Card Ideas

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Card Ideas

Post by TerrorSky on Sat Oct 12, 2013 11:54 am

|Dimension Cell|0|CTRN|Trap Card|Trap||Normal|||Banish the top 3 cards of your Deck face down (you do not look at them and any card's effect(s) that would activate do not activate). During your 2nd Standby Phase after this cards activation: Target 1 face down card banished by this effect and add to your hand and shuffle the other cards into your Deck. You can only activate 1 "Dimension Cell" per turn.|

|Z. Dimension Lord|0|CTRN|Zombie/Effect|Dark|10||2800|2600|You can Special Summon this card (from your hand) by banishing 1 Zombie-Type you control. You can only Special Summon 1 "Z. Dimension Lord" this way once per Duel. Once per turn: You can Special Summon 1 of your banished Zombie-Type monsters or 1 Zombie-Type monster from your hand, except "Z. Dimension Lord". You can only use the effect of 1 "Z. Dimension Lord" per turn and only once that turn.|

|Armageddon Mine|0|CTRN|Trap Card|Trap||Continuous|||During each End Phase this card gains 1 "Charge Counter" (max 10.) You can remove 10 "Charge Counters" from this card and send this card to the Graveyard to half both players Life Points OR destroy all monsters on the field and both players take damage equal to half the combined ATK of the destroyed monsters. You can only control 1 face-up "Armageddon Mine". You can only activate "Armageddon Mine" once per Duel.|

|Vesuvius, the Flame Kaiser|0|CTRN|Dragon/Synchro/Effect|Fire|10||3300|3300|1 Tuner + 2 or more non-Tuner monsters
Must be Synchro Summoned and cannot be Special Summoned by other ways. When this card is Synchro Summoned: Until your 2nd End Phase after this card was Synchro Summoned, monsters cannot attack, activate their effects, change battle positions, or be Summoned.|

|Gaia, the Terra Kaiser|0|CTRN|Dragon/Synchro/Effect|Earth|10||3000|3000|1 Tuner + 2 or more non-Tuner monsters
Must be Synchro Summoned and cannot be Special Summoned by other ways. When this card is Synchro Summoned: Change all monsters on the field to face-up Defense Position (Flip Effects are not activated) ignoring any effects. Their battle positions cannot be changed until your 2nd End Phase after this card is Synchro Summoned.|

|Zephyrus, the Air Kaiser|0|CTRN|Dragon/Synchro/Effect|Wind|10||2900|2900|1 Tuner + 2 or more non-Tuner monsters
Must be Synchro Summoned and cannot be Special Summoned by other ways. When this card is Synchro Summoned: Return all monsters on the field to the hand. Until your 2nd End Phase after this effect resolves, neither player can Summon monsters and monsters returned to the hand by this card's effect cannot leave the hand. During your 2nd End Phase after this card's effect resolved: Return all monsters returned to the hand by this cards effect in the same positions they were in.|

|Yami, the Shadow Kaiser|0|CTRN|Dragon/Synchro/Effect|Dark|12||4000|4000|2 Tuners + 2 or more non-Tuner monsters
Must be Synchro Summoned and cannot be Special Summoned by other ways. When this card is Synchro Summoned: Banish all monsters on the field. Then if exactly 15 cards had been banished by this card's effect: Reduce both players Life Points to 100. During your 2nd End Phase after this effect resolved: Increase both players Life Points to 8000 if their Life Points were reduced to 100 by this effect. Until your 3rd End Phase after this card's effect resolved, neither player can attack with monsters.|

|Everest, the Ice Kaiser|0|CTRN|Dragon/Synchro/Effect|Water|10||3200|3200|1 Tuner + 2 or more non-Tuner monsters
Must by Synchro Summoned and cannot be Special Summoned by other ways. When this card is Synchro Summoned: Until your 2nd End Phase after this card was Synchro Summoned, you and your opponent cannot activate any Spell/Trap Cards.|

|Yahweh, the Light Kaiser|0|CTRN|Dragon/Synchro/Effect|Light|10||2600|2600|1 Tuner + 2 or more non-Tuner monsters
Must by Synchro Summoned and cannot be Special Summoned by other ways. When this card is Synchro Summoned: Both players destroy 1 monster in their hands. During your 2nd Phase after this effect resolved: Both players gain Life Points equal to the combined Levels of the destroyed monsters x100 (max. 2000)|

|Helan, the Magma Prince|0|CTRN|Dragon/Effect|Fire|7||2300|2300|If you control a Level 3 or lower Tuner monster you can Special Summon this card (from your hand.) You can treat this card as 2 monsters for the Synchro Summon of a FIRE Dragon-Type Synchro monster. If you do the Synchro Summoned monster's effect(s) are negated and it's ATK and DEF become 3000. If this card would be sent to the Graveyard for a Synchro Summon: Banish it instead. You can only Special Summon 1 "Prince" monster by its own effect per turn.|

|Platt, the Tectonic Prince|0||Dragon/Effect|Earth|7||2000|2000|If you control a Level 3 or lower Tuner monster you can Special Summon this card (from your hand.) You can treat this card as 2 monsters for the Synchro Summon of a EARTH Dragon-Type Synchro monster. If this card would be sent to the Graveyard for a Synchro Summon: Banish it instead. You can only Special Summon 1 "Prince" monster by its own effect per turn.|

|Augusto, the Gust Prince|0||Dragon/Effect|Wind|7||1900|1900|If you control a Level 3 or lower Tuner monster you can Special Summon this card (from your hand.) You can treat this card as 2 monsters for the Synchro Summon of a WIND Dragon-Type Synchro monster. If you do the Synchro Summoned monster's effect(s) are negated. If this card would be sent to the Graveyard for a Synchro Summon: Banish it instead. You can only Special Summon 1 "Prince" monster by its own effect per turn.|

|Delgor, the Shadow Prince|0||Dragon/Effect|Dark|7||3000|3000|If you control a Level 3 or lower Tuner monster you can Special Summon this card (from your hand) but this card cannot attack. You can treat this card as 2 monsters for the Synchro Summon of a DARK Dragon-Type Synchro monster. If you do the Synchro Summoned monster's effect(s) are negated and it's ATK and DEF become 3400. If this card would be sent to the Graveyard for a Synchro Summon: Banish it instead. You can only Special Summon 1 "Prince" monster by its own effect per turn.|

|Jack, the Frost Prince|0||Dragon/Effect|Water|7||2200|2200|If you control a Level 3 or lower Tuner monster you can Special Summon this card (from your hand.) You can treat this card as 2 monsters for the Synchro Summon of a WATER Dragon-Type Synchro monster. If you do the Synchro Summoned monster's effect(s) are negated and it's ATK and DEF become 3000. If this card would be sent to the Graveyard for a Synchro Summon: Banish it instead. You can only Special Summon 1 "Prince" monster by its own effect per turn.|

|Hayseus, the Bright Prince|0||Dragon/Effect|Light|7||1600|1600|If you control a Level 3 or lower Tuner monster you can Special Summon this card (from your hand.) You can treat this card as 2 monsters for the Synchro Summon of a LIGHT Dragon-Type Synchro monster. If you do the Synchro Summoned monster's effect(s) are negated and it's ATK and DEF become 3000. If this card would be sent to the Graveyard for a Synchro Summon: Banish it instead. You ou can only Special Summon 1 "Prince" monster by its own effect per turn.|


Last edited by TerrorSky on Sat Oct 26, 2013 7:37 am; edited 3 times in total (Reason for editing : Revamped Post, added Elemental Princes, Z. Dimension Lord)
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Re: Card Ideas

Post by Illgresi on Sat Oct 12, 2013 8:32 pm

My Little Pony: Friendship is Magic. Cookie please.
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Re: Card Ideas

Post by Illgresi on Sat Oct 12, 2013 8:33 pm

Armageddon Mine is errata'd btw
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Re: Card Ideas

Post by Seattleite on Sun Oct 13, 2013 5:30 am

TerrorSky wrote:Dimension Cell
Trap Card 
Banish the top 3 cards of your Deck face down. During your 2nd Standby Phase after this cards activation: Target 1 face down card banished by this effect and add to your hand and shuffle the other cards into your Deck. You can only activate 1 "Dimension Cell" per turn. You cannot Special Summon the turn you add the target to your hand.
Slower Duality, it's good. Do you look at the face-down cards first? I don't think the Special Summon restriction is necessary.

Unholy Blade (not part of the Unholy Archetype)
Equip Spell
Equip only to a DARK monster with 2000 or less DEF. If it battles a non-DARK monster it gains ATK equal to half it's DEF until the end of the Damage Step. If this card would be destroyed: Return it to your hand.
It's a little weak and odd, but being practically infinitely reusable seems fine.

Armageddon Mine
Continuous Spell
During each End Phase this card gains 1 "Charge Counter" (max 10.) You can remove all from this card to half both players Life Points OR destroy all monsters on the field and both players take damage equal to half the combined ATK of the destroyed monsters. You can only control 1 face-up "Armageddon Mine". You can only activate "Armageddon Mine" once per Duel.
"Remove all" -> "Remove 10" ?

Egyptian Catacombs
Field Spell
All EARTH monsters gain 500 ATK. Once per turn, you can send 1 Zombie-Type from your Deck to the Graveyard and gain 400 Life Points OR add 1 Zombie-Type monster from your Graveyard to your hand, and if you do: Take 400 damage.

Very OP'd. Even the foolish-per-turn is broken, and adding 1 to your hand per turn is very broke.

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Re: Card Ideas

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