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mech-hound
01-01-2006, 07:53 PM
(edit) Seeing as people wanna really change the game I'll be putting together a 100-150 card set from whats been posted...It will be up around this weekend(maybe) so lets get moving...(then the petions)


Okay...seeing as many people believe...

a) Yugioh has a few noticable problems
b) Many stem from basic aspects of gameplay(ex. lack of mana)
c) Many don't
d) No matteer how much we change the banned list things still won't be perfect
e) If Konami were to make better seets many problems would not exist...

So please post your ideas of ther cards that should be made, balanced ones, not broken not crappy. So if Konami were to radomly pick 60 of these we would all be happy. Thanks

Some rules

a) We are only postinmg cards not rules changes

b) Nothing broken

c) Many of us feel the current sets are not up to par

d) Nothing unplayable

e) No flame wars

f) Thanks

g) (In case Konami finds this thread)...the better the set the more it will sell and tyhe longer it will last.

(sorry If I'm breaking the rules since thiers already create a cards but I feel this thread is suffiently different, as thiers a purpose to the thread and rules as to what is creatable, again sorry If I'm not trying to)

I'll go first

Meaningless sacrifice

Counter trap

Negate a opposing spell. The opponent may discard 2 cards from thier hand to negate this card, if they do so you lose 1500 life points)


Phase back

Trap

Special summon 1 level 7 or higher monster from your graveyard


Gaia Lord

Beast Warrior 1800/500 4

Discard a card from your hand to negate a attack from an opponents monster.


Laser Show

Quickplay

Return the last magic card you played to your hand


Tyrany

Trap

Return one monster on the field to its owners hand. You may discard one card from your hand to graveyard to add this card to your hand.


Aqua Lord Garr

Aqua 1800/1400 4

When this card inflicts damage to your opponents lifepoints you may discard one card from your hand to draw one card.


Pot of Agony

Discard your hand, draw 2 cards.


Beta-wave

Draw 3 cards, thern send 3 cards from your hand to the graveyard.


Mustering

Select one monster on your side of the field. Either search your deck for a monster of the same type and add that card to your hand. Or, select a monster in your graveyard of the same type and add it to your hand.


Redemption

Spell

Discard a card from your hand, Special Summon one monster from your graveyard.

Thats all for now I'll leave most type support for later and let you guys help...

Wardog369
01-01-2006, 08:07 PM
Those are cards that konimi would make. Almost all of them are -1.


There is NO way of making this game perfect. No matter what happens it will NEVER be pefect.

There are a lot of things wrong with those cards. You don't think so, I do. Therfore this game has a problem with not pleasing every one. Thus it does not make it perfect.

5610
01-01-2006, 08:10 PM
Archfiend Sakuretsu
8 Stars, Dark/Fiend, 3000/3000

This card cannot be normal summoned or set. This card can only be special summoned by tributing one Archfiend monster and one Warrior Dai Grepher from your side of the field. During the standby phase, pay 1000 life points and destroy one card on the field (Except this card) This effect is mandatory. If you cannot pay the life point cost, or if this is the only card on the field, destroy this card.

mech-hound
01-01-2006, 08:51 PM
Those are cards that konimi would make. Almost all of them are -1.


There is NO way of making this game perfect. No matter what happens it will NEVER be pefect.

There are a lot of things wrong with those cards. You don't think so, I do. Therfore this game has a problem with not pleasing every one. Thus it does not make it perfect.

Well I think quite a few are playable...

motxmod
01-02-2006, 02:04 AM
Well I think quite a few are playable...

I agree. In fact Garr is a slightly better Brron since Tsuku can't kill it and Beta wave is just as bad as charity for the dark world.

Mustering and Laser Show are very playable

And Redemption >> Reincarnation. Any discard and it summons opposed to monster discard to add to hand

My turn:

Bumbling Soldier

Warrior 2000/900/4 Earth

Any battle damage done by this monster is also done to your life points

Roku
01-02-2006, 02:34 AM
Pot of Bliss
[Normal Spell]
Draw Two cards. Your hand size limit becomes 2 for the remainder of the current duel.


Elemental Hero Flare Heart
7 Stars | 0 ATK | 2400 DEF
[Fusion/Effect]
[Elemental hero Wildheart + Elemental Hero Burstinatrix]
If this card is fusion summoned, this card gains 1 counter every time you enter your standby phase. Remove counter(s) from this card to inflict 1000 points of damage on your opponent's lifepoints per counter.



Two of mine... can't think of many atm.

mighty mouse
01-02-2006, 02:49 AM
Might as well post an idea that I was saving for the "Create-a-card" thread here, seeing as it's not up yet.

Mind Game
Normal-Trap card
You must discard 2 cards from your hand to activate this card. Your opp. writes 3 seperate numbers between 1 and 10 on a piece of paper. You then choose a number. If you chose one of the numbers your opp. wrote down, they take damage equal to the numer chose x1000. If not, you lose life-pionts equal to the three numbers you opp. wrote down, added together, then x500.

Hope everyone understands this effect, I worded it the best I could.

the_fool
01-02-2006, 03:13 AM
mighty mouse wouldnt u just select 1, 2 and 3 so the chances of losing heaps of damage is minimal

Roku
01-02-2006, 03:17 AM
mighty mouse wouldnt u just select 1, 2 and 3 so the chances of losing heaps of damage is minimal
But where's the fun in that? XD

mighty mouse
01-02-2006, 03:30 AM
mighty mouse wouldnt u just select 1, 2 and 3 so the chances of losing heaps of damage is minimal
Yes, but then people would start to expect their opp. to pick 1,2,and 3, so they would pick 3 hoping to deal 3000 damage. The person picking the numbers would then catch on to this, and avoid 1,2,and 3 to aviod damage. Players would then predict that their opp. would not choose 1,2,and 3, going into levels of phsycology that I couldn't even begin to describe. Hence the fit name "Mind Game".

Baz0r-
01-02-2006, 03:46 AM
Pay To Destroy.
Pay 1000 Life Points. Randomly select and discard 1 card from your opponent's hand.

One By One.
Randomly select 1 card from your hand and destroy it.
Randomly select 1 card from your opoonent's hand and destroy it.

I think that the cost of Confiscation, Delinquent Duo are to low for their effect.
I think Konami should release more Hand Controllers with cost that equal to its effect.

ZGMF-X09A
01-02-2006, 03:51 AM
Beta Wave will be the most broken **** ever known to YGO players. Esp Dark World players. That card will single-handedly pull Dark World into tier one.

mighty mouse
01-02-2006, 04:00 AM
Beta Wave will be the most broken **** ever known to YGO players. Esp Dark World players. That card will single-handedly pull Dark World into tier one.
Agreed, Betea Wave would be more balanced if you had to pay a certain amount of life-points.

cardman
01-02-2006, 06:26 AM
Well I guess supporting under supported types will change this meta somehow here goes:

D.D Zoid
3*
Atribute: Earth
Type: Dinosaur
Atk:400 Def:100
When this card is destroyed remove it from play and special summon 1 D.D Zoid from your deck or hand.

Too weak to be RftDD OTK but still makes Tyrano Infinty heck powerful

mech-hound
01-02-2006, 09:16 AM
Exactly how would you phrase the wave so it doesn't trigger dark world...

I think its good now.

PMasterS
01-02-2006, 09:51 AM
How about:


Last Stand
Trap Card
Continuous
This card can only be activated when both players are below 2000 life points, no monsters may be summoned or special summoned by either player as long as this card remains on the field.

Silver Hunter
Lv3
Earth/Warrior
ATK- 1200 Def- 700
Effect - When this card battles a lv4 or lower Beast type monster, destroy that monster with this cards effect (damage is calculated normally).
If this monster battles a beast type monster then at the end of damage calculation remove it from field/graveyard from play and special summon 1 Silver Fang/ Silver Werewolf from your deck.

Silver Werewolf
lv5
Earth/Beast
ATK- 2000 Def- 1500
Effect - If this monster was special summonmed by Silver Hunter's effect it gains 1 of the following abilities chosen by the controller of the card:
1) If this monster is Destroyed by a card effect you may pay 1000 life points to special summon it during your next standby phase
2) When this monster destroys a monster and sends it to the graveyard as a result of battle, special summon a Wolf Cub token (lv1 Earth Beast 500atk 0def) To yuor side of the field in Face up defence position, this token may not change its battle position manually.

Knights Steed
Normal Magic
When you activate this card select one face-up warrior type monster on your side of the field, then special summon from your deck a Beast type monster of the same level.

It came from the deep
Quickplay Magic
Offer 1 Sea-serpent type monster from your side of the field to special summon a water type monster from your hand or deck, this card may only be activated if there is a face-up Umi, Umiruka, A Legendary Ocean or Aqua Maiden on the field.

Thunderbolt
Normal Trap
This card may only be activated while their is a face-up thunder type monster or Summoned Skull/Archfiend of Lightning on the field. Destroy all monsters on your opponents side of the field with level less than or equal to the selected monster.

Desparate Hope
Normal Magic
You can only activate this card at the beginning of mainphase 1. Destroy all monsters on the field. When this card is sent from the field to the graveyard the controller of this card's turn ends.

Land Mine
Normal Trap
When your opponent summons, flip summons or special summons a monster next this card activates. Destroy the monster on the field with the highest attack, you then take damage equal to half the monsters attack.

thucom
01-02-2006, 11:55 AM
Exactly how would you phrase the wave so it doesn't trigger dark world...

I think its good now.
okie dokie
nevermind lol it's good as is, doesn't say "discard"
They will not activate if sent to the graveyard by a card effect like “Last Turn” or “Chaos Emperor Dragon – Envoy of the End”.
I also like how it can still trigger Peten :D

Well I guess supporting under supported types will change this meta somehow here goes:

D.D Zoid
3*
Atribute: Earth
Type: Dinosaur
Atk:400 Def:100
When this card is destroyed remove it from play and special summon 1 D.D Zoid from your deck or hand.

Too weak to be RftDD OTK but still makes Tyrano Infinty heck powerful
would see play in an exodia deck at least since it doesnt say "as a result of battle"

PMasterS
01-02-2006, 12:53 PM
Sword of Damacles
Equip Magic
Effect- This card may only be equiped to a monster with 1500 Def or less, when the monster this card is equipped to is destroyed, the player who destroyed it randomly discards one card from their hand, and if that card is a monster, its attack strength is inflicted as damage to that player's life points
Increase the Attack and Defence of a monster equipped wit this card by 300.


Energy Fusion
Normal Trap
Effect- When your opponent destroys a monster you control, you may activate this effect, destroy a monster on the field. Your opponent then gains life points equal to the destroyed monsters attack.


Reckoning
Normal Spell
Effect- search your deck for a card and add it to your hand, during the end phase of your opponents next turn you lose the game.

Gundam Deathscythe
01-02-2006, 01:21 PM
Deck Of Counter
Continuous Trap
Discard 1 card off the top of your deck to negate a trap or spell card and destroy it
you can only activate this cards effect once per each phase (battle phase, main phase, etc. this wouldnt be on the card)


Metal Reflect
Normal Spell card
When you activate this card it remains on the field untill its destroyed by an opponents card effect. All machine monsters are unnaffected by spell cards and cannot be targeted by an attack or effect of Spellcaster monsters.

5610
01-02-2006, 01:42 PM
Elemental Alliance
Continuous Spell

This effect is only active when there is at least one FIRE, WIND, WATER, and EARTH monster on your side of the field. Increase the attack of all monsters on your side of the field by 1000 Attack points.

PMasterS
01-02-2006, 01:53 PM
Mother Nature
Level 9
Light/Fairy
ATK- 1000 DEF- 3000
Effect- This card can only be special summoned by removing one earth, one water, one fire and one wind type monster from your graveyard from play.
You may offer this face-up card as a tribute to draw 3 cards.
At the end of the turn this cards Defence points would be deducted from your life points.

Gundam Deathscythe
01-02-2006, 02:28 PM
Meteor
Spell/quick play
Destroy all cards on the field

its like a Dark hole and Heavy Storm

Ultama
Destroy all your opponents cards on the field
you lose 750 life points for each card destroyed

Free Hands
Trap Counter
You can only activate this card when your opponent gains a card in their hand. Send all cards in yours and your opponents hand to the graveyard

Resurection of a White Dragon
Normal Spell
Special Summon a Blue Eyes White Dragon from your hand, deck, graveyard, or removed from play to the field. You must offer 2 monsters to activate this card.

Wildfire
01-02-2006, 02:37 PM
I remember someone made this on Create a Card.

Apple Core
Magic
Discard 2 cards from your hand. Then draw 3 cards from your deck.

I think this would be much better then beta wave. First of all you have to have 2 cards to activate it. It's also a cost so if it gets negated, then you basically lose.

You can decide if it's to broken or not. Maybe jack up the cost *shrug*

Hydrian
01-02-2006, 03:04 PM
Caves of the Defiled
Field Magic

Increase the Attack of All Undead Type Monsters by 400 Points

When a monster Is destroyed on either side, return that monster under its owners control at the end of turn. The monster is now an undead type with its origonal attack and 0 defense.
[Undead is not Zombie type]

Dihearten
Normal Magic
Both Players discard 2 cards from their hand. You cannot activate this card if you dont have 2 cards in your hand.

Aura of Osiris
Field Magic

Your Life points are reduced to 1
This cannot be countered
Ignore the first spell that tries to destroy this card
You cannot take damage due to magic or trap cards
All of this cards controllers monsters attack and defense points are doubled.
They may not attack directly if they attacked any monsters this turn. The monsters are indestructible.

Your opponent may reduce their own life points to 1 in order to destroy this card regardless of its first effect.

PMasterS
01-02-2006, 04:52 PM
Zone of Endless Dark
Field Card
When a monster would be sent from the field to the graveyard, remove it from play instead.

Aqua Ninja
Level 4
Water/Warrior
ATK- 1650 DEF- 1300
Effect- If this card is removed from play during your standby phase, you may send 1 water type monster from your hand to the graveyard to special summon it to the field.

Dragon Warrior
01-02-2006, 05:29 PM
Meteor
Spell/quick play
Destroy all cards on the field

its like a Dark hole and Heavy Storm

Ultama
Destroy all your opponents cards on the field
you lose 750 life points for each card destroyed

Free Hands
Trap Counter
You can only activate this card when your opponent gains a card in their hand. Send all cards in yours and your opponents hand to the graveyard

Resurection of a White Dragon
Normal Spell
Special Summon a Blue Eyes White Dragon from your hand, deck, graveyard, or removed from play to the field. You must offer 2 monsters to activate this card.

ignoring the blue eyes card those would destroy the game since they are unimaginably broken

here is what we should do to fix the game


water soul normal spell
shuffle 3 water type monsters in your graveyard into your deck then draw 2 cards.

a pot of avarice for water decks

fire soul normal spell
remove any number of fire attribute monsters in your graveyard from play. Inflict damage to your opponents life points equal to the amount of removed monsters *400

okay maybe a bit too strong but fire/burn decks now have a last resort

earth soul normal spell
remove 3 earth attribute monsters in your graveyard from play. Special summon a level 4 or less earth monster from your deck to the field

gives earth more swarm

wind soul normal spell
sacrifice 1 wind monster on your side of the field. Your opponent choses 2 cards on their side of the field and places them on the bottom of their deck

some good field control for wind

with these cards attribute decks would be better and more people would play them.

PMasterS
01-02-2006, 05:38 PM
ignoring the blue eyes card those would destroy the game since they are unimaginably broken

here is what we should do to fix the game


water soul normal spell
shuffle 3 water type monsters in your graveyard into your deck then draw 2 cards.

a pot of avarice for water decks

fire soul normal spell
remove any number of fire attribute monsters in your graveyard from play. Inflict damage to your opponents life points equal to the amount of removed monsters *400

okay maybe a bit too strong but fire/burn decks now have a last resort

earth soul normal spell
remove 3 earth attribute monsters in your graveyard from play. Special summon a level 4 or less earth monster from your deck to the field

gives earth more swarm

wind soul normal spell
sacrifice 1 wind monster on your side of the field. Your opponent choses 2 cards on their side of the field and places them on the bottom of their deck

some good field control for wind

with these cards attribute decks would be better and more people would play them.

Those are exactly the kind of cards we need, but if we get too many then only theme decks will stand a chance.

mech-hound
01-02-2006, 05:42 PM
Those are exactly the kind of cards we need, but if we get too many then only theme decks will stand a chance.

Yeah...Who would want that...

cardman
01-02-2006, 05:53 PM
Prepare for a New World
Normal Spell

Remove all your monsters and one spell or trap from play for three turns, during your opponent's third standby phrase destoy all monsters and spells on the field on your opponent's field. The cards you removed from play are all set in face down position.

A Raigeki and HFD in one but now you have to time it, not just randomly dropping on the table and say 'I win'. Mainly because your going to end up with an empty field and they will utterly destroy you if they are already on the aggresive.

PMasterS
01-02-2006, 05:55 PM
Yeah...Who would want that...

I don't mean they shouldn't stand a chance, but they shouldn't be all that does.

Just think of decks like Monarch, Burn, Mill and many others, none of them would work if only theme decks were viable.

I mean, no one wants this game to turn into Duel Masters do they?

topspin1617
01-02-2006, 06:16 PM
Regeneration
Spell-Continuous
Whenever a Plant type monster on your side of the field is destroyed as a result of battle, you may special summon it to the field.

Boiling Lava
Spell-Continuous
Place a counter on this card during each of your Standby Phases. Pyro type monsters you control gain 500 attack points for each counter on this card. During your End Phase, you take 250 damage for each counter on this card.

Flight of the Phoenix
Spell-Normal
You can only activate this card by removing 3 Winged-Beast type monsters in your graveyard from play. During this turn, Winged Beast type monsters you control may attack directly.

Electrocution
Trap-Continuous
Whenever Thunder type monsters on your side of the field battle with an opponent's monster, the opponent's monster is destroyed after damage calculation.

Call of the Wild
Trap-Normal
You may only activate this card when you successfully normal summon a Beast type monster. Special Summon as many copies of that monster from your deck to the field as possible.

Open the Floodgates
Spell-Quickplay
This card may only be activated in the damage step when an Aqua type monster you control deals battle damage to your opponent. Special Summon a monster of the same name from your hand, deck, or graveyard.

Feeding Frenzy
Spell-Continuous
Fish type monsters you control gain 1000 attack during damage calculation only when battling with an opponent's monster.

Solid as a Rock
Trap-Normal
Select a Rock type monster you control. During this turn, the defense of the selected monster becomes the sum of the attack and defense stats of all Rock type monsters you control.

Of course there would be more, but that's just off the top of my head.

Gundam Deathscythe
01-02-2006, 06:21 PM
Vengance of Light and darkness
Trap Continuous
Chose a Monster Atribute (light or dark) Whatever atribute you choose all monsters with the same atribute gain 650 atk and def points.
Decrease all monsters with the opposite atribute by 650 atk or def points

5610
01-02-2006, 06:33 PM
Guardian's Rite
Field Card

While this card is on the field, Guardian Monsters may be summoned normally, even if their appropriate equip card is not on the field.

Gundam Deathscythe
01-02-2006, 06:38 PM
Changing Sides
Spell Continuous
This card can only be used in duels with more than 2 people.You can only have 1 of this card in your deck. Pick an opponent. This card is destroyed after the 3rd turn this card is activated unless your opponent activates a card with the same same of this card. If you or your opponent inflict damage to each other the result is Zero, If you or your opponent were to destroy you or your opponents cards the effect is negated for the opponent that didnt activate the card As long as this card remains on the field.

This would encourage more tag team duels or 4 way duels

LilBlackSmurf
01-02-2006, 06:44 PM
laser show would be too broken with burn deck. such as using meteor of destruction. using pot of greed and graceful sharity in traditional would be super broken.

PcolaFL
01-02-2006, 07:14 PM
mustering is pretty broken i think lol well lets try this:

(insert cool name here)

500/500
FLIP: return this card to your hand, then set a monster from your hand to the field, ignoring summon requirements.

mech-hound
01-02-2006, 07:39 PM
laser show would be too broken with burn deck. such as using meteor of destruction. using pot of greed and graceful sharity in traditional would be super broken.

So you can reuse a few burn cards...so...traditional really counts for nothing...

Gundam Deathscythe
01-02-2006, 07:44 PM
mustering is pretty broken i think lol well lets try this:

Monster Swap
Dark Dragon
atk 500/ def 500
FLIP: return this card to your hand, then set a monster from your hand to the field, ignoring summon requirements.
there it goes

Souljer
01-02-2006, 07:56 PM
Those are cards that konimi would make. Almost all of them are -1.


There is NO way of making this game perfect. No matter what happens it will NEVER be pefect.

There are a lot of things wrong with those cards. You don't think so, I do. Therfore this game has a problem with not pleasing every one. Thus it does not make it perfect.
Not all of them are a card loss. One of them is quite broken(Meaningless Sacrifice). Only problem I see with his cards are that most everyone would run Dark World, and the ones who wouldn't, wouldn't use the cards that affect their opponent, in fear of Dark World.

mighty mouse wouldnt u just select 1, 2 and 3 so the chances of losing heaps of damage is minimal
You'd think that would be the best way... People would catch on and start saying "three" and deal 3,000 damage. That's not a lot for three cards. No one would run the card. Besides, some people would say numbers besides one, two, or three so they wouldn't get dealt damage.

Yes, but then people would start to expect their opp. to pick 1,2,and 3, so they would pick 3 hoping to deal 3000 damage. The person picking the numbers would then catch on to this, and avoid 1,2,and 3 to aviod damage. Players would then predict that their opp. would not choose 1,2,and 3, going into levels of phsycology that I couldn't even begin to describe. Hence the fit name "Mind Game".
Damnit, I should read the whole thread before starting a post.

Yeah...Who would want that...
I don't mind strengthening themed decks, but I still want random decks to do well. I like making wierd hybrids.


Gundam Deathscythe: NO! That is all.

I posted this in the old Create-a-Card thread:

Garrashh, Assassin of Dark World
**** DARK
Fiend / Effect
1700 / 1400
If this card is discarded from the hand to the Graveyard by a card effect, destroy one monster on your opponent's side of the field. If this card is discarded from the hand to the Graveyard by your opponent's card effect, Special Summon this card to your side of the field.

Gundam Deathscythe
01-02-2006, 08:02 PM
Gundam Deathscythe: NO! That is all.



??????what

Metal Shield
Equiped Spell
When this card is equiped to a monster that monster is swiched to defecne mode and its defence is increased by 1000 points. As long as this card remains on the field it can attack in defecne mode. You must pay 500 life points to attack while in defecne mode. The monster equiped by this card must remain in defence mode. You can offer the monster as a tribute equiped with this card to draw 1 card from you deck.

Energy Shield
Equiped Spell
When this card is equiped to a monster that monster is swiched to defecne mode and its defence is increased by 750 points. This card Can negate one attack from your opponents monster once this duel.The monster equiped by this card must remain in defence mode. You can offer the monster as a tribute equiped with this card to draw 1 card from you deck.

Magicial Shield
Equiped Spell
When this card is equiped to a monster that monster is swiched to defecne mode and its defence is increased by 500 points. You opponent cannot activate spell cards that would affect the field.The monster equiped by this card must remain in defence mode. You can offer the monster as a tribute equiped with this card to draw 1 card from you deck.

CrazyBeast_pwn
01-02-2006, 08:42 PM
One By One.
Randomly select 1 card from your hand and destroy it.
Randomly select 1 card from your opoonent's hand and destroy it.

I like how it destroys the card. Another way to get the Pheonix out. Anyway...

Elemental Energy
Spell Continous
Once per turn during your mainphase you may remove may remove 1 monster of the approapriate element from you graveyard of to gain the following effect:

Fire - Destroy one monster on the field. Inflict damage to both players Lifepoints equal to half the attack of the Destroyed monster. If the monster is face-down the damage is 0.

Wind - Select one monster on the field. The selected monsters can attack lifepoint directly until the end phase of your opponents next turn.

Water - Select on monster on the field. The selected monster is not affected by any trap cards until the endphase of your opponents next turn.

Earth - Select one monster on the field. That monster is removed from the game. The owner of the removed monster may special summon one monster that has been removed from play.

Mid-life Crisis
Spell Normal
Select one card from your hand, graveyard or on the field. Until the end of your next turn change the name of that card. That card's name is treated as the name you selected for all intents and purposes.

mighty mouse
01-02-2006, 08:44 PM
Game of Chance
Quickplay-Magic card
Roll a 6-sided die, and flip a coin. If the result of the coin-flip is heads, deal damage to your opp. equal to the result of the die-roll x1000. If the result of the coin-flip is tails, you lose life-pionts equal to the result of the die-roll x1000.

myth buster
01-02-2006, 08:50 PM
Mirror Force Reflection-Counter Trap- This card can only be activated when your opponent activates a card named "Mirror Force", "Magic Cylinder", or "Mirror Force Reflection". Negate the activation of the card and force the attacking monster to attack every monster on the opponent's side of the field. Damage is assessed normally, however the attacking monster does not go to the graveyard until all the battle(s) have been conducted if it would be destroyed.

Offensive Armor-Equip Spell
A monster equipped with this card is shifted into defense mode. The monster can now attack while in defense mode (damage is calculated normally). Increase the monster's attack and defense points by 300.

xeris2
01-02-2006, 09:14 PM
Mystery Box
Continous Spell

Select a card fom your deck remove it form play face-down. Your opponent may choose to activate this card or not. Every turn during your stanby phase inflict 1000 Lp damge to your opponent, destory this card during your 3'rd stanby phase. When your opponent activates the effect of this card they call monster, spell, or trap. Once your opponent ativates the effect of this card reveil the face-down card you chose form this cards effect. If they called it right you send all cards on your side of the field to the graveyard. If they called it wrong all cards on your opponents side of the field are removed from the game.
-------------------------------------------------------------------------------
Ocean Servent #1
****
Water
Agua/Effect
1000/1000

This monster can only be destroyed in battle by thunder type monsters. If this card is face up on the field the same time [Ocean Servent #2] is face up on the field you may sacrifice both monsters in order to special summon a levil 6 or below fusion monster form your fusion deck. When Umi is on the field this monster is unaffected by all traps. Destory this card during your 2'nd stanby phase.
-------------------------------------------------------------------------------
Ocean Servent #2
****
Effect Monster
Water
Agua/Effect
1000/1000

This monster can only be destroyed in battle by thunder type monsters. If this card is face up on the field the same time [Ocean Servent #1] is face up on the field you may sacrifice both monsters in order to special summon a levil 6 or below fusion monster form your fusion deck. When Umi is on the field this monster is unaffected by all spells. Destory this card during your 2'nd stanby phase.
-------------------------------------------------------------------------------
Ocean Lord
******
Water
Agua/Fusion/Effect
2000/2000

This monster can only be destroyed in battle by thunder type monsters. When Umi is on the field this monster is unaffected by all spells/traps. Destory this card during your 4'th stanby phase.
-------------------------------------------------------------------------------
No Name Yet
**
Fire
Feind/Effect
300/400

Wile this monster is in the graveyard all field cards can not be destroyed or removed from the game.
-------------------------------------------------------------------------------
No Name Yet
********
Light
Feind/Fusion/ Effect
Airknight Parshath + Mefist the Infernal General

When this card attacks wtih an ATK that is higher than the DEF of your opponent's defense position monster, inflict the difference as battle damage to your opponent's life points. When this card inflicts battle damage to your opponent's life points, select 1 card from your opponent's hand randomly and discard it in addition draw 1 card form your deck.

topspin1617
01-02-2006, 10:09 PM
It would be cool if for each of the next few sets, the set would focus on a few themes at a time, so it gets a bunch of cards at once and becomes competitive.

Seedsower
******
Monster-Effect
2000/1700
EARTH/Plant
Pay 800 Life Points in order to Special Summon 1 Seed Token
(EARTH/1 Star/Plant/500ATK/500DEF) in attack or defense mode. This token may not be used as a tribute for any reason this turn.

The Great Mana Tree
Spell-Field
Increase the attack and defense of all Plant-type monsters on the field by 500. During your Standby Phase, increase your Life Points by 500 for each Plant-type monster on the field.

Spreading the Seeds
Spell-Normal
Put up to 2 Plant-type monsters from your deck into the graveyard.

Deeply Rooted
Trap-Continuous
Pay 800 Life Points during your Standby Phase. If you do not, this card is destroyed. As long is this card is faceup on the field, Plant-type monsters you control cannot be destroyed by your opponent's Spell, Trap, or Monster Effects.

Fertilizer
Spell-Equip
This card can only be equipped to a level 4 or lower Plant-type monster. During your second Standby Phase after this card's activation, tribute the equipped monster in order to Special Summon a Plant-type monster with a level higher than the tributed monster to the field from your hand or deck.

Ensnaring Vines
**
Monster-Effect
300/700
EARTH/Plant
FLIP: Turn this card into an Equip Spell and equip it to a monster on your opponent's side of the field. As long as this card is equipped to an opponent's monster, you control the equipped monster. This card's effect cannot be activated during the Battle Phase.

Miracle Growth
Spell-Normal
This card can only be activated if there are at least 3 Plant-type monsters on your side of the field. Draw 2 cards. You may Special Summon any Plant-type monsters among the cards.

Encroaching Imprisonment
********
Monster-Effect
2700/2700
DARK/Plant
This monster cannot be Normal Summoned. This monster is Special Summoned by removing 3 Plant-Type monsters on your side of the field from play. This monster is unaffected by Spell cards. Once per turn, you may take control of a monster on your side of the field. If you do, this card can't attack this turn.

We need a bunch of strong support for a lot of different types, but it really needs to be concentrated into a single set. A couple cards here and there won't get it done.

Darkriku3
01-02-2006, 10:10 PM
some of these cards are HORRIBLY broken, and thats suprising coming from you people who curse cards that are only 1-1's!
thank GOD almighty that you people aren't at the helm of konami, we'd get more Chaos monsters (I.E broken cards) than we'd know what to do with.

I like dark world.. but they need more support.

Platniium- Savior of dark world
*******
fusion
this card can only be summoned by removing 1 Goldd and 1 sillva from your grave from play, once per turn you may discard 1 card from your hand, this effect is applied as if your opponents card discarded the card

2700atk/2000def

thats pretty steady card.. not easy to summon, and once you do it promotes bad hand managment for possibly pulling off dark world secondary effects..

5610
01-02-2006, 10:18 PM
Henshin
Trap Card

Tribute One Monster on the field. Special Summon one monster with the same Stars, Type, and Main Type from your deck. The monster summoned with this effect may not attack the turn it is summoned.

cardman
01-03-2006, 01:47 AM
Big Boss Gravekeeper
7* Dark
Spellcaster 2250 Atk 1500 Def

When you tribute summon this card you can special summon one level 4 or lower monster with Gravekeeper's in it's name. Instead of drawing you can select a card from your graveyard Necrovalley does not negate this effect.

A pretty powerful effect but this card is 2 trib with a very low attack but just beating Cyber Dragons.

1048576
01-03-2006, 02:06 AM
Lazer Show x2 is an infinite loop. Lazer Showx2 + Royal Magical Library =gg
Serial Spell is basically Lazer Show with a much heftier cost.

Big Boom
Normal Spell
Pay a multiple of 500 life points. Remove cards from the top of your opponents deck from play equal to the number of lifepoints paid divided by 500.

A new decktype...lifegain mill

thucom
01-03-2006, 04:40 AM
Lazer Show x2 is an infinite loop. Lazer Showx2 + Royal Magical Library =gg
Serial Spell is basically Lazer Show with a much heftier cost.

lets fix it then

Laser Show

Quickplay spell

Return the last normal spell card you played to your hand

Jacket
01-03-2006, 05:01 AM
Somthing like this would have to happen to fix the game.


...have you all noticed how the rulings are beginning to change.

meaning, now the emphasis is in effects that target 'damage', target the monster, target the field, target things ON the field, etc. etc.

eventually, if this game continues, i believe they will have to deconstruct the rules the way MtG did in 6th edition to make everything more consistent and fluid. yes, this may redefine card texts (again) and redefine rulings (again), but overall, the update and revision would do the game wonders, and it may even get the respect from other game players that it doesn't at this time.

the cards have been errata'd, the mechanics have been defined better, the game is going from broken to balanced, and the ban list has done wonders to the tournament scene. the only thing left is to have a templating system so one may figure out how everything works without the incessant need for rulings from the judge board. yes, the judge board will still be required, just like the one is for MtG, but the players questioning the effects are new players more than anything and the more experienced judges will be able to answer the questions just as well as someone from the Company.

Shizzle
01-03-2006, 05:32 AM
Those are cards that konimi would make. Almost all of them are -1.


There is NO way of making this game perfect. No matter what happens it will NEVER be pefect.

There are a lot of things wrong with those cards. You don't think so, I do. Therfore this game has a problem with not pleasing every one. Thus it does not make it perfect.

Here we go...

Undecided

The duel is a draw, neither player wins. This card can be ran in 40's and always will, also it is immune to the ban/restriction list.

thucom
01-03-2006, 05:45 AM
"yes, the judge board will still be required, just like the one is for MtG, but the players questioning the effects are new players more than anything and the more experienced judges will be able to answer the questions just as well as someone from the Company."
some of the MtG judges are stuck in Sixth edition rules and worse. Then again any judge who doesnt read the rules is going to be bad.

topspin1617
01-03-2006, 06:31 AM
Some Pyro support:

Spontaneous Combustion
Trap-Continuous
Whenever a Pyro-type monster you control attacks, flip a coin and call it. If you call it correctly, the attack continues as normal. Otherwise, destroy the attacking monster and inflict damage to each player equal to half the attack of the destroyed monster.

Raging Inferno
****
Monster-Effect
1400/1100
FIRE/Pyro
Increase the attack of this monster by 300 for every Pyro-type monster in your graveyard. You may remove 2 Pyro-type monsters in your graveyard from play in order to do 800 damage to your opponent.

Molten Power
Spell-Equip
You may only equip this card on a Pyro-type monster. The damage that monster inflicts in a direct attack is doubled.

Plasma Soul
********
Monster-Effect
3500/2000
FIRE/Pyro
This card cannot be Normal Summoned. This card is Special Summoned by removing 4 Pyro-type monsters in your graveyard from play while your Life Points are 3000 or less. When this card is sent from the field to the graveyard, you lose 2000 Life Points. This card can't be designated as a target of Spell, Trap, and Monster Effects. Place a counter on this card during each of your Standby Phases. This card gains 500 attack for every counter on it. During the End Phase of your turn when this card has 3 counters on it, destroy this card and send it to the graveyard. Once per turn, you may use this monster's effect to inflict 1000 damage to your opponent. If you do, this card can't attack this turn.

Aarikku
01-03-2006, 06:46 AM
I don't mean they shouldn't stand a chance, but they shouldn't be all that does.

Just think of decks like Monarch, Burn, Mill and many others, none of them would work if only theme decks were viable.

I mean, no one wants this game to turn into Duel Masters do they?

So your saying you'd prefer that the only themes that do well are Monarch, Burn and Mill than the themes that were intended to be played? The 6 Attributes and 20 Types???

Geez.

Here's a card for one of the most undersupported types:

Swordsman of Thunder (WIND/Thunder-Effect/4/1500/1200): Remove from play 1 Thunder-type monster from your Graveyard. This card can attack twice during this turn's Battle Phase.

CrazyBeast_pwn
01-03-2006, 10:04 AM
Upgrade
Spell Normal
Tribute one Machine type monster from your side of the field. you can then special summon a machine type monster from your hand or deck whose level star are exactly 1 higher than the tributed monster.

Epidemic
Spell Continuous
When a Plant Type monster is destroyed and sent to the graveyard as a result of battle reduce the attack of the monster that destroyed it by an amount equal the the attack of the destroyed monster until that monster is removed from the field.. This effect can only only be used one per turn.

Great Wall
Trap Continuous
Add the defense of all your defense position monsters. Monsters on your opponents side of the field with an attack less than the combined defense of all your defense position monsters cannot atttack. Face down monster count as 0 defense.

I want to have a fun variation on Wall of revealing Light. Defence deck would be fuin with this around. Go Rampart Blaster/Total Defense Shogun.

AncientGearLord
01-03-2006, 10:21 AM
Well I guess supporting under supported types will change this meta somehow here goes:

D.D Zoid
3*
Atribute: Earth
Type: Dinosaur
Atk:400 Def:100
When this card is destroyed remove it from play and special summon 1 D.D Zoid from your deck or hand.

Too weak to be RftDD OTK but still makes Tyrano Infinty heck powerful

Hmm this card resembles an effect similar to a favorite Spellcaster of mine, Peten the Dark Clown.

topspin1617
01-03-2006, 12:04 PM
This is fun :)

Agent of Survival-Jupiter
****
Monster-Effect
1700/0
LIGHT/Fairy
As long as this card is faceup on your side of the field, monsters you control with Agent in their name cannot be dstroyed by the effects of Trap cards.

Agent of Protection-Uranus
***
Monster-Effect
1400/0
LIGHT/Fairy
As long as this card is faceup on your side of the field, a Sanctuary in the Sky you control cannot be destroyed by your opponent's card effects. In addition, as long as you control Sanctuary in the Sky, your opponent may not activate Field Spell cards.

Agent of Life-Neptune
****
Monster-Effect
1500/0
LIGHT/Fairy
When this card inflicts battle damage to your opponent's Life Points, increase your Life Points equal to the amount of damage dealt.

Agent of Greed-Pluto
******
2100/0
Monster-Effect
DARK/Fairy
When this card inflicts battle damage to your opponent's Life Points, draw a card for each monster you control with Agent in its name, except this card. Gain 500 Life Points for each card drawn in this way.

Agent of Chaos-Sun
********
3000/0
Monster-Effect
LIGHT/Fairy
This card cannot be normal summoned. This card is Special Summoned by sending Sactuary in the Sky from your side of the field to the graveyard, as well as removing 3 different monsters with Agent in their name in your graveyard from play. This card's Attribute is treated as both LIGHT and DARK. When you play Sanctuary in the Sky from your hand, destroy 1 card on the field. Once per turn, you may decrease the attack of 1 monster you control with Agent in its name, except this card, to 0.This lasts as long as that monster is faceup on the field. If you do, increase your Life Points by an amount equal to the selected monster's attack.

Zephyr the Windstorm Monarch
******
2400/1000
Monster-Effect
WIND/Winged Beast
When this card is Tribute Summoned successfully, you may send 1 Monster and 1 Spell or Trap on your opponent's side of the field to the bottom of their deck.

Necros the Darkworld Monarch
******
Monster-Effect
DARK/Zombie
When this card is Tribute Summoned successfully, you may take control of one monster on your opponent's side of the field until the end of the turn.

March of the Monarchs
Spell-Normal
This card can only be activated by removing "Zaborg the Thunder Monarch", "Mobius the Frost Monarch", "Thestalos the Firestorm Monarch", "Granmarg the Rock Monarch", "Zephyr the Windstorm Monarch", and "Necros the Darkworld Monarch" on your side of the field or your graveyard from play. Apply the effects of all of the above monsters as if they were Tribute Summoned successfully, in any order you choose. During each of your Standby Phases after this card is activated, you lose 1000 Life Points.

Hades'sChaos
01-03-2006, 12:57 PM
I can't help notice that while there is a crap load of playable Monster destruction in the game there is a scarce amount of playable Monster Protection. So I think Restricted card like this could remedy that situation.

Ankh of Life
[Spell Quickplay]
Select one monster on the field and equip the selected monster with this card. A monster equiped with this card is unaffected by the effects of all your opponent's Spell and Trap cards. When this card is removed from the field the monster equiped to this card is sent to the graveyard.

thucom
01-03-2006, 01:37 PM
Hmm this card resembles an effect similar to a favorite Spellcaster of mine, Peten the Dark Clown.
not quite the same though, as if its discarded or milled the effect wont happen(Peten is fun to play with, so I wouldn't mind a almost like him card)

PMasterS
01-03-2006, 02:43 PM
So your saying you'd prefer that the only themes that do well are Monarch, Burn and Mill than the themes that were intended to be played? The 6 Attributes and 20 Types???

Geez.

Here's a card for one of the most undersupported types:

Swordsman of Thunder (WIND/Thunder-Effect/4/1500/1200): Remove from play 1 Thunder-type monster from your Graveyard. This card can attack twice during this turn's Battle Phase.


No i was saying that both attribute based/ type based should be playable as well as the others.

The thing that makes YGO great is that it has the potential to grow beyond what the creators give us, and into the ****** of skill, imagination and stratergy like no other game on Earth, so why should that be taken away?


Gaia Incarnate
*****
Earth/Rock
ATK- 1300 DEF- 1500
Effect- When this monster is normal or special summoned search your deck for upto 3 Rock type and remove them from play. For each rock type monster removed in this way by this cards effect, increase this monsters atk by 300.


D. D. Transport
***
Dark/Machine
ATK- 300 DEF-500
Effect- When this card is sent from your hand to the graveyard you may return upto 3 cards from your removed from play pile to the graveyard.

xeris2
01-03-2006, 05:24 PM
I edited my cards so they arnt so broken ;P ( still broken though )

Mystery Box
Continous Spell

Select a card fom your deck remove it form play face-down. Your opponent may choose to activate this card or not. Every turn during your stanby phase inflict 1000 Lp damge to your opponent, destory this card during your 3'rd stanby phase. When your opponent activates the effect of this card they call monster, spell, or trap. Once your opponent ativates the effect of this card reveil the face-down card you chose form this cards effect. If they called it right you send all cards on your side of the field to the graveyard. If they called it wrong all cards on your opponents side of the field are removed from the game.
-------------------------------------------------------------------------------
Ocean Servent #1
****
Water
Agua/Effect
1000/1000

This monster can only be destroyed in battle by thunder type monsters. If this card is face up on the field the same time [Ocean Servent #2] is face up on the field you may sacrifice both monsters in order to special summon a levil 6 or below fusion monster form your fusion deck. When Umi is on the field this monster is unaffected by all traps. Destory this card during your 2'nd stanby phase.
-------------------------------------------------------------------------------
Ocean Servent #2
****
Water
Agua/Effect
1000/1000

This monster can only be destroyed in battle by thunder type monsters. If this card is face up on the field the same time [Ocean Servent #1] is face up on the field you may sacrifice both monsters in order to special summon a levil 6 or below fusion monster form your fusion deck. When Umi is on the field this monster is unaffected by all spells. Destory this card during your 2'nd stanby phase.
-------------------------------------------------------------------------------
Ocean Lord
******
Water
Agua/Fusion/Effect
2000/2000

This monster can only be destroyed in battle by thunder type monsters. When Umi is on the field this monster is unaffected by all spells/traps. Destory this card during your 4'th stanby phase.
-------------------------------------------------------------------------------
No Name Yet
**
Fire
Feind/Effect
300/400

Wile this monster is in the graveyard all field cards can not be destroyed or removed from the game.
-------------------------------------------------------------------------------
No Name Yet
********
Light
Feind/Fusion/ Effect
Airknight Parshath + Mefist the Infernal General

When this card attacks wtih an ATK that is higher than the DEF of your opponent's defense position monster, inflict the difference as battle damage to your opponent's life points. When this card inflicts battle damage to your opponent's life points, select 1 card from your opponent's hand randomly and discard it in addition draw 1 card form your deck.
__________________

judgeman
01-03-2006, 05:56 PM
summoning power-normal spell
This card can only be activated in your main phase one. Summon one monster from your hand to the field. This counts as your normal summon for the turn, and the monster cant attack or activate any effects this turn.

not easy to abuse but a way to drop strong monsters.

zephyr_
01-03-2006, 06:04 PM
Yes, but then people would start to expect their opp. to pick 1,2,and 3, so they would pick 3 hoping to deal 3000 damage. The person picking the numbers would then catch on to this, and avoid 1,2,and 3 to aviod damage. Players would then predict that their opp. would not choose 1,2,and 3, going into levels of phsycology that I couldn't even begin to describe. Hence the fit name "Mind Game".

My head hurts lol. Thats a cool card.

__________________
Can you help? ~.:Warrior Shift:.~ R/f for R/f:
http://www.pojo.biz/board/showthread.php?t=244188

5oo+ posts and I'm still a newbie...that has to be a record or something lol.

PMasterS
01-04-2006, 07:30 AM
How about:

Ritual of the Dead
Ritual magic card
Effect- Remove cards from your graveyard or side of the field from play whose star levels are equal to or more than that of a Ritual monster in your graveyard of removed from play pile, special summon that monster, this counts as a ritual summon.


Land of Pagans
Field Spell
Effect- When a ritual monster is destroyed you may return one monster discarded to the graveyard or removed from play to special summon that monster to your hand.

PMasterS
01-04-2006, 05:26 PM
Monster Rebirth
Trap Card
Effect- Pay life points equal to 500X the star level of a monster in your graveyard to special summon that monster to your side of the field. You can not activate this card during the battle phase.


Dragon Cave
Continuous Spell
Once per turn you may search your deck for a level 5 or higher Dragon type monster and place it in your hand.


Endless Sun
Field Card
Increase the ATK and DEF of all plant type monsters on the filed by 400, in addition when a plant type monster is destroyed and sent to the graveyard you may remove it from play to special summon a monster of the same name from your hand or deck.


Poison Ivy
***
Earth/Plant
ATK- 800 DEF- 350
Effect- When this card is destroyed as a result of Battle reduce the attack of the monster that destroyed it by half as long as the monster remains face-up on the field. Also you may then special summon a monster of this name from your hand to the field.


Legendary Nymph
****
Earth/Plant
ATK- 1550 DEF- 1600
Effect- Increase this monsters attack by 50 for each plant type monster removed from play.


Ragworth (sp?)
**
Earth/Plant
ATK- 200 DEF-300
Effect- When this monster is attacked while face-up, destroy the monster that attcked it at the end of the turn.

darkendlink
01-05-2006, 04:00 AM
I got an idea, instead of posting random cards with pointless effert, why don't we all construct a 100+ set and mail it to konami itself? We can start a patition and get it herd from many others. That seems more reliable than posting millions of cards and hoping to get it herd. I will start:




New Set:

Yu-gi-oh
Wishing Heart

Set Contains:
210 cards

40 Ultimates
4 Secrets
6 Ultras
10 Supers
20 Rares
100 Commons
68 Uncommons
2 Shortprints

Pack information: A set based on boosting the effects and support for all duelist out there. Not even Yugi himself can handle the power of these new "Wishful" cards. Get your hands on this new set today and become King to your game.

Wishing Diamond
10 Stars/ Light
Attack 4000/ Defense 2550
Fairy/Ritual/Effect
This card can only be summoned by the effect of Wishing Long Star. Sacrifice monsters equal to the level of this monster. As long as a fairy sub type monster exist on your side of the field(besides this card), this card may attack directly by paying half your lifepoints.
WH-EN001; Ultra

Great Fire Mountain
Spell/Field Card
Effect: This card cannot be destroyed by the effects of trap cards. Boost the attack of all fire monsters on your side of the field by 500 points and decrease their defense by 600. Every time a fire monster of your side of the field is sent from the field to the graveyard, inflict 200x times the number of Stars of the sent monster to both players lifepoints.
WH- EN093; Rare

Wishing Long Star
Spell/Ritual
Effect: Sacrifice monsters on your side of the field or hand equal to the level of the monster tring to be ritual summoned. For every monster used by this effect, gain 1000 lifepoints.
WH-EN147; Uncommon

Sharp ScaleFish
4 Stars/ Water
Attack 1800/ Defense 1300
Fish/Effect
If this card is destroyed by an effect of an magic or trap card, remove from play one card on your opponents side of the field by paying 1500 lifepoints.
WH-EN148; Super

PMasterS
01-05-2006, 05:46 AM
I got an idea, instead of posting random cards with pointless effert, why don't we all construct a 100+ set and mail it to konami itself? We can start a patition and get it herd from many others. That seems more reliable than posting millions of cards and hoping to get it herd. I will start:




New Set:

Yu-gi-oh
Wishing Heart

Set Contains:
210 cards

40 Ultimates
4 Secrets
6 Ultras
10 Supers
20 Rares
100 Commons
68 Uncommons
2 Shortprints

Pack information: A set based on boosting the effects and support for all duelist out there. Not even Yugi himself can handle the power of these new "Wishful" cards. Get your hands on this new set today and become King to your game.

Wishing Diamond
10 Stars/ Light
Attack 4000/ Defense 2550
Fairy/Ritual/Effect
This card can only be summoned by the effect of Wishing Long Star. Sacrifice monsters equal to the level of this monster. As long as a fairy sub type monster exist on your side of the field(besides this card), this card may attack directly by paying half your lifepoints.
WH-EN001; Ultra

Great Fire Mountain
Spell/Field Card
Effect: This card cannot be destroyed by the effects of trap cards. Boost the attack of all fire monsters on your side of the field by 500 points and decrease their defense by 600. Every time a fire monster of your side of the field is sent from the field to the graveyard, inflict 200x times the number of Stars of the sent monster to both players lifepoints.
WH- EN093; Rare

Wishing Long Star
Spell/Ritual
Effect: Sacrifice monsters on your side of the field or hand equal to the level of the monster tring to be ritual summoned. For every monster used by this effect, gain 1000 lifepoints.
WH-EN147; Uncommon

Sharp ScaleFish
4 Stars/ Water
Attack 1800/ Defense 1300
Fish/Effect
If this card is destroyed by an effect of an magic or trap card, remove from play one card on your opponents side of the field by paying 1500 lifepoints.
WH-EN148; Super

If you're sewrious about doing it in this way then we'll have to perfect the cards as well as we go along.

Wishing Diamond is too difficult to summon for it to be useable, make the effect of wishing long star to remove monsters from your field/grave to summon it, and drop the life gain.

The not destroyed by trap cards on great fire mountain doesn't make sense, there's no logic behind it, Instead have it negate the effect of a trap that targets it and destroy the trap card.

I love sharp scale fish, but reduce the cost to 1000, and the attck to 1650, it'll get a boost from the filed cards in water decks anyway, but this makes it less CC-able.

PMasterS
01-05-2006, 06:13 AM
I say we add these to the set aswell:

Dragon Cave
Continuous Spell
Once per turn you may search your deck for a level 5 or higher Dragon type monster and place it in your hand.


Endless Sun
Field Card
Increase the ATK and DEF of all plant type monsters on the filed by 400, in addition when a plant type monster is destroyed and sent to the graveyard you may remove it from play to special summon a monster of the same name from your hand or deck.


Poison Ivy
***
Earth/Plant
ATK- 800 DEF- 350
Effect- When this card is destroyed as a result of Battle reduce the attack of the monster that destroyed it by half as long as the monster remains face-up on the field. Also you may then special summon a monster of this name from your hand to the field.


Legendary Nymph
****
Earth/Plant
ATK- 1550 DEF- 1600
Effect- Increase this monsters attack by 50 for each plant type monster removed from play.


Ragworth (sp?)
**
Earth/Plant
ATK- 200 DEF-300
Effect- When this monster is attacked while face-up, destroy the monster that attcked it at the end of the turn.


No Name Yet
**
Fire
Feind/Effect
300/400

Wile this monster is in the graveyard all field cards can not be destroyed or removed from the game.


Gaia Incarnate
*****
Earth/Rock
ATK- 1300 DEF- 1500
Effect- When this monster is normal or special summoned search your deck for upto 3 Rock type and remove them from play. For each rock type monster removed in this way by this cards effect, increase this monsters atk by 300.


D. D. Transport
***
Dark/Machine
ATK- 300 DEF-500
Effect- When this card is sent from your hand to the graveyard you may return upto 3 cards from your removed from play pile to the graveyard.


D.D Zoid
3*
Atribute: Earth
Type: Dinosaur
Atk:400 Def:100
When this card is destroyed remove it from play and special summon 1 D.D Zoid from your deck or hand


Great Wall
Trap Continuous
Add the defense of all your defense position monsters. Monsters on your opponents side of the field with an attack less than the combined defense of all your defense position monsters cannot atttack. Face down monster count as 0 defense.



Swordsman of Thunder (WIND/Thunder-Effect/4/1500/1200): Remove from play 1 Thunder-type monster from your Graveyard. This card can attack twice during this turn's Battle Phase


Plasma Soul
********
Monster-Effect
3500/2000
FIRE/Pyro
This card cannot be Normal Summoned. This card is Special Summoned by removing 4 Pyro-type monsters in your graveyard from play while your Life Points are 3000 or less. When this card is sent from the field to the graveyard, you lose 2000 Life Points. This card can't be designated as a target of Spell, Trap, and Monster Effects. Place a counter on this card during each of your Standby Phases. This card gains 500 attack for every counter on it. During the End Phase of your turn when this card has 3 counters on it, destroy this card and send it to the graveyard. Once per turn, you may use this monster's effect to inflict 1000 damage to your opponent. If you do, this card can't attack this turn.

Tyrany

Trap

Return one monster on the field to its owners hand. You may discard one card from your hand to graveyard to add this card to your hand.

Beta-wave
Spell Card
Draw 3 cards, thern send 3 cards from your hand to the graveyard.

Bumbling Soldier
Warrior 2000/900/4 Earth
Any battle damage done by this monster is also done to your life points

Pot of Bliss
[Normal Spell]
Draw Two cards. Your hand size limit becomes 2 for the remainder of the current duel.


Elemental Hero Flare Heart
7 Stars | 0 ATK | 2400 DEF
[Fusion/Effect]
[Elemental hero Wildheart + Elemental Hero Burstinatrix]
If this card is fusion summoned, this card gains 1 counter every time you enter your standby phase. Remove counter(s) from this card to inflict 1000 points of damage on your opponent's lifepoints per counter.

Mind Game
Normal-Trap card
You must discard 2 cards from your hand to activate this card. Your opp. writes 3 seperate numbers between 1 and 10 on a piece of paper. You then choose a number. If you chose one of the numbers your opp. wrote down, they take damage equal to the numer chose x1000. If not, you lose life-pionts equal to the three numbers you opp. wrote down, added together, then x500

Silver Hunter
Lv3
Earth/Warrior
ATK- 1200 Def- 700
Effect - When this card battles a lv4 or lower Beast type monster, destroy that monster with this cards effect (damage is calculated normally).
If this monster battles a beast type monster then at the end of damage calculation remove it from field/graveyard from play and special summon 1 Silver Fang/ Silver Werewolf from your deck.

Silver Werewolf
lv5
Earth/Beast
ATK- 2000 Def- 1500
Effect - When this card is destroyed as a result of battle, you gain control of the card that destroyed this monster, the monster then becomes a Beast type monster as long as it remains face-up on the field.

It came from the deep
Quickplay Magic
Offer 1 Sea-serpent type monster from your side of the field to special summon a water type monster from your hand or deck, this card may only be activated if there is a face-up Umi, Umiruka, A Legendary Ocean or Aqua Maiden on the field.

Thunderbolt
Normal Trap
This card may only be activated while their is a face-up thunder type monster or Summoned Skull/Archfiend of Lightning on the field. Destroy all monsters on your opponents side of the field with level less than or equal to the selected monster.

Desparate Hope
Normal Magic
You can only activate this card at the beginning of mainphase 1. Destroy all monsters on the field. When this card is sent from the field to the graveyard the controller of this card's turn ends.

Land Mine
Normal Trap
When your opponent summons, flip summons or special summons a monster next this card activates. Destroy the monster on the field with the highest attack, you then take damage equal to half the monsters attack.

Reckoning
Normal Spell
Effect- search your deck for a card and add it to your hand, during the end phase of your opponents next turn you lose the game.


Mother Nature
Level 9
Light/Fairy
ATK- 1000 DEF- 3000
Effect- This card can only be special summoned by removing one earth, one water, one fire and one wind type monster from your graveyard from play.
You may offer this face-up card as a tribute to draw 3 cards.
At the end of the turn this cards Defence points would be deducted from your life points.

Apple Core
Magic
Discard 2 cards from your hand. Then draw 3 cards from your deck.

Zone of Endless Dark
Field Card
When a monster would be sent from the field to the graveyard, remove it from play instead.

Aqua Ninja
Level 4
Water/Warrior
ATK- 1650 DEF- 1300
Effect- If this card is removed from play during your standby phase, you may send 1 water type monster from your hand to the graveyard to special summon it to the field.

water soul normal spell
shuffle 3 water type monsters in your graveyard into your deck then draw 2 cards.

fire soul normal spell
remove any number of fire attribute monsters in your graveyard from play. Inflict damage to your opponents life points equal to the amount of removed monsters *400

earth soul normal spell
remove 3 earth attribute monsters in your graveyard from play. Special summon a level 4 or less earth monster from your deck to the field

wind soul normal spell
sacrifice 1 wind monster on your side of the field. Your opponent choses 2 cards on their side of the field and places them on the bottom of their deck

Boiling Lava
Spell-Continuous
Place a counter on this card during each of your Standby Phases. Pyro type monsters you control gain 500 attack points for each counter on this card. During your End Phase, you take 250 damage for each counter on this card.

Flight of the Phoenix
Spell-Normal
You can only activate this card by removing 3 Winged-Beast type monsters in your graveyard from play. During this turn, Winged Beast type monsters you control may attack directly.

Call of the Wild
Trap-Normal
You may only activate this card when you successfully normal summon a Beast type monster. Special Summon as many copies of that monster from your deck to the field as possible.

Guardian's Rite
Field Card
While this card is on the field, Guardian Monsters may be summoned normally, even if their appropriate equip card is not on the field

insert cool name here)
500/500
FLIP: return this card to your hand, then set a monster from your hand to the field, ignoring summon requirements.

Garrashh, Assassin of Dark World
**** DARK
Fiend / Effect
1700 / 1400
If this card is discarded from the hand to the Graveyard by a card effect, destroy one monster on your opponent's side of the field. If this card is discarded from the hand to the Graveyard by your opponent's card effect, Special Summon this card to your side of the field.

Metal Shield
Equiped Spell
When this card is equiped to a monster that monster is swiched to defecne mode and its defence is increased by 1000 points. As long as this card remains on the field it can attack in defecne mode. You must pay 500 life points to attack while in defecne mode. The monster equiped by this card must remain in defence mode. You can offer the monster as a tribute equiped with this card to draw 1 card from you deck.

Seedsower
******
Monster-Effect
2000/1700
EARTH/Plant
Pay 800 Life Points in order to Special Summon 1 Seed Token
(EARTH/1 Star/Plant/500ATK/500DEF) in attack or defense mode. This token may not be used as a tribute for any reason this turn.

Big Boom
Normal Spell
Pay a multiple of 500 life points. Remove cards from the top of your opponents deck from play equal to the number of lifepoints paid divided by 500.



Thanks to everyone who's cards I just listed.

Kensh0rz
01-05-2006, 07:23 AM
A lot of you just don't go far enough or are trying too hard to "balance" your cards. Seriously, look at some of the cards we have:

Dragon Cave
Continuous Spell
Once per turn you may search your deck for a level 5 or higher Dragon type monster and place it in your hand.

You're thinking "nice tutor", right?

You've failed, however, to make those Dragons more playable. They get added to hand, but there's still no benefit to actually going to the effort of summoning them. At absolute best, it makes REBC -> REBD quicker. It's a nice start, but it needs some secondary effect to make it worth using. Why not add a nice "When you use this effect, add a counter to this card. Remove 2 counters from this card to normal summon a level 5 or greater Dragon-type monster without tribute."? Now you're working to a purpose.

Don't be afraid to make things a little broken. Remember, average cards will never change the game because they aren't a real alternative to what we have.

---

Royal Magical Scripture
Spell - Continuous
Whenever a Spellcaster-type monster is successfully summoned or special summoned, place 1 spell counter on this card. Send this card on the field to the Graveyard during your Main Phase to draw cards equal to the number of spell counters on this card.

And the Dead will Feast
Trap - Continuous
If there are no Zombie-type monsters in your graveyard, destroy this card. During your standby phase, send the top 2 cards of your opponent's deck to the graveyard. Draw a card for each monster sent to the graveyard this way.

Revived Fossil
Trap
Special summon 1 Dinosaur-type monster from your graveyard to the field. If the summoned monster has 2000 or less ATK, it may attack directly this turn.

Paradise Lost
Spell
Destroy monsters on your opponent's field equal to the number of your Fiend-type monsters removed from play.

Lesser Hydra
Water/Sea Serpent/4/1900/1200
If this monster card exists in your graveyard during your standby phase, you may remove this card from the game to special summon a Sea Serpent-type monster from your graveyard to the field.

Greater Hydra
Water/Sea Serpent/7/2300/2200
This card cannot be special summoned except by tributing "Lesser Hydra". When this card is successfully summoned, place 3 counters on it. Every time this card would be destroyed in battle or by a card effect, remove a counter instead of sending it to the graveyard. Once per turn, you may remove a counter from this card to draw 1 card.

---

Explanations, I guess:

Scripture: Advantage you work for, over time. Can't be splashed, since in a CC it's situational and even if you lucked into having Breaker on hand to use with it, no better than Jar of Greed. It requires thought to play well, too - do you get the +1 now, or risk trying for a +3 later?

And the Dead will Feast: Zombie has deck depletion (not Mill. Mill is M:tG talk) as one of its aspects as well as graveyard manipulation, yet you will almost never see that variant in play. Why? Soul-Absorbing Bone Tower, Vampire Lady...they suck. Now there's a reason to risk it, and the drawing effect will be very hit and miss.

Revived Fossil: Recursion for a undersupported theme. A free direct attack with their revival makes up for the fact most Dinos are pretty poor.

Paradise Lost: If you look at the earlier Fiend stuff in Soul Demolition and Puppet Magic of the Dark Ruler, the RFG pile was meant to be their domain. So that's what Konami should focus on returning to them, and a card like this would reward you for playing them how they're meant to be played.

The Hydras: A Nomi that pays for itself. With stuff like Sorceror of Dark Magic and Dark Paladin, you often lose much more than you gain - making them (in a practical sense) unplayable. Greater Hydra gains advantage, mostly by robbing your opponent of it: 1-for-1s suddenly give a net gain of (-1). Lesser Hydra's effect makes Greater Hydra easier to summon while maintaining a fair level of synergy with the rest of a Serpent deck.

PMasterS
01-05-2006, 08:28 AM
A lot of you just don't go far enough or are trying too hard to "balance" your cards. Seriously, look at some of the cards we have:

Dragon Cave
Continuous Spell
Once per turn you may search your deck for a level 5 or higher Dragon type monster and place it in your hand.

You're thinking "nice tutor", right?

You've failed, however, to make those Dragons more playable. They get added to hand, but there's still no benefit to actually going to the effort of summoning them. At absolute best, it makes REBC -> REBD quicker. It's a nice start, but it needs some secondary effect to make it worth using. Why not add a nice "When you use this effect, add a counter to this card. Remove 2 counters from this card to normal summon a level 5 or greater Dragon-type monster without tribute."? Now you're working to a purpose.

Don't be afraid to make things a little broken. Remember, average cards will never change the game because they aren't a real alternative to what we have.

---

Royal Magical Scripture
Spell - Continuous
Whenever a Spellcaster-type monster is successfully summoned or special summoned, place 1 spell counter on this card. Send this card on the field to the Graveyard during your Main Phase to draw cards equal to the number of spell counters on this card.

And the Dead will Feast
Trap - Continuous
If there are no Zombie-type monsters in your graveyard, destroy this card. During your standby phase, send the top 2 cards of your opponent's deck to the graveyard. Draw a card for each monster sent to the graveyard this way.

Revived Fossil
Trap
Special summon 1 Dinosaur-type monster from your graveyard to the field. If the summoned monster has 2000 or less ATK, it may attack directly this turn.

Paradise Lost
Spell
Destroy monsters on your opponent's field equal to the number of your Fiend-type monsters removed from play.

Lesser Hydra
Water/Sea Serpent/4/1900/1200
If this monster card exists in your graveyard during your standby phase, you may remove this card from the game to special summon a Sea Serpent-type monster from your graveyard to the field.

Greater Hydra
Water/Sea Serpent/7/2300/2200
This card cannot be special summoned except by tributing "Lesser Hydra". When this card is successfully summoned, place 3 counters on it. Every time this card would be destroyed in battle or by a card effect, remove a counter instead of sending it to the graveyard. Once per turn, you may remove a counter from this card to draw 1 card.

---

Explanations, I guess:

Scripture: Advantage you work for, over time. Can't be splashed, since in a CC it's situational and even if you lucked into having Breaker on hand to use with it, no better than Jar of Greed. It requires thought to play well, too - do you get the +1 now, or risk trying for a +3 later?

And the Dead will Feast: Zombie has deck depletion (not Mill. Mill is M:tG talk) as one of its aspects as well as graveyard manipulation, yet you will almost never see that variant in play. Why? Soul-Absorbing Bone Tower, Vampire Lady...they suck. Now there's a reason to risk it, and the drawing effect will be very hit and miss.

Revived Fossil: Recursion for a undersupported theme. A free direct attack with their revival makes up for the fact most Dinos are pretty poor.

Paradise Lost: If you look at the earlier Fiend stuff in Soul Demolition and Puppet Magic of the Dark Ruler, the RFG pile was meant to be their domain. So that's what Konami should focus on returning to them, and a card like this would reward you for playing them how they're meant to be played.

The Hydras: A Nomi that pays for itself. With stuff like Sorceror of Dark Magic and Dark Paladin, you often lose much more than you gain - making them (in a practical sense) unplayable. Greater Hydra gains advantage, mostly by robbing your opponent of it: 1-for-1s suddenly give a net gain of (-1). Lesser Hydra's effect makes Greater Hydra easier to summon while maintaining a fair level of synergy with the rest of a Serpent deck.


Dragon Cave was never meant to makethe dragons playable, it was supposed to give them reliability so that the other cards already out can work.
E.g Flute of Summoning Dragon with Lord of dragons, or more recently King Dragun.
Even using stuff like A Hero Emerges, and it can combo with that continuous magic, letting you return a level 7 monster to your deck to draw a card.

But adding the counters bit could work.

Royal Magic Scripture would be too powerful, just think of what wave motion cannon does, this can be as good or better but for drawing cards, and with all the speed summon a spellcaster deck can get they could easily win in the turn you use this.
To fix it why not state it has a max of 3 counters?

And the Dead will feast: would be good but its too quick, if its not destroyed then it'll win the game, and although the drawing is unreliable it is still extra cards to work with. It doesn't adveresly affect the user enough, as they could continue as normal with Vamp Lord or whatever even if it was on the field.
To Fix it state a cost of some sort, instead of having it destroyed if no Zombie in grave, have it remove a zombie from grave to stay on field, this way it can be worked around with a return combo.

The others are dead on, although I think you could have a 500 point attack increase on The Revival Fossil at least until end of turn.

darkendlink
01-05-2006, 04:25 PM
Ok I will add in those cards, I will try to balance and I will fix the other effects.


Yu-gi-oh
Wishing Heart

Set Contains:
210 cards

40 Ultimates
4 Secrets
6 Ultras
10 Supers
20 Rares
100 Commons
68 Uncommons
2 Shortprints

Pack information: A set based on boosting the effects and support for all duelist out there. Not even Yugi himself can handle the power of these new "Wishful" cards. Get your hands on this new set today and become King to your game.

Wishing Diamond
10 Stars/ Light
Attack 4000/ Defense 2550
Fairy/Ritual/Effect
This card can only be summoned by the effect of Wishing Long Star. Sacrifice monsters equal to the level of this monster. As long as a fairy sub type monster exist on your side of the field(besides this card), this card may attack directly.
WH-EN001; Ultra

Great Fire Mountain
Spell/Field Card
Effect: Negate the activations and effects of trap cards that target this card as a target and destroy it. Boost the attack of all fire monsters on your side of the field by 500 points and decrease their defense by 600. Every time a fire monster of your side of the field is sent from the field to the graveyard, inflict 200x times the number of Stars of the sent monster to both players lifepoints.
WH-EN093; Rare

Endless Sun
Spell/Field Card
Increase the ATK and DEF of all plant type monsters on the filed by 400, in addition when a plant type monster is destroyed and sent to the graveyard you may remove it from p
WH_EN094; Uncommon

Wishing Long Star
Spell/Ritual Card
Effect: Sacrifice monsters on your side of the field, hand, or remove in your graveyard from play equal to the level of the monster tring to be ritual summoned.
WH-EN147; Uncommon

Sharp ScaleFish
4 Stars/ Water
Attack 1650/ Defense 1300
Fish/Effect
If this card is destroyed by an effect of an magic or trap card, remove from play one card on your opponents side of the field by paying 1000 lifepoints.
WH-EN148; Super

Dragon Cave
Spell/Continuous Spell
Once per turn you may search your deck for a level 5 or higher Dragon type monster and place it in your hand. Afterward you most discard one card from your hand.
WH-EN149; Uncommon

Poison Ivy
4 Stars/ Earth
Attack 800/ Defense 350
Plant/Effect
When this card is destroyed as a result of Battle reduce the attack of the monster that destroyed it by half as long as the monster remains face-up on the field. Also you may then special summon a monster of the same name from your hand or deck to the field.
WH-EN172; Common

Legendary Nymph
4 Stars/ Earth
Attack 900/ Defense 1500
Plant/ Effect
Increase this monsters attack by 300 for each plant type monster removed from play.
WH-EN173; Common

Ragworth
2 Stars/ Earth
Attack 900/ Defense 300
Plant/ Effect
When this monster is attacked while face-up, destroy the monster that attcked it at the end of the turn.
WH-EN174; Common



Ok thats all I got for now. Review and tell me what you think. Respect goes out for those who created the card. All I really did was edit them slightly, as in change attack or slightly reword the effect. I will continue with more later.

mech-hound
01-05-2006, 04:41 PM
Ok I will add in those cards, I will try to balance and I will fix the other effects.


Yu-gi-oh
Wishing Heart

Set Contains:
210 cards

40 Ultimates
4 Secrets
6 Ultras
10 Supers
20 Rares
100 Commons
68 Uncommons
2 Shortprints

Pack information: A set based on boosting the effects and support for all duelist out there. Not even Yugi himself can handle the power of these new "Wishful" cards. Get your hands on this new set today and become King to your game.

Wishing Diamond
10 Stars/ Light
Attack 4000/ Defense 2550
Fairy/Ritual/Effect
This card can only be summoned by the effect of Wishing Long Star. Sacrifice monsters equal to the level of this monster. As long as a fairy sub type monster exist on your side of the field(besides this card), this card may attack directly.
WH-EN001; Ultra

Great Fire Mountain
Spell/Field Card
Effect: Negate the activations and effects of trap cards that target this card as a target and destroy it. Boost the attack of all fire monsters on your side of the field by 500 points and decrease their defense by 600. Every time a fire monster of your side of the field is sent from the field to the graveyard, inflict 200x times the number of Stars of the sent monster to both players lifepoints.
WH-EN093; Rare

Endless Sun
Spell/Field Card
Increase the ATK and DEF of all plant type monsters on the filed by 400, in addition when a plant type monster is destroyed and sent to the graveyard you may remove it from p
WH_EN094; Uncommon

Wishing Long Star
Spell/Ritual Card
Effect: Sacrifice monsters on your side of the field, hand, or remove in your graveyard from play equal to the level of the monster tring to be ritual summoned.
WH-EN147; Uncommon

Sharp ScaleFish
4 Stars/ Water
Attack 1650/ Defense 1300
Fish/Effect
If this card is destroyed by an effect of an magic or trap card, remove from play one card on your opponents side of the field by paying 1000 lifepoints.
WH-EN148; Super

Dragon Cave
Spell/Continuous Spell
Once per turn you may search your deck for a level 5 or higher Dragon type monster and place it in your hand. Afterward you most discard one card from your hand.
WH-EN149; Uncommon

Poison Ivy
4 Stars/ Earth
Attack 800/ Defense 350
Plant/Effect
When this card is destroyed as a result of Battle reduce the attack of the monster that destroyed it by half as long as the monster remains face-up on the field. Also you may then special summon a monster of the same name from your hand or deck to the field.
WH-EN172; Common

Legendary Nymph
4 Stars/ Earth
Attack 900/ Defense 1500
Plant/ Effect
Increase this monsters attack by 300 for each plant type monster removed from play.
WH-EN173; Common

Ragworth
2 Stars/ Earth
Attack 900/ Defense 300
Plant/ Effect
When this monster is attacked while face-up, destroy the monster that attcked it at the end of the turn.
WH-EN174; Common



Ok thats all I got for now. Review and tell me what you think. Respect goes out for those who created the card. All I really did was edit them slightly, as in change attack or slightly reword the effect. I will continue with more later.

Hmm....I'm actually gonna put together a set...3 days then I'l,puty the best together...really keep posting...the prototype will be up soon...

PMasterS
01-05-2006, 04:55 PM
I think Dragon cave needs a bit more power, at the minute its kind of poor.
Add to it, When a Dragon type monster is sent to the graveyard from the field, you may send this card to the graveyard to special summon it to the field.


Also:

Gargoyle, the living Statue
****
Dark/Rock
ATK- 1600 DEF- 1900
Effect- If this monster is attacked by a monster, at the end of te damage step that monster is switched to defence

Gorgon Eye
Continuous Trap
As long as this card remains face-up on the field, whenever a monster is destroyed and sent to the graveyard, that monster becomes a rock-type monster while in the graveyard.

Medusa
*****
Dark/Spellcaster
ATK- 1950 DEF- 2300
Effect- If this card is attacked while either face-up or facedown in defence position, it is placed face-up on the field. Then the monster that attcked it is switched to defence and becomes a rocktype. As long as this monster remains face-up on the field that monster may not alter its battle position and may not attack.

Spirit of Rock
Continuous Spell
Effect- During your standby phase you gain 500 life points for each rocktype monster in your graveyard and on the field.
You may send this card to the graveyard to destroy one rocktype monster on the field, if you do then increase your lifepoints by an amount equal to the monsters defence.

And for Wind Monsters:

Updraft
Field Spell
Effect- Increase the attack of all wind type monsters by 400, once per turn you may have a wind type monsters attack become a direct attck on yoyr opponents lifepoints, if you do this, then the damage is 1000.

Hurricane Gale
Spell Card
Effect- Remove 3 wind type monsters from your graveyard from play to special summon a wind type monster from yuor hand, then return 1 or 2 cards on the field to the bottom of the owners deck.

topspin1617
01-05-2006, 05:10 PM
Impenetrable Barrier
Trap-Normal
Increase the defense of all face-up Rock-type monsters on the field by their attack stat. This effect lasts until the end of the turn.

Rockslide
Trap-Continuous
The effect of this card can only be activated on your opponent's turn. When a Rock-type monster on your side of the field does battle damage to your opponent, you may Special Summon a copy of that Rock-type monster from your hand or deck to your side of the field.

PMasterS
01-05-2006, 05:13 PM
Impenetrable Barrier
Trap-Normal
Increase the defense of all face-up Rock-type monsters on the field by their attack stat. This effect lasts until the end of the turn.

Rockslide
Trap-Continuous
The effect of this card can only be activated on your opponent's turn. When a Rock-type monster on your side of the field does battle damage to your opponent, you may Special Summon a copy of that Rock-type monster from your hand or deck to your side of the field.


Inpenetrable barrioe is nice but have it increase attack by defence instead.

Rockslide is too powerful, when you're getting an edge through battle its unfair to have a card effect give you an advantage as well.

Change it to whenever they damage you at the end of the turn yuo can special summon a monster with an attack less than or equal to the damage they dealt you.

After all turnabout is fair play, but you shouldn't kick a man when he's down.

PMasterS
01-05-2006, 05:53 PM
Lets go with some Bird support:


Flock Gathering
Trap Card
Effect- Activate this card when you summon, flip summon or special summon a level 4 or lower winged beast type monster, special summon any monsters of the same name from your hand, deck or graveyard to the field.

Feather Blast
Trap Card
Effect- When a Winged Beast type monster on your side of the field is destroyed by a monster effect or through battle, destroy the monster which destroyed that card.

Bird's nest
Continuous Spell card
Effect- Each time a Winged Beast type monster is involved in damage calculation place a counter on this card. During your mainphase you may remove all the counters on this card in order to special summon a winged beast from your deck of a level equal to the number of counters you removed.

Giant Ostrich
***
Wind/Winged Beast
ATK- 1200 DEF-200
Effect- This monster may attck twice per battle phase. When this monster is involved in a battle in which the controller of this card takes damage, that damage is halved.

Black eyed Golden Eagle
******
Wind/Winged Beast
ATK-2200 DEF-1600
Effect- Sacrifice a winged beast on your side of the field, this monster may attck your opponents life points directly this turn. Also if this monster is destroyed this turn, then special summon the monster that you offered for this effect.

PMasterS
01-05-2006, 06:28 PM
Dino's


Raptor Claw
****
Earth/Dinosaur
ATK-1600 DEF- 1200
Effect- Increase the attack of this card by 500 for each monster of the same name on your side of the field. If this card is destroyed and sent to the graveyard then you may remove it from play to increase the attack of one Dinosaur monster on your side of the field by 500 as long as it remains face-up on the field.

Terro-claw
*****
Wind/Dinosaur
ATK-2100 DEF-1400
Effect- You may special summon this card from your hand to the field when a Dinosaur type monster is destroyed and sent from the filed to the graveyard by a card effect your opponent controls. This monster may not attck the turn it is summoned.

Calamitous Meteor Strike
Spell card
During your next standby phase remove all Dinosaur type monsters on the field and in your graveyard from play. Do damage to both players life points equal to the number of monsters removed from play by this effect *100.

topspin1617
01-05-2006, 06:54 PM
Inpenetrable barrioe is nice but have it increase attack by defence instead.

Rockslide is too powerful, when you're getting an edge through battle its unfair to have a card effect give you an advantage as well.

Change it to whenever they damage you at the end of the turn yuo can special summon a monster with an attack less than or equal to the damage they dealt you.

After all turnabout is fair play, but you shouldn't kick a man when he's down.

I don't know. Since Rockslide only works on their turn, I don't see it getting too out of control. Definitely laughs at DDA ramming to get rid of a monster, though.

The only other way it works is if they attack a big defense monster, in which case you just get another wall.

Anyway...

(I posted this one somewhere, just can't remember where :o )

Fusion Alchemist
**
DARK/Spellcaster
200/300
Pay 1200 Life Points and send 1 monster from your hand or field to the graveyard. Special Summon a fusion monster from your fusion deck whose fusion materials include the sent monster.

Nightmare Basilisk
******
EARTH/Reptile
2300/1500
This card cannot be Special Summoned. Monsters this card destroys as a result of battle are removed from play instead of being sent to the graveyard. When this face-up card is destroyed by your opponent's card effect, as long as this card exists in your graveyard, your opponent takes 500 direct damage during each of your Standby Phases.

Water Mocassin
****
WATER/Reptile
1500/700
This card can attack directly by paying 1000 Life Points. If this card is destroyed as a result of battle, destroy the monster that destroyed this monster.

Calculated Stealth
Spell-Continuous
When this card is activated, remove up to 3 Reptile-type monsters in your graveyard from play. During your second Standby Phase after this card is activated, Special Summon those monsters to your side of the field.

Snake of Black Venom
***
EARTH/Reptile
700/400
FLIP: Place a Venom Counter on all face-up monsters on your opponent's side of the field. During your opponent's next End Phase, destroy all face-up monsters on their side of the field with a Venom Counter. This card's effect may not be activated during the Battle Phase.

King Cobra
********
EARTH/Reptile
2800/2200
This card cannot be Normal Summoned. This card is Special Summoned by offering 2 Reptile monsters on your side of the field as a Tribute. If this card battles with an opponent's monster and that monster is not destroyed, destroy it after Damage Calculation. When Reptile-type monsters on your side of the field destroy an opponent's monster as a result of battle, do 500 direct damage to your opponent.

Abisal
01-05-2006, 09:20 PM
Well, here is the set I made a while ago:

TIA-001
Zombie Zaurus
Zombie/WATER/3/1700/100
The corpse of an ancient creature found frozen inside an iceberg. All attempts to bring it back to life using the powers of science have ended up in failures.
Artwork: A zombie form of Kabazauls.
Rare


TIA-002
Zombie Needle
Zombie/WIND/2/1200/0
The remains of a huge bee. This creature is still protecting its nest even after passing away long ago.
Artwork: A zombie form of Killer Needle.


TIA-003
Armored Allosaurus
Dinosaur/EARTH/8/3000/1200
A reptile enhanced with the power of science. Its deadly bite can break through the most powerful defenses.
Artwork: An “evolved” form of Armored Lizard.
Super Short-Print


TIA-004
Surprise Egg
Rock/EARTH/3/1200/1600
???
Artwork: An egg marked with various “?” signs.
Common (Short Print)

TIA-005
Junk Cannon
Machine/EARTH/4/2000/1000
This monster cannot attack. Once per turn, during your Main Phase 1, you can remove a Machine-type monster in your Graveyard from play to destroy a monster on your opponent’s side of the field with an ATK lower than this card’s ATK and inflict 100 points of direct damage to your opponent’s Life Points per each card in your hand.
Artwork: A giant cannon on the top of a tower.
Rare

TIA-006
Pau - Pu the UFO
Machine/LIGHT/1/300/300
This card can attack your opponent’s Life Points directly even if there is a monster on your opponent’s side of the field. Damage done to your opponent by this card becomes equal to the combined ATK of all the “Pau-Pu the UFO” on your side of the field. Artwork: A green alien with a huge head driving a really small UFO.
Common

TIA-007
Pau - Pu the Mother Ship
Machine/LIGHT/3/900/900
This face-up attack position card cannot be destroyed in battle by level 4 or lower monsters. In addition, each time a “Pau – Pu the UFO” inflicts damage to your opponent’s Life Points, your opponent must discard a card from his/her hand to the Graveyard. Also, once per turn during your Main Phase, you can pay 600 Life Points to add a “Pau – Pu the UFO” from your Graveyard to your hand.
Artwork: The same alien, but now it is driving a huge UFO.
Rare

TIA-008
Music Box
Fiend/LIGHT/4/1000/1000
FLIP: Special Summon an effect-less fusion monster with an ATK of 1500 or less from your Fusion Deck. Increase the ATK and DEF of the monster Special Summoned by this effect by 400 points.
Artwork: A woman’s hand holding an opened small box. There is a skeleton-like figure spinning in the middle of the box.
Rare

TIA-009
Golden Goat
Beast/EARTH/1/0/0
This card cannot be attacked as long as there is a Token on your side of the field. While this card is face-up on your side of the field, increase the ATK and DEF of all Tokens on your side of the field by 1000 points. In addition, when one or more token monsters in the field are destroyed, increase the ATK and DEF of this monster by 600 points per each token destroyed.
Artwork: A golden Scapegoat on a huge altar.
Common

TIA-010
Ape Hand
Beast/EARTH/2/500/500
When this card is Normal Summoned or Special Summoned, put 5 counters on this card. This monster cannot be destroyed in battle or by the effect of your Spell or Trap cards. Once per turn, during your End Phase, you can remove a counter from this card to Special Summon a level 4 or lower effect-less fusion monster. When there are no more counters on this card, this card is destroyed. When this card is destroyed by this effect, the owner of this card takes 5000 points of direct damage.
Artwork: A “baboon” hand with a fire on the tip of each finger.
Common

TIA-011
Ghoul from the 4th Dimension
Fiend/DARK/4/1400/1400
All the increases and decreases to the ATK and DEF that affect this monster are reversed.
Artwork: The monster in the picture of Reverse Trap.
Common

TIA-012
The Nanny
Zombie/DARK/4/1800/1700
If there is a face-up “Red-Moon Baby” on your side of the field, you can Special Summon this monster from your hand or Graveyard by offering a monster in your side of the field as a tribute. As long as this card remains face-up on the field, the base ATK of all the face-up cards named “Red Moon Baby” on your side of the field becomes 1800. If this monster is destroyed, destroy all the face-up monsters on your side of the field.
Artwork: An old lady with green skin, dressed in black clothes. She has a big Umbrella in one hand and is carrying a Red Moon baby in her arms.
Common

TIA-013
Zombie Gorilla
Zombie/DARK/2/2000/0
The controller of this card must attack with this card when possible. When this card attacks, it is changed to Defense Position at the end of the Damage Step.
Artwork: Berserk Gorilla in zombie version.
Rare

TIA-014
Scarecrow
Plant/DARK/4/1300/1300
When this card is Normal Summoned or Special Summoned, Special Summon 2 Pumpkin Token(Plant/DARK/1/600/600) to your side of the field in face-up defense position. As long as this card remains face-up on the field Plant-type monsters on your side of the field are unaffected by your opponent’s Spell cards. In addition, increase the ATK of this card by 300 points for each Plant-type monster on your side of the field.
Artwork: A scarecrow with a Pumpkin head wearing Marauding Captain’s armor. There are big trees with Mystic Tomatoes hanging on their branches as background.
Super Rare

TIA-015
Putrefaction Fungus
Plant-Union/WATER/2/800/900
Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to one of your opponent’s monster as an Equip Spell Card. When equipped to a monster by this card's effect, that monsters ATK becomes 0 (1 monster can only be equipped with 1 Union Monster at a time. If this card is destroyed, the Monster that this card is equipped to is also destroyed)
Artwork: A smiling green mushroom. Its eyes are completely white.
Common

TIA-016
Baby Tyrano
Dinosaur/FIRE/2/900/600
This monster cannot be attacked as long as there is a level 3 or higher Dinosaur or Reptile -type monster on your side of the field. Once per turn, during your Main Phase, you can discard a card from your hand to add Dinosaur-type monster from your Graveyard to your hand.
Artwork: A baby tyrannosaurs crying loudly.
Common(Short Print)

TIA-017
Jewel Giant
Rock/EARTH/6/400/2400
This monster can only be Special Summoned by offering a Rock-type monster on your side of the field as a tribute. This monster’s ATK is increased by the DEF of the Tribute Monster you used to Special Summon this card. When this card attacks with an ATK higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card from your deck.
Artwork: A golem made with jewels. Its fists are two huge diamonds.
Rare

TIA-018
Giant Stuffed Animal
Beast-Warrior/EARTH/8/2400/1800
You can Special Summon this monster from your hand by offering a “Stuffed Animal” on your side of the field as a tribute. Each time this monster destroys an opponent’s monster in battle, increase this card’s ATK and DEF by 400 points. When this monster is destroyed and sent to the Graveyard by a card’s effect, Special Summon a “Stuffed Animal” in face-up defense position from your Graveyard.
Artwork: A giant Stuffed Animal.
Common

TIA-019
Autumn Wolf
Plant/EARTH/4/1800/1400
When this monster is successfully Normal Summoned, select a monster on your side of the field. As long as this card remains face-up in the field, the selected monster cannot be attacked by your opponent’s monsters.
Artwork: A brown Flower Wolf chained to a tree. The leaves of the tree are falling to the floor.
Super Rare

TIA-020
Twin Shooting Stars
Fairy/WIND/2/700/400
When a Fusion Monster that was properly Fusion Summoned is destroyed and sent to the Graveyard, you can discard this card from your hand to the graveyard to Special Summon up to 2 level 4 or lower effect-less Fusion Monsters whose combined ATK is equal to the ATK of the destroyed monster.
Artwork: Two “Hoshiningens”(One green, one red) holding hands and crossing the sky.
Common

TIA-025
The Chimera of Morpheus – Spirit of the Dreams
Plant/LIGHT/1/3000/3000
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by offering a Fusion monster that was properly Fusion Summoned on your side of the field as a tribute. You can remove 1 Fusion monster in your Graveyard from play to draw 2 cards from the top of your deck. This effect can only be used once per turn.
Artwork: Fusionist’s head, Flower Wolf’s flower mane, Mavelus’ Wings, Pragtical’s Body and Rare Fish’s Tail .There is a forest of Golden Mushrooms as background.
Ultra Rare

TIA-026
Dream Eater
Insect/DARK/3/1300/600
FLIP: Both players select up to 5 monsters in their opponent’s Fusion Deck(You cannot select more than 1 copy of the same monster) and send them to the Graveyard. Increase your Life Points by 100 points per each card sent to the Graveyard by this card’s effect.
Artwork: A green spider-like creature.
Common

TIA-027
Emissary of Damballah
Reptile-Fusion/WATER/2/300/1100
Sinister Serpent + King of the Swamp
This monster cannot be destroyed by the effect of a Monster, Spell or Trap card. During your Stand-by phase, if this monster remains in face-up attack position on your side of the field, select up to 2 monsters with an ATK of 500 or less in your Graveyard and add them to your hand.
Artwork: A white Sinister Serpent. There are dozens of Rainbows as background.
Super Rare

TIA-028
Green Knight
Plant-Fusion/EARTH/4/1900/2300
Arcane Archer of the Forest + Green Phantom King
Artwork: A knight in a Green Armor. His horse, shield and sword seem like made with vines.
Common

TIA-029
Roaring Ghost
Beast-Fusion/WIND/7/2100/1800
The All-Seeing White Tiger + Soul Tiger
During each of your opponent’s Stand-by Phases, you can destroy 1 card on your side of the field. During the turn in which this effect is activated, your opponent cannot declare his/her Battle Phase. You can Special Summon to your side of the field a monster destroyed and sent to the Graveyard as a result of battle by this card at the end of the Battle Phase.
Artwork: A blue tiger standing in a cliff. There is a huge blue moon as background.
Common

TIA-030
Abomination
Zombie-Fusion/EARTH/4/1900/1700
This monster can only be Special Summoned from your Fusion Deck by offering 2 Zombie-type monsters on your side of the field as a tribute. Once per turn, during your Main Phase, you can change the position of this monster. As long as this card remains in face-up defense position, each time a card is sent to the Graveyard, increase the ATK and DEF of this monster by 500 points.
Artwork: A big zombie that looks like made with pieces of different corpses. It is carrying a club in one hand.
Common(Short Print)

TIA-031
Army of Moths
Insect-Fusion/WIND/3/1200/1200
Moth Token + Moth Token + Moth Token
When this card is successfully Fusion Summoned, decrease the ATK and DEF of a face-up monster on your opponent’s side of the field by 1200 points. When this card is destroyed and goes to the Graveyard, Special Summon 2 Moth Tokens(Insect/WIND/1/400/400) on your side of the field. When a “Moth Token” is destroyed, decrease the ATK and DEF of a face-up monster on your opponent’s side of the field by 400 points.
Artwork: A bunch of moths covering the entire card.
Common

TIA-032
Nightmare Possessor
Fiend-Fusion/DARK/5/1100/1900
Brain Jacker + Dream Eater
This monster is not destroyed in battle when it battles with a non Fusion monster. When this card battles with a monster, increase its ATK and DEF by 400 points per each Fusion monster in the field and either player’s Graveyard, during damage calculation only. Each time this card destroys a monster in battle, select a monster in your opponent’s Fusion Deck and send it to the Graveyard.
Artwork: A giant “brain” surrounded by jelly-like tentacles. It has a big green eye on its front.
Ultra Rare

TIA-033
Oz Wolf
Beast-Fusion/EARTH/4/1800/1000
Kangaroo Champion + Hayena
When this card is destroyed in battle and sent to the Graveyard, select and activate one of the following effects:
* Special Summon a “Hyena” from your Deck or Graveyard in face-up attack position on your side of the field.
* Change the Battle Position of a monster on your opponent’s side of the field.
Artwork: A Tasmanian Wolf wearing boxing globes.
Rare

TIA-034
Ever Star
Fairy-Fusion/WIND/4/1800/1800
Magician of Faith + Twin Shooting Stars
When this monster is successfully Fusion Summoned, select a level 4 or lower effect-less Fusion Monster in your Graveyard. This card’s ATK is increased by the selected monster’s ATK. When this monster is sent to the Graveyard, it is returned it to your Fusion Deck instead.
Artwork: A shinning star covered by a pale blue light.
Super Rare

TIA-035
Cupid – Heavenly Archer
Fairy-Fusion/LIGHT/9/2700/2500
Petit Angel + Shinning Friendship + Happy Lover
Once per turn, during your Main Phase, you can discard a card from your hand and select a monster on your opponent’s side of the field. Gain control of the selected monster until the End Phase of this turn. If you activate this effect, this card cannot attack during this turn.
Artwork: The classical “spherical fairy” from LOB. Its color is intense pink and it is holding a silver “heart-shaped” bow with his left arm.
Super Rare

TIA-036
Shark Knight
Fish-Fusion/WATER/6/2300/1400
Piranha Army + Mermaid Knight
This monster cannot attack during the same turn it is Special Summoned. All Battle Damage inflicted by this monster to your opponent's Life Points is doubled.
Artwork: A mermaid-like creature with the head of black shark. It is holding 2 giant spears in each arm.
Common(Short Print)

TIA-037
Plague
Continuous Spell
Once per turn, during each of your End Phases, you can pay 400 Life Points to Special Summon a “Moth Token”(Insect/WIND/1/400/400) in face-up attack position on your side of the field. The tokens cannot be used as a tribute for a Tribute Summon. When a “Moth Token” is destroyed, decrease the ATK and DEF of a face-up monster on your opponent’s side of the field by 400 points.
Artwork: A big moth coming out from a small hole.
Common

TIA-038
Temple of Bones
Continuous Spell
As long as this card remains face-up in the field, each time a monster is offered as a tribute, put a counter on this card. You can remove 3 counters from this card to destroy a face-up card on the field.
Artwork: A huge building made with skulls.
Common(Short Print)

TIA-039
Soft-Boiled
Normal Spell
Offer a “Surprise Egg” on your side of the field as a tribute. Special Summon a “Ryu-Ran” from your Deck to your side of the field in face-down defense position.
Artwork: Surprise Egg being boiled.
Common

TIA-040
Hard-Boiled
Normal Spell
Offer a “Surprise Egg” on your side of the field as a tribute. Special Summon a “Hyozanryu” from your Deck to your side of the field in face-down defense position.
Artwork: Same as “Soft-Boiled”, but there is a lot of steam in this one.
Common

TIA-041
Scrambled
Quick-Play Spell
Offer a “Surprise Egg” on your side of the field as a tribute. Special Summon a “Twin Headed Fire Dragon” from your Deck or Graveyard to your side of the field in face-up defense position.
Artwork: An Egg being scrambled. There is an eggshell covered with “?” marks next to the
Common

TIA-042
Fried
Quick-Play Spell
Offer a “Surprise Egg” on your side of the field as a tribute. Special Summon a “Curse of Dragon” from your Hand or Deck to your side of the field in face-up attack position.
Artwork: An egg being fried. Its yolk is covered with “?” marks.
Common

TIA-043
Drums of the Tribe
Normal Spell
Pay 2000 Life Points and name a type of monster. During this turn, the Normal Summon of monsters with the selected type is treated as a Special Summon. Tributes are still required for level 5 or higher monsters.
Artwork: 20 drums placed in a circle. Each drum has the “Symbol” of a type of monster(i.e. a Skull for zombies and a paw for beasts).
Super Rare

TIA-044
First-Aid Kit
Quick-Play Spell
Select and activate one of the following effects:
* Search your deck for a “Red Medicine” and a “Blue Medicine” and add them to your hand. Your Deck is then shuffled.
* Search your deck for a “Dian Keto the Cure Master” and add it to your hand. Your Deck is then shuffled.
Artwork: A white box with medicines in it.
Common(Super Short Print)

TIA-045
Meteor Bazooka
Equip Spell
Increase the ATK of the equipped monster by 600 points. Each time the equipped monster inflicts Battle Damage to your opponent’s Life Points, search your deck for a “Hinotama” or “Final Flame” card in your deck and add it to your hand. Your Deck is then shuffled.
Artwork: A bazooka shooting “Hinotamas” to a random monster.
Common

TIA-046
Hero’s Cape
Equip Spell
You can discard this card from your hand to Special Summon a “Zombyra the Dark” from your hand or Graveyard. This card can only be equipped to a “Zombyra the Dark”. All decreases to the ATK and DEF that affect the equipped monster become increases. In addition, the monster equipped with this card isn’t affected by Trap Cards.
Artwork: A red cape marked with a “Z” symbol.
Common

TIA-047
Judge’s Club
Equip Spell
You can discard this card from your hand to select a “Judge Man “ in your Deck and add it to your hand. This card can only be equipped to a “Judge Man”. Increase the equipped monster’s ATK by 200 points per each card in your hand. Each time the equipped monster destroys an opponent’s monster in battle, your opponent selects and activates one of the following effects:
* Remove the destroyed monster from play.
* Send 3 cards from the top of his/her deck to the Graveyard.
Artwork: Judge man’s club.
Common

TIA-048
Shadow Saber
Quick-Play Spell
When this card is activated, destroy a face-up attack position monster on your opponent’s side of the field with an ATK of 1500 or lower. If there’s a face-up “Panther Warrior” on the field when this card is activated, this card becomes an Equip Spell and is equipped to that “Panther Warrior” . Each time a monster on your side of the field is offered as a tribute, increase the equipped monster’s ATK and DEF by 500 points.
Artwork: Panther Warrior’s saber.
Common

TIA-049
Storm Umbrella
Quick-Play Spell
Discard a card from your hand. All the face-down cards on the field are returned to their owner’s hands.
Artwork: A huge Umbrella spinning and causing a strong wind. There are dozens of Penguin Soldiers flying because of the wind.
Ultra Rare

TIA-050
Fossil Recovery
Quick-Play Spell
Select a monster on your side of the field and shuffle it into your deck. Special Summon a Dinosaur-type monster from your Graveyard to your side of the field.
Artwork: A machine with two crystal “bubbles” on it. One contains the fossil of a Black Tyranno. A fetus is developing in the other.
Rare

TIA-051
Winter Globe
Normal Trap
When this face-down card goes from the field to the graveyard, Special Summon 2 “Snowman Token”(Fairy/WATER/2/800/800) on your side of the field.
Artwork: A snow globe with 2 blue “Weather Reports” inside.
Common

TIA-052
Photo Camera
Normal Trap
You can only activate this card when your opponent declares an attack. Negate the attack, and switch the attacking monster to defense position. In addition, your opponent must send all the copies of the selected monster in his/her hand and Deck to the Graveyard.
Artwork: Inexperienced Spy holding a camera.
Common

TIA-053
Anesthesia
Continuous Trap
As long as this card remains face-up in the field your Life Points cannot be reduced and you cannot play or set cards from your hand. During the End Phase of your next turn, send this card to the Graveyard and inflict 2000 points of Direct Damage to your Life Points.
Artwork: Injection Fairy Lilly, but the content of her Injection is blue instead of red.
Super Rare

TIA-054
Weenie Maker Machine
Continuous Trap
Each time one of your monsters destroys a monster in battle, Special Summon a Weenie Token(Fiend/DARK/1/600/300) in face-up attack position on your side of the field. This tokens cannot be used as tributes. Each time a Weenie Token inflicts damage to your opponent’s life points, your opponent draws 2 cards from his/her deck.
Artwork: A huge funnel. There are dozens of monsters being thrown in one side, and “weenies” with Bistro Butcher’s face are coming from the other.
Common

TIA-055
Easter Island’s Artifact
Continuous Trap
When this card is activated, put a Counter on this card per each face-up “The Statue of Easter Island” on the field. When this card leaves the field, draw a number of cards from your Deck equal to the number of Counters in this card and inflict 700 points of Direct Damage to your opponent’s Life Points per each card drawn.
Artwork: A Moai shaped like a Pot of Greed.
Common(Super Short Print)

TIA-056
Split Off!
Normal Trap
You can only activate this card when a Reptile or Dinosaur-type monster on your side of the field is destroyed as result of battle and sent to the Graveyard. Return that monster to your hand and send a Reptile or Dinosaur – type monster from your Deck to the Graveyard. Shuffle your deck afterwards.
Artwork: A soldier using a sword to cut a Sinister Serpent. The Sinister Serpent is splitting in two Sinister Serpents.
Common(Short Print)

TIA-057
Eucalyptus Scent
Normal Trap
Select a monster with “Koala” on its name in your Deck or Graveyard and add it to your hand.
Artwork: A purple bottle shaped like a Koala.
Common(Short Print)

TIA-058
Protection Curtain
Normal Trap
During the turn this card is activated, face-down monsters are unaffected by Spell and Trap cards.
Artwork: A Penguin Soldier and a Man-Eater Bug hidden behind a curtain.
Rare

TIA-059
Shadow Shield
Normal Trap
Select a face-up monster on your side of the field. Until the End Phase of this turn, the ATK of that monster becomes equal to its DEF.
Artwork: A monster lost in a labyrinth is being attacked by a “Shadow Wall”.
Common

TIA-060
Polishing
Normal Trap
When this card is activated, offer any number of Rock-type monsters on your side of the field as tributes. Draw a card per each monster offered plus 1.
Artwork: A Hitotsu-Me Giant polishing a rock. The bottom of the rock is transforming into gold. Hitotsu-Me Giant’s skin is turning green.
Common





--------------------------------


Also, here are some promos(Actually these are cardss from a set I am yet to finish):

JOA-001
Shining Butterfly
Insect/LIGHT/1/300/300
When this monster is Normal Summoned, Flip Summoned or Special Summoned successfully, you can return up to 3 cards from your hand to the bottom of your deck. When this face-up card is destroyed, you can draw 2 cards for each card you returned with this card's effect.
Artwork: A blue butterfly flying across the sky. It has a shinning "crescent moon" on its wings.
Super Rare


JOA-002
Fountain of the Forgotten Goddess
Rock/WATER/3/0/2000
The ruins of an ancient temple. A sad song can be heard in it.
Super Rare


JOA-003
Izeeveel - Goddess of the Mountains
Fairy/LIGHT/8/2200/1600
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by discarding 1 card from your hand when a “Fountain of the Forgotten Goddess” is destroyed by your opponent’s card effect, then you can Special Summon this monster from your hand, Deck or Graveyard. As long as this card remains face-up on the field, your opponent cannot Summon(including Flip Summon or Special Summon) any monster.
Super Rare


JOA-004
Guide of the Snow
Fairy/WATER/4/800/1600
If this card is face-up on your side of the field, you can pay 800 Life Points to return it to your hand. Afterwards, you can Special Summon 1 level 3 or lower monster from your hand. You can use this effect during either player's turn. You can only use this effect once per turn.
Super Rare


JOA-005
Divine Guard
Normal Trap
This card can only activate when you Normal Summon, Special Summon or Flip Summon a Fairy-type monster. During this turn, the effects of your opponent’s Spells, Traps and Monsters are negated. Skip your next Draw Phase.
Super Rare


--------------------------
And finally, some dinos!

Black Raptor – Recon Unit
Dinosaur/EARTH/4/700/300
When this monster battles an opponent's monster, if the opponent's monster is not destroyed as a result of the battle, the ATK and DEF of that monster are decreased by 1000 points at the end of the Damage Step. When this monster inflicts damage to your opponent's Life Points, your opponent must show you his/her hand. When this card is destroyed and sent to the Graveyard, select 1 monster with “Raptor” on its name in your deck and Special Summon it to your side of the field. Your deck is then shuffled.


Grey Raptor – Carroin Picker
Dinosaur/EARTH/4/1100/300
When this monster battles an opponent's monster, if the opponent's monster is not destroyed as a result of the battle, the ATK and DEF of that monster are decreased by 300 points at the end of the Damage Step. When this monster inflicts damage to your opponent's Life Points, remove 2 cards in your opponent's Graveyard from play. When this card is destroyed and sent to the Graveyard as a result of battle, select 1 level 4 or lower monster with “Raptor” on its name in your deck and Special Summon it to your side of the field in face-up attack position. Your deck is then shuffled.


Green Raptor – Mad Shredder
Dinosaur/EARTH/4/900/500
When this monster battles an opponent's monster, if the opponent's monster is not destroyed as a result of the battle, the ATK and DEF of that monster are decreased by 300 points at the end of the Damage Step. When this monster inflicts damage to your opponent's Life Points, destroy 1 monster on your opponent's side of the field. When this card is destroyed and sent to the Graveyard as a result of battle, select 1 level 4 or lower monster with “Raptor” on its name in your deck and Special Summon it to your side of the field in face-up attack position. Your deck is then shuffled.


Blue Crest Raptor – Egg Eater
Dinosaur/EARTH/4/800/800
When this monster battles an opponent's monster, if the opponent's monster is not destroyed as a result of the battle, the ATK and DEF of that monster are decreased by 500 points at the end of the Damage Step. When this monster inflicts damage to your opponent's Life Points, send 4 cards from the top of your opponent's deck to the Graveyard. When this card is destroyed and sent to the Graveyard as a result of battle, select 1 level 4 or lower monster with “Raptor” on its name in your deck and Special Summon it to your side of the field in face-up attack position. Your deck is then shuffled.


Feathered Raptor – Duster
Dinosaur/EARTH/4/900/600
When this monster battles an opponent's monster, if the opponent's monster is not destroyed as a result of the battle, the ATK and DEF of that monster are decreased by 300 points at the end of the Damage Step. When this monster inflicts damage to your opponent's Life Points, destroy 1 Spell or Trap card on your opponent's side of the field. When this card is destroyed and sent to the Graveyard as a result of battle, select 1 level 4 or lower monster with “Raptor” on its name in your deck and Special Summon it to your side of the field in face-up attack position. Your deck is then shuffled.


Red Stripped Raptor – Pack Leader
Dinosaur/EARTH/5/1450/1400
When this monster battles an opponent's monster, if the opponent's monster is not destroyed as a result of the battle, the ATK and DEF of that monster are decreased by 1000 points at the end of the Damage Step. When this monster inflicts damage to your opponent's Life Points, select up to 5 cards in your Graveyard and put them in your deck. Your deck is then shuffled. When this card is destroyed, select 1 monster with “Raptor” on its name in your deck and Special Summon it to your side of the field in face-up attack position. Your deck is then shuffled.



Post 666.

darkendlink
01-06-2006, 04:06 AM
Ok I added more cards, plus the set Abisal made if he doesn't mind, if he does. I will take it out. I will try to balance and I will fix any effects.



Yu-gi-oh
Wishing Heart

Set Contains:
210 cards

40 Ultimates
4 Secrets
6 Ultras
10 Supers
20 Rares
100 Commons
68 Uncommons
2 Shortprints

Pack information: A set based on boosting the effects and support for all duelist out there. Not even Yugi himself can handle the power of these new "Wishful" cards. Get your hands on this new set today and become King to your game.

Wishing Diamond
10 Stars/ Light
Attack 4000/ Defense 2550
Fairy/Ritual/Effect
This card can only be summoned by the effect of Wishing Long Star. Sacrifice monsters equal to the level of this monster. As long as a fairy sub type monster exist on your side of the field(besides this card), this card may attack directly.
WH-EN001; Ultra

Pot of Bliss
Spell
Draw Two cards. Your hand size limit becomes 2 for the remainder of the current turn. If your hand has more than two cards during your endphase, discard until you have two.
WH-EN091; Rare

Dragon Cave
Spell/Continuous Spell
Once per turn you may search your deck for a level 5 or higher Dragon type monster and place it in your hand. Afterward you most discard one card from your hand.
WH-EN092; Uncommon

Wishing Long Star
Spell/Ritual Card
Effect: Sacrifice monsters on your side of the field, hand, or remove in your graveyard from play equal to the level of the monster tring to be ritual summoned.
WH-EN092; Uncommon

Great Fire Mountain
Spell/Field Card
Effect: Negate the activations and effects of trap cards that target this card as a target and destroy it. Boost the attack of all fire monsters on your side of the field by 500 points and decrease their defense by 600. Every time a fire monster of your side of the field is sent from the field to the graveyard, inflict 200x times the number of Stars of the sent monster to both players lifepoints.
WH-EN093; Rare

Endless Sun
Spell/Field Card
Increase the ATK and DEF of all plant type monsters on the filed by 400, in addition when a plant type monster is destroyed and sent to the graveyard you may remove it from p
WH_EN094; Uncommon

Elemental Hero Flare Heart
7 Stars/Fire
Attack 0/ Defense 2400
Warrior/Fusion/Effect
[Elemental hero Wildheart + Elemental Hero Burstinatrix]
If this card is fusion summoned, this card gains 1 counter every time you enter your standby phase. Remove counter(s) from this card to inflict 1000 points of damage on your opponent's lifepoints per counter.
WH-EN147; Super

Bumbling Soldier
4 Stars/Earth
Attack 2000/ Defense 900
Warrior/ Effect
Any battle damage done by this monster is also done to your life points.
WH-En148; Common

Sharp ScaleFish
4 Stars/ Water
Attack 1650/ Defense 1300
Fish/Effect
If this card is destroyed by an effect of an magic or trap card, remove from play one card on your opponents side of the field by paying 1000 lifepoints.
WH-EN149; Super

Plasma Soul
10 Stars/ Fire
Attack 3400/ Defense 2000
Pyro/ Effect
This card cannot be Normal Summoned or set .This card cannot be special special except by removing 4 Pyro-type monsters in your graveyard from play while your Life Points are 2000 or less to special summon this monster from your hand. When this card is sent from the field to the graveyard, you lose 2000 Life Points. This card is not effected by Spell, Trap, and Monster Effects. Place a counter on this card during each of your Standby Phases. During the End Phase of your turn when this card has 3 counters on it, destroy this card and send it to the graveyard. Once per turn, you may use this monster's effect to inflict 1000 damage to your opponent. If you do, this card can't attack this turn.
WH-EN150; Ultra

Swordsman of Thunder
4 Stars/ Wind
Attack 1700/ Defense 1200
Thunder/ Effect
Remove from play 1 Thunder-type monster from your Graveyard. This card can attack twice during this turn's Battle Phase.
WH-EN165; Common

Poison Ivy
4 Stars/ Earth
Attack 800/ Defense 350
Plant/Effect
When this card is destroyed as a result of Battle reduce the attack of the monster that destroyed it by half as long as the monster remains face-up on the field. Also you may then special summon a monster of the same name from your hand or deck to the field.
WH-EN172; Common

Legendary Nymph
4 Stars/ Earth
Attack 900/ Defense 1500
Plant/ Effect
Increase this monsters attack by 300 for each plant type monster removed from play.
WH-EN173; Common

Ragworth
2 Stars/ Earth
Attack 900/ Defense 300
Plant/ Effect
When this monster is attacked while face-up, destroy the monster that attcked it at the end of the turn.
WH-EN174; Common

Gaia Incarnate
5 Stars/ Earth
Attack 1300/ Defense 1500
Rock/ Effect
When this monster is normal or special summoned search your deck for upto 3 Rock type and remove them from play. For each rock type monster removed in this way by this cards effect, increase this monsters atk by 300.
WH_EN175; Common

Hell Proxy
2 Stars/Fire
Attack 300/ Defense 400
Feind/Effect
Wile this monster is in the graveyard all field cards cannot be destroyed or removed from the game.
WH-EN176; Rare

D. D. Transport
3 Stars/ Dark
Attack 300/ Defense 500
Machine/ Effect
When this card is sent from your hand to the graveyard you may return upto 3 cards from your removed from play pile to the graveyard.
WH-EN177; Common

D.D Zoid
3 Stars/ Earth
Attack 400/ Defense100
Dinosaur/ Effect
When this card is destroyed remove it from play and special summon 1 D.D Zoid from your hand or deck.
WH-EN190; Common

Great Wall
Trap/ Continuous Trap
Add the defense of all your defense position monsters. Monsters on your opponents side of the field with an attack less than the combined defense of all your defense position monsters cannot atttack. Face down monster count as 0 defense. Pay 800 lifepoints during each of your standby phase to keep this card active. If you do not, destroy this face-up card.
WH-EN200; Uncommon

Tyrany
Trap Card
Return one monster on the field to its owners hand. You may discard one card from your hand to graveyard to add this card to your hand.
WH-EN201; Uncommon

Mind Game
Trap card
You must discard 2 cards from your hand to activate this card. Your opp. writes 3 seperate numbers between 1 and 10 on a piece of paper. You then choose a number. If you chose one of the numbers your opp. wrote down, they take damage equal to the numer chose x1000. If not, you lose life-pionts equal to the three numbers you opp. wrote down, added together, then x500.
WH-EN202; Uncommon

Thunderbolt
Trap Card
This card may only be activated while their is a face-up thunder type monster or Summoned Skull/Archfiend of Lightning on the field. Destroy all monsters on your opponents side of the field with level less than or equal to the selected monster.
WH-EN203; Uncommon

Call of the Wild
Trap Card
You may only activate this card when you successfully normal summon a Beast type monster. Special Summon as many copies of that monster from your deck to the field as possible.
WH-EN204; Rare

Land Mine
Trap Card
When your opponent summons, flip summons or special summons a monster, this card activates. Destroy the monster on the field with the highest attack, you then take damage equal to half the monsters attack.
WH-EN205; Uncommon



Thats all I got too so far, I still have many more, plus below to sort through.




Silver Hunter
Lv3
Earth/Warrior
ATK- 1200 Def- 700
Effect - When this card battles a lv4 or lower Beast type monster, destroy that monster with this cards effect (damage is calculated normally).
If this monster battles a beast type monster then at the end of damage calculation remove it from field/graveyard from play and special summon 1 Silver Fang/ Silver Werewolf from your deck.

Silver Werewolf
lv5
Earth/Beast
ATK- 2000 Def- 1500
Effect - When this card is destroyed as a result of battle, you gain control of the card that destroyed this monster, the monster then becomes a Beast type monster as long as it remains face-up on the field.

It came from the deep
Quickplay Magic
Offer 1 Sea-serpent type monster from your side of the field to special summon a water type monster from your hand or deck, this card may only be activated if there is a face-up Umi, Umiruka, A Legendary Ocean or Aqua Maiden on the field.

Desparate Hope
Normal Magic
You can only activate this card at the beginning of mainphase 1. Destroy all monsters on the field. When this card is sent from the field to the graveyard the controller of this card's turn ends.

Reckoning
Normal Spell
Effect- search your deck for a card and add it to your hand, during the end phase of your opponents next turn you lose the game.


Mother Nature
Level 9
Light/Fairy
ATK- 1000 DEF- 3000
Effect- This card can only be special summoned by removing one earth, one water, one fire and one wind type monster from your graveyard from play.
You may offer this face-up card as a tribute to draw 3 cards.
At the end of the turn this cards Defence points would be deducted from your life points.

Apple Core
Magic
Discard 2 cards from your hand. Then draw 3 cards from your deck.

Zone of Endless Dark
Field Card
When a monster would be sent from the field to the graveyard, remove it from play instead.

Aqua Ninja
Level 4
Water/Warrior
ATK- 1650 DEF- 1300
Effect- If this card is removed from play during your standby phase, you may send 1 water type monster from your hand to the graveyard to special summon it to the field.

water soul normal spell
shuffle 3 water type monsters in your graveyard into your deck then draw 2 cards.

fire soul normal spell
remove any number of fire attribute monsters in your graveyard from play. Inflict damage to your opponents life points equal to the amount of removed monsters *400

earth soul normal spell
remove 3 earth attribute monsters in your graveyard from play. Special summon a level 4 or less earth monster from your deck to the field

wind soul normal spell
sacrifice 1 wind monster on your side of the field. Your opponent choses 2 cards on their side of the field and places them on the bottom of their deck

Boiling Lava
Spell-Continuous
Place a counter on this card during each of your Standby Phases. Pyro type monsters you control gain 500 attack points for each counter on this card. During your End Phase, you take 250 damage for each counter on this card.

Flight of the Phoenix
Spell-Normal
You can only activate this card by removing 3 Winged-Beast type monsters in your graveyard from play. During this turn, Winged Beast type monsters you control may attack directly.

Guardian's Rite
Field Card
While this card is on the field, Guardian Monsters may be summoned normally, even if their appropriate equip card is not on the field

insert cool name here)
500/500
FLIP: return this card to your hand, then set a monster from your hand to the field, ignoring summon requirements.

Garrashh, Assassin of Dark World
**** DARK
Fiend / Effect
1700 / 1400
If this card is discarded from the hand to the Graveyard by a card effect, destroy one monster on your opponent's side of the field. If this card is discarded from the hand to the Graveyard by your opponent's card effect, Special Summon this card to your side of the field.

Metal Shield
Equiped Spell
When this card is equiped to a monster that monster is swiched to defecne mode and its defence is increased by 1000 points. As long as this card remains on the field it can attack in defecne mode. You must pay 500 life points to attack while in defecne mode. The monster equiped by this card must remain in defence mode. You can offer the monster as a tribute equiped with this card to draw 1 card from you deck.

Seedsower
******
Monster-Effect
2000/1700
EARTH/Plant
Pay 800 Life Points in order to Special Summon 1 Seed Token
(EARTH/1 Star/Plant/500ATK/500DEF) in attack or defense mode. This token may not be used as a tribute for any reason this turn.

Big Boom
Normal Spell
Pay a multiple of 500 life points. Remove cards from the top of your opponents deck from play equal to the number of lifepoints paid divided by 500.

PMasterS
01-06-2006, 06:27 AM
I don't know. Since Rockslide only works on their turn, I don't see it getting too out of control. Definitely laughs at DDA ramming to get rid of a monster, though.

Sorry I didn't read that part, you're right, that is fine as is.




How about for fiends:

Lone Demon
Continuous Trap
Effect- If there is more than one fiend type monster on your side of the field this card is destroyed. Whenever a Fiend type monster destroys a monster as a result of battle, negate its effect.


Fiend Bridge
Spell card
Remove a Fiend type monster in your graveyard from play to search your deck for a fiend type monster of the same or lower star level and add it to your hand. That monster may not be normal summoned that turn.


No rest for the wicked
Spell card
Select a monster in yuor hand, take a fiend type monster of the same star level from your graveyard and add it to your hand, then discard the monster that you selected to the graveyard. Afterwards all monsters on the field are switched to attack position, flip effects are applied.


Servant of Dark Ruler
***
Dark/Fiend
ATK- 1400 DEF- 1300
Effect- Discard this monster from yuor hand to negate the activation and effect of a spell card and destroy it.

PMasterS
01-06-2006, 07:35 PM
And for some more:


Hayley's(sp?) Comet
Spell card
You can only activate this card if there are 10 or more cards in your graveyard, deal 2000 points of damage to your opponent. Your Graveyard is then shuffled into your deck


Jar of Avarice
Trap Card
Draw 3 cards from the top of your deck, your opponent then randomly chooses 1 of them and discards it, then your graveyard is shuffled into your deck.


Grave Owner
Earth/Spellcaster
****
ATK-2100 DEF-500
Effect- This monster may only be summoned or special summoned if there are 10 or more cards in your graveyard, shuffle the graveyard into your deck when you summon or special summon this card.


Endless Energy
Spell Card
Remove 4 spell's from your garveyard from play to draw 2 cards


Payed Recompense
Trap Card
Select 4 traps in your graveyard and remove them from play to search your deck for a monster with 1500 Defence or less and add it to your hand.


Blood for Blood
Field Card
Each time a zombie type monster on the field is destroyed and sent to the graveyard, select either monster, spell or trap, both players then search their decks for a card of the selected type and discard it to the graveyard.


That's all on the card front for now but I did have an idea about a new type of effect we could give some cards for this set.

The effect they would all share would be something like:

After activation this card remains face-up on the field until either a non-targeting effect destroys it or its effect is fulfilled.

Then they would all have a condition such as:

When 3 Fiends have been removed from the field from play, send this card to the graveyard to... (alternatively I was thinking any monster)

The condition would be cummulative, and would be followed by a powerful effect such as:

Remove all monsters on your opponents side of the field from play. (alternatively I was thinking in their hand)

What do you think?
I was toying with calling them stratergy cards, or objectives.
They could be normal spells or traps, or most other kinds of card to be honest, depending on the specific effect.

Abisal
01-06-2006, 07:59 PM
Ok I added more cards, plus the set Abisal made if he doesn't mind.
I don't mind.

darkendlink
01-07-2006, 04:19 AM
I don't mind.

Ok thanks. Let me work on it now.


Here is a prototype of the set that I worked on. Thanks to all that gave cards.

Yu-gi-oh
Wishing Heart

Set Contains:
210 cards

40 Ultimates
4 Secrets
6 Ultras
10 Supers
20 Rares
100 Commons
68 Uncommons
2 Shortprints

Pack information: A set based on boosting the effects and support for all duelist out there. Not even Yugi himself can handle the power of these new "Wishful" cards. Get your hands on this new set today and become King to your game.

Wishing Diamond
10 Stars/ Light
Attack 4000/ Defense 2550
Fairy/Ritual/Effect
This card can only be summoned by the effect of Wishing Long Star. When this card is special summoned to the field, you may pay 1000 lifepoints to special summon one ritual or fusion monster in your graveyard to your side of the field. Sacrifice monsters equal to the level of this monster. As long as a fairy sub type monster exist on your side of the field(besides this card), this card may attack directly.
WH-EN001; Ultra

WH-EN002...

WH-EN003...

WH-EN004...

WH-EN005...

Zombie Zaurus
3 Stars/ Water
Attack 1700/ Defense 100
Zombie/ Normal Monsters
The corpse of an ancient creature found frozen inside an iceberg. All attempts to bring it back to life using the powers of science have ended up in failures.
WH-EN006; Common

Zombie Needle
2 Stars/ Wind
Attack 1200/ Defense 0
Zombie/ Normal Monsters
The remains of a huge bee. This creature is still protecting its nest even after passing away long ago.
WH-EN007; Common

Armored Allosaurus
8 Stars/ Earth
Attack 3000/ Defense 1200
Dinosaur/ Normal Monster
A reptile enhanced with the power of science. Its deadly bite can break through the most powerful defenses.
WH-EN008; Common

Surprise Egg
3 Stars/ Earth
Attack 1200/ Defense 1600
Rock/ Effect
Tell your opponent to call a number 1 through 6. Than roll a die. If the number he called is correct, You take 3000 damage to your lifepoints. If the number is wrong, you and your opponent takes 3000 damage to their lifepoints, but gets to draw cards equal to the amount rolled.
WH-EN009; Common (Short Print)

Junk Cannon
4 Stars/ EARTH
Attack 2000/ Defense 1000
Machine/ Effect
This monster cannot attack. Once per turn, during your Main Phase 1, you can remove a Machine-type monster in your Graveyard from play to destroy a monster on your opponent’s side of the field with an ATK lower than this card’s ATK and inflict 100 points of direct damage to your opponent’s Life Points per each card in your hand.
WH-EN010; Rare

Pau - Pu the UFO
1 Star/ Light
Attack 300/ Defense 300
Machine/ Effect
This card can attack your opponent’s Life Points directly even if there is a monster on your opponent’s side of the field. Damage done to your opponent by this card becomes equal to the combined ATK of all the “Pau-Pu the UFO” on your side of the field.
WH-EN011; Common

Pau - Pu the Mother Ship
3 Stars/Light
Attack 900/ Defense 900
Machine/ Effect
This face-up attack position card cannot be destroyed in battle by level 4 or lower monsters. In addition, each time a “Pau – Pu the UFO” inflicts damage to your opponent’s Life Points, your opponent must discard a card from his/her hand to the Graveyard. Also, once per turn during your Main Phase, you can pay 1000 Life Points to add a “Pau – Pu the UFO” from your Graveyard to your hand.
WH-EN012; Rare

Music Box
4 Stars/Light
Attack 1000/ Defense 1000
Fiend/ Effect
FLIP: Special Summon an effect-less fusion monster with an ATK of 1500 or less from your Fusion Deck. Increase the ATK and DEF of the monster Special Summoned by this effect by 400 points.
WH-EN013; Common

Golden Goat
1 Star/ Earth/
Attack 0/ Defense 0
Beast/ Effect
This card cannot be attacked as long as there is a Token on your side of the field. While this card is face-up on your side of the field, increase the ATK and DEF of all Tokens on your side of the field by 1000 points. In addition, when one or more token monsters in the field are destroyed, increase the ATK and DEF of this monster by 600 points per each token destroyed.
WH-EN014; Common

Ape Hand
2 Stars/Earth
Attack 500/ Defense 500
Beast/ Effect
When this card is Normal Summoned or Special Summoned, put 5 counters on this card. This monster cannot be destroyed in battle or by the effect of your Spell or Trap cards. Once per turn, during your End Phase, you can remove a counter from this card to Special Summon a level 4 or lower effect-less fusion monster. When there are no more counters on this card, this card is destroyed. When this card is destroyed by this effect, the owner of this card takes 5000 points of direct damage.
WH-EN015; Common

Ghoul from the 4th Dimension
4 Stars/Dark
Attack 1400/Defense 1400
All the increases and decreases to the ATK and DEF that affect this monster are reversed.
WH-EN016; Common

The Nanny
4 Stars/Dark
Attack 1800/ Defense 1700
Fiend/ Effect
If there is a face-up “Red-Moon Baby” on your side of the field, you can Special Summon this monster from your hand or Graveyard by offering a monster in your side of the field as a tribute. As long as this card remains face-up on the field, the base ATK of all the face-up cards named “Red Moon Baby” on your side of the field becomes 1800. If this monster is destroyed, destroy all the face-up monsters on your side of the field.
WH-EN017; Common

Zombie Gorilla
2 Stars/ Dark
Attack 2000/ Defense 0
Zombie/ Effect
The controller of this card must attack with this card when possible. When this card attacks, it is changed to Defense Position at the end of the Damage Step.
WH-EN018; Rare

Scarecrow
4 Stars/ Dark
Attack 1300/ Defense 1300
Plant/ Effect
When this card is Normal Summoned or Special Summoned, Special Summon 2 Pumpkin Token(Plant/DARK/1/600/600) to your side of the field in face-up defense position. As long as this card remains face-up on the field Plant-type monsters on your side of the field are unaffected by your opponent’s Spell cards. In addition, increase the ATK of this card by 300 points for each Plant-type monster on your side of the field.
WH-EN019; Super Rare

Putrefaction Fungus
2 Stars/ Water
Attack 800/ Defense 900
Plant-Union/ Effet
Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to one of your opponent’s monster as an Equip Spell Card. When equipped to a monster by this card's effect, that monsters ATK becomes 0 (1 monster can only be equipped with 1 Union Monster at a time. If this card is destroyed, the Monster that this card is equipped to is also destroyed)
WH-EN020; Common

Baby Tyrano
2 Stars/Fire
Attack 900/ Defense 600
Dinosaur/ Effect
This monster cannot be attacked as long as there is a level 3 or higher Dinosaur or Reptile -type monster on your side of the field. Once per turn, during your Main Phase, you can discard a card from your hand to add Dinosaur-type monster from your Graveyard to your hand.
WH-EN021; Common(Short Print)


WH-EN022......WH-EN088


Zone of Endless Dark
Spell/ Field Card
When a monster would be sent from the field to the graveyard, remove it from play instead.
WH-EN089; Uncommon

Pot of Bliss
Spell Card
Draw Two cards. Your hand size limit becomes 2 for the remainder of the current turn. If your hand has more than two cards during your endphase, discard until you have two.
WH-EN090; Rare

Dragon Cave
Spell/Continuous Spell
Once per turn you may search your deck for a level 5 or higher Dragon type monster and place it in your hand. Afterward you most discard one card from your hand.
WH-EN091; Uncommon

Wishing Long Star
Spell/Ritual Card
Effect: Sacrifice monsters on your side of the field, hand, or remove in your graveyard from play equal to the level of the monster tring to be ritual summoned.
WH-EN092; Uncommon

Great Fire Mountain
Spell/Field Card
Effect: Negate the activations and effects of trap cards that target this card as a target and destroy it. Boost the attack of all fire monsters on your side of the field by 500 points and decrease their defense by 600. Every time a fire monster of your side of the field is sent from the field to the graveyard, inflict 200x times the number of Stars of the sent monster to both players lifepoints.
WH-EN093; Rare

Endless Sun
Spell/Field Card
Increase the ATK and DEF of all plant type monsters on the filed by 400, in addition when a plant type monster is destroyed and sent to the graveyard you may remove it from p
WH-EN094; Uncommon

It came from the deep
Spell/ Quickplay Spell
Offer 1 Sea-serpent type monster from your side of the field to special summon a water type monster from your hand or deck, this card may only be activated if there is a face-up Umi, Umiruka, A Legendary Ocean or Aqua Maiden on the field.
WH-EN095; Uncommon

Desparate Hope
Spell Card
You can only activate this card at the beginning of mainphase 1. Destroy all monsters on the field. When this card is sent from the field to the graveyard the controller of this card's turn ends.
WH-EN096; Uncommon

Reckoning
Spell Card
Search your deck for 5 cards of any type and add them to your hand. During the end phase of your opponents next turn you lose the game.
WH-EN097; Rare

Apple Core
Spell Card
Discard 2 cards from your hand. Then draw 3 cards from your deck.
WH-EN098; Rare

Water Soul
Spell Card
Shuffle 3 water type monsters in your graveyard into your deck then draw 2 cards.
WH-EN099; Uncommon

Fire Soul
Spell Card
Remove any number of fire attribute monsters in your graveyard from play. Inflict damage to your opponents life points equal to the amount of removed monsters x500.
WH-EN100; Uncommmon

Earth Soul
Spell Card
Remove 3 earth attribute monsters in your graveyard from play. Special summon a level 4 or less earth monster from your deck to the field.
WH-EN101; Uncommon

Wind Soul
Spell Card
Sacrifice 1 wind monster on your side of the field. Your opponent choses 2 cards on their side of the field and places them on the bottom of their deck
WH-EN102; Uncommon

Boiling Lava
Spell/ Continuous Spell
Place a counter on this card during each of your Standby Phases. Pyro type monsters you control gain 500 attack points for each counter on this card. During your End Phase on your third turn, you take 500 damage for each counter on this card.
WH-EN103; Uncommon

Flight of the Phoenix
Spell Card
You can only activate this card by removing 3 Winged-Beast type monsters in your graveyard from play. During this turn, Winged Beast type monsters you control may attack directly.
WH-EN104; Uncommon

Guardian's Rite
Spell/ Field Card
While this card is on the field, Guardian Monsters may be summoned normally, even if their appropriate equip card is not on the field(All effects of Guardians still apply).
WH-EN105; Rare

Metal Shield
Spell/ Equiped Spell
When this card is equiped to a monster that monster is swiched to defecne mode and its defence is increased by 1000 points. As long as this card remains on the field it can attack in defecne mode. You must pay 500 life points to attack while in defecne mode. The monster equiped by this card must remain in defence mode. You can offer the monster as a tribute equiped with this card to draw 1 card from you deck.
WH-EN106; Rare

Big Boom
Spell Card
Pay a multiple of 500 life points. Remove cards from the top of your opponents deck from play equal to the number of lifepoints paid.
WH-EN107; Rare


WH-EN107...- WH-EN141...


Mother Nature
9 Stars/ Light
Attack 2500/ Defense 2500
Fairy/ Effect
This card can only be special summoned by removing one earth, one water, one fire and one wind type monster from your graveyard from play.
You may offer this face-up card as a tribute to draw 5 cards.
At the end of the turn this card is special summoned, the Defence points of this monster would be deducted from your life points.
WH-EN142; Super

Aqua Ninja
4 Stars/ Water
Attack 1700/ Defense 1300
Warrior/ Effect
If this card is removed from play while face up on the field, you may send 1 water type monster from your hand to the graveyard to special summon it to the field.
WH-EN143; Common

Demon from the Shadows
3 Stars/ Dark
Attack 500/ Defense 500
Fiend/ Effect
FLIP: return this card to your hand, then set a monster from your hand to the field, ignoring summon requirements.
WH-EN144; Super

Garrashh, Assassin of Dark World
4 Stars/ Dark
Attack 1700/ Defense 1400
Fiend/ Effect
If this card is discarded from the hand to the Graveyard by a card effect, destroy one monster on your opponent's side of the field. If this card is discarded from the hand to the Graveyard by your opponent's card effect, Special Summon this card to your side of the field.
WH-EN145; Rare

Seedsower
6 Stars/ Earth
Arrack 2000/ Defense 1700
Plant/ Effect
Pay 800 Life Points in order to Special Summon 1 Seed Token
(EARTH/1 Star/Plant/500ATK/500DEF) in attack or defense mode. This token may not be used as a tribute for any reason this turn.
WH-EN146; Rare

Elemental Hero Flare Heart
7 Stars/Fire
Attack 0/ Defense 2400
Warrior/Fusion/Effect
[Elemental hero Wildheart + Elemental Hero Burstinatrix]
If this card is fusion summoned, this card gains 1 counter every time you enter your standby phase. Remove counter(s) from this card to inflict 1000 points of damage on your opponent's lifepoints per counter.
WH-EN147; Super

Bumbling Soldier
4 Stars/Earth
Attack 2000/ Defense 900
Warrior/ Effect
Any battle damage done by this monster is also done to your life points.
WH-En148; Common

Sharp ScaleFish
4 Stars/ Water
Attack 1650/ Defense 1300
Fish/Effect
If this card is destroyed by an effect of an magic or trap card, remove from play one card on your opponents side of the field by paying 1000 lifepoints.
WH-EN149; Super

Plasma Soul
10 Stars/ Fire
Attack 3400/ Defense 2000
Pyro/ Effect
This card cannot be Normal Summoned or set .This card cannot be special special except by removing 4 Pyro-type monsters in your graveyard from play while your Life Points are 2000 or less to special summon this monster from your hand. When this card is sent from the field to the graveyard, you lose 2000 Life Points. This card is not effected by Spell, Trap, and Monster Effects. Place a counter on this card during each of your Standby Phases. During the End Phase of your turn when this card has 3 counters on it, destroy this card and send it to the graveyard. Once per turn, you may use this monster's effect to inflict 1000 damage to your opponent. If you do, this card can't attack this turn.
WH-EN150; Ultra


WH-EN150...- WH-EN164...


Swordsman of Thunder
4 Stars/ Wind
Attack 1700/ Defense 1200
Thunder/ Effect
Remove from play 1 Thunder-type monster from your Graveyard. This card can attack twice during this turn's Battle Phase.
WH-EN165; Common


WH-EN166...- WH-EN169


Silver Hunter
3 Stars/ Earth
Attack 1200/ Defense 700
Warrior/ Effect
When this card battles a lv4 or lower Beast type monster, destroy that monster with this cards effect (damage is calculated normally).
If this monster battles a beast type monster then at the end of damage calculation remove it from field/graveyard from play and special summon 1 Silver Fang/ Silver Werewolf from your deck.
WH-EN170; Common

Silver Werewolf
lv5
Earth/Beast
ATK- 2000 Def- 1500
Effect - When this card is destroyed as a result of battle, you gain control of the card that destroyed this monster, the monster then becomes a Beast type monster as long as it remains face-up on the field.
WH-EN171; Common

Poison Ivy
4 Stars/ Earth
Attack 800/ Defense 350
Plant/Effect
When this card is destroyed as a result of Battle reduce the attack of the monster that destroyed it by half as long as the monster remains face-up on the field. Also you may then special summon a monster of the same name from your hand or deck to the field.
WH-EN172; Common

Legendary Nymph
4 Stars/ Earth
Attack 900/ Defense 1500
Plant/ Effect
Increase this monsters attack by 300 for each plant type monster removed from play.
WH-EN173; Common

Ragworth
2 Stars/ Earth
Attack 900/ Defense 300
Plant/ Effect
When this monster is attacked while face-up, destroy the monster that attcked it at the end of the turn.
WH-EN174; Common

Gaia Incarnate
5 Stars/ Earth
Attack 1300/ Defense 1500
Rock/ Effect
When this monster is normal or special summoned search your deck for upto 3 Rock type and remove them from play. For each rock type monster removed in this way by this cards effect, increase this monsters atk by 300.
WH_EN175; Common

Hell Proxy
2 Stars/Fire
Attack 300/ Defense 400
Feind/Effect
Wile this monster is in the graveyard all field cards cannot be destroyed or removed from the game.
WH-EN176; Rare

D. D. Transport
3 Stars/ Dark
Attack 300/ Defense 500
Machine/ Effect
When this card is sent from your hand to the graveyard you may return upto 3 cards from your removed from play pile to the graveyard.
WH-EN177; Common


WH-EN178...- WH-EN189


D.D Zoid
3 Stars/ Earth
Attack 400/ Defense100
Dinosaur/ Effect
When this card is destroyed remove it from play and special summon 1 D.D Zoid from your hand or deck.
WH-EN190; Common


WH-EN191- WH-EN199


Great Wall
Trap/ Continuous Trap
Add the defense of all your defense position monsters. Monsters on your opponents side of the field with an attack less than the combined defense of all your defense position monsters cannot atttack. Face down monster count as 0 defense. Pay 800 lifepoints during each of your standby phase to keep this card active. If you do not, destroy this face-up card.
WH-EN200; Uncommon

Tyrany
Trap Card
Return one monster on the field to its owners hand. You may discard one card from your hand to graveyard to add this card to your hand.
WH-EN201; Uncommon

Mind Game
Trap card
You must discard 2 cards from your hand to activate this card. Your opp. writes 3 seperate numbers between 1 and 10 on a piece of paper. You then choose a number. If you chose one of the numbers your opp. wrote down, they take damage equal to the numer chose x1000. If not, you lose life-pionts equal to the three numbers you opp. wrote down, added together, then x500.
WH-EN202; Uncommon

Thunderbolt
Trap Card
This card may only be activated while their is a face-up thunder type monster or Summoned Skull/Archfiend of Lightning on the field. Destroy all monsters on your opponents side of the field with level less than or equal to the selected monster.
WH-EN203; Uncommon

Call of the Wild
Trap Card
You may only activate this card when you successfully normal summon a Beast type monster. Special Summon as many copies of that monster from your deck to the field as possible.
WH-EN204; Rare

Land Mine
Trap Card
When your opponent summons, flip summons or special summons a monster, this card activates. Destroy the monster on the field with the highest attack, you then take damage equal to half the monsters attack.
WH-EN205; Uncommon


WH-EN206...- WH-EN210...


Thats all I got too so far, I still have many more, plus below to sort through.
TIA-017
Jewel Giant
Rock/EARTH/6/400/2400
This monster can only be Special Summoned by offering a Rock-type monster on your side of the field as a tribute. This monster’s ATK is increased by the DEF of the Tribute Monster you used to Special Summon this card. When this card attacks with an ATK higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to your opponent's Life Points. When this card inflicts Battle Damage to your opponent's Life Points, draw 1 card from your deck.
Artwork: A golem made with jewels. Its fists are two huge diamonds.
Rare

TIA-018
Giant Stuffed Animal
Beast-Warrior/EARTH/8/2400/1800
You can Special Summon this monster from your hand by offering a “Stuffed Animal” on your side of the field as a tribute. Each time this monster destroys an opponent’s monster in battle, increase this card’s ATK and DEF by 400 points. When this monster is destroyed and sent to the Graveyard by a card’s effect, Special Summon a “Stuffed Animal” in face-up defense position from your Graveyard.
Artwork: A giant Stuffed Animal.
Common

TIA-019
Autumn Wolf
Plant/EARTH/4/1800/1400
When this monster is successfully Normal Summoned, select a monster on your side of the field. As long as this card remains face-up in the field, the selected monster cannot be attacked by your opponent’s monsters.
Artwork: A brown Flower Wolf chained to a tree. The leaves of the tree are falling to the floor.
Super Rare

TIA-020
Twin Shooting Stars
Fairy/WIND/2/700/400
When a Fusion Monster that was properly Fusion Summoned is destroyed and sent to the Graveyard, you can discard this card from your hand to the graveyard to Special Summon up to 2 level 4 or lower effect-less Fusion Monsters whose combined ATK is equal to the ATK of the destroyed monster.
Artwork: Two “Hoshiningens”(One green, one red) holding hands and crossing the sky.
Common

TIA-025
The Chimera of Morpheus – Spirit of the Dreams
Plant/LIGHT/1/3000/3000
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by offering a Fusion monster that was properly Fusion Summoned on your side of the field as a tribute. You can remove 1 Fusion monster in your Graveyard from play to draw 2 cards from the top of your deck. This effect can only be used once per turn.
Artwork: Fusionist’s head, Flower Wolf’s flower mane, Mavelus’ Wings, Pragtical’s Body and Rare Fish’s Tail .There is a forest of Golden Mushrooms as background.
Ultra Rare

TIA-026
Dream Eater
Insect/DARK/3/1300/600
FLIP: Both players select up to 5 monsters in their opponent’s Fusion Deck(You cannot select more than 1 copy of the same monster) and send them to the Graveyard. Increase your Life Points by 100 points per each card sent to the Graveyard by this card’s effect.
Artwork: A green spider-like creature.
Common

TIA-027
Emissary of Damballah
Reptile-Fusion/WATER/2/300/1100
Sinister Serpent + King of the Swamp
This monster cannot be destroyed by the effect of a Monster, Spell or Trap card. During your Stand-by phase, if this monster remains in face-up attack position on your side of the field, select up to 2 monsters with an ATK of 500 or less in your Graveyard and add them to your hand.
Artwork: A white Sinister Serpent. There are dozens of Rainbows as background.
Super Rare

TIA-028
Green Knight
Plant-Fusion/EARTH/4/1900/2300
Arcane Archer of the Forest + Green Phantom King
Artwork: A knight in a Green Armor. His horse, shield and sword seem like made with vines.
Common

TIA-029
Roaring Ghost
Beast-Fusion/WIND/7/2100/1800
The All-Seeing White Tiger + Soul Tiger
During each of your opponent’s Stand-by Phases, you can destroy 1 card on your side of the field. During the turn in which this effect is activated, your opponent cannot declare his/her Battle Phase. You can Special Summon to your side of the field a monster destroyed and sent to the Graveyard as a result of battle by this card at the end of the Battle Phase.
Artwork: A blue tiger standing in a cliff. There is a huge blue moon as background.
Common

TIA-030
Abomination
Zombie-Fusion/EARTH/4/1900/1700
This monster can only be Special Summoned from your Fusion Deck by offering 2 Zombie-type monsters on your side of the field as a tribute. Once per turn, during your Main Phase, you can change the position of this monster. As long as this card remains in face-up defense position, each time a card is sent to the Graveyard, increase the ATK and DEF of this monster by 500 points.
Artwork: A big zombie that looks like made with pieces of different corpses. It is carrying a club in one hand.
Common(Short Print)

TIA-031
Army of Moths
Insect-Fusion/WIND/3/1200/1200
Moth Token + Moth Token + Moth Token
When this card is successfully Fusion Summoned, decrease the ATK and DEF of a face-up monster on your opponent’s side of the field by 1200 points. When this card is destroyed and goes to the Graveyard, Special Summon 2 Moth Tokens(Insect/WIND/1/400/400) on your side of the field. When a “Moth Token” is destroyed, decrease the ATK and DEF of a face-up monster on your opponent’s side of the field by 400 points.
Artwork: A bunch of moths covering the entire card.
Common

TIA-032
Nightmare Possessor
Fiend-Fusion/DARK/5/1100/1900
Brain Jacker + Dream Eater
This monster is not destroyed in battle when it battles with a non Fusion monster. When this card battles with a monster, increase its ATK and DEF by 400 points per each Fusion monster in the field and either player’s Graveyard, during damage calculation only. Each time this card destroys a monster in battle, select a monster in your opponent’s Fusion Deck and send it to the Graveyard.
Artwork: A giant “brain” surrounded by jelly-like tentacles. It has a big green eye on its front.
Ultra Rare

TIA-033
Oz Wolf
Beast-Fusion/EARTH/4/1800/1000
Kangaroo Champion + Hayena
When this card is destroyed in battle and sent to the Graveyard, select and activate one of the following effects:
* Special Summon a “Hyena” from your Deck or Graveyard in face-up attack position on your side of the field.
* Change the Battle Position of a monster on your opponent’s side of the field.
Artwork: A Tasmanian Wolf wearing boxing globes.
Rare

TIA-034
Ever Star
Fairy-Fusion/WIND/4/1800/1800
Magician of Faith + Twin Shooting Stars
When this monster is successfully Fusion Summoned, select a level 4 or lower effect-less Fusion Monster in your Graveyard. This card’s ATK is increased by the selected monster’s ATK. When this monster is sent to the Graveyard, it is returned it to your Fusion Deck instead.
Artwork: A shinning star covered by a pale blue light.
Super Rare

TIA-035
Cupid – Heavenly Archer
Fairy-Fusion/LIGHT/9/2700/2500
Petit Angel + Shinning Friendship + Happy Lover
Once per turn, during your Main Phase, you can discard a card from your hand and select a monster on your opponent’s side of the field. Gain control of the selected monster until the End Phase of this turn. If you activate this effect, this card cannot attack during this turn.
Artwork: The classical “spherical fairy” from LOB. Its color is intense pink and it is holding a silver “heart-shaped” bow with his left arm.
Super Rare

TIA-036
Shark Knight
Fish-Fusion/WATER/6/2300/1400
Piranha Army + Mermaid Knight
This monster cannot attack during the same turn it is Special Summoned. All Battle Damage inflicted by this monster to your opponent's Life Points is doubled.
Artwork: A mermaid-like creature with the head of black shark. It is holding 2 giant spears in each arm.
Common(Short Print)

TIA-037
Plague
Continuous Spell
Once per turn, during each of your End Phases, you can pay 400 Life Points to Special Summon a “Moth Token”(Insect/WIND/1/400/400) in face-up attack position on your side of the field. The tokens cannot be used as a tribute for a Tribute Summon. When a “Moth Token” is destroyed, decrease the ATK and DEF of a face-up monster on your opponent’s side of the field by 400 points.
Artwork: A big moth coming out from a small hole.
Common

TIA-038
Temple of Bones
Continuous Spell
As long as this card remains face-up in the field, each time a monster is offered as a tribute, put a counter on this card. You can remove 3 counters from this card to destroy a face-up card on the field.
Artwork: A huge building made with skulls.
Common(Short Print)

TIA-039
Soft-Boiled
Normal Spell
Offer a “Surprise Egg” on your side of the field as a tribute. Special Summon a “Ryu-Ran” from your Deck to your side of the field in face-down defense position.
Artwork: Surprise Egg being boiled.
Common

TIA-040
Hard-Boiled
Normal Spell
Offer a “Surprise Egg” on your side of the field as a tribute. Special Summon a “Hyozanryu” from your Deck to your side of the field in face-down defense position.
Artwork: Same as “Soft-Boiled”, but there is a lot of steam in this one.
Common

TIA-041
Scrambled
Quick-Play Spell
Offer a “Surprise Egg” on your side of the field as a tribute. Special Summon a “Twin Headed Fire Dragon” from your Deck or Graveyard to your side of the field in face-up defense position.
Artwork: An Egg being scrambled. There is an eggshell covered with “?” marks next to the
Common

TIA-042
Fried
Quick-Play Spell
Offer a “Surprise Egg” on your side of the field as a tribute. Special Summon a “Curse of Dragon” from your Hand or Deck to your side of the field in face-up attack position.
Artwork: An egg being fried. Its yolk is covered with “?” marks.
Common

TIA-043
Drums of the Tribe
Normal Spell
Pay 2000 Life Points and name a type of monster. During this turn, the Normal Summon of monsters with the selected type is treated as a Special Summon. Tributes are still required for level 5 or higher monsters.
Artwork: 20 drums placed in a circle. Each drum has the “Symbol” of a type of monster(i.e. a Skull for zombies and a paw for beasts).
Super Rare

TIA-044
First-Aid Kit
Quick-Play Spell
Select and activate one of the following effects:
* Search your deck for a “Red Medicine” and a “Blue Medicine” and add them to your hand. Your Deck is then shuffled.
* Search your deck for a “Dian Keto the Cure Master” and add it to your hand. Your Deck is then shuffled.
Artwork: A white box with medicines in it.
Common(Super Short Print)

TIA-045
Meteor Bazooka
Equip Spell
Increase the ATK of the equipped monster by 600 points. Each time the equipped monster inflicts Battle Damage to your opponent’s Life Points, search your deck for a “Hinotama” or “Final Flame” card in your deck and add it to your hand. Your Deck is then shuffled.
Artwork: A bazooka shooting “Hinotamas” to a random monster.
Common

TIA-046
Hero’s Cape
Equip Spell
You can discard this card from your hand to Special Summon a “Zombyra the Dark” from your hand or Graveyard. This card can only be equipped to a “Zombyra the Dark”. All decreases to the ATK and DEF that affect the equipped monster become increases. In addition, the monster equipped with this card isn’t affected by Trap Cards.
Artwork: A red cape marked with a “Z” symbol.
Common

TIA-047
Judge’s Club
Equip Spell
You can discard this card from your hand to select a “Judge Man “ in your Deck and add it to your hand. This card can only be equipped to a “Judge Man”. Increase the equipped monster’s ATK by 200 points per each card in your hand. Each time the equipped monster destroys an opponent’s monster in battle, your opponent selects and activates one of the following effects:
* Remove the destroyed monster from play.
* Send 3 cards from the top of his/her deck to the Graveyard.
Artwork: Judge man’s club.
Common

TIA-048
Shadow Saber
Quick-Play Spell
When this card is activated, destroy a face-up attack position monster on your opponent’s side of the field with an ATK of 1500 or lower. If there’s a face-up “Panther Warrior” on the field when this card is activated, this card becomes an Equip Spell and is equipped to that “Panther Warrior” . Each time a monster on your side of the field is offered as a tribute, increase the equipped monster’s ATK and DEF by 500 points.
Artwork: Panther Warrior’s saber.
Common

TIA-049
Storm Umbrella
Quick-Play Spell
Discard a card from your hand. All the face-down cards on the field are returned to their owner’s hands.
Artwork: A huge Umbrella spinning and causing a strong wind. There are dozens of Penguin Soldiers flying because of the wind.
Ultra Rare

TIA-050
Fossil Recovery
Quick-Play Spell
Select a monster on your side of the field and shuffle it into your deck. Special Summon a Dinosaur-type monster from your Graveyard to your side of the field.
Artwork: A machine with two crystal “bubbles” on it. One contains the fossil of a Black Tyranno. A fetus is developing in the other.
Rare

TIA-051
Winter Globe
Normal Trap
When this face-down card goes from the field to the graveyard, Special Summon 2 “Snowman Token”(Fairy/WATER/2/800/800) on your side of the field.
Artwork: A snow globe with 2 blue “Weather Reports” inside.
Common

TIA-052
Photo Camera
Normal Trap
You can only activate this card when your opponent declares an attack. Negate the attack, and switch the attacking monster to defense position. In addition, your opponent must send all the copies of the selected monster in his/her hand and Deck to the Graveyard.
Artwork: Inexperienced Spy holding a camera.
Common

TIA-053
Anesthesia
Continuous Trap
As long as this card remains face-up in the field your Life Points cannot be reduced and you cannot play or set cards from your hand. During the End Phase of your next turn, send this card to the Graveyard and inflict 2000 points of Direct Damage to your Life Points.
Artwork: Injection Fairy Lilly, but the content of her Injection is blue instead of red.
Super Rare

TIA-054
Weenie Maker Machine
Continuous Trap
Each time one of your monsters destroys a monster in battle, Special Summon a Weenie Token(Fiend/DARK/1/600/300) in face-up attack position on your side of the field. This tokens cannot be used as tributes. Each time a Weenie Token inflicts damage to your opponent’s life points, your opponent draws 2 cards from his/her deck.
Artwork: A huge funnel. There are dozens of monsters being thrown in one side, and “weenies” with Bistro Butcher’s face are coming from the other.
Common

TIA-055
Easter Island’s Artifact
Continuous Trap
When this card is activated, put a Counter on this card per each face-up “The Statue of Easter Island” on the field. When this card leaves the field, draw a number of cards from your Deck equal to the number of Counters in this card and inflict 700 points of Direct Damage to your opponent’s Life Points per each card drawn.
Artwork: A Moai shaped like a Pot of Greed.
Common(Super Short Print)

TIA-056
Split Off!
Normal Trap
You can only activate this card when a Reptile or Dinosaur-type monster on your side of the field is destroyed as result of battle and sent to the Graveyard. Return that monster to your hand and send a Reptile or Dinosaur – type monster from your Deck to the Graveyard. Shuffle your deck afterwards.
Artwork: A soldier using a sword to cut a Sinister Serpent. The Sinister Serpent is splitting in two Sinister Serpents.
Common(Short Print)

TIA-057
Eucalyptus Scent
Normal Trap
Select a monster with “Koala” on its name in your Deck or Graveyard and add it to your hand.
Artwork: A purple bottle shaped like a Koala.
Common(Short Print)

TIA-058
Protection Curtain
Normal Trap
During the turn this card is activated, face-down monsters are unaffected by Spell and Trap cards.
Artwork: A Penguin Soldier and a Man-Eater Bug hidden behind a curtain.
Rare

TIA-059
Shadow Shield
Normal Trap
Select a face-up monster on your side of the field. Until the End Phase of this turn, the ATK of that monster becomes equal to its DEF.
Artwork: A monster lost in a labyrinth is being attacked by a “Shadow Wall”.
Common

TIA-060
Polishing
Normal Trap
When this card is activated, offer any number of Rock-type monsters on your side of the field as tributes. Draw a card per each monster offered plus 1.
Artwork: A Hitotsu-Me Giant polishing a rock. The bottom of the rock is transforming into gold. Hitotsu-Me Giant’s skin is turning green.
Comm

rant5
01-07-2006, 06:11 AM
injection fairy lilly #2
fairy fire 4 level stars
atk 500 def 1400
during the damage step of your turn when this card attacks you can pay 3000 LPs to increase this monsters attack by 3000 during the damage step only(you can use this effect multiple times during the same damage step).

super d-power
fiend light 4 level stars
atk 300 def 300
FLIP: draw two cards then discard 1 card from your hand.
picture:night assailant dresed in white. LOL

PMasterS
01-07-2006, 02:03 PM
Scarecrow
4 Stars/ Dark
Attack 1300/ Defense 1300
Plant/ Effect
When this card is Normal Summoned or Special Summoned, Special Summon 2 Pumpkin Token(Plant/DARK/1/600/600) to your side of the field in face-up defense position. As long as this card remains face-up on the field Plant-type monsters on your side of the field are unaffected by your opponent’s Spell cards. In addition, increase the ATK of this card by 300 points for each Plant-type monster on your side of the field.
WH-EN019; Super Rare


This shouldn't be a plant type as it would become a 1900 unaffected by magics monster upon summon, too good.

Reckoning
Spell Card
Search your deck for 5 cards of any type and add them to your hand. During the end phase of your opponents next turn you lose the game.
WH-EN097; Rare


Too much power for OTK's, most of them don't need 5 cards to win so this would be ridiculous.
It should only be 1.

Mother Nature
9 Stars/ Light
Attack 2500/ Defense 2500
Fairy/ Effect
This card can only be special summoned by removing one earth, one water, one fire and one wind type monster from your graveyard from play.
You may offer this face-up card as a tribute to draw 5 cards.
At the end of the turn this card is special summoned, the Defence points of this monster would be deducted from your life points.
WH-EN142; Super


5 Cards are way too much, it would be broken beyond the envoys.
Make it 3, that makes it fair, and reduce its attack back to 2000 at most.

Aqua Ninja
4 Stars/ Water
Attack 1700/ Defense 1300
Warrior/ Effect
If this card is removed from play while face up on the field, you may send 1 water type monster from your hand to the graveyard to special summon it to the field.
WH-EN143; Common

Wouldn't be good enough to make the cut in a deck, make it when its removed, not just from the field.

KratosZero
01-07-2006, 05:47 PM
Here's something I posted in the Create-A-Card thread:

Set Attributes:
60 Card set
4 Ultra Rares
7 Super Rares
14 Rares
35 Commons
30 Monsters (2 Ultra Rares, 3 Super Rares, 10 Rares, 15 Commons)
15 Spells(1 Ultra rare, 2 Super Rares, 2 Rares, 10 Commons)
15 Traps(1 Ultra rare, 2 Super Rares, 2 Rares, 10 Commons)

001
Thunder Lord-Summon Demon
Thunder/Dark/Effect/6 Stars
2500 ATK/1200 DEF
When this card comes into play, destroy all face-up monsters on your opponent's side of the field that have lower DEF points than the ATK points
of 1 Thunder-type monster (other than this card) that you control. All other Thunder-type monsters on your side of the field gain 400 ATK points.
Ultra Rare

002
Water Lord-Daedalus
Sea Serpent/Water/Effect/7 Stars
2600 ATK/1500 DEF
When this card comes into play, destroy all cards on the field (this effect does not activate if this card is Special Summoned). You may not
Summon any other monsters in any way during the turn you play this monster.
Ultra Rare

003
Gravekeeper's Summoner
Spellcaster/Dark/Effect/4 Stars
1600 ATK/1800 DEF
The effect of an active "Necrovalley" does not affect this card's effect. When this card comes into play, it is shifted to Defense position, and it may
not change its mode as long as it is on the field. Discard one card from your hand to Special Summon one monster card with "Gravekeeper's" in
its card name onto your side of the field in face up Attack position.
Rare

004
Guardian Patronem
Fairy/Light/Effect/8 Stars
2800 ATK/2000 DEF
This card may not be Normal Summoned, Flip Summoned, or Special Summoned if a "Heavenly Shield-Laudia" is not on the field. Monsters with
"Guardian" in their card name do not need to have the Equip Spell card mentioned in their card effect to be summoned to the field.
Super Rare

005
Slaet-Prince of the Dark World
Fiend/Dark/Effect/6 Stars
2300 ATK/1000 DEF
If this card is discarded from your hand by a card effect, Special Summon it to the field. If it was discarded by an opponent's card effect, you may
also draw a card from your deck. Whenever a card is discarded from your hand by a card effect, draw one card from your deck.
Rare

006
Manipulator Archfiend
Fiend/Earth/Effect/5 Stars
2350 ATK/700 DEF
You must pay 800 Life Points during each of your Standby Phases (this is not optional). If you cannot pay, destroy this card. Negate all Spell
cards that specifically designate this card as a target. Once per turn, during your Battle Phase, you may send one face-up Archfiend monster on
your side of the field to the graveyard to Special Summon one Archfiend monster from your graveyard.
Rare

007
Sage of Spell Reproduction
Spellcaster/Wind/Effect/5 Stars
2200 ATK/0 DEF
Everytime a Spell card is played, put one Spell Counter on this card (Max: 1). Remove one Spell counter from this card to destroy one card on the field.
Common

008
Sanctuary Guardian
Fairy/Light/Effect/4 Stars
1800 ATK/1800 DEF
This effect can only be activated if a "Sanctuary in the Sky" is on the field. Send this card to the graveyard to negate the effect of a Spell or Trap
card that affects the field.
Rare

009
Zefyyr the Wind Monarch
Winged-Beast/Wind/Effect/5 Stars
2400 ATK/1200 DEF
When this card is Tribute Summoned to the field, send three cards on the field to the top of their owner's deck.
Super Rare

010
Lunaa the Darkness Monarch
Fiend/Dark/Effect/6 Stars
2400 ATK/1200 DEF
When this card is Tribute Summoned to the field, Special Summon one monster in your graveyard to the field. It may not be the monster tributed
to summon this card.
Super Rare

011
Mechanized Clone
Machine/Light/Effect/6 Stars
? ATK/? DEF
When this monster comes into play, choose one monster on the field. This card has the same card name, ATK, DEF, and Effect of the selected
monster.
Rare

012
Hound of the Underworld-Cerberus
Beast/Fire/Effect/6 Stars
2400 ATK/2000 DEF
When this card is summoned to the field, you may take one Beast,Beast-Warrior, or Winged Beast-type monster from your deck and put it in your
hand.
Rare

013
Gravedigger
Rock/Earth/Effect/4 Stars
1000 ATK/1000 DEF
You may turn this card into face-down Defense position once per turn during your Main Phase. When this card is flipped face-up, Special
Summon one monster from your opponent's graveyard.
Rare

014
Chaos Ambassador
Warrior/Light/Effect/4 Stars
1700 ATK/ 1000 DEF
When this card comes into play, put one of your cards that has been Removed from the Game into your hand.
Rare

015
Blood-Seeker
Zombie/Earth/Effect/4 Stars
1500 ATK/ 600 DEF
When this card comes into play, you may select one face-up monster on the field. That monster's owner looks through their deck and puts any
copies of that monster into the graveyard. Shuffle the deck afterwards.
Common

016
Stealth Kraken
Sea-Serpent/Water/Effect/4 Stars
1800 ATK/ 1800 DEF
This card is unaffected by monster effects.
Common

017
Leviathan Underling
Sea-Serpent/Water/Effect/4 Stars
2000 ATK/ 0 DEF
This card may only attack once as long as it remains face-up on the field. This card may attack your opponent directly.
Rare

018
Assault Eel
Sea-Serpent/Water/Effect/3 Stars
1000 ATK/ 1000 DEF
During each End Phase, deal damage to your opponent equal to this card's ATK points.
Common

019
Living Fossil-Coelacanth
Sea-Serpent/Water/Effect/4 Stars
1850 ATK/ 0 DEF
This card may attack your opponent directly if they control a Spell or Trap card.
Common

020
Whiplash Eel
Sea-Serpent/Water/Effect/3 Stars
1400 ATK/ 1900 DEF
If your opponent only controls monsters with DEF points equal to or less than this card's ATK points, this card may attack your opponent directly.
Common

021
Dragon of the Deep
Sea-Serpent/Water/Effect/5 Stars
2200 ATK/ 2000 DEF
This monster may attack your opponent directly if they do not control a LIGHT, DARK, or WATER attribute monster.
Common

022
Ship-Snatcher Kraken
Sea-Serpent/Water/Effect/3 Stars
1000 ATK/ 2000 DEF
When this card comes into play, destroy one face-down card on your opponent's side of the field.
Common

023
Soldier of the Deep
Sea-Serpent/Water/Effect/4 Stars
1500 ATK/ 1600 DEF
This card is unaffected by Spell cards that your opponent controls.
Common

024
Thundermage
Thunder/Light/Effect/4 Stars
1600 ATK/ 800 DEF
When this card comes into play, destroy one monster with an DEF value less than this card's ATK value.
Common

025
Storm-Dancer
Thunder/Wind/Effect/5 Stars
2000 ATK/ 1000 DEF
Everytime a Spell card is played, put one Storm Counter on this card. Remove two Storm Counters on this card to destroy all face-up monsters
on your opponent's side of the field with less than 2000 DEF.
Common

026
Thundermage Apprentice
Thunder/Light/Effect/2 Stars
400 ATK/ 500 DEF
When this card is summoned, Flip Summoned, Special Summoned, or flipped face-up, you may put one Storm Counter on a monster on the field.
If the chosen monster isn't a Thunder-type monster, or if it's face-down, that monster may not attack or switch battle positions. When this card is
destroyed and sent to the graveyard as a result of battle, you may search your deck for a Level 4 or under Thunder-type monster and Special
Summon it to the field in face-down Defense position.
Common

027
Black-Sky Dragon
Thunder/Light/Effect/6 Stars
2200 ATK/ 1000 DEF
Whenever your opponent summons a monster in any way, you may offer one face-up Thunder-type monster on your side of the field that has a
higher ATK than the summoned monster's DEF. Destroy the summoned monster.
Common

028
Lightbender Illusionist
Thunder/Light/Effect/4 Stars
1400 ATK/ 2000 DEF
Increase the ATK points of all face-up Thunder-type monsters by 500 points, except during your Battle Phase. This card may not be
attacked if another face-up Thunder-type monster exists on your side of the field.
Common

029
Stray Bolt
Thunder/Light/Effect/1 Star
0 ATK/ 0 DEF
When this face-up card is destroyed and sent to the graveyard from the field, Special Summon two Lightning tokens (Thunder-Type,
Light-Attribute, Level 1, 2000 ATK, 0 DEF) in Defense position. These tokens may not change their battle position, or be used as a tribute for a
Tribute Summon.
Rare

030
Avatar of the Skies
Thunder/Light/Effect/6 Stars
2400 ATK/ 1200 DEF
When this card is Tribute Summoned to the field, select up to two monsters on the field. Put a Storm Counter on those two monsters. If the chosen
monsters aren't Thunder-type monsters, or if they're face-down, those monsters may not attack or switch battle positions.
Common

031
Rain of Destruction
Normal Spell Card
Tribute one face-up Thunder-type monster on your side of the field. Destroy all monster cards on your opponent's side of the field.
Ultra Rare

032
Leviathan Raid
Normal Spell Card
This card may only be activated if you control a face-up Sea-Serpent-type monster. Destroy all face-down cards your opponent controls.
Super Rare

033
Attack on the Port
Normal Spell Card
This card may only be activated if you offer a face-up Sea-Serpent-type monster on your side of the field as a tribute. Destroy all face-up cards
your opponent controls.
Rare

034
Gathering of the Storm
Normal Spell Card
Destroy all non Thunder-type monster cards with Storm counters on them. Then remove all Storm Counters from every monster on the field.
Super Rare

035
Scattered Storm
Quick-Play Spell Card
Choose two monster cards on the field. Put a Storm counter on both of the selected monsters. If the chosen monsters aren't Thunder-type
monsters, or if they're face-down, those monsters may not attack or switch battle positions.
Common

036
Heavenly Shield-Laudia
Equip Spell Card
You may send the equiped monster and one other monster you control to the graveyard to Special Summon a "Guardian Patronem" from your
hand to your side of the field (ignore "Guardian Patronem"'s summoning condition), and then draw one card. If the equiped monster is offered as
a tribute, draw two cards.
Common

037
Magic Thunder
Quickplay Spell Card
Destroy one face-down Spell or Trap card on the field.
Common

038
Serial Murder
Normal Spell Card
For every face-up Normal monster you control, destroy an Effect monster on the field. You may not conduct your Battle Phase this turn.
Common

039
Bloodthirsty Blade-Murasame
Equip Spell Card
The equiped monster may attack all monsters you opponent controls. All battle damage done on a turn you use this effect is reduced to 0.
Common

040
Demon's Call
Quickplay Spell Card
You may only activate this card if a Fiend-type monster you control is sent from the field to the graveyard. Search your deck for one Fiend-type
monster with a Level equal to or less than the Level of the destroyed monster and put that card into your hand. Shuffle your deck afterwards.
Common

041
Feathers of Rebirth
Equip Spell Card
Increase the equiped monster's ATK by 700 points. When the equiped monster is destroyed and sent to the graveyard, draw two cards.
Rare

042
Ceremonial Feast
Continuous Spell Card
When you conduct a successful Fusion Summon, draw cards equal to the number of Fusion Material Monsters used in the Fusion Summon.
Common

043
Life for Death;Death for Life
Quickplay Spell Card
Send one monster on your side of the field to the graveyard to Special Summon one monster from your graveyard.
Common

044
Taking Ammo
Normal Spell Card
Send any number of cards from your hand to the graveyard, and then draw cards from your deck equal to the amount of cards you discarded.
Common

045
Blazing Destruction
Continuous Spell Card
When a Pyro-Type or FIRE-attribute monster you control destroys a monster as a result of battle, deal damage to your opponent's life points
equal to the destroyed monster's DEF points.
Common

046
Redirect
Counter Trap Card
Negate the effect of an opponent's Monster, Spell, or Trap card unless that card's controller pays 2000 life points.
Ultra Rare

047
Mirror Spellcasting
Counter Trap Card
Negate the effect of a Spell card that your opponent plays. This card then becomes a copy of the negated card.
Super Rare

048
Mirror Summoning
Counter Trap Card
Negate the summoning of an opponent's monster. This card then becomes a copy of that monster until the end of the turn.
Super Rare

049
Copycat Spirit
Normal Trap Card
Increase the ATK of one monster on the field by the ATK value of an attacking monster.
Rare

050
Exorcism
Normal Trap Card
When your opponent summons a monster, activate this card. That monster is put onto the top of the owner's deck.
Rare

051
Deja-Vu
Normal Trap Card
Both players put the top card of their graveyard into their hand.
Common

052
Banisher's Will
Continuous Trap Card
If a card would be put into the graveyard, it is removed from play instead.
Common

053
Protector's Will
Continuous Trap Card
If a card would be put into the graveyard, it is shuffled into its owner's deck instead.
Common

054
Elemental Defense
Normal Trap Card
Activate this card when an attacking monster attacks. Activate one of the following effects, depending on what Attribute the attacking monster is.
-Earth: Destroy the attacking monster.
-Wind: Send the monster to the top of its owner's deck.
-Fire: Any damage you would take from the battle is dealt to your opponent instead.
-Water: The ATK of the attacking monster is reduced to 0.
-Light: Negate the attack, and then gain Life Points equal to the monster's ATK.
-Dark: Shift the monster to face-down Defense position.
Common

055
Terrorwind
Normal Trap Card
Discard one WIND or DARK-Attribute monster from your hand and send it to the graveyard. Destroy one monster on the your opponent's side of
the field, and then return one Spell or Trap card on your opponent's side of the field to the top of the owner's deck.
Common

056
Purifying Ray
Normal Trap Card
Discard one FIRE or LIGHT-Attribute monster from your hand and send it to the graveyard. Destroy one face-up card on the field, and destroy
one face-down card on the field.
Common

057
Tsunami
Normal Trap Card
Discard one WATER or EARTH-Attribute monster from your hand and send it to the graveyard. Destroy one Spell or Trap card that's on the field,
and shift the battle postition of all of your opponent's monsters.
Common

058
Miracle Growth
Normal Trap Card
Discard one EARTH or LIGHT-Attribute monster from your hand and send it to the graveyard. Special Summon two Plant tokens (Plant-Type,
Earth-Attribute, 0 ATK/0 DEF) to your side of the field in defense position.
Common

059
Stormy Seas
Normal Trap Card
Discard one WATER or DARK-Attribute monster from your hand and send it to the graveyard. Your opponent discards two cards from their hand
and sends one to the graveyard and one is Removed from the Game.
Common

060
Glory and Defeat
Normal Trap Card
Discard one LIGHT or DARK-Attribute monster from your hand and send it to the graveyard. Send one card on the field to the top of the owner's
deck, and one card on the field to the bottom of the owner's deck.
Common

PMasterS
01-08-2006, 03:12 PM
002
Water Lord-Daedalus
Sea Serpent/Water/Effect/7 Stars
2600 ATK/1500 DEF
When this card comes into play, destroy all cards on the field (this effect does not activate if this card is Special Summoned). You may not
Summon any other monsters in any way during the turn you play this monster.
Ultra Rare




Way too poerful, plus there's already Levia-Dragon so why adda card that is almost identical, the idea is to provide varied support.

005
Slaet-Prince of the Dark World
Fiend/Dark/Effect/6 Stars
2300 ATK/1000 DEF
If this card is discarded from your hand by a card effect, Special Summon it to the field. If it was discarded by an opponent's card effect, you may
also draw a card from your deck. Whenever a card is discarded from your hand by a card effect, draw one card from your deck.
Rare


Works completely against Dark World decks, and on top of that is overpowered, Dark World is strong enough as is.

007
Sage of Spell Reproduction
Spellcaster/Wind/Effect/5 Stars
2200 ATK/0 DEF
Everytime a Spell card is played, put one Spell Counter on this card (Max: 1). Remove one Spell counter from this card to destroy one card on the field.
Common


To powerful, plus it really doesn't fit into a deck other than A general beatdown.

008
Sanctuary Guardian
Fairy/Light/Effect/4 Stars
1800 ATK/1800 DEF
This effect can only be activated if a "Sanctuary in the Sky" is on the field. Send this card to the graveyard to negate the effect of a Spell or Trap
card that affects the field.
Rare


Affects the field is far too broad a term, it could mean almost anything, plus the ATK and DEF of this card are too high .

009
Zefyyr the Wind Monarch
Winged-Beast/Wind/Effect/5 Stars
2400 ATK/1200 DEF
When this card is Tribute Summoned to the field, send three cards on the field to the top of their owner's deck.
Super Rare

Should be back to hand but the monarchs are finished, they have already used all the non-living types.

010
Lunaa the Darkness Monarch
Fiend/Dark/Effect/6 Stars
2400 ATK/1200 DEF
When this card is Tribute Summoned to the field, Special Summon one monster in your graveyard to the field. It may not be the monster tributed
to summon this card.
Super Rare


See above.

013
Gravedigger
Rock/Earth/Effect/4 Stars
1000 ATK/1000 DEF
You may turn this card into face-down Defense position once per turn during your Main Phase. When this card is flipped face-up, Special
Summon one monster from your opponent's graveyard.
Rare


Doesn't make sense as an earth or rock monster, and its effect is just ludicrous, contiuous free revival?
That's better than draw power and harder to combat.

014
Chaos Ambassador
Warrior/Light/Effect/4 Stars
1700 ATK/ 1000 DEF
When this card comes into play, put one of your cards that has been Removed from the Game into your hand.
Rare


Overpowered to hell and back.

016
Stealth Kraken
Sea-Serpent/Water/Effect/4 Stars
1800 ATK/ 1800 DEF
This card is unaffected by monster effects.
Common


Stats are too high and it should be an Aqua.

017
Leviathan Underling
Sea-Serpent/Water/Effect/4 Stars
2000 ATK/ 0 DEF
This card may only attack once as long as it remains face-up on the field. This card may attack your opponent directly.
Rare


Drop the attack direct, it doesn't need that.

018
Assault Eel
Sea-Serpent/Water/Effect/3 Stars
1000 ATK/ 1000 DEF
During each End Phase, deal damage to your opponent equal to this card's ATK points.
Common

Way to powerful. It should be more like 300, plus it doesn't make sense as a water type.

019
Living Fossil-Coelacanth
Sea-Serpent/Water/Effect/4 Stars
1850 ATK/ 0 DEF
This card may attack your opponent directly if they control a Spell or Trap card.
Common


You Play a Wizards of the Coast based card game don't you?
The problem is that water isn't about that, in fact you are really just adding cards whose type or attribute isn't significant, that's a great way to give strong monsters to any deck but that's the problem.



Almost none of this set could actually be used I'm sorry to say.

But thanks for posting and trying to help.

PMasterS
01-09-2006, 04:23 PM
Justified Failure
Continuous Trap
Effect- When a monster is destroyed you may send this face-up card to the graveyard to special summon it to your side of the field. You may only turn this card face-up during the draw phase of either player.

Abisal
01-09-2006, 07:41 PM
Here are more cards from the set I am still trying to finish:

Giant White
Fish/WATER/5/2100/1300
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by paying 1000 life points when a Fish-type monster on your side of the field is destroyed, then you can Special Summon this monster from your hand or Deck.

Dragonfly
Insect/WIND/3/250/250
This monster can attack your opponent’s Life Points directly. Increase this card’s ATK by 300 points for each Insect-type monster on the field. When this card is send to the Graveyard, you can add 1 “Dragonfly” from your deck to your hand.

Killer Injection
Insect/WIND/4/1200/1000
During the Damage Step of either player's turn, you can pay 1000 Life Points to increase the ATK and DEF of this monster by 1000 points only during the Damage Calculation. When this card destroys an opponent's monster as a result of battle, inflict 200 points of damage to your opponent's Life Points for each Insect-type monster on the field other than this card.

Ornithotitan
Dinosaur/EARTH/4/1400/1200
FLIP: Select 1 Dinosaur-type monster with a DEF of 1500 or less from your Deck, show it to your opponent, and add it to your hand. Then shuffle your Deck.

Crawling Dragon #3(Not exactly theme specific, but it is supossed to work much better in Dino decks)
Dinosaur/FIRE/4/1600/1000
When this card destroys a monster, you can pay 500 Life Points to remove the monster from play. When this monster is destroyed, it is removed from play.

Skeleton Rider(Again, not really theme specific, but designed to be fully exploited in zombie deck)
Zombie/WIND/6/1900/1850
This card can be Normal Summoned or Set without Tribute. In that case, the original ATK of this card is decreased by 900 points. When this card attacks with an ATK that is higher than the DEF of your opponent’s Defense Position monster, inflict the difference as Battle Damage to your opponent’s Life Points. When this card inflicts Battle Damage to your opponent’s Life Points send 3 cards from the top of your opponent’s Deck to the Graveyard.

Spark Soul
Thunder/LIGHT/2/600/1600
You can only activate this card's effect when a Thunder-type monster is successfully Special Summoned. Discard this card from your hand to add 1 Thunder-type monster from your Deck or Graveyard to your hand.

Lightning Hawk
Thunder-Ritual-Effect/WIND/5/1900/1400
This monster can only be Ritual Summoned with the Ritual Magic Card “Gathering of the Storms”. You must also offer monsters whose total Level Stars equal 5 or more as a Tribute from the field or your hand. When this card destroys an opponent’s monster and sends it to the Graveyard as result of battle, you can discard a Thunder-type monster from your hand to destroy all the cards on the field except this one.

Gathering of the Storms
Ritual Spell
This card is used to Ritual Summon a “Lightning Hawk”. You must also offer monsters whose total level stars equal 5 or more as a tribute from the field or hand.

Static Restrains
Quick-Play Spell
Send 1 Thunder-type monster on your side of the field or hand to the Graveyard. During the current duel, your opponent must pay 500 points each time he plays a card.

Tornado Gate
Normal Trap
You can only activate this card if there is 1 WIND monster on both sides of the field. All the cards on the field are shuffled back into their owner’s decks. You cannot perform your battle phase during the turn this card is activated.

Legendary Fishing Rod
Normal Spell
Discard 1 card from your hand to the Graveyard. During the End Phase of the turn this card was activated, pick up 5 cards from the top of your Deck and add all the Fish-type monsters among the picked-up cards to your hand. Return all the other cards to your Deck. The Deck is then shuffled.

Blooming Forest
Field Spell
Increase the ATK and DEF of all the face-up Insect and Plant-type monsters on the field by 300 points. Once per turn during their respective Stand-by Phase, a player can offer a monster as a tribute to Special Summon 1 Plant-Type monster with a Level equal to or less than the Level of the offered monster +1 in face-up or face-down defense position from your Deck to your side of the field.



Theme specific support card, but not type/attribute specific:
Moonlight Priestess
Spellcaster/LIGHT/4/1600/1200
As long as this card remains face-up in the field, players can use Ritual Spell cards to Ritual Summon monsters from their respective decks. When this card is attacked by your opponent's monster, you can select another 1 of your Ritual Monster Cards and designate it as the attack's target, then calculate damage.



And of course, some strugging tries at older card support(It is also theme support, though).
Perfectly Ultimate Petit Moth
Insect/EARTH/1/300/200
This card's name is treated as "Petit Moth". When this card is successfully Normal Summoned, Flip Summoned or Special Summoned, switch this card to defense position and add 1 card that includes “Moth” in its card name or is named “Cocoon of Evolution” from your Deck to your hand. As long as this card remains face-up on the field, Insect-type monsters on your side of the field are unaffected by your opponent's Spell cards.

Metal Fangs
Beast/EARTH/3/1500/1100
This monster can only be Special Summoned from your Deck to your side of the field by offering a Beast-type monster equipped with "Beast Fangs" as a Tribute. The ATK of this card increases by 300 points for each Beast-Type monster on the field and in either player’s Graveyard.

Guard Dragon
Dragon/WIND/3/1500/2100
This monster can only be Special Summoned from your Deck to your side of the field by offering a Dragon-type monster equipped with "Dragon Treasure" as a Tribute. Increase the ATK and DEF of this monster by 500 points for each Spell or Trap card on the field.

Cannon Insect
Insect/EARTH/2/800/1000
This monster can only be Special Summoned from your Deck to your side of the field by offering an Insect-type monster equipped with "Laser Cannon Armor" as a Tribute. This monster can attack your opponent’s Life Points directly. Each time this card inflicts damage to your opponent’s Life Points, Special Summon 2 “Basic Insect Tokens”(Insect/EARTH/2/500/700) to your side of the field in face-up attack position. As long as at least 1 other monster exists on your side of the field, your opponent cannot select this card as an attack target.

Hitotsu-Me Colossus
Beast-Warrior/EARTH/4/1500/1300
This monster can only be Special Summoned from your Deck to your side of the field by offering a Beast-Warrior – Type monster equipped with "Mystical Moon" as a Tribute. You can offer a monster on your side of the field to increase the ATK of this monster by an amount equal to the ATK of the offered monster.

Angel Guard
Fairy/LIGHT/3/900/1200
This monster can only be Special Summoned from your Deck to your side of the field by offering a Fairy-type monster equipped with "Silver Bow and Arrow" as a Tribute. When this card battles with a Non-LIGHT monster, increase the ATK of this monster by 2000 points during the damage step only.

PMasterS
01-09-2006, 07:56 PM
Static Restrains
Quick-Play Spell
Send 1 Thunder-type monster on your side of the field or hand to the Graveyard. During the current duel, your opponent must pay 500 points each time he plays a card.

Much too powerful, I take it you've neverplayed against a chain energy deck?

I really can't think of a way to make this makeable, maybe have it send 5 cards on your field to grave to activate?

Tornado Gate
Normal Trap
You can only activate this card if there is 1 WIND monster on both sides of the field. All the cards on the field are shuffled back into their owner’s decks. You cannot perform your battle phase during the turn this card is activated.

Again too powerful, and with cards like mystic box and shiens spy its not too hard to pull off.

Legendary Fishing Rod
Normal Spell
Discard 1 card from your hand to the Graveyard. During the End Phase of the turn this card was activated, pick up 5 cards from the top of your Deck and add all the Fish-type monsters among the picked-up cards to your hand. Return all the other cards to your Deck. The Deck is then shuffled

Make it 3 cards.

Metal Fangs
Beast/EARTH/3/1500/1100
This monster can only be Special Summoned from your Deck to your side of the field by offering a Beast-type monster equipped with "Beast Fangs" as a Tribute. The ATK of this card increases by 300 points for each Beast-Type monster on the field and in either player’s Graveyard.


Too powerful, make the increase either only specific to the field or by 100.

Angel Guard
Fairy/LIGHT/3/900/1200
This monster can only be Special Summoned from your Deck to your side of the field by offering a Fairy-type monster equipped with "Silver Bow and Arrow" as a Tribute. When this card battles with a Non-LIGHT monster, increase the ATK of this monster by 2000 points during the damage step only.

Make its base attck 650, that'll balance it out

mech-hound
01-09-2006, 08:43 PM
Much too powerful, I take it you've neverplayed against a chain energy deck?

I really can't think of a way to make this makeable, maybe have it send 5 cards on your field to grave to activate?



Easy make it countinuous...

5610
01-09-2006, 08:48 PM
For the Frog decks:


Frog Hop
Normal Magic
Special Summon one "Des Frog" From your Graveyard. This summon is treated as if it was a tribute summon. Destroy all 'Des Frog" on the field during the End Phase.

Gundam Deathscythe
01-09-2006, 09:07 PM
False Destruction
Quick Play Spell Card
When this card is activated destroy all cards on the field (except this card). You can summon 1 monster from hand this monster must attack after this cards effect is activated. After the monster card attacks return the monster back to your hand, all cards that were destroyed this turn by this cards effect back to the field then return this card to your opponents hand.

This card would be awsome

Abisal
01-09-2006, 09:57 PM
Easy make it countinuous...
I guess, but I wanted to make a quick-play spell with a continuous effect. :)
What if your opponent has to pay only if he/she has 3000 or more Life Points?
What if we make it damage, so they can block it with Des Wombat and Pikeru?


Again too powerful, and with cards like mystic box and shiens spy its not too hard to pull off.
I guess, but I've seen too many "Offer 1 X-type monster to blah,blah" in this thread, so I wanted to make something a little bit more original... What if you also have to skip your next Draw Phase?



Make it 3 cards.

What if we keep it in 5, but you have to discard a Fish-type monster and you only keep the Fish(s) with an equal or higher level.
Keep in mind how the effectiveness of the card will decrease every time you play it.


Too powerful, make the increase either only specific to the field or by 100.
Remember this is a Nomi who forces the player to run weak equips. I don't see it getting too powerful outside Rescue Cat decks(And that is what I intented). It will also punish those who play Goats in non-beast decks.
What about 200 per beast(Like a Big March)?


Make its base attck 650, that'll balance it out
The 900 has a meaning. This monster is supossed to be a Petit Angel equipped with "Silver Bow and Arrow". :)
What if you have to pay 500 Life Points to activate the effect?
Or if it works only if your Life Points are higher than your opponent's?

PMasterS
01-10-2006, 06:31 AM
I guess, but I wanted to make a quick-play spell with a continuous effect. :)
What if your opponent has to pay only if he/she has 3000 or more Life Points?
What if we make it damage, so they can block it with Des Wombat and Pikeru?



I guess, but I've seen too many "Offer 1 X-type monster to blah,blah" in this thread, so I wanted to make something a little bit more original... What if you also have to skip your next Draw Phase?



What if we keep it in 5, but you have to discard a Fish-type monster and you only keep the Fish(s) with an equal or higher level.
Keep in mind how the effectiveness of the card will decrease every time you play it.



Remember this is a Nomi who forces the player to run weak equips. I don't see it getting too powerful outside Rescue Cat decks(And that is what I intented). It will also punish those who play Goats in non-beast decks.
What about 200 per beast(Like a Big March)?



The 900 has a meaning. This monster is supossed to be a Petit Angel equipped with "Silver Bow and Arrow". :)
What if you have to pay 500 Life Points to activate the effect?
Or if it works only if your Life Points are higher than your opponent's?


All of those seem dead on, they seem both balanced and poweful now, and your point is taken on the Metal Fang, you're probably right and could leave it, but its not currently phrased as a nomi, you need to change it to: this monster may not be normal summoned or set, this monster can only be special summoned by...

The way you had it makes it recurseable, the second won't, if that was your desired effect.

PMasterS
01-10-2006, 04:54 PM
Got some more:


Last Testament
Trap card
Effect- During this turn when a monster is sent from your side of the field to the graveyard you may special summon a monster with 1500 attack or less from your deck to the field.


Eulogy
Quickplay spell
Effect- You can only activate when 3 cards or more exist in your graveyard, your opponent returns 1 monster on their side of the field to the top of the owners deck.


Rememberance of the dead
Continuous Spell
Effect- As long as this card remains on the field, whenever a card effect or cost states that card(s) from the graveyard be shuffles into the deck, they are notshuffled in, the rest of the effect continues as normal.


Game of 2 halves
Trap Card
Effect- You can only activate this card when your opponents life points are at least double yours. Add the lifepoints together and divide them equally between you and your opponent, then special summon an Aqua type monster from your graveyard to the field.


Temple of Bones
Continuous Spell
Effect- When a monster with skull or bones in its name is destroyed and sent to the graveyard, add acounter to this card. During Your main phase remove 2 counters from this card to special summon a monster with skull or bones in its name from your graveyard, hand or deck.


Cloning Tank
Continuous Trap
Effect- You may not use the effect of this card if there is a token on your side of the field. Special summon a duplicate token (Dark/Aqua 0ATK 0DEF level 1) When that token is special summoned select one monster on the field, the token gains the effect that the chosen monster has.


Skull Mask
Equip Spell
Effect- Increase the attack of the equiped monster by 300, when that monster would next be destroyed you may either return this card to your hand, or destroy this card instead of the monster.


Bone Hunter Dog
***
Dark/Beast
ATK- 1300 DEF-1400
Effect- When this card is destroyed and sent to the graveyard as a result of battle, add one card with Skull or Bone(s) in its name to your hand from your deck. The deck is then shuffled


Bone Digger Dog
***
Dark/Beast
ATK- 1000 DEF-1800
Effect- Flip-add one card with bone(s) or skull in its card name from your graveyard to your hand.


Skeletal Man, Warrior of Skull
****
ATK-1700 DEF-1500
Effect- While this card is in the graveyard, the level of all monsters with skull or Bone(s) in their card names are reduced by 2 while in the hand or on the field. If this card is in your Graveyard during your standby phase either pay 800 life points or it is removed from play.


Cemetry of Bones
Field Card
Effect- When a level 3 or lower monster with skull or bone(s) in its card name is derstroyed as a result of battle, you don't take any damage. You may then remove that monster from play to gain life points equal to its original level x200


Scale of Justice
Continuous Spell
Effect- If there is not a face-up Judgeman on your field or in your graveyard then destroy this card. When this card is destroyed the controller draws a card from the top of their deck. Each time a monster is destroyed as a result of battle the player who owns that monster may draw a card from the top of their deck.


Day of Dead
Continuous Spell
Effect- Select 2 normal monsters in your graveyard and special summon them both tothe field in face-up attack and rduce their defence to zero as long as they remain on the field. If one of the monsters is sent to the graveyard but the other remains on the field, then return the monster to the field again with zero defence. Those monsters may not be turned facedown, if they would be they are left face-up, all other effects still take place. If this card is removed from the field, then both the monsters are removed from play, and damage is inflicted to the controller's life points equal to the monster defences added together.

mech-hound
01-10-2006, 08:20 PM
How about...

NecroValley of the pharo

when this card comes into play put one spell counter on it, if this card was to be destroyed eremove 1 spell counter and this card is not destroyed...for all purposes this card counts as necrovalley(including A boost)...

Call of Eternity...

same idea as above cept for CAll of The Mummy

etc...

PMasterS
01-11-2006, 12:44 PM
How about...

NecroValley of the pharo

when this card comes into play put one spell counter on it, if this card was to be destroyed eremove 1 spell counter and this card is not destroyed...for all purposes this card counts as necrovalley(including A boost)...

Call of Eternity...

same idea as above cept for CAll of The Mummy

etc...

Good ideas but they would kill m/t removal

that or we'd have to make lots more, which i don't fancy doing to the game, do you?

Best would be to add can't have any m/t on field while the counters on that card.

darkeduelist
01-11-2006, 05:39 PM
Saber Tooth
Effect Monster
3*
atk: 1000
def: 1500
When this card is sent to the graveyard as result of battle, send 1 dinosaur monster with 1500 atk or less to your hand.

PMasterS
01-11-2006, 06:16 PM
Saber Tooth
Effect Monster
3*
atk: 1000
def: 1500
When this card is sent to the graveyard as result of battle, send 1 dinosaur monster with 1500 atk or less to your hand.


Currently there are 6 dinosaurs that could search, 7 if you count itself, and of those 6 only 1 is outright playable, 1 could be, one could be considered as a tech card and one if you don't have smething better.

Its a good idea, but there's nothing to support it, perhaps if you added some dino's its capable of searching as well?

mech-hound
01-11-2006, 07:35 PM
Good ideas but they would kill m/t removal

that or we'd have to make lots more, which i don't fancy doing to the game, do you?

Best would be to add can't have any m/t on field while the counters on that card.

Yeah...but making them hard to kill means we could make a weaker but more permenant version of m/t's

PMasterS
01-11-2006, 08:32 PM
Yeah...but making them hard to kill means we could make a weaker but more permenant version of m/t's

Yes but too many of them and the games turn over would slow to a standstill, and the best thing about the game is the continuous changing of the field making people have to keep on adapting.

thats what makes it so fun and challanging.

darkeduelist
01-12-2006, 07:47 PM
how bout these:

Pyramid Guarder
4*
atk: 1400
def: 1400
When this card is sent to the graveyard, special summon 1 Pyramid Guarder from your deck to the field in attack mode. The deck is then shuffled.

Stegosaur
2*
atk: 900
def: 700
Flip: Select 1 monster on your side of the field. The selected monster is equipped with this card and loses 900 atk points. When the selected monster is destroyed, destroy this card instead. The selected monster's attack does not return to normal.

Baby Tyrrano
1*
atk: 200
def: 200

This card is not destroyed as a result of battle at any time, but damage is applied normally. When this card is attacked, it is switched to attack position after the damage step. It remains this way until your next turn.

Mother Tyrrano
4*
atk: 1500
def: 500
This card's attack increases by 200 for each "Baby Tyrrano" in your graveyerd.

Pterodactyl
4*
atk: 200
def: 1600
If this card is attacked, it is sent to the graveyard without applying damage. For every turn this card remains on the field in attack position, increase this card's attack by 200 points.

PMasterS
01-12-2006, 07:57 PM
how bout these:

Pyramid Guarder
4*
atk: 1400
def: 1400
When this card is sent to the graveyard, special summon 1 Pyramid Guarder from your deck to the field in attack mode. The deck is then shuffled.

Stegosaur
2*
atk: 900
def: 700
Flip: Select 1 monster on your side of the field. The selected monster is equipped with this card and loses 900 atk points. When the selected monster is destroyed, destroy this card instead. The selected monster's attack does not return to normal.

Baby Tyrrano
1*
atk: 200
def: 200

This card is not destroyed as a result of battle at any time, but damage is applied normally. When this card is attacked, it is switched to attack position after the battle phase. It remains this way until your next turn.

Mother Tyrrano
4*
atk: 1500
def: 500
This card's attack increases by 200 for each "Baby Tyrrano" in your graveyerd.

Pterodactyl
4*
atk: 200
def: 1600
If this card is attacked, it is sent to the graveyard without applying damage. For everyturnhis card remains on the field in attack position, increase this card's attack by 200 points.


For Baby Tyranno you do mean at the end of the damage step, not the battle phase don't you?

SuperJay
01-12-2006, 09:11 PM
hmmm.. what would fix the game...

Main-Types:
Water
Fire

Sub-Types:
Fairies
Fiends
Warriors
Spellcasters
Zombies
Dragons
Dinosaurs
Winged-Beasts
Beasts
Beast-Warriors
Machine
Insect
Plants
Rock
Thunder

Archtypes:
Gravekeepers
Vehicroids
Unions
Toons
Ninjas/Samurais
Dark World
Archfiends
Amazonesses
E-heros
Spellcaster Spell Counter
Fusions
Rituals
Dark Scorpions
LV monsters
Agents
Spirits
Ancient Gear Family
Cyber Dragon Family
Dark Magician Family
Blue-Eyes Family
Ojama Family
Gadget Family
Harpie Family
Elemental Family


For all the monsters above, create cards for the following mechanics that are type-dependant. IE. the cards can ONLY be used in the deck it is meant for requiring a monster of a certain type to exist somewhere for activation. Have them with balanced costs and good tending to excellent effects.
Each of the above types of families should offer something unique to the game. Like plants should have massive token generating abilities, Warriors with swarm, winged-beasts with direct attack, etc.

-Revival of monsters to the field
-Recursion of monsters, spells or traps from grave to deck or hand
-Monster searcher for monsters
-Spell searcher for monsters
-Monster destruction
-S/T destruction
-Draw Power

Then ban all the current generic cards for the above mechanics. Such as all the current 1 for 1s, Premature Burial and Call of the Haunted, etc.

Magically, especially with premature and call gone, all the CC decks will fall apart and we'll see at least a dozen "CC" decks each with variants rise.

-SuperJay

golden
01-12-2006, 09:25 PM
hmmm.. what would fix the game...

Main-Types:
Water
Fire

Sub-Types:
Fairies
Fiends
Warriors
Spellcasters
Zombies
Dragons
Dinosaurs
Winged-Beasts
Beasts
Beast-Warriors
Machine
Insect
Plants
Rock
Thunder

Archtypes:
Gravekeepers
Vehicroids
Unions
Toons
Ninjas/Samurais
Dark World
Archfiends
Amazonesses
E-heros
Spellcaster Spell Counter
Fusions
Rituals
Dark Scorpions
LV monsters
Agents
Spirits
Ancient Gear Family
Cyber Dragon Family
Dark Magician Family
Blue-Eyes Family
Ojama Family
Gadget Family
Harpie Family
Elemental Family


For all the monsters above, create cards for the following mechanics that are type-dependant. IE. the cards can ONLY be used in the deck it is meant for requiring a monster of a certain type to exist somewhere for activation. Have them with balanced costs and good tending to excellent effects.
Each of the above types of families should offer something unique to the game. Like plants should have massive token generating abilities, Warriors with swarm, winged-beasts with direct attack, etc.

-Revival of monsters to the field
-Recursion of monsters, spells or traps from grave to deck or hand
-Monster searcher for monsters
-Spell searcher for monsters
-Monster destruction
-S/T destruction
-Draw Power

Then ban all the current generic cards for the above mechanics. Such as all the current 1 for 1s, Premature Burial and Call of the Haunted, etc.

Magically, especially with premature and call gone, all the CC decks will fall apart and we'll see at least a dozen "CC" decks each with variants rise.

-SuperJay
U forgot the Red eyes family.....:D

PMasterS
01-13-2006, 05:16 AM
hmmm.. what would fix the game...

Main-Types:
Water
Fire

Sub-Types:
Fairies
Fiends
Warriors
Spellcasters
Zombies
Dragons
Dinosaurs
Winged-Beasts
Beasts
Beast-Warriors
Machine
Insect
Plants
Rock
Thunder

Archtypes:
Gravekeepers
Vehicroids
Unions
Toons
Ninjas/Samurais
Dark World
Archfiends
Amazonesses
E-heros
Spellcaster Spell Counter
Fusions
Rituals
Dark Scorpions
LV monsters
Agents
Spirits
Ancient Gear Family
Cyber Dragon Family
Dark Magician Family
Blue-Eyes Family
Ojama Family
Gadget Family
Harpie Family
Elemental Family


For all the monsters above, create cards for the following mechanics that are type-dependant. IE. the cards can ONLY be used in the deck it is meant for requiring a monster of a certain type to exist somewhere for activation. Have them with balanced costs and good tending to excellent effects.
Each of the above types of families should offer something unique to the game. Like plants should have massive token generating abilities, Warriors with swarm, winged-beasts with direct attack, etc.

-Revival of monsters to the field
-Recursion of monsters, spells or traps from grave to deck or hand
-Monster searcher for monsters
-Spell searcher for monsters
-Monster destruction
-S/T destruction
-Draw Power

Then ban all the current generic cards for the above mechanics. Such as all the current 1 for 1s, Premature Burial and Call of the Haunted, etc.

Magically, especially with premature and call gone, all the CC decks will fall apart and we'll see at least a dozen "CC" decks each with variants rise.

-SuperJay


Well done, you've managed to expand upon what was not only assumed by everyone who has offered something to this post, but what was also stated on the first page.

The idea was to list some cards and through the process of refinement make some cards which would be good, at which point they would be sent off to Konami/UDE with a long list of Duelists who support it, maybe 10,000 would be a good number, in the hopes they'll either get some better ideas or just plain make them.

If you'd looked over the last 2-3 pages you would have seen the set we are currently building with this in mind.


Oh and your list only covers about 1 third of the decks there are.

SuperJay
01-13-2006, 08:46 AM
Well done, you've managed to expand upon what was not only assumed by everyone who has offered something to this post, but what was also stated on the first page.

The idea was to list some cards and through the process of refinement make some cards which would be good, at which point they would be sent off to Konami/UDE with a long list of Duelists who support it, maybe 10,000 would be a good number, in the hopes they'll either get some better ideas or just plain make them.

If you'd looked over the last 2-3 pages you would have seen the set we are currently building with this in mind.


Oh and your list only covers about 1 third of the decks there are.


Sometimes the obvious needs to be stated, the thread starter never mentioned anything of what I mentioned and it lead to many "create-a-card" posts by people who created un-balanced or too-generic cards.

I did go through the thread.

from your set:

Apple Core
Spell Card
Discard 2 cards from your hand. Then draw 3 cards from your deck.
WH-EN098; Rare

Water Soul
Spell Card
Shuffle 3 water type monsters in your graveyard into your deck then draw 2 cards.
WH-EN099; Uncommon

Earth Soul
Spell Card
Remove 3 earth attribute monsters in your graveyard from play. Special summon a level 4 or less earth monster from your deck to the field.
WH-EN101; Uncommon

Apple Core will be splashed into EVERY deck and become a staple despite discarding 2 cards first, most people would just wait until they have 2 tributes in hand to dump and revive.
Now if it required a plant-type to be face up on the field at the time of activation, and special summoned tributable seed tokens 0/0 for any plant type monsters discarded, then it would be good.

Water Soul would be run over Salvage at this point because drawing 2 cards can be much better then getting 2 beatsticks back to your hand, especially if you're low on S/T. It would be more balanced and not compete with salvage if it sent 1 water-type monster from the field back into deck and draw 2 cards.

Earth Soul is TOO generic still, Earth covers Beasts, Beast-Warriors, Rock..which aren't so bad.. but it cover Warriors and they don't need any more support. Now if it was for Rocks and you RFGed 2 Rock-monsters for 1 lv4 Rock SS from deck, then it would be great.

Now I mentioned 41 classes of monsters needing help and I only hit on 1/3 of what needs help according to you, so please, by all means, list for me the other 82 groups of monsters needing help what I so inadvertantly missed. I'd like to know what they are.

-SuperJay

PMasterS
01-13-2006, 09:01 AM
Sometimes the obvious needs to be stated, the thread starter never mentioned anything of what I mentioned and it lead to many "create-a-card" posts by people who created un-balanced or too-generic cards.

I did go through the thread.

from your set:

Apple Core
Spell Card
Discard 2 cards from your hand. Then draw 3 cards from your deck.
WH-EN098; Rare

Water Soul
Spell Card
Shuffle 3 water type monsters in your graveyard into your deck then draw 2 cards.
WH-EN099; Uncommon

Earth Soul
Spell Card
Remove 3 earth attribute monsters in your graveyard from play. Special summon a level 4 or less earth monster from your deck to the field.
WH-EN101; Uncommon

Apple Core will be splashed into EVERY deck and become a staple despite discarding 2 cards first, most people would just wait until they have 2 tributes in hand to dump and revive.
Now if it required a plant-type to be face up on the field at the time of activation, and special summoned tributable seed tokens 0/0 for any plant type monsters discarded, then it would be good.

Water Soul would be run over Salvage at this point because drawing 2 cards can be much better then getting 2 beatsticks back to your hand, especially if you're low on S/T. It would be more balanced and not compete with salvage if it sent 1 water-type monster from the field back into deck and draw 2 cards.

Earth Soul is TOO generic still, Earth covers Beasts, Beast-Warriors, Rock..which aren't so bad.. but it cover Warriors and they don't need any more support. Now if it was for Rocks and you RFGed 2 Rock-monsters for 1 lv4 Rock SS from deck, then it would be great.

Now I mentioned 41 classes of monsters needing help and I only hit on 1/3 of what needs help according to you, so please, by all means, list for me the other 82 groups of monsters needing help what I so inadvertantly missed. I'd like to know what they are.

-SuperJay


Thematic support is all well and good, but you need to give cards that people will be able to come up with new ways to use, that's how decks like Ninjas and samurais come to be.
if you put too much theme support in then we will only have theme decks available to us, and thats unfair to the people who don't want to use them.

if we put enough theme support in then that means people aren't limited to just 1 descent build of eac theme, the idea is if we make the card pool large enough then people can run what they want, not what everyone else is.

And you're mod to Earth soul would kill rock decks as they need rocks in the grave for megarock dragon.

Just look around for all the decks there have been since the game began and you'll see what I mean about the third, and thats not counting new archtypes discovered, although maybe a third was an exaguration, it should have been a half.

darkeduelist
01-13-2006, 06:19 PM
For Baby Tyranno you do mean at the end of the damage step, not the battle phase don't you?

yeah. i typed it wrong.

PMasterS
01-13-2006, 06:38 PM
yeah. i typed it wrong.


That's a good idea then.

darkeduelist
01-13-2006, 08:10 PM
mech-hound how are you going to get a list of duelists to UDE? also, i have 1 more... with all the dinosaurs i made, i need something to kill them with.

Extinction by Meteor
Spell
Destroy all Dinosaurs on the field.

Scar
01-13-2006, 08:37 PM
Mecha-Chipmunk
******
Machine
Dark

Effect: When this card is tribute summoned successfully remove all cards on the field from play, excluding this card. This card is destroyed during the end phase and cannot be special summoned.

Attack: 1200
Defense: 2300

Jack N' The Box
****
Machine
Light

Effect/Flip: Special summon "2" Jack N' The Box from you deck in a face-up attack position.

Attack: 1600
Defense: 1800

Frozen Fury
Spell-Quickplay

All monsters on the field cannot attack this turn and all their effects are negated.

darkeduelist
01-14-2006, 07:40 AM
I think Mecha-Chipmunk is too good. Need to get rid of a pesky Jinzo? Need a direct attack to beat your opponent? Too many options for one card.

PMasterS
01-15-2006, 03:55 PM
Mecha-Chipmunk
******
Machine
Dark

Effect: When this card is tribute summoned successfully remove all cards on the field from play, excluding this card. This card is destroyed during the end phase and cannot be special summoned.

Attack: 1200
Defense: 2300

Jack N' The Box
****
Machine
Light

Effect/Flip: Special summon "2" Jack N' The Box from you deck in a face-up attack position.

Attack: 1600
Defense: 1800

Frozen Fury
Spell-Quickplay

All monsters on the field cannot attack this turn and all their effects are negated.


Only Frozen fury would be creatable.

Jack N' The Box should have its attck cut to 800 and its defence t 1700, then it'd be ok.