View Full Version : Post all Create A Cards here!
Lokarin
January 6th, 2005, 02:58 AM
Ok, c'mon, Am I the only one that has fun creating new cards?
Whisper Flash
Counter-Trap
All temporary effects are removed
AKA: Waboku, Last Will, all these hidden effects are removed
Tokenator
Level 5
?/?
Machine/EARTH
This monsters ATK and DEF are equal to the number of tokens on the field x1000. Offer a token on your side of the field to inflict 800 points of direct damage to your opponent
Hyperion Guard
Level 4
800/2100
Warrior/LIGHT
Regardless of this cards position, its DEF stat is always applied when it is attacked by an opponents monster.
Hyperion Templar
Level 8
2700/1900
Warrior/LIGHT
This cards effect applys when it is face-up on the field and in the hand. This cards level is decreased by 1 for every face-up LIGHT monster on the field.
Coastguard Vaccuum
Quick-play
When a WATER monster is summoned (excluding FLIP summoning), destroy that monster and you may then special summon a level 6 or lower monster from your hand
Hurt-filled Song
Spell-Contrinuous
When this card is played and every standby phase afterwards a token is placed on this card. When this card is destroyed you may special summon a monster from your hand or deck whose level is equal to the number of tokens on this card.
Soup Captain
Fusion
Bistro Butcher+Maurading Captain
Level 4
1900/1700
Warrior/FIRE
This monster cannot be targeted by effect that would destroy this card. Your opponent cannot select another Warrior or FIRE monster on your side of the field as an attack target. When this card destroys an opponents monster you may see the top 2 cards on your opponents deck. Select one to go to the graveyard and one to go to your opponents hand.
Ultimate Baseball
Level 2
500/500
Pyro/FIRE
When Ultimate Baseball kid is face-up on your side of the field, you may offer this monster as a tribute to inflict 1000 points of direct damage
Well... Rate and play
ULF
September 6th, 2005, 08:22 PM
Ok how about this
Shuffle Alliance - Delta Attack!
Quick Play
When "King Knight", "Queen Knight," and "Jack's Knight" is on the field all 3 monsters can attack your opponent's life points directly with there combine attack powers. (Note: None of these monsters can't be destory when this magic card is played.)
Shuffle Alliance - Royal Shield
Counter Trap
When "King Knight", "Queen Knight", and "Jack Knight" is on the field all 3 monster can combine there defense powers and reflects the attack powers of your opponent directly at your opponents lifepoints. (Note: Not of these monster can't be destory when this trap is played.)
Ever it up for 3 Knight's of the Shuffle Alliance's
Lokarin
September 6th, 2005, 09:42 PM
King's Pawn
Rock/Earth
Level 1
1000/1000
When 'King's Knight' is Face-up on your side of the field this card can be treated as a special summon. When this card destroys an opponents monster that is level 7 or higher as a result of battle you may sacrifice this card to special summon 'Queen across the board' from your Fusion deck
Queen Across the Board
FUSION
WIND/Spellcaster
Level 9
0/0
[special]
This monster can ONLY be special summoned by 'King's Pawn' effect and no other effect works. If your opponent does not use a TRAP/SPELL in response to this cards attack declaration, this card will immediately destroy the opponents monster without the battle phase completing and your opponent will take ANY battle damage that would of happened. If your opponent attacks this card and you use a TRAP/SPELL card in response to its declaration, your opponents monster is immediately destroyed and your opponent recieves any battle damage that would of happened
Ayen
September 6th, 2005, 10:17 PM
here.
Knight's Destruction
Quickplay Spell
This card can only be activated when "King's Knight", "Queen's Knight", and "Jack's Knight" are face-up on your side of the field. Send all three monsters to the graveyard to inflict direct damage to your opponent equal to the combined statistics of the effective attribute of each monster (ex: king's knight and queen's knight are in attack mode and jack's knight is in def mode, the attack of king's and queen's knight would be added to jack's knight's def, and that total would be inflicted to the opponent as direct lp damage).
waddaya think of dat?
Chris G.
September 6th, 2005, 10:33 PM
Kings army
quick play spell
This card can only be activated when "King's Knight", "Queen's Knight", and "Jack's Knight" are face-up on your side of the field. Special summon 2 "Kings Pawn" to your side of the field, and increase thier attk and def by 2000 points for the duration of the turn.
there, a card to help the card made up there ^.^
Royal Three.
Trap
This card can only be activated when your opponet declares an attack and when either "Kings Knight" "Queen's Knight", or "Jack's Knight" is face-up on your side of the field. Negate the attack of the opponets monster and end thier battle phase. You can then summon 2 of the following "Kings Knight" "Queen's Knight", or "Jack's Knight" depending on which one is on the field.
Hey, if we made these cards, this deck could own ^.^
Ayen
September 6th, 2005, 11:03 PM
the sad thing is though, with the power that it would have, not many people would be able to get one, for UDE would most likely make either the deck itself or the cards to make it hard to aquire.
Ctp
September 7th, 2005, 09:41 PM
~Split~
Ayen
September 7th, 2005, 10:13 PM
Ultimate Polymerization
Normal Spell
You can only activate this card when you have 3 blue eyes on the field or in your hand, any combo. Send all three to the graveyard to special summon Blue-Eyes Ultimate Dragon from your graveyard or fusion deck and inflict 3000 damage to your opponent's life points for every Blue Eyes White Dragon sent from your field to the graveyard. Until your next turn, you can negate the effect of any spell, trap, or monster effects on Blue-Eyes Ultimate Dragon (in other words, no matter what effect the opponent activates, if it affects ultimate, whether it targets him or not, you can negate the effect it has on him, so the only way ur opponent could affect it is by attacking it).
That would be a nice card to have in a Blue-eyes deck. BTW the reason I put "from your graveyard or fusion deck" is in case you already cyber-steined it out, or something of the sort.
Chris G.
September 7th, 2005, 10:27 PM
so, if the blue eyes are on the field, then they take 3000? so if you had all 3 and played that, its an instant win.
Ayen
September 7th, 2005, 11:36 PM
oh...yeah, didn't think of that. but yeah, I guess that's right! thing is though, how often would this be pulled if all the cards needed were released.
Chris G.
September 8th, 2005, 08:08 AM
well, not that often, 3 blue eyes and the ultimate poly would have to be in hand.. and thats not easy to pull off, unless you had 3 paladin of white dragons, an easy opponet, and luck :link:
Ayen
September 20th, 2005, 04:49 PM
well, CRV has a card that is like a poly for dragons specifically. I guess ultimate and cyber end DO get another card!
ULF
September 28th, 2005, 05:16 PM
Blue Eyes Cyber Dragon
9 Star
Light
Machine/Fusion/'Effect
[Blue Eyes White Dragon + Cyber Dragon]
{4200/3800}
If 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 attacks, your opponent cannot activate any Spell or Trap Card until the end of the damage step.
Ayen
September 28th, 2005, 06:55 PM
u didn't put the fusion monsters or if it can only be brought out any particular way. other wise: ROCKIN' MONSTER MAN!!!! :rock: :rock:
Donnachaidh
September 30th, 2005, 06:11 PM
Pot of Mystical Typhoon
Quick play spell
Destroy 1 magic or trap card on the field to draw two cards
This card has a story behind it. One time my cousin had a mystical space typhoon behind a pot of greed inside one of his card covers and he didn't know it was there and he had been looking for the mystical space typhoon.So
when he finally found it we thought up of this card.
ULF
October 1st, 2005, 01:36 PM
Pot of Mystical Typhoon
Quick play spell
Destroy 1 magic or trap card on the field to draw two cards
This card has a story behind it. One time my cousin had a mystical space typhoon behind a pot of greed inside one of his card covers and he didn't know it was there and he had been looking for the mystical space typhoon.So
when he finally found it we thought up of this card.
Nice I give it 5 out of 5 stars
that would be great card to us
Ayen
October 2nd, 2005, 12:52 AM
the sad thing is though, mystical is still restricted and pot of greed is on the next banned list, so this thing, if it were real, would only be available in traditional, though if it were real, it would be freaking awesome (assuming UDE or Konami didn't make a rule saying you could either have mystical and pot OR pot of mystical in your deck). what would really be cool is if they made a spell card that allowed you to discard two or more spells from your hand to combine their effects in a particular way. I'm betting that either it, too, would only be allowed in traditional (if they let you decide how the cards work together), or there would be WAY TOO MANY card rulings on it.
Lokarin
October 4th, 2005, 05:46 AM
Safety Vortex
Continuous-Trap
Activate this card only when a monster is summoned or special summoned in a mode with 0 power (0 ATK for ATK mode or 0 DEF for DEF mode)... remove that monster from play and as long as this card this face-up no monster with 0 ATK or 0 DEF can be summoned or special summoned.
Taxation without Representation
TRAP
When your opponent draws cards outside their draw phase activate this card. View all cards drawn and IF POSSIBLE select one and instantly play it on your side of the field. **Obviously traps cannot be selected since they play face-down, unless...**
Donnachaidh
October 5th, 2005, 03:03 PM
Nice I give it 5 out of 5 stars
Well if you think that was nice then check out this card!
Masked Magician of Darkness
3 stars
Dark
Spellcaster/effect
flip: Select 1 trap card and 1 spell card from your graveyard and return them to your hand.
Chris G.
October 5th, 2005, 05:41 PM
NO attack or def listed? :/
Magician of Darkness
3 stars
Dark
Spellcaster/ Effect
1200/ 900
Flip: Select either 1 spell and 1 trap, or 2 spell or trap cards and return them to your hand.
Ayen
October 5th, 2005, 07:16 PM
how about 1100/1100 for stats?:D
Donnachaidh
October 7th, 2005, 06:55 PM
Okay I just thought of something. What if the other millenium items(besides Pyramid of light) were cards!! So heres my list of millenium item cards!!
Millenium Eye
continuous trap
When you activate this card and your opponent cannot destroy it when you activate it, it can no longer be destroyed by any card.If your opponent couldn't destroy this card then your opponent must do the following
1)he/she must show you every card in their deck.
2)he/she must show you their hand every turn.
3)he/she can not set any monsters.
Millenium Rod
normal trap
when your opponent tribute summons,special summons or normal summons a monster you can choose to take control of that monster. This monster cannot be destroyed by any monster,trap,or spell card.
Thats all I can come up with in terms of Millenium item cards right now.
Chris G.
October 7th, 2005, 09:08 PM
Millenium puzzle
Continious Trap
This cards activation can not be negated. This card cannot be destroyed. As long as this card is face up on your side of the field, you cannot lose the duel.
Millenium Key
Continous Trap
When you activate this card, search your opponets deck for a card of your choice, and add it to your hand
Millenium necklace
Continous Trap
You may look through your opponets deck, anytime you wish, and may put the cards back in any order.
There, anyone wanna do the remaining ones?
These cards would be b&. They are too Uber.
Donnachaidh
October 11th, 2005, 03:19 PM
Okay, I just thought up these cards. What do you think?
Kaiba
Dark
4 stars
[warrior effect]
When this card is summoned you may search your deck for as many Blue Eyes White Dragons that are in your deck and special summon them to your side of the field.Your opponent may not activate this effect.Also when this card attacks with an attack that is higher than the defense of a defense position monster on your opponent's side of the field, inflict the difference as battle damage to your opponents life points. Attack=1900 Defense=1000
Kaiba the Blue Eyes White Dragon Champion
9 stars
Dark
[Kaiba + Blue Eyes White Dragon]
[Dragon/Fusion/effect]
When this card is special summoned from the fusion deck you may also special summon as many Blue Eyes White Dragons that you have in your deck to your side of the field or you may also special summon as many Blue Eyes White Dragons in your graveyard to your side of the field(even the one you used for this fusion).Also when this card attacks with an attack that is higher than the defense of your opponents defense position monster, inflict the difference as battle damage to your opponent's life points.
[3900/3500]
Kaiba the Blue Eyes Ultimate Dragon Champion
15 stars
Dark
[Kaiba + Blue Eyes White Dragon + Blue Eyes White Dragon + Blue Eyes White Dragon]
[Dragon/Fusion/Effect]
When this card is special summoned from the fusion deck special summon all three Blue Eyes White Dragons that were used for this fusion to your side of the field.Also when this card attacks with an attack that is higher than the defense of your opponent's defense position monster, inflict the difference as battle damage to your opponents life points.[5500/5000]
Hawkboy_01
October 19th, 2005, 09:21 AM
light
lvl: 6
Angel of the Night
fairy/fusion/effect
Dark Witch + Getsu Fuhma
If the monster that battles with this monster is fiend or zombie type monster destroy that monster with this cards effect before damage calculation.
atk: 2200/def: 1800
Divine Intervention
Ritual Spell
You must offer 'the forgiving maiden', and 'angel of the night' from your side of the field and a number of fairy type monsters who's star level equals 8 from your side of the field or hand . If you do this you can summon 'the merciful goddess' from your hand or deck.
Light
Lvl: 8
The Merciful Goddess
Ritual/Effect
This monster card can only be summoned by the effect of 'Divine Intervention'. Any monster that dose battle with this monster has it's attack reduced by halve, then this monster's attack is increased by the same amount.
Atk: 100/Def: 100
Be Afraid!!!
Ritual Magic
If you have 'The Merciful Goddess', 'The Forgiving Maiden' 'Getsu Fahma', 'Marie The Fallen One', 'Saint Joan', 'Dark Witch', and 'Angel of the Night' in your graveyard, remove them from play to summon 'The Vengeful Goddess' from your hand or deck.
Dark
Lvl:10
Vengeful Goddess
Ritual/Effect
This monster can only be summoned by the effect of 'Be Afraid!!!' This card can not be removed from the field at anytime. Decrease the attack of a monster that dose battle with this monster by halve, and increase this monster's attack by the same amount. If the monster that dose battle with this monster is a fiend or zombie type monster that monster is removed from play after the attack is declared, if this is the attacking monster the attack becomes a direct attack on your oppent's life points.
Atk: 3700/Def 3700
Dark
lvl:5
Dark Horse
Beast
A noble stead trained to charge into battle
Atk: 1800/Def: 1600
Dark
Lvl: 9
Dark Crusader
Fusion/Effect
Swordstalker + Dark Horse
This card can only be fusion summoned by the above monsters. This monster must attack every monster on your opponent's side of the field. This monster cannot attack your oponent's life pointes directly.
Atk: 2800/Def: 2400
what do you think?
John_in_tb3
October 25th, 2005, 12:21 PM
monsters lv 4 so you don't have to sacrifice
monsters
dark
lv4
dark monster summoner
spellcaster/effect
this monster can only be desroyed as a result of battle.all monsters your Opponent summons gains 2000 attack points .all battle damage the owner of this card takes is doubled and inflected to the opponent.
atk:4000/def:8000
Continuous reborn
equipmint magic
choose one monster on you side of the field any time that monster is removed from the field it returns and your opponent loses 900 life points.this card cannot be destroyed
sword of destruction
equipmint magic
any monster Equipped with this sword Automatically destroys any monster it attacks
John_in_tb3
October 25th, 2005, 12:28 PM
Ok, c'mon, Am I the only one that has fun creating new cards?
i like to too
Lokarin
October 31st, 2005, 04:59 PM
The Millenium Scale
SPELL
Send your hand to your graveyard. You and your opponents Life Points both become of lower of the two. This card cannot be activate if you played any card from your hand this turn.
METROID
Level 5
WATER/Aqua
1400/0
METROID can ONLY be destroyed as a result of battle damage. When METROID destroys a monster as a result of battle increase METROID's attack by the difference in ATK or DEF (mode based). METROID will automatically lose any battle with a NORMAL monster.
Silver Rokaku
November 7th, 2005, 06:13 PM
Did you all miss me? :(
The Art of Draining
Magic
If your opponent has more than five cards on his/her side of the field, choose two of them and remove them from play. You gain 500 LP for each monster, 1000 for each spell, and 300 for each trap.
Ancestor of Magicians
1700/1600 DARK
[Spellcaster/Effect] When this monster is successfully summoned to the field, you may summon 1 LIGHT Spellcaster to the field.
Lokarin
November 7th, 2005, 08:48 PM
Trap-Master Blunderstone
Level 2
ROCK/Earth
750/1000
FLIP: You CAN Activate one face-down trap card on your side of the field by this cards effect as long as the timing is right. This is not considered a Trap activation. You can activate a trap card set this turn.
Donnachaidh
December 29th, 2005, 02:50 PM
I just thought of some Nintendo character cards and some equip cards for them.
Mario
Level 4
Earth
1900/1000
(Warrior effect) When this card is normal summoned,special summoned, or flip summoned successfully special summon 1 Luigi from your hand or deck to your side of the field.
Luigi
level 4
earth
1900/1000
(Warrior effect) When this card is normal summoned,special summoned, or flip summoned successfully special summon 1 Mario from you hand or deck to your side of the field.
Winged Cap
Equip spell card
This card can only be equipped to mario. When equipped to mario, mario can attack your opponent's life points directly.
vacuum
equip spell card
this card can only be equipped to luigi. when equipped to luigi, luigi can attack your opponent's life points directly.
Link
level 4
earth
1900/1000
(warrior effect) when this card is normal summoned,special summoned, or flip summoned successfully special summon 1 Zelda from your hand or deck to your side of the field.
Zelda
level 4
light
1900/1000
(Spellcaster effect) when this card is on the field with Link increase Link's attack by 500.
Boomerang
equip spell card
This card can only be equipped to Link. When equipped to Link, Link can attack your opponents life points directly.
ULF
January 10th, 2006, 11:41 PM
Elemental Hero X Formation
Quick Play-Magic
When this card be only activitive when u have 4 Elemental Hero on your side of the field, when u do have 4 Elemental Heroes on your side of the field it lets u combine there attack points and hit your opponent directly and destory all of your opponent cards on the field. This card can't be negate by traps, spells or monster effects.
Elemental Hero Neos
Light
2500/?
Warrior
A Hero Sword
Equip Spell
This card can only be equip to the name "Elemental Hero". Once equip the Elemental Hero gain 1000 attack points and 500 attack additional points for other element heroes on the field. When Elemental Heroes is being attack this card is destory instead.
Vipergtsr9014
January 11th, 2006, 01:31 PM
u get to get one monster back form your grave and you can Destroy 1 monster on the field and do the Destroyed my monsters atk to your oppents life. at the cost of 2000 life points. its a trap
ULF
January 11th, 2006, 05:43 PM
u get to get one monster back form your garve and you can Destroy onr monster on teh field and do the Destroyed my monsters atk to your oppents life. at the cost of 2000 life points.
Is it a magic or trap card?
Lokarin
January 14th, 2006, 10:14 AM
Darkworld Thorns
TRAP
Activate this card only during a Battle Phase.
You opponent takes 1000 damage for each monster they special summoned so far this turn.
Vipergtsr9014
January 14th, 2006, 10:57 AM
drillroid + steamroid
2500/1800 it can desotry any fdd on the field and flip effects dont get there effects.
gyroid + gyroid
1500/1500 it has to be beat in battle 3 times in a turn
patroid + drillroid
2000/1500
this card can desotry any1 face down card on the field. even mt. and u can see one face down card a turn at ur standby phase.
THE GREATROID
3500/3000 it has the effects of all the roids. to play this card u have to reomve one of each roid from play, from the field of graveyard.
psidestroyer
February 6th, 2006, 10:58 AM
Self-Sacrifice (Trap)
By paying 500 lps and tributing one monster on the field.The owner of this card can negate the attack of all monsters on the opponent's side of the field, whose attack is equal to or less than the tributed monster's attack points.
Lokarin
February 12th, 2006, 09:50 PM
Dark World Suction
TRAP
Your opponent cannot chain to cards until 2 turns from now (As in, if you activate it on your turn, your next turn... their turn, their next turn)
zatchbell*lover
February 14th, 2006, 06:05 PM
royle guard
10 stars
light
spellcaster/fusion/effect
2500/0
made by fusing king's knight+queen's knight+jack's knight
this card can attack your opponent directly if you send 1 ojama monster card and a king's, queen's, or jack's knight to the graveyard.
ULF
February 15th, 2006, 05:02 PM
Elemental Hero Darkness Flare Wingman
8 Stars
ATK/2600 DEF/2200
[Warrior/Fusion/Effect]
{Elemental Hero Flame Wingman} + {Elemental Hero Nercoshade}
This monster cannot be Special Summoned except by Fusion Summon. Increase this card's ATK by 400 points for each monster with "Elemental Hero" in their name in your Graveyard. When a monster on your opponent's side of the field is destroyed and sent to the Graveyard by this card as a result of battle, inflict damage to your opponent's Life Points equal to the original ATK of the destroyed monster. The monster is also remove from play once destory.
Areowyn
February 18th, 2006, 02:02 PM
Scorpion Cave
Field Spell Card
All cards named Dark Scorpion, or is named Cliff the Trap Remover or Don Zaloog on the field gain a 500 atk/def boost. When the above cards do damage to an opponents life points, that card can use any of the dark scorpions abilities as well as their own.
Kicked out
Quickplay spell card
When Don Zaloog is on the Field Send 1 card that is named "Dark Scorpion" or is named "Cliff the Trap Remover" to the graveyard. Then special summon 1 monster card from your graveyard to the field. That card now has the title Dark Scorpion.
Heart of the Scorpion
Trap Card
Whenever a "Cliff the Trap Remover", Don Zaloog or a card with "Dark Scorpion" in it's name is sent to the Graveyard as a result of battle, Select 1 card on your side of the field and increase its atk and def by half of the cards atk or def.
ULF
February 18th, 2006, 02:35 PM
Elemental Hero Nerco Sparkman
7 Star
3000/2600
Dark/Warrior/Effect
{Elemental Hero Nercoshade}+{Elemental Hero Sparkman}
During each of your standby phase. You can Special Summon any fusion Elemental Heroes from your Fusion Deck, but for only for a numbers of turn(s0by there power star levels then the fusion monster is destory.
Bahamut's Child
February 26th, 2006, 03:50 PM
oh...yeah, didn't think of that. but yeah, I guess that's right! thing is though, how often would this be pulled if all the cards needed were released.
Easir than you think,
Different Dimension Capsule (Select 1 card from your Deck, then remove it from play face-down. During your 2nd Standby Phase after activation destroy this card and add the removed card to your hand)
this is the first thing comes to mind when you mentioned your idea.
Idea for a card:
Eternal Flame of the Phoenix (Trap)
If Sacred Phoenix of Nephthis is destroyed as a result of battle, treat it as though it were destroyed by the effect of a card.
Lokarin
February 26th, 2006, 05:52 PM
Ara Mitama
Level 4
FIRE/Spellcaster
1800/1000
EFFECT: Cannot be destroyed by a card effect.
Nigi Mitama
Level 4
WATER/Spellcaster
1800/1000
EFFECT: Cannot be destroyed by a card effect.
Kusi Mitama
Level 4
WIND/Spellcaster
1800/1000
EFFECT: Cannot be destroyed by a card effect.
Saki Mitama
Level 4
EARTH/Spellcaster
1800/1000
EFFECT: Cannot be destroyed by a card effect.
I think I got the elements right... oh well
Areowyn
March 1st, 2006, 12:56 PM
A-Action Stance
Trap card
Discard 1 monster card from your hand to Special summon 1 monster and a union monster from the graveyard to be equipped too on the field.
E-Emergency Call
Spell Card
Search through your deck for 1 union monster card and add it to your hand.
I-Improving the Odds
Quickplay spell
Activate the Effect of the Union monster equipped to a monster on the field without the cost effect.
O-Optional Armorment
Trap Card
Send 1 union monster equipped to a monster to the graveyard to destroy a card on the field.
U-Unity Formation
Field Card
All monsters that are equipped with union monsters increase their atk and def by 500. During your main phase, you can take 1 union monster equipped to a monster and equip it to another correct target.
darq_dragon243
March 18th, 2006, 02:35 PM
Darkworld Thorns
TRAP
Activate this card only during a Battle Phase.
You opponent takes 1000 damage for each monster they special summoned so far this turn.
darkworld thorns is a monster that already exists
ULF
March 18th, 2006, 07:26 PM
Heroes United!
Spell Card
This card can be acitivie if u have one monster in the name of "Elemental Hero" on the field, when this card is activitives special summon 4 level 4 "Elemental Hero" monster from ur deck, hand or graveyard to the field.
Hero Comade Formation!
Trap
When you have 4 "Elemental Hero" of "Earth, Fire, Wind, Water, Light and Dark", on the field they can attack ur your opponent life points dirctly! This can only work if u have 4 Elemental Hero monsters with the different attudite on the field. This card cant not be negete it
Lokarin
March 19th, 2006, 02:04 AM
D'oh... and I thought I made that name up...
Areowyn
April 11th, 2006, 04:05 PM
Dark Scorpion Sneak Attack 1
Spell
When Don Zaloog and Cliff the Trap Remover is on the field. Send Cliff the Trap Remover to the graveyard, Destroy all spell and trap cards on your opponents side of the field.
Dark Scorpion Sneak Attack 2
Spell
When Don Zaloog and Dark Scorpion Gorg the Strong is on the field. Send Dark Scorpion Gorg the Strong to the Graveyard, Return all monsters on your opponents field to their hand.
Dark Scorpion Sneak Attack 3
Spell
When Don Zaloog and Dark Scorpion Chick the Yellow are on the field. Send Dark Scorpion Chick the Yellow to the graveyard. Look at the top five cards of your opponents deck, you can put any number of them at the bottom of the deck.
Hero vs Villan
Continous Spell
When a card with Hero in its name and a card with Dark Scorpion or is named Don Zaloog or Cliff the Trap Remover exsist face up on opposite sides of the field, once per turn each player selects one card with "Hero" in its name or a card with Dark Scorpion or is named Don Zaloog or Cliff the Trap Remover and the battle each other. No battle damage between monsters is delt. The owner of the card that is destroyed recieves 1000 battle damage to life points
ULF
April 13th, 2006, 09:28 PM
Heroes Destiny
Quick Play
When there Elemental Hero or Destiny Hero on either side of the field. Both of the Strongest monster(s) must attack ur opponents strongest monster(s).
Destiny Sword
Equip Spell
When they card is equip to {Dentiny Hero} that monster gain 800 attack and defense points. When this equip spell is sent to the graveyard ur opponent monster is destory and take x400 for the # of star on that target monster.
Diamond Storm
Quick Play Spell
When Destiny Hero Diamond Dude is on the field u can switch him and 2 monster on ur opponent side of the field in defense mode. When this is done u can special summon 2 Destiny Heroes from ur deck or hand to the field.
Okagiryu
April 17th, 2006, 07:20 PM
armegeddon from the dark
zombie lv10 8000 atk 16000 def
fusion/effect
despair from the dark+vampire lord+ryu kokki+spirit reaper+berserk dragon
this monster can be fused if the 2 of the above monsters are in ur hand, deck and or graveyard you may remove the above monsters if u use this effect.pay 100 life points to destroy all cards on both sides of the field (except this card) and send all cards in hand to the graveyard. none of the effects can be activated. this card must attack your opponent
Areowyn
April 23rd, 2006, 04:02 PM
hey ulf is your dueling life all about E-heros. i mean there are soo many cards that revolve around E-heros y not give it a rest.
ULF
May 1st, 2006, 10:23 PM
hey ulf is your dueling life all about E-heros. i mean there are soo many cards that revolve around E-heros y not give it a rest.
Quit ur complaining, if I want to post something about heroes I will but it doesnt involve my life got it Aero Spearo. I give it rest when I feel like it!
Areowyn
May 6th, 2006, 06:41 PM
okay where not in the 4th grade here, name calling is soo childish
but whatever i was juss wondering if you liked any other cards other than the E-heros, no need to pms
John_in_tb3
May 27th, 2006, 05:27 AM
James Bond Yugioh Cards...
Die Another Day
Magic card
Effect: This can only be activated when "James Bond" is on the field or in your graveyard. When your life points reach 0 you lose the duel 2 turns after.
James Bond
Monster card
Level: 7
Atk: +100
Def: +100
Effect: This card gains the atk and def of the opposing monster and always has 100 more atk and def than the opposing monster.
Twin Pistols
Equip magic card
Effect: this can only be equipped to "James Bond" the equipped monster can attack your opponents life points directly after the opposing monster attacked.
Pistol Ammo
Continuous Magic card
Effect: this can only be activated when “James bond ”is on the field or in the graveyard stop the effects of all cards in play except “James bond” and “twin pistols”.
ULF
May 27th, 2006, 08:55 AM
okay where not in the 4th grade here, name calling is soo childish
but whatever i was juss wondering if you liked any other cards other than the E-heros, no need to pms
Aero like I said dont like dont complain about it and keep it all to yourself unless u want to unlease my full hate on u got it loser
McCloud
May 27th, 2006, 11:23 AM
Okay, Sinner Cards!
~*~*~
Hayate
****
Dark/Fiend
This demon was once known as one of the few great threats to Pandamonium, but now he is just trying to find peace with his life.
Atk/1500 Def/1500
---------------------------------
Hayate the Sinner
*******
Dark/Fiend
Effect: This card cannot be normal summoned or set. This card can only be special summoned by using the effect of "Sinner's Paradise." Once per turn, flip a coin and call it. If you call correctly, Destroy one face-up monster on your opponent's side of the field.
Atk/2500 Def/2100
---------------------------------
Hayate, the Hurricane of Blood
**********
Dark/Fiend
Effect: This card cannot be normal summoned or set. This card can only be summoned by tributing one "Hayate the Sinner" card on your side of the field. This card is unaffected by your opponent's spell, trap, and monster effects.
Atk/4000 Def/3500
---------------------------------
Tatsumaki
****
Dark/Fiend
This Sinner once attempted to take the head of Pandamonium and failed. He is currently wandering the world in search of another way to accomplish his goal.
Atk/1500 Def/1500
---------------------------------
Tatsumaki the Sinner
******
Dark/Fiend
Effect: This card cannot be normal summoned or set. This card can only be special summoned by using the effect of "Sinner's Paradise." Once per turn, flip a coin and call it. If you call correctly, destroy one face-down monster on either side of the field.
Atk/2100 Def/2500
---------------------------------
Tatsumaki, the Tornado of Sin
**********
Dark/Fiend
Effect: This card cannot be normal summoned or set. This card can only be special summoned by tributing one "Tatsumaki the Sinner" on your side of the field. This card cannot be destroyed as a result of battle and can attack your opponent directly with half of its attack points.
Atk/3000 Def/3000
---------------------------------
Sinner's Paradise
Field Card
All face up Dark/Fiend monsters gain 500 attack and defense points. Once per turn, you may tribute either "Hayate" or "Tatsumaki" to search your deck for a monster with the word "Sinner" in the title, and has the same name. If this card is destroyed, then all cards tributed this way are returned to the field.
---------------------------------
Sinner's Horns
Equip Spell Card
This card can only be attached to a Dark monster. Double the equipped monster's attack points. If this card is destroyed, remove the equipped monster from play.
~*~*~
Tell me what you think! ^^
John_in_tb3
June 3rd, 2006, 07:04 AM
simpson yugioh cards...
homer simpson
effect:when this is normal summoned sucsesfully draw one "donut" card to your hand from your deck.
level:4
atk:0
def:5000
donut
magic card effect:summon "donut man" from your deck.
donut man
Effect: this can only be summoned by the effect of "donut" swaps all monster cards's atk and def in the game.
atk:6000
Level 12
def :4520
zeldamajoramask
September 28th, 2006, 04:09 PM
Elemental Hero Time Machine
Monster/Machine/Effect
Effect: Can go back in time to bring back one monster with it to save it from it's death.
dragonshaun9
October 18th, 2006, 11:13 AM
Try this on for size:
Divine
Dragon/Fusion/Effect
Omega Luster Dragon-Envoy of the Gods
6000/8000
This card can only be fusion summoned by fusing Black Luster Soldier- Envoy of the Beginning and Chaos Emperor Dragon- Envoy of the End. This card cannot be destroyed as a result of battle, magic, trap, or monster effect. Negate all magic and trap cards on your opponents side of the field. This card gains 2000 ATK points when attacking a monster in defense mode. If the defending monster is in defense mode, the difference between this cards ATK and the monsters DEF will be dealt as either direct damage OR by your opponent removing the top cards from his or her deck equal to each 1000 points of damage, using rounding. When this monster destroys another monster as a result of battle, special summon one Black Luster Soldier- Envoy of the Beginning and one Chaos Emperor Dragon- Envoy of the End from your graveyard, ignoring all other summoning requirements. When there is one Black Luster Soldier- Envoy of the Beginning and one Chaos Emperor Dragon- Envoy of the End on your side of the field, add 6000 ATK points.
Total uberness!:D
Oh, just thought of one more.
Wrath of the Gods
Quick-play Magic card
This card cannot be negated. If you have Black Luster Soldier- Envoy of the Beginning, Chaos Emperor Dragon- Envoy of the End, Omega Luster Dragon- Envoy of the Gods, Winged Dragon of Ra, Obelisk the Tormentor, and Slifer the Sky Dragon on your side of the field, all of them attack immediately, no matter whos turn or what phase it is.
Yowza thats evil!
Choronosos
November 16th, 2006, 03:04 PM
Lets get som real gods in on this. but first a new idea on an old favorite.
Millenium Rod
Continuous Spell
Effect: this card cannot be destroyed, negated, or returned to the deck or hand. by either paying 1000 Life Points the owner of this card can take control of an oponents monster or by discarding a Monster Spell and Trap to the graveyard. Control of the monster cannot return. while this card id on the field increse the atk points of Bearer of the millenium rod, Spirit of the millineum rod, or God of the Millineum Rod, Set, by 1000 points.
Bearer of the Millenium Rod
Effect monster****
Dark
Atk 2000 Def 2000
Effect; by tributing this monster and Spirit of the Millenium Rod you may special summon God of the Millineum Rod, Set.
Too tired to type more.
darq_dragon243
November 17th, 2006, 12:58 PM
final flash spell card
each players life goes down to 50 and each player dicards all card in the hands to the graveyrd and all cards except this card on the feild are destroyed. each palyer special summons any monster graveyard fusion deck removed from play anything and they do battle and they are both destroyed but whichever players monster was stronger loses the duel
John_in_tb3
December 6th, 2006, 02:44 PM
The great power
magic card
when this is activated completely take all cards out of play and not in the removed from play zone or graveyard.
One last chance
quickplay magic card
This can only be activated in a chain to "The great power" shuffle your deck and take one card to keep in your deck.
Reflection mirror
quickplay magic card
each player swaps all of you and your opponents cards and there targets around so all you have to do is swap seats.
ancient spirit board
continous trap
lets you play cards with spirit letter in there name.
spirit letter h
magic continous
this can only be activated after ancient spirit board is activated this does not count towards the 5 card limit on the field.
spirit letter e
magic continous
this can only be activated after ancient spirit board is activated this does not count towards the 5 card limit on the field.
spirit letter a
magic continous
this can only be activated after ancient spirit board is activated this does not count towards the 5 card limit on the field.
spirit letter n
magic continous
this can only be activated after ancient spirit board is activated this does not count towards the 5 card limit on the field.
spirit letter i
magic continous
this can only be activated after ancient spirit board is activated this does not count towards the 5 card limit on the field.
spirit letter x
magic continous
this can only be activated after ancient spirit board is activated this does not count towards the 5 card limit on the field if PHEANIX is spelt in order summon "the ancient pheanix".
The ancient pheanix
monster
this can only be summoned by the effect of spirit letter x when summoned search your deck for the great power and activate it. While on the field The great power can't affect you in any way.
hmm what could that be
continous magic card
every turn look at any amount of cards you like any cards includes face down and decks
playing god
magic card
do anything you like to your cards or side of field such as :increasing/decreasing attack/defense power,change name change effect, increase/decrease field card limit, swap deck order
you lose after turn if you haven't already won.(not fair at all though)
darq_dragon243
December 19th, 2006, 12:43 PM
the flood
magic card continous
all non-water monsters on the field are destroyed all water monsters on the field gain 1000 attack and defense and are not destroyed as a result of battle and cannot be destroyed by spells,traps,or monster card effects. and increase the attack of water monsters by 1000 every two turns. all water monster can attack directly. when this card is destroyed destroy all water monsters on the field and you take damage equal to the # of water monsters on your side of the field times 1000.
oh and all non-water type monsters cannot be summoned, in any way normal, tribute, ritual, or special.
Roderick
January 5th, 2007, 06:31 PM
Psyche Sniper LV4
Machine/WIND/Level 4/ATK 1200 DEF 500/Effect Monster
This monster is not destroyed as a result of battle. By sending this face-up card to the Graveyard, Special Summon 1 "Psyche Sniper LV6" from your Hand or Deck (You cannot activate this effect during the turn this card was Normal Summoned, Flip Summoned, Special Summoned or flipped face-up).
Psyche Sniper LV6
Machine/WIND/Level 6/ATK 2200 DEF 1500/Effect Monster
This card is unaffected by the effects or Spell, Trap or Effect Monster Cards. By sending this face-up card to the Graveyard, Special Summon 1 "Psyche Sniper LV8" from your Hand or Deck (You cannot activate this effect during the turn this card was Normal Summoned, Flip Summoned, Special Summoned or flipped face-up).
Psyche Sniper LV8
Machine/WIND/Level 8/ATK 3200 DEF 2500/Effect Monster
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by the effect of "Psyche Sniper LV6". As long as this card remain face up on the field, each time a monster on your side of the field that includes "LV" in its card name attacks, your opponent cannot activate Spell or Trap Cards until the end of the Damage Step. This card is unaffected by the effects or Spell, Trap or Effect Monster Cards.
Melting Manufactury
Field Spell
Increase the ATK and DEF of all Machine and Pyro-Type monsters on the field by 200 points. Decrease the ATK and DEF of all Aqua, Fish, Sea Serpent and Thunder-Type monsters by 200 points. This card's activation and effect cannot be negated by any card.
Holographic Mirror
Continuous Trap
Increase the DEF of all Machine-Type monsters on your side of the field by 300 points. Each time 1 Machine-Type monster on your side of the field is targeted by a card controlled by your opponent, toss a coin and call it. If you call it right, negate the effect and destroy the opponent's card.
Wtf?!
January 26th, 2007, 08:43 PM
Bonters Gate
Continuous Trap card
While this card is in play, Every turn you must take two cards from your hand and put it in the graveyard. Then for every monster on the field you get 50 life points.
Ghost of the Thousand Warriors.
Monster/Effect
For every spell and trap card on the field, add 200 ATK points and 100 DEF points.
starting:
700 ATK
800 DEF
Roderick
January 27th, 2007, 08:02 PM
The Ancient Moon Selene
Rock/LIGHT/Level 4/ATK ? DEF ?/Effect Monster
The ATK and DEF of this card becomes the number of Spell and Trap cards removed from the game x100 points.
Selene Duo Nyx
Rock/LIGHT/Level 6/ATK ? DEF ?/Effect Monster
This card can be Special Summoned from your Hand by tributing 1 "The Ancient Moon Selene" on your side of the field. The ATK and DEF of this card becomes the number of Spell and Trap cards removed from the game x200 points. If this card is destroyed as a result of battle and sent to the Graveyard, it is automatically Special Summoned to your side of the field during the End Phase of that turn and its ATK and DEF are increased by 300 points.
Selene Tris Nyx
Rock/LIGHT/Level 8/ATK ? DEF ?/Effect Monster
This card can be Special Summoned from your Hand by tributing 1 "Selene Duo Nyx" on your side of the field. The ATK and DEF of this card becomes the number of Spell and Trap cards removed from the game x300 points. If this card is destroyed as a result of battle and sent to the Graveyard, it is automatically Special Summoned to your side of the field during the End Phase of that turn and its ATK and DEF are increased by 500 points. This card can attack all monsters on your opponent's side of the field once each.
darq_dragon243
January 29th, 2007, 12:32 PM
Not sure if anyone has posted it.
Name: armaggedon
Dark/warrior/fusion/effect
Atk 3000/ Def 3000
black luster soldier- envoy of the begininng chaos emporer dragon- envoy of the end
this card cannot be destroyed by battle spells traps or monster effects.
this card cannot be removed from the field or brought back to the hand in any way.
no substitutes may be used in this fusion
In addition to the fusion summon you must remove two light and two dark monsters from play
When this card comes into play remove all cards on the field and in both players hand from play except this card and the opponent takes 1000 points of damage. this card attacks once each for every card removed with cards effect.
it would be banned very quickly.
Roderick
January 31st, 2007, 07:47 PM
Mechanic Eel
Machine/WATER/Level 4/ATK 1700 DEF 1700/Effect Monster
If the only cards on your opponent's side of the field are Defense Position Monsters, this card can attack your opponent's Life Points directly.
Bomb Cannon
Machine/DARK/Level 3/ATK 1200 DEF 0/Effect Monster
When this card attacks a face-down Defense Position Monster, if the DEF of the attacked monster is 2000 or more, this card is treated as an Equip Spell Card and is equipped to the attacked monster (Damage Calculation is cancelled). During your next Standby Phase, destroy the equipped monster and inflict damage to your opponent's Life Points equal to the ATK of the equipped monster.
Amphibian Eel Cannon
Machine/WATER/Level 9/ATK 2700 DEF 2700/Fusion Monster
"Mechanic Eel" + "Bomb Cannon"
A Fusion Summon of this monster can only be performed with the above Fusion Material Monsters. When this card battles with your opponent's monster, roll 1-six sided die once. Increase the ATK and DEF of this card by an amount equal to the resulting number x100 points until the End Phase, and decrease the ATK and DEF of the opponent's monster by an amount equal to the resulting number x100 points until the End Phase. The Effects of Effect Monsters that this card destroys as a result of battle are negated.
Roderick
February 2nd, 2007, 05:35 PM
Core Commander
Warrior/EARTH/Level 4/ATK 1400 DEF 1400/Effect Monster
This card can be Normal Summoned or Set even if "Boss Rush" is on your side of the field. Once per turn, during your Main Phase 1, you can put 1 counter on 1 card on your side of the field that includes "B.E.S." in its card name, or is named "Big Core".
Core Resupply
Normal Spell
You can only activate this card if you have a "Core Commander" on your side of the field. Put 2 counters on all cards on your side of the field that include "B.E.S." on their card names, or are named "Big Core". You must skip your Battle Phase during the turn this card is activated.
B.E.S. Crystal Tetran
Machine/WIND/Level 10/ATK 2500 DEF 3400/Fusion Monster
"B.E.S. Tetran" + "B.E.S. Crystal Core".
This monster cannot be Summoned except by Fusion Summon. When you Special Summon this card to your side of the field, put 3 counters on it. This card is not destroyed as a result of battle. If this card battles with a monster, remove 1 counter from this card at the end of the Damage Step. If this card battles without a counter, destroy it at the end of the Damage Step. Once, per turn, during your Main Phase 1, by removing 1 counter from this card, destroy 1 Spell or Trap card on the Field. Once per turn, during your Main Phase 1, you can Flip 1 face-up monster on your opponent's side of the field to face-down Defense Position.
John_in_tb3
February 4th, 2007, 03:55 AM
Sky ship :The bringer of doom
atk:3000
def:2500
effect monster*******
effect: in battle this card can only be beaten by monster cards with sky ship in their name, every turn this card gains 200 atk points, this card can only be summoned by the effect of "open sky" this does not count towards the 5 card limit.
Open sky
field magic
effect: summon as many cards with"sky ship"in.
Sky ship: The Galerider
effect monster*******
effect:in battle this card can only be beaten by monster cards with sky ship in their name, every turn this card gains 200 atk points, this card can only be summoned by the effect of "open sky" this does not count towards the 5 card limit.
atk:2900
def:2600
sky ship: the great sky whale
atk: 2700******
def: 2600
effect:in battle this card can only be beaten by monster cards with sky ship in their name, every turn this card gains 200 atk points, this card can only be summoned by the effect of "open sky" this does not count towards the 5 card limit.
sky ship: windspinner
atk:1900****
def:1500
effect:in battle this card can only be beaten by monster cards with sky ship in their name, every turn this card gains 200 atk points, this card can only be summoned by the effect of "open sky" this does not count towards the 5 card limit.
darq_dragon243
February 7th, 2007, 12:22 PM
the ultimate sacrifice spell card
this card cannot be negated.
pay all your life put up to five cards from your deck graveyard or removed from play into your hand.
MagicMaster
February 17th, 2007, 06:10 PM
*Shifty Eyes* Must...post...WoT-based...cards...
Horn of Valere
SPELL CARD
This card can only be played as long as Matrim Cauthon is on the field. Summon as many Heroes of the Wheel as you can from deck or graveyard for one turn.
Hero of the Wheel: Birgitte
Warrior/LIGHT/Level 8/ATK 2800 DEF 1500/Effect Monster
When Hero of the Wheel: Gaidal Cain is on the field, increase the attack and defense of this creature by 500 points. When this creature attacks a defense position monster, it is automatically destroyed. Battle damage is applied normally.
Hero of the Wheel: Gaidal Cain
Warrior/LIGHT/Level 8/ATK 3000 DEF 2500/Effect Monster
When Hero of the Wheel: Birgitte is on the field, increase the attack and defense of this creature by 500 points. When this creature attacks an attack position monster, it is automatically destroyed. Battle damage is applied normally.
Hero of the Wheel: Artur Hawkwing
Warrior/LIGHT/Level 10/ATK 3500 DEF 3000/Effect Monster
When this creature is on the field, you can activate a card out of your opponent's hand as if it were your own.
Matrim Cauthon
Warrior/LIGHT/Level 6/ATK 1800 DEF 1400/Effect Monster
Every turn this creature is on the field, special summon one Bandsman from your hand or deck. This creature gains 300 attack and defense points for every Bandsman on the field.
Bandsman: Foot Soldier
Warrior/EARTH/Level 4/ATK 1200 DEF 600/Effect Monster
When this creature fights another EARTH creature, increase it's attack by 1000 points.
Bandsman: Cavalry
Warrior/EARTH/Level 4/ATK 1000 DEF 800/Effect Monster
When Matrim Cauthon is on the field, increase the attack and defense of this creature by 600 points.
Bandsman: Archer
Warrior/EARTH/Level 4/ATK 800 DEF 1400/Effect Monster
This creature cannot be attacked if it did not attack another creature the previous turn. This creature can attack twice in one battle phase.
Roderick
February 21st, 2007, 12:16 PM
B.E.S Big Covered Core
Machine/DARK/Level 12/ATK 3900 DEF 2300/Fusion Monster
"B.E.S. Covered Core" + "Big Core".
This monster cannot be Summoned except by Fusion Summon. When you Special Summon this card to your side of the field, put 3 counters on it. This card is not destroyed as a result of battle. If this card battles with a monster, toss a coin and call it. If you call it wrong, remove 1 counter from this card at the end of the Damage Step. If this card battles without a counter, destroy it at the end of the Damage Step. As long as this card remains face-up on the field, only Machine-Type Monsters can be Special Summoned.
Core Emperor
Machine/EARTH/Level 8/ATK 2800 DEF 2900/Fusion Monster
"Core Commander" + "1-Machine-Type Monster"
This monster cannot be Summoned except by Fusion Summon. Once per turn, during your Main Phase 1, you can put 1 counter on all cards on your side of the field that include "B.E.S" on their card names, or are named "Big Core". As long as this card remains face-up on the field, your opponent cannot designate any monster that includes "B.E.S" in its card name, or is named "Big Core" as a target or a Spell, Trap, or Effect Monster Card. This monster is not destroyed as a result of battle or by the effect of Spell, Trap, or Effect Monster cards.
dragonshaun9
March 6th, 2007, 07:21 AM
Left Arm- Crusher **** 1000/2000
Machine/Effect
When this monster is in face-down defense position, it cannot be targeted for an attack.
Right Arm- Blaster **** 1500/1500
Machine/Effect
When this monster is in face-up attack position, it cannot be targeted for an attack.
Left Leg- Burner **** 500/600
Machine/Effect
When this monster is in face up attack position, it can attack your opponents life points directly. If you have "Left Arm- Crusher" "Right Arm- Blaster" "Right Leg- Grinder" or "Main Body- Prime" on the field, this card cannot be targeted by an attack.
Right Leg- Grinder **** 1000/1000
Machine/Effect
When this monster is face up on the field, no Machine-type monster can be affected by the effects of spells, traps, or monster effects. If you have "Left Arm- Crusher" "Right Arm- Blaster" "Left Leg- Burner" or "Main Body- Prime" on the field, this card cannot be targeted by an attack.
Main Body- Prime ****** 2500/3000
Machine/Effect
This monster cannot be normal summoned. You can only special summon this monster by having "Left Arm- Crusher" "Right Arm- Blaster" "Right Leg- Grinder" or "Left Leg- Burner" on the field. All machine type monsters on your side of the field(including this card) gain 500 atk and 500 def.
Complete Prime ********** 5000/5000
Machine/Fusion/Effect
In order to fusion summon this card, you must discard "Left Arm- Crusher" "Right Arm- Blaster" "Right Leg- Grinder" "Left Leg- Burner" or "Main Body- Prime" on the field to the graveyard. This card cannot be affect by spells, traps, or monster effects. This card cannot be destroyed as a result of battle. Your opponent must pay 500 life points to summon a monster while this card is on the field. This card must attack all monsters on your opponents side of the field.
Transformers Rules!
darq_dragon243
March 8th, 2007, 05:42 PM
savior spell card
when you play this card all non light monsters are destroyed then you can tribute any number of light types on your field to bring back the same number of cards of your choice in your graveyard to your hand
coming of garasu spell card
when you play this card you can ignore the this card cannot be special summoned text on yata-garasu and special summon him from your hand deck graveyard or your opponents graveyard he cannot be destroyed or removed from the field or affected by any tpe of cards this turn and he can attack directly and you can transfer any number of your life points to him until the end of the turn at end of turn you get your lifepoints back.
darq_dragon243
March 14th, 2007, 11:49 AM
for the garasu spell you can also bring him from your own graveyard.
spell card
contract with exodia's second cousin twice removed
when this card is played take all exodia peices in either graveyard your hand and your deck and exodia necross and remove them from play. special summon exodia's second cousin twice removed from your hand deck graveyard or removed from play.
exodia's second cousin twice removed
attack: 2000
defense: 2000
this card cannot be normal summoned this card can only be special summoned with contract with exodia's second cousion twice removed.
this cards effects cannot be negated. this card cannot be destroyed by battle, with a spell trap or monster effects. this card cannot be effected by any spells traps or monster effects such as attack being negated. this card can attack directly. this card gains 3000 attack points every standby phase. control of this card cannot be switched. this card cannot be removed from play or removed from your side of the field.
raigeki's mirror duster protector jar
trap card
this card can be activated even if a trap negater is on the field, this card cannot be negated or destroyed
this card can only be activated when your opponent attacks destroy all monster and spell and trap cards on your opponents side of the field and your opponent must combine his/her deck, hand and graveyard together,then his/her deck becomes his/her graveyard and he/she must draw a card.
Donnachaidh
March 21st, 2007, 11:59 AM
Ultimate Exchange
Spell
You and your opponent exchange life points,decks,graveyards,cards that were removed from play,the cards in your hands, and the cards on your field. After the effect of this card is resolved, continue the current duel.
Rise of the machines
Spell
You can only activate this card when you have no monsters on your side of the field. Special Summon 5 machine monsters from your deck or graveyard to your side of the field.
wild wingman64
April 19th, 2007, 01:59 PM
elemental hero cyber spark dragon
fusion card (cyber dragon + elemental hero sparkman)
[ATK/2800 DEF/2600]
This card cannot be special summoned except by fusion summon.
when thiss card attacks your oppponent cannot activate spell or trap cards until the end of the damage step. when this card is destroyed summon a cyber dragon with its attack points decreased by 300 and sparkman with his decreased by 200
Here's how i got inspired. My favourite cards were the machines (drillroid, cyber dragon) and the elemental heroes (sparkman, avian). So i thought of combining them to make a good fusion
o ye here is one with a roid monster:wink:
elemental hero clay drillroid
fusion card [atk/2000 def/2400]
this card cannot be special summoned except by fusion summon. any card in defense position is destroyed immediatily except this card. this card gains 100 defense points for each e-hero or roid monster in ure graveyard
patrillroid
fusion monster
(atk/2800 def/2800)
patroid+drillroid
this card can only be made by fusing the above monsters.You can check 2 face down cards on ure opponent's side of the field. if this card attacks a face down defense position card it is destroyed without damage calculation and flip effects are not activated, in addition inflict 400 points of damage.IN ADDITION:bashhead: destroy 1 face down spell or trap card on your opponents side of the field.
darq_dragon243
May 18th, 2007, 11:44 AM
cyber envoy of the beginning
light type
machine
attack 3000/ def 2500
remove a light and dark type monster in your graveyard from play.
select and activate one of the following effects per turn
* remove from play one monster on the field
*when this monster destroys an opponents monster as a result of battle it can attack once again in a row
* you can discard one card from your hand to the graveyard to destroy one card on the field
* for every spell and trap on your side of the field this monster gains 500 attack points until the end of the turn.
McCloud
May 18th, 2007, 01:40 PM
So for those who care: I made one of the cards I posted earlier. If you wanna see it, check this (http://i7.photobucket.com/albums/y296/SagaraSanosuke/Cards/Yu-Gi-Oh/fiendmonstersgain500attxb3.jpg) out and tell me what you think.
Roderick
August 7th, 2007, 08:40 AM
Fusion Destroyer
Machine/LIGHT/Level 6/ATK 2000 DEF 1700/Effect Monster
As long as this card remains face-up on the field, the ATK of all Fusion Monsters become 0. All efects of face-up Fusion Monsters on the field are negated. Each time a player successfully summons a Fusion Monster, that player takes 1000 points of direct damage. Fusion-Material monsters used for Fusion Summons are removed from play instead of going to the Graveyard.
Ritual Destroyer
Machine/LIGHT/Level 6/ATK 2000 DEF 1700/Effect Monster
As long as this card remains face-up on the field, the ATK of all Ritual Monsters become 0. All efects of face-up Ritual Monsters on the field are negated. Each time a player successfully summons a Ritual Monster, that player takes 1000 points of direct damage. Monsters tributed for Ritual Summons are removed from play instead of going to the Graveyard.
Union Destroyer
Machine/LIGHT/Level 4/ATK 1600 DEF 1700/Effect Monster
As long as this card remains face-up on the field, the ATK of all Union Monsters become 0. All efects of face-up Union Monsters on the field are negated. All ATK and DEF bonuses of Union Monsters become 0. Each time a player successfully equips a Union Monster as an Equip Spell Card, that player takes 800 points of direct damage. When a monster equipped with an Union Monster would be destroyed, both cards are removed from play instead.
darq_dragon243
September 19th, 2007, 06:24 PM
destiny hero - oblivion. 12 stars
atk- 2000
def- 3000
This card cannot be normal summoned. this card cannot be special summoned except by offering three monsters two of which have to be destiny hero monsters.
this card cannot be removed from the field destroyed, sent back to the hand or be removed from the game. this card's effect cannot be negated. this card is unaffected by any spell or trap activated by your opponent. this card can attack every monster on your opponents side of the field. for each monster this monster destroyed this monster can attack directly that many time. also, once per turn, you can select and activate one of the following effects
- discard a monster return any monster from any graveyard whose level is equal to or less than the discarded monster, ignoring any special summoning conditions.
- discard one spell card, return one spell card of the same type that was discarded from either graveyard to your side of the field face-down.
- discard one trap card, return a normal trap from either graveyard to your side of the field face-down.
-pay 2000 lp destroy all cards on the field and in both hands and send them to the graveyard, except this card, but, for each card on the field and in your hand you wish to keep you must 500 lp to keep it.
Roderick
October 28th, 2007, 05:27 PM
Holy Paladin of Twin Swords
Warrior/LIGHT/Level 10/ATK 2500 DEF 2000/Effect Monster
This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by tributing 2 "Holy Knight of Twin Swords" on your side of the Field. Increase the ATK of this card by 500 points for each "Knight of Twin Swords" in your Graveyard. When any number of "Holy Knight of Twin Swords" are on your Graveyard, the following effects are activated in order.
One: This monster is not destroyed as a result of battle.
Two: This card is unaffected by your opponent's Spell, Trap or Effect Monster Cards.
Three: This card can attack all monsters on your opponent's side of the field once each.
Holy Knight of Twin Swords
Warrior/LIGHT/Level 4/ATK 1700 DEF 1600/Effect Monster
This card can attack two monsters on your opponent's side of the field. You cannot attack directly with this card if you attack any monsters first. Increase the ATK of this card by 100 points for each Warrior-Type Monster in your Graveyard.
darq_dragon243
December 2nd, 2007, 05:03 PM
i will be makin' a new pack called attack from beyond. in this new pack there will be new monsters called afterworld monsters. instead of saying effect it will say afterworld. just like the toon and gemini monsters have.
card identification: atfb
atfb- EN01
field spell
spirit world
the effects of all afterworld monsters cannot be negated.
increase the atk and def of all afterworld monsters by 500.
you can play cards from your graveyard as if they were in your hand, when a card that has been played from your graveyard would be sent back to the graveyard it is removed from play, instead.
atfb-EN02
afterworld retriever
stars 3
atk 500
def 500
fiend/afterworld
when this card is destroyed by battle or by a card effect, you can select and activate one of the following effects:
*add i afterworld monster from your deck to your hand
*add one removed from play afterworld monster to your graveyard
if this card is played from your graveyard by the effect of sprit world destroy all spells and trap on your opponents side of the field and as long as this card remains face-up on the field you can negate any spell or trap that is played
atfb-EN03 afterworld reaper
zombie/afterworld
atk 1900
def 1200
stars 4
When this card is normal, flip, or special summoned destroy up to two monsters on the field and you can send one card from your deck to your graveyard. if this card is played from the graveyard due to the effect of spirit world remove up to five cards in play from the game.
atfb-EN04 Afterworld warrior
warrior/afterworld
atk 1600
def 900
when this card is normal, flip or special summoned it gains 200 atk and def for each card that has afterworld in it that is in the graveyard.
if this card is played from the graveyard due to the effect of spirit world you can use you spell and trap zone and field spell zone as monster zones. (you cannot destroy spells and traps to summon a monster on your spell and trap zones.
Cannibal-CΦrpse
March 10th, 2008, 11:47 AM
Forum Noob
One star
Dark
Nobody/Effect
100/100
If this monster is attacked, remove it from the game unless you can find an excuse for acting stupid, then remove it anyway because the forum's moderators don't wanna deal with a fkn noob spamming.
Forum Troll
Two Stars
Dark
Barbarian/Effect
300/0
If your opponent has any creatures with "Noob" in its name, this monster gets an additional 300 attack. This monster may attack for only three turns then remove it from play, but he's just gonna sign up for another account and go into Ban on Sight and just never give up.
Forum Moderator
Divine
Nine Stars
Warrior/Divine
3000/3000
Your opponent can't play any "Spammers", "Trolls", "Flamers", or "n00bs". If he has any existing, destroy them all, but they'll just keep coming back anyways.
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