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Old 05-24-2006, 02:42 PM   #1
IceBreak15
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Join Date: May 2006
Location: Kansas
Age: 23
Posts: 1,066
iTrader: 4 (100%)
Default IceBreak's YGO Sets (60 cards each)

This is my first Create-A-Card post and thought I would do my own made up Sets. I got most of my ideas from cards that exist today. I also got some of my ideas from the YGO dubs. But all in all, these cards are created by me and none are cards that were shown on TV but never printed. My posts are very long so enjoy and feel free to leave ANY criticism, I welcome it w/ open arms.

SET 1: Uprising of the Light

• Warrior of the Light-(1900/100)-LIGHT/Warrior-(4 Stars)

• Novice Lightweilder-(800/1200)-LIGHT/Warrior-(4 Stars)

• Natural Hero Jungle Man-(1200/1200)-EARTH/Warrior/Effect-(3 Stars)-When this card is Special Summoned from the Graveyard after being used in a Fusion, Special Summon 2 (Jungle Plant Tokens-<600/600>-EARTH/Plant/Effect-<2 Stars>) to your side of the field. When both of these tokens are removed from the field simultaneously, Special Summon 1 “Natural Hero” from your Deck.

• Natural Hero Pyro Dude-(900/1100)-FIRE/Warrior/Effect-(3 Stars)-This card may attack the opponent directly. Damage inflicted this way is equal to this monster’s original ATK. When this card is Special Summoned from the Graveyard after being used in a Fusion, you may destroy all Spell and Trap cards on the field and inflict 200 damage to your opponent for each card destroyed this way.

• Natural Hero Captain Sea-(800/1600)-WATER/Warrior/Effect-(4 Stars)-This card may be substituted for 1 monster in a Fusion Summon. The other monster(s) must be the correct Fusion Material. When this card is Special Summoned from the Graveyard after being used in a Fusion Summon, draw cards until you have 6 cards in your Hand.

• Natural Hero F5 Fighter-(1700/1000)-WIND/Warrior/Effect-(4 Stars)-During your End Phase you may send 1 card from your Hand to the bottom of your Deck to select 1 card from your opponent’s Hand at random and return it to the bottom of the owner’s Deck. When this card is Special Summoned from the Graveyard after being used in a Fusion Summon, return all monsters on the field without “Hero” in their names to the bottom of the owner’s Deck.

• Apprentice of the Light-(1500/1500)-LIGHT/Spellcaster/Effect-(4 Stars)-Increase this card’s ATK by 200 whenever a Spell card is activated until the End Phase of that turn. When this card has been on the field for two of your Standby Phases, remove this card from play at your Main Phase 1 to Special Summon a “Mage of the Light” from your Hand, Deck, or Graveyard.

• Mechanical Warrior of the Light-(2400/1500)-LIGHT/Machine/Effect-(6 Stars)-When this card attacks, roll a die. If the result is 1 or 2, discard the top 3 cards from your opponent’s Deck. If the result is 3 or 4, discard the top 3 cards from your Deck. If the result is 5, remove 1 card on the field from play (the effect of that card cannot chain to this effect). If the result is 6, remove this card from play and inflict 1000 damage to all player’s Life Points.

• Mage of the Light-(2400/1500)-LIGHT/Spellcaster/Effect-(8 Stars)-This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of “Apprentice of the Light.” This card is unaffected by Spell Cards. While this card is face-up on the field, your opponent must show their Hand at all times. When this card inflicts Battle Damage to your opponent, call a type of card (Monster, Spell, or Trap) and your opponent must remove all copies of that type of card in their Hand from the game.

• Paladin of the Light-(2500/1500)-LIGHT/Warrior/Effect-(8 Stars)-This card cannot be Normal Summoned or Set. This can only be Special Summoned by removing from play a “Novice Lightweilder” on your side of the field. Remove any monster this card battles from play (do not enter the Damage Step).When a LIGHT monster is Normal Summoned, you may look at the top cards of your opponent’s Deck equal to the summoned monster’s level and send any number of those cards to the bottom of their Deck. Then, you may return the remaining cards back to the top of the Deck in any order.

• Spiritcaller of the Light-(2300/0)-LIGHT/Fairy/Effect-(4 Stars)-This card cannot be Special Summoned. When this card inflicts Battle Damage to your opponent’s Life Points, you may remove this card from play to Special Summon 1 LIGHT monster from your Graveyard or RFG pile. This card is removed from play at the End Phase of this turn.

• Phoenix of the Sacred Flame-(1400/1200)-FIRE/Winged Beast/Effect-(4 Stars)-When this card is sent from the field to the Graveyard, inflict 1000 damage to your opponent if a FIRE monster exists on your field.

• Knight of a Hundred Blades-(700/1000)-EARTH/Warrior/Effect-(4 Stars)-this card’s effect is activated depending on the number of Equip Spell cards equipped to it: 1 Equip Spell card) This card cannot be destroyed as a result of battle. 2 Equips) This card is unaffected by card effects. 3) This card can attack 3 times. 4) Double this card’s ATK. 5) This card has effects 1-4.

• Essence of the Breeze-(100/200)-WIND/Fairy/Effect-(1 Star)-When this card is destroyed and sent to the Graveyard, increase your Life Points by 500 for every card in your Spell or Trap card zone.

• Elemental Hero Black Knight-(1600/1300)-DARK/Warrior/Effect-(4 Stars)-If “Skyscraper” is on the field, this card may attack the opponent directly and this card may not be destroyed as a result of battle. If “Skyscraper” leaves the field while this card is face-up, this card is destroyed.

• Voodoo Master-(0/0)-DARK/Spellcaster/Effect-(3 Stars)-This card cannot be destroyed in battle. When this card attacks while in ATK mode and you receive 1000 damage or greater from Damage Calculation, gain control of the target monster until your opponent’s End Phase.

• Enraged Housewives-(2100/0)-DARK/Warrior/Effect-(4 Stars)-You may destroy all cards on your field except for this card for this card to attack the opponent directly.

• Psychopathic Bunnies with Rabies!!-(200/200)-LIGHT/Beast/Effect/Union-(1 Star)-Once per turn this card may become an Equip Spell card on a monster OR it may be changed back into a monster after being a Spell card. This card can only be equipped to “Enraged Housewives.” This card is unaffected by the effect of "Enraged Housewives" while it is an Equip Spell Card. Increase the equipped monster’s ATK by 900. Whenever the equipped monster inflicts Battle Damage to the opponent, you may offer this card for that monster to be able to attack again and attack the opponent directly.

• D.D. Ninja-(1400/1000)-LIGHT/Warrior/Effect-(4 Stars)-Remove 2 LIGHT monsters in your Graveyard from play when a Spell or Trap card is activated during your Battle Phase. Negate the activation of that card and destroy it.

• Dark Magician GX-(2500/2100)-DARK/Spellcaster/Effect-(7 Stars)-This card can only be Normal Summoned by removing 2 Spellcaster-type monsters in your Graveyard from play. This card’s name counts as “Dark Magician.” Whenever a Spell Card is activated, put a Spell Counter on this card (max. 3). Increase this cards attack by 500 for every Spell Counter on it. You may remove 3 Spell Counters on this card to destroy all Spell and Trap cards on the field.

• Skilled Dark Magician GX-(1900/1700)-DARK/Spellcaster/Effect-(4 Stars)-In addition to being Normal Summoned or Set, this card may be Special Summoned from your Hand by removing a Spellcaster-type monster in your Graveyard from play. When a Spell card is activated, put a Spell card on this card (max. 3). Remove 3 Spell Counters from this card to Special Summon 1 monster with “Dark Magician” in it’s name from your Hand, Deck, or Graveyard.

• Dark Magician of the Light-(2500/2100)-LIGHT/Spellcaster/Effect-(12 Stars)-This card cannot be Normal Summoned or Set. This card can only be Special Summoned if a “Dark Magician” is in a player’s Graveyard. By removing all DARK attribute monster cards in your Graveyard, Field, Hand, and Deck from play, Special Summon this card from your Hand. This card is unaffected by card effects. When this card destroys a monster as a result of battle, remove that card from the game. If the removed card is a DARK monster, you may return one Spell card from your Graveyard to your Hand.

• Iron-Clad Frog-(500/500)-WATER/Aqua/Effect-(2 Stars)-Increase this card’s ATK by 200 for every card with “Frog” in its name in your Graveyard.

• Meklen, Prince of the Mythical Kingdom-(2200/1300)-EARTH/Warrior/Effect-(5 Stars)-This card cannot be Normal Summoned or Set. This card can only be Special Summoned by the effect of “Kiss of the Maiden.” Instead of drawing a card during your Draw Phase, you may Special Summon all copies of a card with “Frog” in its name from your Graveyard.

• Princess Pikeru’s Servant-(0/0)-LIGHT/Beast/Effect-(3 Stars)-If “White Magician Pikeru” is face-up on your field, you may offer this card to Special Summon a “Princess Pikeru” from your Hand or Deck, regardless of conditions. If “Princess Pikeru” is face-up on your field, increase this card’s ATK by an amount equal to the total ATK of all monsters with “Pikeru” in their names on the field.

• Princess Kurran’s Servant-(0/0)-DARK/Beast/Effect-(3 Stars)-If “Ebon Magician Kurran is face-up on your field, you may offer this card to Special Summon a “Princess Kurran” from your Hand or Deck, regardless of conditions. If “Princess Kurran” is face-up on your field, increase this card’s ATK by an amount equal to the total ATK of all monsters with “Kurran” in their names on the field.

• Princess of Chaos-(2400/2000)-LIGHT/Spellcaster/Fusion/Effect-(6 Stars)-“Princess Pikeru” + “Princess Kurran”-During each of your End Phases, reduce your opponent’s Life Points by 800 for every monster on their side of the field. Then increase your Life Points by an equal amount. If this card is removed from play while face-up on the field, reduce your opponent’s Life Points by half.

• King of the Light-(3500/3500)-LIGHT/Warrior/Fusion/Effect-(12 Stars)-“Paladin of the Light” + “Mage of the Light”-This card can only be Special Summoned by Fusion Summon. This card must be Fusion Summoned using the appropriate Fusion Material Monsters. When this card is Fusion Summoned, each player must remove all DARK monsters in their Hands, Graveyards, and Decks from play. This card cannot be the target of any card effects. When this card battles another monster, that monster switches to ATK mode if it is DEF mode. Remove from play all monsters this card battles after Damage Calculation. When this card inflicts Battle Damage to your opponent’s Life Points, Special Summon a LIGHT monster from either Graveyard. When this card is removed from the field, Special Summon the Fusion Material used to Fusion Summon this card from your Graveyard.

• Natural Hero Wildfire Warrior-(2300/2100)-FIRE/Warrior/Fusion/Effect-(6 Stars)-“Natural Hero Jungle Man” + ”Natural Hero Pyro Dude”-When this card is Special Summoned from your Fusion Deck, you may pay half of your Life Points. If you do, when this card is removed from the field, Special Summon the Fusion Material Monsters used to Special Summon this card from your Graveyard. Your opponent must pay 1000 Life Points to activate a Spell or Trap card while this card is face-up on the field.

• Natural Hero Hurricane Knight-(2600/2500)-WIND/Warrior/Fusion/Effect-(7 Stars)-“Natural Hero Captain Sea” + “Natural Hero F5 Fighter”-When this card is Special Summoned from your Fusion Deck, you may pay half of your Life Points. If you do, when this card is removed from the field, Special Summon the Fusion Material Monsters used to Special Summon this card from your Graveyard. When this card attacks, select 1 card on the field and return it to the bottom of the owner’s deck. The chosen card may not chain its ability to this effect.

• Natural Fusion-(SPELL)-Remove monsters in your Graveyard from play that are Fusion Material monsters listed on a Fusion card with “Natural Hero” in its name. Special Summon the appropriate Fusion monster. This counts as a Fusion Summon.

• Rapid-Sprout Seeds-(SPELL)-Special Summon 1 “Natural Sprout Token(0/0)-EARTH/Plant-(1 Star)” in ATK mode on your field. When the token is removed from the field, Special Summon 1 Level 4 or less “Natural Hero” monster from your Hand, Deck, or Graveyard.

• Wings of the Gryphon-(SPELL)-Destroy all Spell and Trap cards on your field. For each card destroyed this way, search your Deck for a number of Spell cards equal to the number of cards destroyed and set them all face-down on your field. The newly Set cards cannot be activated this turn.

• Dimensional Rebound-(SPELL)-You may play this card during your turn when a monster on your field is removed from play. Special Summon as many monsters as possible from your RFG pile. These monsters are removed from play during your third End Phase after this card is activated.

• Free Shot!-(SPELL)-Select 1 monster on your side of the field. If it attacks the opponent directly this turn double its ATK during Damage Calculation.

• Witches’ Brew-(SPELL)-Select 1 Spellcaster on your field. Double its ATK power during this turn. The selected monster is destroyed at the End Phase of this turn.

• Wave of Dark Magic-(SPELL)-Select 1 DARK attribute Spellcaster type monster on your field. Destroy the selected monster and flip all face-down monsters on your opponent’s field face-up it they have any (Flip effects do not activate). Destroy all monsters on the opponent’s field with an ATK less than the destroyed card.

• Gathering of the Justice Enforcers-(SPELL)-Activate this card during the turn an “Elemental Hero” monster would be sent to the Graveyard. Special Summon as many “Elemental Hero” monsters as possible from your Hand with a level equal to that monster.

• Determining Your Destiny-(SPELL)-Activate this card when a “Destiny Hero” is face-up on your field. Roll a six-sided die. If the result is an even number, draw a card. If the result is 1, draw 2 cards. If the result is 3, your opponent draws 2 cards. If the result is 5, destroy all monsters on the field.

• Curse of the Earthbound-(SPELL)-Select 1 monster on your opponent’s field and remove it from play. When the opponent’s Monster Zones are all empty, the selected monster may be returned to their field.

• Light from the Chasm-(SPELL/Continuous)-Activate this card when you have 5 or more LIGHT attribute monsters in your Graveyard. As long as this card is face-up on the field, both players must show their Hand. You may remove a LIGHT monster in your Graveyard from play and pay 800 Life Points to look at a number of cards from the top of the opponent’s Deck equal to the removed monster’s Level. Then, you may send any number of those cards to the bottom of the opponent’s Deck in any order and return any cards that were not returned back on top of the Deck in any order. This card is destroyed when there are 4 or less LIGHT monsters in your Graveyard.

• Shining Armor-(SPELL/Equip)-This card can only be equipped to a Fusion monster. The equipped monster gains 300 ATK for every monster with the same Attribute as itself in the Graveyard

• Light Energy Shield-(SPELL/Equip)-Increase the equipped monster’s DEF by 700. At the End Phase of a turn, the equipped monster may change Battle Position.

• Celestial Sword of the Light-(SPELL/Equip)-This card can only be equipped to a LIGHT attribute monster. Increase the equipped monster’s ATK by 500. Whenever the equipped monster battles a monster with equal or higher ATK, you may destroy this card and remove the opposing monster from play (skip Damage Calculation). When this card would be removed from play, you may return and shuffle it into your Deck and draw 2 cards.

• Hero Boost-(SPELL/Quikplay)-This card can only be activated by selecting 1 “Elemental Hero,” “Destiny Hero,” or “Natural Hero” on your side of the field. The selected monster’s ATK is increased by 1000 until the End Phase of this turn.

• Kiss of the Maiden-(SPELL/Quikplay)-Select 1 “Iron-Clad Frog” on your field. Tribute it and Special Summon 1 “Meklen, Prince of the Mythical Kingdom” from your Hand or Deck.

• Revival of the Light-(SPELL/Quikplay)-Select 1 monster with “of the Light” in its name in your Graveyard or RFG pile. Pay 200 Life Points X the level of the selected monster and Special Summon it to your field, regardless of conditions.

• Castle Kingdom of the Light-(SPELL/Field)-All LIGHT attribute monsters on your field gain 500 ATK. When a LIGHT attribute monster is summoned, you may remove 1 non-LIGHT attribute monster on the field from play.

• Forest of the Shaman-(SPELL/Field)-When a monster on the field is destroyed as a result of battle, the controller of that monster may pay 1000 Life Points to Special Summon that monster back to the field. The monster will have 1000 ATK and 1000 DEF and its effect cannot be activated until the next turn.

• Fusion-Boost Overload Machine-(TRAP)-This card can only be activated during your Standby Phase. Pay half of your Life Points to activate this card to Special Summon 1 Fusion Monster from your Fusion Deck, regardless of conditions. The Fusion Monster will lose 500 ATK points each time it attacks. When the Fusion monster would be removed from the field, return it to your Fusion Deck instead.

• Caught Red-Handed-(TRAP)-Activate this card when a monster declares a Direct Attack against you. Negate that attack and end your opponent’s Battle Phase.

• Hunting Trap-(TRAP)-Select a monster on your opponent’s side of the field. Discard a card from your Hand. The selected monster loses 1000 ATK.

• Triggered Draw-(TRAP)-Activate this card when your opponent draws outside their Draw Phase. Draw an equal amount of cards drawn by your opponent.

• Washed Over by the Light-(TRAP)-Select a non-LIGHT attribute monster on your side of the field. As long as that monster remains face-up on the field, its Attribute is treated as the LIGHT attribute.

• Piercing of the Light-(TRAP)-Activate this card when a LIGHT monster battles with a monster and does not destroy it as a result of battle. Special Summon 1 Level 4 or lower LIGHT monster from your Deck and destroy a monster on your opponent’s field.

• Extreme Overload of the Light-(TRAP)-All LIGHT attribute monsters on the field double their attack. Remove from play a LIGHT monster affected by this card after it deals Battle Damage to your opponent.

• Elemental Soul-(TRAP)-Special Summon 1 “Elemental Hero” monster from your Graveyard that shares an attribute with a monster on your field.

• Destiny Soul-(TRAP)-Guess the type of card that lies on the top of your Deck (Monster, Spell, or Trap). Pick up and look at the card. If you are right, add the card to your Hand and Special Summon 1 “Destiny Hero” from your Graveyard regardless of conditions. If you are wrong, send the picked up card to the Graveyard and Special Summon a Level 4 or less “Destiny Hero” from your Graveyard

• Growing Darkness-(TRAP/Counter)-Activate this card when a LIGHT monster is Summoned. Negate and destroy the Summon of that monster and destroy all cards on your opponent’s field. Then, Special Summon a DARK monster from your Graveyard.
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