver-ish. Not much to be said.

Osiris Wing
Normal Trap
This card becomes an Equipment Card on the selected Monster. Increase the selected Monster's attack by 500x the amount of cards in your hand.

Art: Saint Dragon God of Osiris' wings in the same style.

Effect: Sinister, double-clawed red dragon wings, anyone?

War Goddess Wing
Normal Trap
This card becomes an Equipment Card on the selected Monster, and increases its ATK by 500. At any time during your turn, you may sacrifice the Equipped Monster to Special Summon "Ishtar~Karasu-Succubus" from your hand or deck. This card may only be Equipped to a "Harpy Lady."

Whew...Took me a while to dilute this in order to justify the effect.

Ishtar~Karasu-Succubus
5/2200/1300/Effect
Wind/Demon
This card can only be Special Summoned by the effect of "War Goddess Wing." This card cannot be removed from your side of the field by a card effect (control swapping included), nor can it be used in a sacrifice.

Considering I really only made her work in a deck using Harpy Lady, the little pro-swarm, anti-control will be useful.

Thousand Crow Murder
Quickplay Magic
This card can only be activated when "Ishtar~Karasu-Succubus" is on your side of the field. Special Summon a number of Bird-Type Monsters from your hand or deck in ATK mode until you have an amount of Monsters equal to the amount on your opponent's side of the field. Monsters summoned in this way cannot be used as a sacrifice.

Bird support. Yay! Eat bird peckings, Scapegoats. :D

Black Magician J
06-06-2005, 07:26 AM
Whoa~ U guys rock man~!!! ^^

Here's mine:
Fusion Monsters:
White Armoured Black Magician
Light/Magician/8/3100/2600
Black Magician + White Dragon Knight
Effect: This card cannot be special summoned except through the fusion of and [White Dragon Knight]. For every dragon sub-type monster on your field, increase this monster's attack by 300. If this monster leaves play, you may search your deck or hand for a [Blue Eyes White Dragon] and special summon it into play.

[B]White Robed Lord of Magic
Light/Magician/12/4700/3550
Dark Heraphine + Ultimate Blue Eyes White Dragon
Effect: This monster cannot be special summoned except through the fusion of [Dark Heraphine] and [Ultimate Blue Eyes White Dragon]. This monster cannot attack your opponent directly. This monster is not affected by magic or trap cards. Once a turn, you may special summon a magician or dragon sub-type monster from your hand into play. If this monster leaves play, destroy all monsters special summoned through its effect.

Lord of Chaos
Dark/Warrior/10/3200/3000
Black Magician of Chaos + Chaos Soldier - Emmissary of Creation
Effect: When this monster comes into play, remove all magic cards from your grave from play and remove a number of cards on the field from play equal to the number of magic cards removed this way. If this monster leaves play, you may remove it from the game and shuffle all cards removed from play from its effect to their owner's decks.


Whooray~ for incredibly difficult yo play cards~!!! :D


(What can I say..? I'm a Black Magician Fan... :p )

yamicell2501
06-06-2005, 07:38 AM
Here are some I thought up for one of my favorite RPGs.

Thunder Hero – Crono
Level 6
Light/Lightning
2200/1800
Effect: Increase this card’s attack by 200 for every one copy of [Rebellious Ice Maiden – Marle], [Mechanical Genius – Lucca], [Cursed Noble Knight of the Middle Ages – Frog], [Future Advanced Combat Automaton – Robo], or [Prehistoric Dinosaur Slayer – Alya] on the field or in either player’s graveyards.

Rebellious Ice Maiden – Marle
Level 3
Water/Magic User
1000/2000
Effect: When this card is reversed, you may chose one magic card in your graveyard and put it in your hand.

Mechanical Genius – Lucca
Level 3
Fire/Magic User
1400/900
Effect: When this card is engaged in battle with one of your opponent’s monsters, your opponent takes damage equal to the level of the monster engaged with this one in battle times 400.

Cursed Noble Knight of the Middle Ages – Frog
Level 4
Water/Warrior
1800/400
Effect: If this card is the only monster you control on your field, you may remove two cards in your graveyard from the game to remove one of your opponent’s face-up monsters on the field. This effect can only be used once per turn.

Future Advanced Combat Automaton – Robo
Level 4
Earth/Machine
1750/1850
Effect: Monster effects do not affect this card.

Prehistoric Dinosaur Slayer – Alya
Level 4
Earth/Warrior
1850/100
Effect: When this card is engaged in battle involving a dinosaur sub-type monster, destroy that monster (damaged calculations are done as normally).

Warlock of Retribution – Magus
Level 4
Dark/Magic User
1600/1000
When this card is summoned, special summoned, or reverse summoned, put one magic counter on this card (max: 1). For each magic counter on this card, increase this card's attack by 300. You may remove one magic counter from this card to destroy one monster on your opponent's field.


Chrono Trigger
Normal Magic
Discard one monster in your hand from the game to activate. Special summon one [Thunder Hero – Crono] from your graveyard to your field.

Wings of Time – Epoch
Normal Trap
This card can only be activated when one of your opponent’s monsters attacks one of your monsters or is designated by an opponent's card effect. Remove the monster being attacked or effected from the game, and your opponent’s turn ends. Return the monster that was removed by this effect in the same mode at the next standby phase.

Shifting Time Flux
Permanent Magic
Activate one field magic card from your deck. If this card or the selected field magic card is removed from the field, both are removed from the game.

Manjyome
06-06-2005, 08:07 AM
Wow, I come back after one night and we have like hundreds of create a cards here! Awesome work guys! Loads of originality.

Better add in another of my ideas then, just to keep a field presence here. lol

Hellish Axe Wielder
DARK/Demon/4/2000/0
When this card inflicts damage to your opponents life points as a result of battle, the damage is also inflict on your life points.

I wanted to make a level 4 2000 attacker that would not be broken, so I thought up this guy. heheh.

Vagabond Aeon
06-06-2005, 08:24 AM
To add on to my SBW set:

SBW-003
Troublesome Cherub
FIRE/Angel/3/1700/900
A playful angel who's hobbies include playing elaborate practical
jokes on others, often with hilarious but painful results.
Common

SBW-004
D.D. Eternal Rider
DARK/Warrior/6/2500/1700
He is said to be the former leader of a legendary biker gang who
dissapeared ages ago. He is currently fighting evil in another
dimension, in hopes of finding his way back home.
Common

SBW-EN0
Trial of the Lost Oasis
Normal Trap
This card can only be activated when your opponent declares an attack and
you have a face-up "Keeper of the Lost Oasis" on your side of the field.
Pick up 10 cards from the top of your deck, show your opponent the top
two cards, then shuffle them and place them face down in a pile. Your
opponent picks two numbers between 1 and 10, and you pick up all ten cards.
If the order of one or more of the the two cards shown to your opponent that
are picked up is the same as the guessed numbers, remove the card(s) from
play and resolve the attack as normal; otherwise, negate the attack and inflict
1500 points of damage to your opponent's Life Points (this damage
cannot be negated). Shuffle the remaining cards into your Deck.
Rare/Ultimate Rare

Black Magician J
06-06-2005, 09:27 AM
How about some weird cards...: :p

Monster:
Turvey Topster
Earth/Rock/3/200/1600
Effect: As long as this card remains face up, each player draws from his/her opponent's deck instead.

Verse Viser
Dark/Machine/4/1000/800
Reverse: Each player changes control of all his/her face up cards on the field.

Painful Lie Detector
Dark/Machine/5/1700/1300
Effect: During your opponent's draw step after he/she draws a card, ask him/her whether it is a Magic, Trap or Monster Card. You may then take a look at the card. If your opponent told the truth, you receive 1000 damage to your life points. If your opponent lied, your opponent receives 1000 damage to his life points.

Demonic 3 Card Dealer
Light/Demon/3/200/100
Effect: If this monster is the target of an attack while in Reverse Defense, before dealing damage, choose 2 Magic or Trap Cards from your deck and place this card and the other 2 chosen cards into Reverse Defense on your field in any order you like. If this monster is the target of an attack after the activation of this ability, negate the attack and deal damage equal to the attacking monster's attack to your opponent. Remove all cards from your monster zones at the end of the turn after the activation of this effect.

Angelic 3 Card Dealer
Dark/Angel/3/100/200
Effect: If this monster is the target of an attack while in Reverse Defense, before dealing damage, choose 2 Magic or Trap Cards from your deck and place this card and the other 2 chosen cards into Reverse Defense on your field in any order you like. If this monster is the target of an attack after the activation of this ability, negate the attack and gain life equal to the attacking monster's attack. Remove all cards from your monster zones at the end of the turn after the activation of this effect.

Cronic Illness - Little Pain In the Behind
Fire/Demon/1/0/100
Reverse: Discard any number of monsters with [Cronic Illness] in its name from your hand. Deal 300 damage to your opponent for each card discarded this way.

Cronic Illness - Awkward Ichiness
Water/Demon/1/0/1000
Reverse: Discard any number of monsters with [Cronic Illness] in its name from your hand. Your opponent cannot draw for the next number of turns equal to the number of monsters discarded this way.

Cronic Illness - Asthema
Wind/Demon/1/0/300
Effect: As long as this card is in play face-up, during each player's turn, the controller of this card must flip a coin. If heads, he/she gains life equal to half of his current life points. If tails, he/she losses half his/her life points.

Cronic Illness - Athritis
Earth/Demon/1/0/800
Effect: If this monster is put into the grave as the result of an effect, you may special summon it into play during your end phase.

Plague Lord
Dark/Demon/6/20/1500
Effect: This monster cannot be normal summoned. This monster may be special summoned by sacrificing a [Cronic Illness - Little Pain In the Behind], [Cronic Illness - Awkward Ichiness], [Cronic Illness - Asthema] and [Cronic Illness - Athritis] you control. This monster is not affected by monster effects and cannot be destroyed as a result of battle. Once per turn, you may activate the effect of a Monster Card in your grave with [Cronic Illness] in its name.

Magic:
Monkey Wrench
[Equip Magic]
Effect: This card can only be equiped to a [304-003 Acrobat Monkey] on your field. The equiped monster cannot be destroyed as a result of battle. For every stand-by phase after this, the equiped monster's attack is increased by 200 permanently.

Miracle Age Remedy
[Normal Magic]
Effect: Remove all monsters with [Cronic Illness] in its name from each players' field and grave from the game.

Making Tofufa
[Normal Magic]
Effect: Sacrifice any number of [309-002 Moke Moke]s you control and special summon into play a number of [Tofufa] (Light/Angel/1/0/0) tokens equal to the number sacrificed. These tokens cannot be destroyed as a result of battle.

Traps:
Constipation
[Normal Trap]
Effect: You may activate this card when a monster attacks. Attach this card to the attacking monster and negate the attack. Whenever the attached monster attacks, flip a coin. If you win the flip, negate the attack. If you successfully use this effect 3 times in a row, return this card to your hand and destroy the attached monster. If this card is destroyed, the attached monster may attack twice that turn.

Sudden Cronic Illness
[Normal Trap]
Effect: Special summon a monster card with [Cronic Illness] in its name into play under your control.

Bad Cronic Attack
[Normal Trap]
Effect: Activate this card only when you control a [Cronic Illness - Little Pain In the Behind], [Cronic Illness - Awkward Ichiness], [Cronic Illness - Asthema] and [Cronic Illness - Athritis]. Remove any number of monsters you control with [Cronic Illness] in its name from the game. Your opponent's life points are divided by the number removed.

...... You don't wanna know... ^^;;;

Ryusaki
06-06-2005, 09:59 AM
Well, we need Ryusaki's cards to be retrained so.....

Two Headed Dinosaur King (Two Headed King Rex)
Earth/Dinosaur/LV4/1600/1200
This monster may attack twice if it is the only monster on your side of the field. If this card would be destroyed instead decrease it's attack by 600.

Gigasaurus (Megasaurus)
Earth/Dinosaur/LV6/1800/2000
When this card attacks or is attacked you may pay 1000 life points to increase the original attack of this card by it's original defence. This cards attack and defence return to normal at the end of the damage step. Decrease the attack of this card by 1000 when battling and fire main type monster. You cannot use the first effect of thsi card when battling a fire main type monster.

TobiasX
06-06-2005, 10:36 AM
Here's my set, still trying to think of a name for it right now. This set is based on the idea of a small number of Ultimate Rares, and I even included Parallel Rares and Secret Rares. Enjoy:

Imaginary List from 'Tobias X' Yugioh Set

---------------| Spoiler List |---------------

Monsters' statistics are written in the following way, for easy reference:
Main Type/Sub-Type/Level/Attack strength/Defense strength

==========| TOBIAS X |==========

Released: Probably Never

Card Composition:

Ultimate Rare: 1
Secret Rare: 2 Monster Cards: 29
Parallel Rare: 2 Magic Cards: 10
Ultra Rare: 5 Trap Cards: 13
Super Rare: 8 Total: 52
Rare: 10
Common: 24
Total: 52

NOTE: Any card without a rarity stated is considered a Common.

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TX-00
EFFECT KING: TOBIAS X
Dark/Spellcaster/8/3250/2800
This monster cannot be Normal Summoned. This monster must be Special Summoned from your hand by choosing 3 Continuous Effect Monsters in your Graveyard and removing them from the current duel. While this monster remains face-up on the field, the continuous effects of the monsters removed from the duel to summon 'Effect King: Tobias X' are considered active.
Secret Rare
Errata: The 3 monsters removed from the duel are not 'Removed from Play' but
removed entirely from the current duel (or match in a 3 match duel).
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TX-01
AVATAR OF ZERAATO
Light/Angel/4/1900/1700
This cards name is treated as [Warrior of Zera]. When this monster is Normal Summoned, add 1 [Archangel Zeraato] to your hand from your deck.
Rare
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TX-02
NECROMANCER OF MASEERA
Dark/Demon/4/1700/1900
FLIP: Add 1 [Demon Prince Mazeera] to your hand from your deck. This cards name is treated as [Warrior of Zera].
Rare
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TX-03
INDIGNANT KING OF THE PHARAOH'S VALLEY
Earth/Spellcaster/3/900/900
You may offer this card face-up on your side of the field as a tribute to add 1 [Necrovalley] or a monster with [Gravekeeper] in their name to your hand from your deck. Increase the ATK and DEF of this monster by 1000 for every monster on your side of the field with [Gravekeeper] in their name.
Rare
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TX-04
PREACHER OF THE END
Earth/Spellcaster/2/500/500
When this monster is destroyed by battle and sent to the graveyard, you may add 1 [Last Turn] to your hand from your deck.
Rare
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TX-05
REBORN WARRIOR
Dark/Zombie/4/1900/0
No Effect
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TX-06
GREAT WHALE
Water/Fish/9/3000/3000
This monster cannot be Special Summoned from the Graveyard or Out Of Play.
Rare
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TX-07
KAISER WARRIOR
Light/Sea-Serpent/4/1900/1300
No Effect
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TX-08
TWIN-HEADED OGRE
Eath/Beast/3/1800/900
No Effect
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TX-09
RESILIENT IDIOT
Earth/Warrior/0/2200
No Effect
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TX-10
PREACHER OF THE LIGHT
Light/Spellcaster/3/1700/1300
No Effect
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TX-11
BOSS FROG
Earth/Beast/6/2500/1500
No Effect
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TX-12
SUMO MASTER
Earth/Warrior/4/2000/2000
When this monster successfully completes an attack, change it to defence position. During your next turn, this monster cannot change it's Battle Position. During the End Phase of the 2nd Turn after this monster successfully destroys a monster by battle, destroy this card.
Super Rare
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TX-13
TRAP KING
Dark/Spellcaster/4/500/2000
FLIP: Destroy 1 Trap Card on the field. If the targeted card is face-down, flip it face-up. If it is a Trap Card, destroy it. If not, return it face-down. During the Damage Step of a battle involving this monster, you may remove 1 Trap from your graveyard from play to increase the ATK of this monster by 1500.
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TX-14
BLUE EYES DARK DRAGON
Dark/Dragon/8/3500/2500
This monster cannot be Normal Summoned. This monster must be Special Summoned from your hand by offering 1 [Blue Eyes White Dragon] on your side of the field as a tribute and removing it from play. While this monster is face-up on the field, the attribute of this monster is considered both [LIGHT] and [DARK]. When this monster attacks a monster in defence position with a lower DEF than the ATK of this monster, inflict the difference as Battle Damage to your opponent's Life Points. If this monster is face-up on the field and not under the control of the owner of this card, control of this monster returns to the owner.
Parallel Rare
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TX-15
BRIGHT SPARK
Light/Angel/2/500/500
When this monster is destroyed and sent to the graveyard, you can choose 1 [Angel] sub-type monster from your deck, show it to your opponent, and add it to your hand.
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TX-16
DARK GLOW
Dark/Zombie/2/500/500
When this monster is destroyed and sent to the graveyard, you can choose 1 [Zombie] sub-type monster from your deck, show it to your opponent, and add it to your hand.
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TX-17
GREEN SPIRIT
Earth/Beast/2/500/500
When this monster is destroyed and sent to the graveyard, you can choose 1 [Beast] or [Beast-Warrior] sub-type monster from your deck, show it to your opponent, and add it to your hand.
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TX-18
CLEAR BREEZE
Wind/Winged-Beast/2/500/500
When this monster is destroyed and sent to the graveyard, you can choose 1 [Winged-Beast] sub-type monster from your deck, show it to your opponent, and add it to your hand.
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TX-19
PALE-EYED FISH
Water/Aqua/2/500/500
When this monster is destroyed and sent to the graveyard, you can choose 1 [Fish] or [Sea-Serpent] sub-type monster from your deck, show it to your opponent, and add it to your hand.
---------------------------------------------------------------------- |
TX-20
SCOUTER
Dark/Machine/2/800/300
When this monster is Normal Summoned, you can choose 1 [Machine] sub-type monster from your deck, show it to your opponent, and add it to your hand.
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TX-21
DEMON CHILD
Dark/Demon/800/300
When this monser is Normal Summoned, you can choos 1 [Demon] sub-type monster from your deck, show it to your opponent, and add it to your hand.
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TX-22
SPIRIT GUIDE
Light/Spirit/2/500/500
This monster returns to the owner's hand during the End Phase of the turn it was Normal Summoned, Flip Summoned or flipped face-up. When this monster is destroyed as a result of battle and sent to the graveyard choose 1 [Spirit] sub-type monster from your deck, show it to your opponent, and add it to your hand.
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TX-23
TOON BOOKWORM
Earth/Beast/Toon/4/1900/500
This monster may be Special Summon when [Toon World] is active on the field. This monster cannot attack during the turn it is Special Summoned. When this monster is sent from the field to the graveyard you may choose 1 [Toon] sub-type monster from your deck, show it to your opponent, and add it to your hand.
Rare
---------------------------------------------------------------------- |
TX-24
DEMON SOUL
Dark/Demon/4/1000/2300
When this monster is attacked while face-up on the field, you may change the target of the attack to any other monster on your side of the field. If this is the only monster on your side of the field during your opponent's Standby Phase, it changes to attack position.
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TX-25
DEMON KING: HA DES
Dark/Demon/Fusion/9/3000/2800
[Dark Invader] + [Dark Ruler Ha Des]
This monster can only be Special Summoned by the above Fusion Summon. As long as this card remains face-up on the field, your opponent cannot activate Quick-Play Magic Cards. Negate the effects of monsters destroyed in battle by [Demon] sub-type monsters on your side of the field. Increase the ATK and DEF of this monster by 200 for every [Demon] in either player's Graveyard and Out of Play.
Ultra Rare
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TX-26
ULTIMATE DIFFERENT DIMMENSION WARRIOR
Earth/Warrior/Fusion/7/2400/2000
[Different Dimension Warrior] + [Different Dimension Warrior Lady]
Any monster destroyed by this monster in battle is removed from play.
Super Rare
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TX-27
COMBINED FORCES
Normal Magic
Pay 1500 Life Points. Until the End Phase of the turn this card is activated, increase the ATK of every monster on your side of the field by 200 for every monster on your side of the field.
Ultra Rare
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TX-28
DECK BLESSING
Normal Magic
Both Players draw 3 cards. You're opponent may then show you 1 Magic or Trap card from their hand and place it face-down in their Magic/Trap Zone.
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TX-29
SUB-TYPE DIMENSION GUN
Normal Magic
You may activate this when there are 3 or more monsters of the same sub-type face-up on the field. Discard 2 cards from your hand. All face-up monsters of that sub-type on the field are removed from play.
Rare
---------------------------------------------------------------------- |
TX-30
INSECT CLONES
Normal Magic
Offer 1 Insect sub-type monster with 2000 ATK or less on your side of the field as a tribute. Special Summon 2 Insect Clone Tokens with the same Attribute, Star Level, Sub-type, ATK and DEF as the tributed monster. These tokens cannot attack your opponent's Life Points directly.
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TX-31
SELF SACRIFICE
Normal Magic
Pay 1000 Life Points and offer 1 Monster on your side of the field as a tribute. Destroy all face-up monsters with an ATK equal to or less than the tributed monster. You must skip your battle phase during the turn you activate this card.
Super Rare
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TX-32
FAITH
Normal Magic
Pay 1000 Life Points. choose 5 cards from your graveyard and place them face-down in front of your opponent. Your opponent chooses 1 card, turning it face-up, for you to add to your hand, and 2 other cards, turning them face-up, to be removed from play. The remaining 2 cards are then returned to your graveyard.
Super Rare
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TX-33
TEMPORARY BOOST
Equip Magic
When you activate this card, place 2 Boost Counters on it. During each of your Standby Phases place 1 Booster Counter on this card. No other effect may be used to place counters on this card. Increase the attack of the equiped monster by 500 for every Boost Counter on this card. When this card has 5 Boost Counters on it, destroy this card and the monster it is equipped to.
Super Rare
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TX-34
DARK MAGIC SEDUCTION
Normal Magic
Offer 1 [Dark Magician Girl] and 1 [Vampire Lord] on the field and/or in your hand as a tribute to Fusion Summon 1 [Dark Vampiric Magician Girl] from your Fusion Deck.
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TX-35
RANDOM DESTRUCTION
Permanent Trap
During your Standby Phase, you may choose to activate this card's effect. Roll a die and remove all face-up monsters whose star level is equal to the roll of the die from play.
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TX-36
REMNANCE
Counter Trap
You may activate this card when an [Earth], [Wind], [Water] or [Fire] monster on your side of the field is destroyed by battle and sent to the graveyard. Special Summon 1 monster of the same attribute up to 1 Level higher or lower from your deck. Shuffle your deck afterwards.
Super Rare
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TX-37
CONFUSION TACTICS
Normal Trap
Pay 500 Life Points. Turn your graveyard upside down and shuffle your graveyard. Draw the top card from your graveyard and show it to your opponent. If it is a Magic or Trap card, it is removed from play. If it is a monster, add it to your hand. Turn your graveyard up correctly after resolving this effect.
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TX-38
ANTI-MAGIC CANNON
Normal Trap
Pay 1500 Life Points and look at your opponent's hand. Your opponent must then discard all Normal Magic Cards from their hand to the graveyard.
Rare
---------------------------------------------------------------------- |
TX-39
DARK INVADER'S WILL
Permanent Trap
While this card remains face-up on the field, either player may pay 500 Life Points to negate the activation of a Quick-Play Magic Card and destroy it.
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TX-40
SEAL OF THE DRAGON RULER
Permanent Trap
While this card remains face-up on the field, [Dragon] sub-type monsters on the same side of the field as this card cannot be effected by any other Trap Card.
Rare
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TX-41
DEATH BY COST
Permanent Trap
You may activate this card when your opponent discards 1 or more cards from their hand as a cost. While this card remains face-up on the field, any cards discarded and/or sent to the graveyard as a cost are removed from play.
Super Rare
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TX-42
HIDDEN ARMIES
Normal Trap
You may activate this card during your opponent's Main Phase 2. Destroy all monsters on the field, then both players choose 3 monsters from their own graveyards, show them to each other, then Special Summon them to their own side of the field in face-down defence position.
Rare
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TX-43
SWARM
Normal Trap
You may activate this card when you Normal or Flip Summon (excluding Special Summon) an Insect sub-type monster with 1200 ATK of less. Special Summon up to 2 copies of the monster from your hand, deck or graveyard.
Rare
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TX-44
MAGIC-SEALING CURSE
Perminanet Trap
You may activate this card when your opponent activates a Normal Magic Card. The effect of the Normal Magic Card is negated and the card remains face-up in your opponent's Magic/Trap Zone as long as this card remains face-up. During their Standby Phase the turn player may choose to discard 2 cards from your hand and pay any costs stated on the card to activate its effect. A player who does this can only use the effect once per turn. If the targeted Normal Magic Card leaves the field for any reason, destroy this card.
Ultra Rare
---------------------------------------------------------------------- |
TX-45
MORALE BREAKER
Normal Trap
Discard 1 card from your hand to activate. Destroy all monsters on your opponent's side of the field equipped with Magic Equip Cards.
---------------------------------------------------------------------- |
TX-46
CUT SHORT
Normal Trap
You may activate this card when your opponent has 2000 or more Life Points more than you. Both player's Life Points are halved.
Super Rare
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TX-47
FINAL FUSION
Normal Magic
Pay 2000 Life Points and choose 3 Fusion Monsters from your Fusion Deck. Choose 1 copy of each monster stated on each Fusion Monster from either your Hand, Deck or Graveyard and remove them from play to Special Summon the 3 Fusion Monsters on your side of the field. During the turn you activate this effect, level 4 or lower Fusion Monsters brought onto the field by this card may attack your opponent's Life Points directly, and level 5 or higher Fusion Monsters brought onto the field by this card's effect cannot attack your opponent's Life Points directly.
Ultra Rare
Ruling 1: You must discard 1 copy of each monster for each Fusion Monster, so summoning 2 copies of a Fusion Monster requires 2 discards of each monster stated on the Fusion Monster.
Ruling 2: Level 4 or lower Fusion Monsters may attack your opponent's Life Points directly, even if they have monsters on their side of the field.
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TX-48
FINAL RITUAL
Counter Trap
You may activate this card when you successfully Ritual Summon a monster. Pay 1000 Life Points and place (not summon) 2 copies of the Ritual Monster you just summoned from your Hand, Deck or Graveyard onto your side of the field. Remove the monsters you tributed for the original Ritual Summon from your graveyard out of play, as well as other monsters from either your Hand or Graveyard with a total number of stars equal to or more than double the number of stars of the Ritual Monster.
summon.
Ultra Rare
Ruling 1: In total, you must remove monsters with a combind Star Level equal to 3 times the Star Level of the original Ritual Monster
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TX-49
ANCIENT SEA CREATURE - POSEIDON
Water/Beast-Warrior/10/3600/3000
This monster must be Tribute Summoned by offering 3 [Water] monsters (excluding Fusions) on your side of the field as a tribute. This monster can only be Special Summoned by the owner of the card, and only if it has been previously Tribute Summoned. While this monster is face-up on the field any active [Umi] card cannot be destroyed by any effect, and any other Field Magic Card that is put into play is negated and destroyed before [Umi] can be destroyed. When a [Water] monster on your side of the field is involved in battle with a DEF position monster with a DEF lower than the ATK of the attacking monster, inflict the difference as Battle Damage to your opponent's Life Points.
Parallel Rare
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TX-50
CONTROL REMOVAL
Normal Magic
Pay 1000 LP. Both players look through their opponent's Deck and Graveyard and remove any cards that include the text 'gain control', 'take control' or 'switch control' in their effect from play.
Secret Rare
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TX-51
DARK VAMPIRIC MAGICIAN GIRL
Dark/Zombie-Fusion/7/2200/2000
[Dark Magician Girl] + [Vampire Lord]
This monster must be Special Summoned from your Fusion Deck by the effect of [Dark Magic Seduction]. This monster gains 300 ATK for every [Dark Magician], [Magician of Black Chaos], [Dark Magician Girl] and [Vampire Lord] in you and your opponent's graveyard. You may discard 1 [Soul Stone] from your hand to the graveyard to Special Summon 1 [Dark Magician] from your hand or deck, or Special Summon 1 [Vampire Lord] from you graveyard. When this Monster does Battle Damage to your opponent, name a card type (Monster, Magic or Trap). Your opponent searches his or her deck for 1 card of the chosen type and puts it in his or her Cemetery. If this card is destroyed via a card effect, Special Summon this card to your side of the Field during your next Standby Phase.
Ultimate Rare
---------------------------------------------------------------------- |
Fin.

KuroKarasu
06-06-2005, 11:41 AM
Making Tofufa
[Normal Magic]
Effect: Sacrifice any number of [309-002 Moke Moke]s you control and special summon into play a number of [Tofufa] (Light/Angel/1/0/0) tokens equal to the number sacrificed. These tokens cannot be destroyed as a result of battle.


Megami: Tofu...Finally someone agrees!

Yes, Megami. Yes they do. Now, for cards I've done art for:

C-o-c-katorisu-Reigning Serpent (http://www.geocities.com/shadowkurokarasu/****atrice_dragon_cg_Holo.jpg) (Note: Evidently Pojo does not appreciate the bird species)
Wind/Reptile/6/Effect
2350/ 2400
Effect:This card cannot be Special Summoned. If you offered a Bird- or Reptile-Subtype Monster in the process of summoning this card, the following effect is activated: As long as this card remains face-up on your side of the field, reduce the Attack Points of all opponents' Monsters by 700 points (if there are set Monsters, they are flipped into face-up DEF). Negate all effects of effect Monsters on your opponent's side of the field as long as this card remains face-up. This card cannot change controllers.
Ultra Rare/Ultimate Rare

Nocturnal Dragon (http://www.geocities.com/shadowkurokarasu/nocturnal_dragon.jpg)
Dark/Dragon/4/Effect
1500/1200
If this card destroys a face-down Monster in battle, that card does not get any effects.

Fortune Beast Kirin (http://www.geocities.com/shadowkurokarasu/Kirin_Sketch.JPG)
Earth/Dragon/6/Effect
2100/1800
Effect: This card cannot be Special Summoned. If you sacrifice a beast-type or a dragon-type monster to tribute summon this card, this card gains the following effects: This monster cannot be targeted by magic, trap, or monster effects that specify a target, and this card gains 500 attack points for every beast type in both graveyards.
Super Rare/Ultimate Rare

Blessings from the Afterlife (http://www.geocities.com/shadowkurokarasu/Isis_Nephthys.jpg)
Continuous Magic
When a Monster is sent from the field to the Graveyard, the owner of the Monster may choose to gain Life Points equal to said Monster's ATK or DEF.

Whew...Don't worry, I've got more cards, and Ishtar piccies (see previous post) if anyone's interested (PM or IM).

Vagabond Aeon
06-06-2005, 12:44 PM
Hey, my set is all about the boids =/

cyber ape
06-06-2005, 02:29 PM
Here are some cards I made up for my own manga series (well, doujinshi obviously....)

Black Executioner:
During your battle Phase, you may declare an attack on 1 card on the field. If that card is destroyed, you may declare an additional attack on 1 card on the field. If this monster does not destroy 2 cards, during your End Phase, this monster is destroyed. 2200/1100

Dangerous Machine Type-16:
During the End Phase of each players turn, the player who's end phase it is flips a coin and declares Heads or Tails. If the coin flip is what they declared, the opponent loses Life Points x500 for each card placed on the field during the turn. If the coin flip is wrong, that player takes x500 for each card placed on the field during the turn. Continuous Trap

Mystic Leash:
Select 1 face-up Beast, Beast-Warrior, or Dinosaur-type monster on your side of the field. Search your deck and special summon up to 2 cards of the same name to the field in the same position as the one on the field. Whenever the selected monster is destroyed, return the two monsters to the deck and shuffle. Whenever this card is destroyed, return the two monsters to the deck and shuffle. Continuous Spell

The Holy Trinity:
This card cannot be used if you have a card(s) on your side of the field or have a hand of 3 or more cards. Draw 3 cards from your deck.

God of Flames:
You can special summon this card to the field by removing 1 FIRE-attribute monster in your Graveyard from the game. When this card is summoned to the field, destroy 1 spell or trap card on your opponent's side of the field. This monster's ATK is increaded by 500 for each FIRE-attribute monster in your Graveyard. Remove 1 FIRE-attribute monster from your side of the field or Graveyard to destroy every monster on the field excluding this one. LV6: 2000/2000

Love Teddy Bear:
When this monster is destroyed, you may offer 1 monster on your side of the field to special summon this monster from your Graveyard to the field. This monster gains the ATK and DEF of the offered monster. This monster cannot be destroyed by spells or traps and cannot attack. 100/100

Black Emperor Soldier ~Messenger of Life~
Black Luster Soldier ~Envoy of the Beginning~ + Chaos End Dragon ~Envoy of the End~ + Black Magician of Chaos
This monster can only be special summoned to the field by removing from play the above monsters from your hand or field. When this monster is special summoned to the field, add 1 Magic card from your Graveyard to your hand. At any time during the duel, you may special summon 1 of the fusion components to the field. If you do so, this monster's ATK is decreased by 1000. If you special summon all of the fusion components, this monster is destroyed. 4500/3800

I have tons more, but, those are some of the main character's cards.

InfamousJ
06-06-2005, 02:47 PM
this is just the start of an idea for cards based in Dragonlance, some of my favorite books:

Raistlin-Master of Past and Present
Dark/Magic-User/Effect/3/1000/1000
When this card is Normal Summoned, flipped face-up, or Special Summoned, you may Special Summon 1 "Caramon-Hero of the Lance" from your hand, Deck, or Graveyard. As long as this card remains face up on the field, it is unaffected by your opponent's Magic cards and you may discard 1 card from your hand to negate and destroy the effect of a Magic card activated by your opponent.

Caramon-Hero of the Lance
Light/Warrior/Effect/4/2000/1500
This card can only be Special Summoned by the effect of "Raistlin-Master of Past and Present". When this monster is Special Summoned by that effect, increase the ATK of this monster by 500. As long as this card remains face up on the field, your "Raistlin-Master of Past and Present" cannot be the target of an attack by your opponent's monsters.

samurai_soldier
06-06-2005, 03:11 PM
someone likes Dragon Lance.

Black Magician J
06-07-2005, 01:19 AM
Cute~!!! How about these..?

*Inspired by the Noah Series*

Kuribo - Blue
Dark/Demon/1/300/200
Effect: Once a turn when you control a [Kuribo], [Kuribo - Blue], [Kuribo - Pink], [Kuribo - Green] and [Kuribo - Yellow], you may sacrifice all monsters you control with [Kuribo] in its name to special summon a [Great Kuri Beast] from your hand, deck or grave.

Kuribo - Pink
Dark/Demon/1/300/200

Kuribo - Green
Dark/Demon/1/300/200
Effect: As long as you control a face up [Kuribo], [Kuribo - Blue], [Kuribo - Pink], [Kuribo - Green] and [Kuribo - Yellow], monsters that do battle with a monster with [Kuribo] in its name deal no damage.

Kuribo - Yellow
Dark/Demon/1/300/200

Great Kuri Beast
Dark/Demon/5/?/?
Effect: This monster can only be summoned through the effect of [Kuribo - Blue]. The attack and Defense of this monster is equal to the total Attack and Defense of the monsters sacrificed through the effect of [Kuribo - Blue]. Once a turn, you may sacrifice this monster to special summon a [Kuribo], [Kuribo - Blue], [Kuribo - Pink], [Kuribo - Green] and [Kuribo - Yellow] from your grave into play.

Cards I Wish Existed As Shown In The Anime
Magic:
Perfect Multiplication
[Permanent Magic]
Effect: When you play this card, choose a non-token monster you control with 500ATK or below and sacrifice it. Special summon into each of your empty monster slots a monster token with the exact same stats as the monster sacrificed. During each player's stand-by phase, special summon into each of your empty monster slots a monster token with the exact same stats as the monster sacrificed. These monster tokens are treated as the monster sarcrificed. When this card is destroyed, destroy all monster tokens special summoned this way. When there are no more monster tokens in play, destroy this card.

Treasure from The Heavens
[Normal Magic]
Effect: Each player draws until he/she has 6 cards in their hands.


Traps:
Miracelous Gravedigger
[Normal Trap]
Effect: When you activate this card, choose a card from your opponent's grave.
- If the chosen card is a Magic/Trap card: Activate its effect.
- If the chosen card is a Monster card: Special summon the monster card into play.

... damn~ T___T

Manjyome
06-07-2005, 08:24 AM
Hell Tribute
Magic/Quick activate
Offer 1 monster on your side of the field to special summon 1 monster with "Hell" in it's name from your cemetary to the field.

yamicell2501
06-07-2005, 04:04 PM
Here is more from a more recent RPG.

Double Swordsman – Lloyd Irving
Level 4
Earth/Warrior
1800/1900
Effect: If this card battles a Light or Dark main type monster, destroy that monster after damage calculations.

Chosen One – Collette Burnel
Level 3
Light/Angel
1400/1300
Effect: If this card is attacked by an opponent’s monster, flip a coin. If you call it correctly, negate the attack. If this card is destroyed by any effect, raise the attack of all face-up monsters on your side of the field by 700.

Genius Sorcerer – Genis Sage
Level 3
Dark/Magic User
1500/300
Effect: If there is a [Master Scholar – Raine Sage] face-up on your side of the field, this card cannot be attacked by your opponent’s monsters. You may discard one card from your hand to negate the effect of a card that specifically designates a face-up [Master Scholar – Raine Sage] on your side of the field.



Master Scholar-Raine Sage
Level 3
Light/Magic User
1550/900
Effect: If there is a [Elemental Sorcerer – Genis Sage] face-up on your side of the field, this card cannot be destroyed as a result of battle. During each of your stand-by phases, place one magic counter on this card. You may remove two magic counters from this card to gain 1000 life points.

Warrior of the Summon Spirits-Sheena Fujibayashi
Level 5
Earth/Warrior
1750/1750
Effect: Pay half of your life points to activate. You may special summon one normal monster from your hand that is level 7 or higher to your field in face up attack mode. The monster summoned by this effect cannot be sacrificed by any means and is removed from the game at the end of the turn. This effect can only be used once per turn.

Wielder of the Great Ax-Presea Combatair
Level 3
Earth/Warrior
1000/1000
Effect: If an opponent’s monster attacks this card, raise the attack of this card by 1500 during the damage step. If there is a face-up [Convicted Noble-Regal Bryant] on your field, negate the effects of cards controlled by your opponent that designates this card as a target.

Convicted Nobel-Regal Bryant
Level 4
Wind/Warrior
1500/1500
Effect: If there is a face-up [Wielder of the Great Ax-Presea Combatair] on your field, raise this card’s attack and defense by 400.

Chosen One-Zelos Wilder
Level 4
Light/Warrior
1700/1500
Effect: Control of this card cannot change. If this is the only card you control on your field, this card may attack your opponent’s life points directly.


Angel of Cruxis – Kratos Auron
Level 4
Light/Angel
1900/700
This mysterious warrior has a troubling past. He is one of the four seraphim of Cruxis.

Angel of Cruxis – Yuan
Level 3
Light/Angel
1000/0
Effect: This card may attack your opponent’s life points directly, even if your opponent had monsters on their side of the field. If this card is attacked by one of your opponent’s monsters, remove this card from the game.

Angel of Cruxis – Mithos Level 2
Level 2
Light/Angel
500/500
Effect: Sacrifice this card during your main phase to special summon one [Angel of Cruxis – Mithos Level 4] from your hand, deck, or graveyard.

Angel of Cruxis – Mithos Level 4
Level 4
Light/Angel
1800/900
Effect: If this card was special summoned by the effect of [Angel of Cruxis – Mithos Level 2], you may destroy up to two magic and/or trap cards on the field. On the standby phase after the turn this card was summoned, reversed summoned, or special summoned, you may sacrifice this card to special summon one [Angel of Cruxis – Mithos Level 8] from your hand or deck.

Angel of Cruxis – Mithos Level 8
Level 8
Light/Angel
2900/2700
Effect: This card can only be special summoned by the effect of [Angel of Cruxis – Mithos Level 4]. On your main phase, you may roll a die. You may destroy a number of magic and/or trap cards on your opponent’s field equal to the rolled number (roll the die again if the result is a six). This effect can only be used once per turn. This card is not affect by monster or trap effects while face-up on the field.

Manjyome
06-08-2005, 08:07 AM
Hell Gate
Trap
You may only activate this card on your opponents battle phase. Sacrifice one monster on your side of the field. Add 1 monster with "Hell" in it's name with a level equal to or lower than the tributed monster to your hand after revealing it to all players. Your deck is than shuffled.

KuroKarasu
06-08-2005, 10:18 AM
King of Animals-GryphoChimera
12/5000/0/Effect
Bird/Wind
This card cannot be Normal Summoned or set. You must sacrifice 3 Monsters, one each of Animal, Reptile, and Bird-types, to Special Summon this card. This monster can attack three times during the same Battle Phase. [Insert trample here.]
Ultra/Ultimate (COVER CARD)

Meteor Pegasus
6/2250/1800/Effect
Beast/Fire
This card cannot be Special Summoned. If you sacrifice an Animal or Bird-type to summon this Monster, do 500 damage to your opponent every time this Monster destroys a Monster by Battle.

Phoenix Feather Sweep
Normal Magic
Activate this card only when there is a Bird-Type Monster on your side of the field. Return all opponent's Magic and Trap cards to the owner's deck, then reshuffle the deck. Your opponent then draws until they draw the same amount of M/Ts, discarding all drawn Monsters. All new M/Ts are then set.

Evil Knight Soul Extraction
QuickPlay Magic
Destroy one Warrior-Type Monster on the field. Special Summon one "Evil Knight Dragon" to your side of the field in face-up Attack or Defense Position.(Erratum: You MUST have EKD in your hand, deck,or Graveyard to use this card.)

Art: I can't draw it, but it's Chaos Soldier clutching himself in agony, with a wisp of his soul coming out of his armour.

Nightmare Sonic Blast
Normal Magic
As long as "Evil Knight Dragon" remains on the field, all opponents' Monsters switch to face-down Defense mode.Negate the effects of face-down position Monsters that "Evil Knight Dragon" attacks until the end of the turn.

Thought I'd keep my presence here. ;)

Manjyome
06-08-2005, 03:14 PM
Hell Weapon - Diasword
Magic/Equipment
Increase the attack of a monster with "Hell" in it's name equipped with this card by 500 points. When the equipped monster is destroyed in battle and this card is sent to the cemetary, destroy the attacking monster.

Ryo_Marufuji
06-08-2005, 04:50 PM
interesting i enjoy the cards you all have made.

~Kaiser~

Manjyome
06-09-2005, 08:21 AM
Thank you Kaiser, us ocg players can sure make cards...heh heh.

yamicell2501
06-09-2005, 08:48 AM
Swift Dragon Cursed
Level 5
Dark/Dragon
2000/1500
Effect: If you have no monsters on your field, you may play this card in attack mode without sacrifice. This is counted as a normal summon.

Swift Dragon Knight - Gaia
Level 8
Dark/Warrior - Fusion
2600/2100
[Swift Dark Knight - Gaia] + [Swift Dragon Cursed]
Effect: You must remove the required monsters on your field or hand from the game in order to Special Summon this Monster (the [Fusion] card is not needed). This card's name is treated as [Dragon Knight - Gaia]. This card cannot be destroyed as a result of battle by a monster with an Earth, Water, Fire, or Dark main-type attrabute (damage calculations done as normal).

Enraged Centaur
Level 4
Earth/Beast
1300/1550
Effect: For every beast or beast-warrior sub-type monster on your field, increase this card's attack by 400.

Enraged Minocentaur
Level 6
Earth/Beast-warrior - Fusion
2000/1700
[Enraged Minotaur] + [Enraged Centaur]
This monster's fusion summon can only be done by the above cards. While this card is face-up on your field, whenever a beast or beast-warrior sub-type monsters on your field attacks a monster in defense mode with a defense strength lower than the attacking monster's attack strength, do battle damage to your opponent equal to the difference. For every beast or beast-warrior sub-type monster on your field, increase this card's attack by 400.

MetallicPyreal
06-09-2005, 02:12 PM
Fullmetal Knight
Warrior/Effect
DARK/6/1200/550
Ultra Rare/Ultimate Rare
Sacrafice this face-up monster to destroy one face-up monster on your opponent's side of the field and inflict damage equal to half the ATK points of the destroyed monster.
Pic: A burly, tan-skinned knight wearing metal armor that covers his torso, a metal winged helmet over his head that shows only his eyes and the bottom half of his face, and baggy black pants with metal boots. He's holding a big@$$ sword.

Fullmetal Mage
Magic-User/Effect
DARK/4/0/0
Sacrafice this face-up monster to add one Magic card in your Graveyard to your hand.
Pic: A bubbly girl with dark hair. She's wearing a metal tube-top style top and a black skirt, with metallic boots that go up to just below her shins. She's holding a staff with a metal orb on it.

Fullmetal Gunman
Machine/Effect
DARK/7/1800/1300
Sacrafice this face-up monster to randomly discard a card in your opponent's hand.
Pic: Rampart Gunner except male, and more...silvery.

What secrets do these three cards have? Find out in my next post.

cyber ape
06-09-2005, 02:41 PM
OMFG, cards I made a long time ago XD

Wicked Dragon, Guardian of the Fortress: Whenever this monster attacks a monster with an ATK higher than the attacked monster's DEF, do the damage difference to your opponent's Life Points. Whenever this monster inflicts damage to your opponent's Life Points, draw 1 card from your deck. 1400/1200

Enraged Beaver Warrior: Whenever this monster destroys an opponent's monster, increase this monster's ATK by 500. Whenever this monster destroys an opponent's monster, this monster may attack again. 1200/1500

Enraged Celtic Guardian: Whenever this monster destroys an opponent's monster, increase this monster's ATK by 500. This monster cannot be destroyed by a monster with the same ATK. 1400/1200

Hastened Gaia: Whenever this is the only card in your hand, you may special summon it to the field without tribute. When this monster destroys an opponent's monster, this card can attack again. 2300/2100

Heh

InfamousJ
06-09-2005, 03:10 PM
Hastened Gaia: Whenever this is the only card in your hand, you may special summon it to the field without tribute. When this monster destroys an opponent's monster, this card can attack again. 2300/2100

Heh

This looks frighteningly close to Swift Knight Gaia. *whisper* do you see dead people?

KaikuSoulMonk
06-09-2005, 03:11 PM
One-Armed Swordsman - Yuong Gwa
Level 4
Dark/Warrior
2000 atk 1500 def
Effect: When there is (Beautiful Young Dragon Mistress - Coco) on the field, increase this monster by 1000 atk and def.

Dark Condor Friend
Level 1
Dark/Winged-Beast
800 atk. 500 def.
Effect: This monster can only be summon if there is a One-Armed Swordsman - Yuong Gwa on the field. Whenever this monster is summon put a counter on it. Remove a counter to negate an attack of one monster.

Beautiful Young Dragon Mistress - Coco
Level 3
Light/ Spellcaster
1500 atk 1000 def
Effect: When there is (One-Armed Swordsman Yuong Gwa) on the field, this monster is not affected by any spells, traps, or monster effects that is designated this monster. Once per turn, you may take control 1 Dragon monster on the field.

Bees Swarms
Normal Magic Card
This card can only be activate when you have Beautiful Young Dragon Mistress - Coco on the field. Special summon 3 Bee Tokens on the field. They are Wind/Beast/ 500 atk. 0 def.

Leader of Beggars Tribe - Kieu Fong
Level 6
Earth/ Spellcaster
2000 atk 1500 def
Effect: Once per turn, this monster can change its subtype into Dragon. Increase the attack of this monster by 500 for each Dragon subtype on the field and graveyards.


Dogs Beater Cane
Equip Spell card
This card can only be equip to Leader of Beggars Tribe - Kieu Fong. When equiped, the monster can attack all Beast subtype on the field.


9 Scrolls of Enchanted Spells
Normal Spell card
You can only play this card at the beginning of Main Phase 1. If you do, you can not activate any spells or traps until the end of your next turn. Increase all spellcasters on the field by 700 until the end of your next turn.

TrueMariksPower
06-09-2005, 03:16 PM
??????
Demon/5 stars/Light
effct-When you Normal Summon, flip summon, or special summon this monster, pay 1000lps. During your next Main Phase 2, declare the name of any card. "??????" is now treated as that card's name for the remainder of the duel (note: this card only gains the name of the declared card no effects nor any stat changes are made. This card's name is treated as ?????? when it is used in a Fusion summon).
Atk:2000 Def:2000

Name Change:
Continous Trap
-You can only activate this card when you have a faceup "??????"(note this card's effect is not negated by the changed name or effect of "??????"). Declare one card name, as long as this card remains faceup on the field "??????" is treated as that card's name.

Quick Change
Quick Play Magic
-Select one faceup "??????"(note this card's effect is not negated by the changed name or effect of "??????"). Pay 1000lp, and declare one card name. Until the next end phase "??????" is treated as that card's name.

Mimic
Normal Trap
-Pay 500lps to special summon one Name Token (2stars/Demon/Light 1000 atk 1000def) onto the field in faceup atk mode. Declare the name of any card. Name Token's name is treated as that card (note: name token only gains the name of the declared card no effects nor any stat changes are made. Name token can not be used as a tribute for any reason). Destroy this card during your next standby phase.

????????????
Fusion/Demon/10 stars/Light
??????+??????
effect-This monster can only be fusioned summoned by the above fusion monsters. Every standby phase you can chose to activate one of three options:
>Pay 1500lps. Declare the name of one face up card on the field. Until the next End Phase this card's name, effect, and stats are changed to that of the monster.
>Pay 500lps. Declare the name of any card. This card's name is treated as that card until your opponents end phase (note: this card only gains the name of the declared card no effects nor any stat changes are made).
>Special Summon two Name Token (2stars/Demon/Light 1000 atk 1000def) onto the field in faceup atk mode. Declare the name of any card. Name Token's name is treated as that card (note: name token only gains the name of the declared card no effects nor any stat changes are made).
Atck:2900 def: 2500

what do you think to broken or what?

blueD
06-09-2005, 03:45 PM
Doom
Spell Card
- Tribute a "Dark Necrofear" on your side of the field to speical summon up to 3 Fiend-type from your grave or remove from play.

Necrofear's Doll
Level 3
Dark/Fiend
200/100
Effect: When this card is sent from the field to the Graveyard, select 1 Fiend-type from your Deck, show it to your opponent, and add it to your hand. Then shuffle your Deck.

Revenge of the Necrofear
Level 3
Dark/Fiend
0/0
Effect: Tribute a monsters on your side of the field, to Special Summon 1 "Revenge of the Dark Necrofear" from your hand or Deck. In addition, special summon this card in attack-defensive position on your side of the field. Increase this card attack by 700 for each Fiend-type in the graveyard.


There, I probably got some bad grammer/text.

Magician Orion
06-10-2005, 04:08 PM
Great cards, people.

Now, I'm posting the first 20 cards of my Set, Magical Emblem. I posted the first 10 before, but I just changed some rarities.

MEB-001
Hellish Creature
Fire/Fire/4/1900/1300

MEB-002
White Magician
Light/Magic User/7/2450/2000
Ultra Rare/Ultimate Rare

MEB-003
Apprentice Girl
Light/Magic User/2/600/750

MEB-004
Deep Sea Monster
Water/Sea Dragon/4/1900/600

MEB-005
Lightning Warrior
Light/Electric/4/1900/400

MEB-006
Carnivorous Plant
Earth/Plant/4/1900/700

MEB-007
Skilled Student
Dark/Magic User/4/1500/1500

MEB-008
Sorcerer of the Magical Emblem
Light/Magic User/7/2700/1700
Once per turn, you can pay 900 Life Points to put 1 Magic Counter from another card on your side of the Field into this card (max.4). You can’t put Magic Counters on this card in any other way. You can activate any of those effects during any turn if this card has enough Magic Counters:
1: Once per turn, you can add 1 Magic Counter to any other card on your Field that can have Magic Counters.
2: Once per turn, you can add 2 Magic Counters to any other card on your Field that can have Magic Counters.
3: Remove 1 Magic Counter on your side of the field. Negate the effect of a Magic, Trap or Monster Card that targets this card.
4: Remove 2 Magic Counters on your side of the field. Negate the effect of a Magic, Trap or Monster Card that doesn’t targets this card.
Ultra Rare/Ultimate Rare (Main card of the set)

MEB-009
D. D. Drifter – Neo
Light/Magic User/4/1700/1000
When this card is designated as a target of an effect your opponent controls, you may remove this monster from play and return it to the field after the attack or effect is resolved. This effect can only be used once per turn, during your or your opponent’s turn.
Rare

MEB-010
Haunted Marionette
Dark/Magic User/6/2200/0
When this card is summoned, move all Magic Counters on your side of the field into this card. Increase this card’s attack strength by 400 points for every Magic Counter on this card. Also, you can remove 1 Magic Counter from this card to destroy 1 Monster on the Field. You can’t put Magic Counters on this card in any other way. At the End Phase of your turn, pay 1000 Life Points or remove all Magic Counters from this card.
Rare

MEB-011
Skilled Black Magician Girl
Dark/Magic User/4/1800/1600
Each time you activate a Magic Card, put 1 Magic Counter on this card (max.2). Sacrifice this Monster with 2 Magic Counters during your Main Phase to Special Summon 1 Magic User Sub-Type Monster of Level 6 or lower from your Deck, hand or Cementery in face-up Attack or Defense Mode.

MEB-012
Skilled White Magician Girl
Light/Magic User/4/1600/1800
Each time you or your opponent activates a Magic Card, put 1 Magic Counter on this card (max.3). Sacrifice this Monster with 3 Magic Counters during your Main Phase to Special Summon 1 “White Magician” from your Deck, hand or Cementery in face-up Attack or Defense Mode.

MEB-013
Sorcerer of Power
Dark/Magic User/3/1200/700
Once per turn, during your Main Phase, you can put 1 Magic Counter from another card on your side of the field into this card. Increase this card’s Attack strength by 700 points for each Magic Counter on this card.

MEB-014
Sorcerer of Protection
Light/Magic User/2/200/1900
Once per turn, during your Main Phase, you can put 1 Magic Counter from another card on your side of the field into this card. If a Magic or Trap Card on your Field would be destroyed by an opponent’s card effect, you can remove 1 Magic Counter from this card. If you do so, your Magic or Trap Card won’t be destroyed.

MEB-015
Sorcerer of Vitality
Light/Magic User/3/700/1500
Once per turn, during your Main Phase, you can put 1 Magic Counter from another card on your side of the field into this card. Increase your Life Points by 300 points for each Magic Counter on this card during each of your Standby Phases.

MEB-016
Sorcerer of Greed
Dark/Magic User/2/1000/100
Once per turn, during your Main Phase, you can put 1 Magic Counter from another card on your side of the field into this card. During your Main Phase, you can remove all Magic Counters on this card to draw a number of cards equal to the number of Spell Counters you removed from this card.

MEB-017
Apprentice Sorcerer
Earth/Magic User/2/500/300
Once per turn, during your Main Phase, you can put 1 Magic Counter from another card on your side of the field into this card. You can remove 2 Magic Counters from this card during your Main Phase to Special Summon a Magic User Sub-Type Monster from your Deck with “Sorcerer” in its card name with a level equal to 3 or lower in face-up Defense Mode. Your Deck is then shuffled.

MEB-018
Master Sorcerer
Light/Magic User/6/2300/1500
Once per turn, during your Main Phase, you can put 1 Magic Counter from another card on your side of the field into this card. If this card has at least 4 Magic Counters, Sacrifice 1 Magic User Sub-Type Monster with “Sorcerer” in its card name, and with a level equal to 3 or lower on your side of the Field. “Master Sorcerer” has the effect of the Sacrificed monster as long as it remains face-up on the Field.
Rare

MEB-019
Master Sage
Dark/Magic User/8/2350/2950
Once per turn, during your Main Phase, you can put 1 Magic Counter from another card on your side of the field into this card. You can’t put Magic Counters on this card in any other way. If this card has at least 5 Magic Counters, you can use the effects of Magic Cards in your Cementery as if they were in your hand by paying 1500 Life Points. This card can’t be Special Summoned from the Cementery.
Super Rare/Ultimate Rare

MEB-020
Magmos – Burning Beast from Hell
Fire/Fire/7/2750/1900
When your Fire Sub-Type Monsters destroy a Monster as a result of battle, inflict 900 points of damage to your opponent’s Life Points.
Super Rare/Ultimate Rare

More to come.

Paladin of Light
06-10-2005, 06:29 PM
Cool, I've always wanted to make cards based of the OCG. Now I can use words that would send Upperdeck editors into a frenzy. ;)

I know some of these cards may have been done before, but here's what my verisons are.

Heaven:

Messiah-Divine Ruler of Heaven
Effect Monster
Light
*******
Angel
ATK/ 2900 DEF/ 4000
Effect: As long as this card remains face-up on the field, all Angel sub-type monsters increases their ATK and DEF by 500. (except this monster)
Once per turn, you may discard 1 Magic or Trap card from you hand in order to Special Summon 1 Angel sub-type monster from your Cemetery.
Whenever an opponent does damage to your Life Points, you may offer this card as a Sacrifice in order to negate the damage.
You can only have 1 "Messiah-Divine Ruler of Heaven" on the field.

The First Bowl of God's Wrath-Loathsome Sores
Normal Magic Card
Effect: This card can only be activated if you have 1 "Messiah-Divine Ruler of Heaven" face-up on your side of the field. Your opponent's monsters cannot attack for 3 turns.

The Second Bowl of God's Wrath-The Sea Turns to Blood
Normal Magic Card
Effect: This card can only be activated if you have 1 "Messiah-Divine Ruler of Heaven" face-up on your side of the field. Remove 2 cards from your opponent's Cemetery from play.

The Third Bowl of God's Wrath-The Waters Turn to Blood
Normal Magic Card
Effect: This card can only be activated if you have 1 "Messiah-Divine Ruler of Heaven" face-up on your side of the field. Your opponent cannot draw cards from any Phase, (including yours).

The Fourth Bowl of God's Wrath-Men are Scorched
Normal Magic Card
Effect: This card can only be activated if you have 1 "Messiah-Divine Ruler of Heaven" face-up on your side of the field. Inflict Direct Damage to your opponent's Life Points for every card on their side of the field by 500. (this card cannot deplet your opponent's LifePoints to 0, only to 100)

The Fifth Bowl of God's Wrath-Darkness and Pain
Normal Magic Card
Effect: This card can only be activated if you have 1 "Messiah-Divine Ruler of Heaven" face-up on your side of the field. Your opponent cannot activate any Magic or Trap cards, at any time, for 3 turns.

The Sixth Bowl of God's Wrath-Euphrates Dried Up
Normal Magic Card
Effect: This card can only be activated if you have 1 "Messiah-Divine Ruler of Heaven" face-up on your side of the field. Your opponent must discard their hand to Cemetery.

The Seventh Bowl of God's Wrath-The Earth Utterly Shaken
Normal Magic Card
Effect: This card can only be activated if you have 1 "Messiah-Divine Ruler of Heaven" face-up on your side of the field. All monsters on the field are destroyed, except for all Angel sub-type monsters on your side of the field.

Tell me what you think. Are they too broken? I can tone them down.
Be on the look out for my Hell cards. :)

Ryo_Marufuji
06-11-2005, 06:30 PM
Looking good Guys i like what i see

~Kaiser~

Warakia
06-11-2005, 07:27 PM
Killer Squash
Dark / Plant / 3 / 1200 / 1000
When this card is special summoned from your deck to the field in face up attack position select 1 [Plant] sub-type monster from your cemetary and add it to your hand.

Kamikaze Grapefruit
Fire / Plant / 4 / 1900 / 0
This card may not be normal summoned or set. Send this card directly from your hand to the cemetary to inflict 500 points of damage to your opponent life points.

Grapefruit Explosion
Trap
Sacrifice all face-up [Kamikaze Grapfruit] on your side of the field.
Inflict 1000 damage to your opponent for each monster sacrificed in this manner.

Ryo_Marufuji
06-11-2005, 08:02 PM
food!

hehe i am gonna post some more cards from me later

~Kaiser~

Warakia
06-11-2005, 08:06 PM
Seeds of Return
trap
You may activate this when one of your [plant] sub type monsters are sent into the cemetary, discard 1 card from your hand and special summon the selected monster back to the field. The monster may not attack during this turn.

airknight_parshath
06-11-2005, 08:22 PM
Hell's Gatekeeper-Anima
********
5000/0

This card cannot be special summoned. When this card is normal summoned to the field, it looses 500 atk points for each [angel] sub type monster in both players graveyard. Once per turn, you may flip a coin. If heads, destroy all monster on your opponents side of the field. If tails, half your life points. When you have succesfully flipped 3 heads due to this cards effect, offer this card to summon 1 Lord of Hell - Anima from your deck or hand.


Lord of Hell - Anima
***********
*/0
This card cannot be normal summoned or flip summoned. This card can only be special summoned by the effect of Gatekeeper of Hell - Anima. The atk of this card is equal to the number of monsters in the both graveyards, hands, and decks x 500. Flip a coin once per turn. If heads, destroy all cards on the field and hand except this card. If tails, pay half of your life points. When you have succesfully flipped 3 heads using this cards effect, you may special summon one The Gate of Oblivion from your hand or deck.


Gate to Oblivion
*
0/0
This card cannot be normal summoned, or reverse summoned. This card may only be special summoned by the effect of Lord of Hell - Anima. Flip a coin once per turn. If heads, destroy all cards on your opponents side of the field and hand. If tails, pay 3000 life points. When you have succesfully flipped 3 heads, you win the match. If this card is destroyed, you lose the match.

Ryo_Marufuji
06-11-2005, 08:29 PM
i like those cards... but what happens when they ring the
Gate?
i mean damn you loses
or Thunder Break it?

or Torrential it?

~Kasier~