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tachikaze from Australia Since: Apr, 2009
#101: Apr 3rd 2013 at 4:34:53 PM

Wouldn't they be pulling Dandylion or Spore out of the ground?

Burn up, hurricane of justice!
Krika Since: Dec, 2010
#102: Apr 3rd 2013 at 4:37:45 PM

Gardener Wanted! and The Cursed Tree seem like a potent combination. Also, double the number of Petal Counters on the field? Wouldn't it be better to phrase it something similar to "Place Petal Counters on every card that has at least 1 Petal Counter equal to the number of Petal Counters on that card"? Or at least clarify where the doubled counters are going, at least.

Plant Counter, not Fog Counter. Also, is Cursed Tree and Warrior-Gardener a reference to something?

Also, you don't really have that much fodder in-archetype for Petal Magician Girl - Overgrow. Konohanasakuya you will want to summon to the field, and then have leave the field, which I suppose works with Fusing, but I suspect that would cause it to miss the timing. Rafflesia would work though...

Also, what was the rationale for the alternating abilities of Garden of the Sun? It feels....odd.

EDIT: Life-Granting Petals. That, and the massive number of Petal Counters you can add makes it powerful. Konohanasakuya and Gardener Wanted! combined with that is +10000 LP. Which is rather alot, even if it does come with a disadvantage. Come to think of it, Gardener Wanted! is basically this archetype's Limiter Removal, isn't it?

edited 3rd Apr '13 4:46:37 PM by Krika

TroperRoxas ... from Scotland Since: May, 2010
...
#103: Apr 3rd 2013 at 4:45:46 PM

[up][up]I suppose. But since those cards are the ones most likely to be milled, it seems fitting to throw them in a grave.

[up]They are. The Gardeners stats are on the low side to make it easier to destroy, and not being a plant type should make it slightly harder to protect as well, so the combination's not entirely reliable. Or that was the intent, anyway.

I'll reword the doubling thing. The Petal Counters are all supposed to go to Plant types or support cards that can house them, anyway.

Fog Counter must be a YGO Pro typo, then. That's what it says the Seed Cannon counters are. Despite that not making too much sense, but whatever.

And yes, those two cards are a reference. As is the field spell from earlier.

Um... nothing special, really. I guess it was just to make you think on how many counters you want on the field to get the desired effect, unless you have a way to bring it over ten.

edited 3rd Apr '13 4:46:06 PM by TroperRoxas

Krika Since: Dec, 2010
#104: Apr 3rd 2013 at 5:29:25 PM

Then aside from possibly reducing the amount Life-Granting Petals heals by, seems like an inventive Plant archetype to me.

TroperRoxas ... from Scotland Since: May, 2010
...
#105: Apr 3rd 2013 at 5:33:01 PM

Maybe 100-200 points per petal? Since that card was thought up long before I came up with all the other cards...

Krika Since: Dec, 2010
#106: Apr 3rd 2013 at 6:16:47 PM

Which would reduce the total to 2000/4000 LP gain....given that the archetype focuses on amassing a ton of counters, I'd say go for 100, personally.

TroperRoxas ... from Scotland Since: May, 2010
...
#107: Apr 4th 2013 at 5:44:02 AM

Edits made. And since I somehow missed the part about Overgrow earlier...

Back then, I didn't have much ideas for the other PC cards (The idea was to fuse the plant cards that already exist in the game, putting them in the graveyard for things like Lord Poison and the like), but given Konohanasakuya's wording, I think it's effect would technically still activate when fused, since A-Zeroes effect works like that, too. So I might need to nerf that effect a bit...

And I hadn't really considered something like LR for Warrior-Gardener. I just figured the archetype should have at least one card that slow down the depletion for all... two turns it would probably survive.

Ah, and thanks for looking over the cards.

edited 4th Apr '13 5:44:41 AM by TroperRoxas

Krika Since: Dec, 2010
#108: Apr 9th 2013 at 3:44:46 PM

Right, so this started as a crack idea, and the desire to see more Chaos Numbers, and...things just escalated from there.

You know Yuma? That crazy kid who got dragged into the Barian/Astral war? You know his story, how Hope lead him through tough times. Now, let's take a look at a different Yuma, in a slightly different story. In this universe, Yuma was greedy. No, not in the bad way, not like the way you're thinking. In this one, he was greedy for friends, for experiences, for things to do. He wanted to experience everything that could happen, and he was always impulsively jumping into situations, even if he didn't know anything about them, simply because it was something new. And he didn't want to let any of them go; he didn't want to let the world slip through his fingers. And so, one day, he found himself dueling his school's best duelist, the former National Duelist Shark, in a duel with both his and Bronk's decks on the line, both decks filled with their experiences, memories, both of them as much a part of their soul as, well, their actual soul. And as defeat seemed close, he took the plunge, and fell into a new world, with a new friend in the mysterious Astral, and new Number card. No, this one wasn't Utopia. Hope wasn't really the driving force behind this Yuma, after all, so why would it go to him? This Yuma, he got a different Number card.

Number 56: Gold Rat

So, take Yuma, and give him post-Character Development Greedling as his inner personality (kinda), and you get this crack AU, where a large gold rat is the shining symbol of light as our hero fights against the forces of evil.

Now, in our main universe, Yuma and Astral unlock the power of the Chaos Numbers by affirming their friendship, and Astral's realization that Yuma will try to protect no matter what the cost. Here, things are a little different. Yuma tells Astral that his life has been taken to places he could never have imagined, and that for all the danger and difficulty that comes with them, he could never sit by and know that he gave it up, and thus he will not accept defeat. Astral thinks back to what they've been through together, and realizes that while it's filled with danger, if one shies away from even a little bit of danger, they won't advance, and unlocks the a new power....one that allows them to stand up to powerful enemies that would normally be able to destroy them.

  • Number C56: Aurum Rat
  • Rank 1
  • LIGHT, Beast/Xyz/Effect, 4 Level 1 LIGHT monsters
  • You can also Xyz Summon this card by using a "Number 56: Gold Rat" you control as the Xyz Material. (Xyz Materials attached to that monster also become Xyz Materials on this card.) When you draw a card or cards, you can detach one Xyz Material from this monster; draw one additional card and deal 300 points of damage to your opponent per card that you drew. When this card is destroyed, you can draw one card from your deck. You must have 1000 Life Points or less to activate and to resolve these effects.
  • 400/800
  • A much more fluid looking creature than the original Gold Rat. It's spikes are instead ostentatious decorations.

And yet it cannot stand up to Kite as he and Astral battle on the Emperor's Key Airship. As Yuma confronts the Door, he remembers a promise he made to Astral - that no matter what happens to either of them, they will face the world together, as a team that draws from both of their experiences and memories to be strong. With this desire, they unlock a new power that takes that promise in a literal sense, combining them into an unstoppable force - ZEXAL. They activate their Shining Draw, and combine their experiences and knowledge to create something new - the Zexal Armor.

  • ZA - Shogun Shield
  • Level 2
  • WATER, Rock/Effect
  • You can target 1 face-up "Number C56" monster you control, equip this card from your hand or field to that target. If the equipped monster battles with an opponent's monster, your opponent cannot activate effects in response to the battle, and you opponent takes any Battle Damage you would have taken.
  • 200/400
  • A Japanese-styled shield, with elaborate decorations.

Later on, he faces Trey, who has started to give into despair over what his family has been through. As the duel progresses, Yuma tries to show Trey that even though the experiences his family has experienced as bad, trying to erase them is futile. One has to take the experiences that they have, and move forward, because if you focus on the past, you aren't going to be able to create a new future. (This goal is slightly derailed for a moment by Trey's Mind Rape crest and Astral's death) To win the duel and save his friends, and Trey's hope for his family's future, Yuma and Astral once again draw upon the power of ZEXAL......

  • ZA - Mayan Mail
  • Level 2
  • WIND, Rock/Effect
  • You can target 1 face-up "Number C56" monster you control, equip this card from your hand or field to that target. The equipped monster cannot be destroyed in battle, and when it battles with another Xyz monster, neither player takes Battle Damage. Instead, deal damage to your opponent equal to 200 times the Rank of the opponent's Xyz monster.
  • 500/150
  • A Mayan-styled piece of body armor, obviously meant to fit over a Number 56 monster.

Not really card related, but for this Yuma, Vetrix stealing Dextra's memories is a MASSIVE Berserk Button. When he finally faces off against Vetrix in the final match, she is explicitly one of his driving motivations to defeat Vetrix. During the duel, he and Astral for ZEXAL for what they think is their ultimate duel, and use it to set up a nearly impenetrable defense....

  • ZA - Perfect Plate
  • Level 3
  • EARTH, Rock/Effect
  • You can target 1 face-up "Number C56" monster you control, equip this card from your hand or field to that target. The equipped monster gains 1000 DEF, and cannot be destroyed by card effects. If the equipped monster would be destroyed, you can send this card to the Graveyard instead.
  • 0/1000
  • A set of metal gauntlets and boots, looking like they are from a set of medival European plate armor.

  • ZA - Roma Rings
  • Level 3
  • FIRE, Rock/Effect
  • You can target 1 face-up "Number C56" monster you control, equip this card from your hand or field to that target. The equipped monster gains 1000 DEF, and cards equipped to the monster cannot be destroyed. If the equipped monster would be destroyed, you can send this card to the Graveyard instead.
  • 0/1000
  • A set of very functional rings that are made to be worn on the body and limbs of a Number 56 monster.

Still, Vetrix breaks through it, and they find themselves on the brink of defeat, before their combined drive to free the final member of the Arclight family from the past in which they are stuck, as well as to save the souls of their friends allow them to bring forth a new power that allows them the final victory...

ZA - Serpent-Scale Spaulder

  • Rank 3
  • LIGHT, Rock/Effect, 2 Level 3 "ZA - " monsters
  • You can target 1 face-up "Number C56" monster you control, equip this card from your hand or field to that target (Xyz Materials attached to this card becomes Xyz Materials to the equipped card). The equipped monster gains the following effect. (The effect of this monster and the effect it grants the equipped monster cannot be negated)
    • You can detach one Xyz Material from this card, reduce the ATK of one monster your opponent controls by 400 per card in your hand. If this reduces the ATK of the monster to 0, deal damage to your opponent equal to the monster's original ATK.
  • 1200/1200
  • A set of armor pieces that can cover the shoulders, arms, and back of a "Number 56" monster. It is made out of silvery-red scales.

The World Duel Carnival has come to a close, but the war reaches its head as Yuma, Shark, and Kite face down first Doctor Faker, and then the villainous Vector. With an entire world of people, sights, sounds, and ideas at stake, Yuma and Astral stand before the force that has manipulated events to bring about the destruction of Astral World. (Not to mention that Yuma hasn't been to Astral World yet, and he wants to visit it some day) With his friend's monsters, and the power of ZEXAL, Yuma and Astral take their final draw....

  • ZA - Gothic Gorget
  • Level 3
  • DARK, Rock/Effect
  • You can target 1 face-up "Number C56" monster you control, equip this card from your hand or field to that target. The equipped monster gains 500 ATK and DEF. When you would take Effect Damage while this card is equipped to a monster, you can send it to the graveyard; reduce the damage to 0, and draw one card for each 1000 points of damage you would have taken.
  • 500/500
  • A solid metallic neck brace, with the top half of a helmet attached to it, so that it's worn like a mask.

A new season, a new set of enemies trying to destroy you and take the cards you've spent so much time and effort collecting. Yuma is reeling from his near-loss to Misael, desperately trying to find something, anything that can help him. He's gone against the brainwashed servants of the Barians and won many times, but the Barians themselves seem near unstoppable...he desperately searches for something, anything that could give him an edge over them. Still, he finds his next opponent to be Alit, whose heart values the same things that he does. Both warriors who search for new things to test themselves against, they clash at their full strength, and from that clash, the power of ZEXAL brings forth a new card...

  • ZA - Viking Vambraces
  • Level 2
  • FIRE, Rock/Effect
  • You can target 1 face-up "Number C56" monster you control, equip this card from your hand or field to that target. While this card is equipped to a monster, you can send this card to the graveyard to negate the activation and destroy a card that activated as at least a Chain Link 3.
  • 350/450
  • A pair of ornate leather vambraces with horns sticking out of the sides of them.

Still, he is hampered in his duel against Gilag. Unable to go full-strength due to the need to protect Shingetsu, as well as Shingetsu's well-meaning attempts to protect himself and Yuma, they are brought to the edge of defeat. Still, when the opportunity presents itself, he feels himself compelled to draw upon the power of Limited Barian's Force*

, both out of desperation, and not a small amount of curiosity...

  • Number C56: Crimson Gold Rat
  • Rank 2
  • LIGHT, Beast/Xyz/Effect, 4 Level 2 monsters
  • While this card has a "Rat" Xyz monster attached to it as an Xyz Material, it gains this effect.
    • Once per turn, during either players turn, you can detach one Xyz Material from this card; deal 500 points of damage to your opponent per card in your hand.
  • 700/1100
  • The golden skin has a reddish hue to it, with glowing red eyes. The spikes and claws are cruelly curved and sharpened.

As the battles against the Barian's promise to get fiercer, he faces an old foe in a new form, for the diabolical Vector has returned. Facing down a swarm of mighty monsters, he uses one of the gifts that Shingetsu has given him, an upgrade to Crimson Gold Rat....

  • Crimson Gold Rune - Destruction
  • Level 1
  • FIRE, Rock/Effect
  • When this card is Normal Summoned, you can target one "Rat" Xyz Monster in your Graveyard, Special Summon it. You can target one "Number C56: Crimson Gold Rat" you control, equip this card to the target. The effects of the equipped monster are negated. Once per turn, you can attach every card in your hand to the Equipped Monster as Xyz Material; The ATK of the equipped monster increases by 500 per Xyz Material attached this way. During the End Phase, banish all Xyz Materials attached to the equipped monster.
  • 0/0
  • A golden coin, with the alchemical symbol for destruction inscribed on it. It faintly glows red.

The Battle of Sargasso is in full swing. Shingetsu has been lying to Yuma, as he reveals himself to Vector. Astral is fighting a growing corruption in his heart. Yuma is doubting the beliefs and convictions that he held dear. As Vector's words poison their hearts, their attempt at ZEXAL goes wrong, and a powerful darkness takes hold of their minds and bodies...

  • DZA - Reaper Cloth
  • Level 3
  • DARK, Rock/Effect
  • You can target 1 face-up "Number C56" monster you control, equip this card from your hand or field to that target. The equipped monster cannot be destroyed in battle, and neither players take Battle Damage from battles involving it. During the Battle Phase, after the equipped monster has attacked, you can send the top card of your Deck to the Graveyard in order to attack again.
  • 0/0
  • Dark cloth strips, shaped in the form of a rat. They glow with a dark energy, and there is a red glow where eyes would be if they were a living creature.

Yuma and Astral have overcome the darkness in their hearts, but not Vector. As they lay on the ground, unable to find anything that they could use to fight Vector any longer with, Yuma finally admits to Astral that it's not just the situations that Astral has brought to his life that he enjoys. Even if they can't fulfill their promise to each other, even if their experiences are brought short, the simple act of being with each other has been more than enough for him. Astral, knowing how strong Yuma's desire must be to admit to this out loud, agrees that he feels the same way. As their hearts align, the greatest power yet is brought forth....

  • Number C56: Perfect Golden Kar-Rat
  • Rank 2
  • LIGHT, Beast/Xyz/Effect, 4 Level 2 monsters
  • When this card is Xyz Summoned, you can draw one card. While this card has a "Rat" Xyz monster attached to it as an Xyz Material, it gains this effect.
    • When you add a card or cards to your hand (this includes by drawing), you can detach an Xyz Material from this card - Your opponent discards cards from their hand equal to the number of cards you added, and this card gains 500 ATK per card they discarded.
  • 1400/0
  • It no longer appears mechanical, but looks like a normal rat that is made of burnished, shining gold.


OH GOD I CAN"T WRITE CHARACTER DEVELOPMENT WHY DID I PRESENT THESE LIKE THIS OH GOD.

That being said, the crack AU cards that have been playing around in my mind for a while. Evaluation would be appreciated (I was trying to go for a distorted mirror theme). And then....I decided to take it wayyyyy to far.

Also, side note: This Yuma, due to his possessiveness, tends to call Numbers he is currently dueling to obtain "My Number(s)" since, well, their supposed to be his Numbers, right? This does not endear him to Shark once Shark gets Shark Drake. Still, after the WDC, Yuma is fine with Shark keeping it, since it's got his experiences and growth and memories attached to it (metaphorically. Not literally), and thus taking away would be taking away part of who Shark now is.

edited 8th May '13 5:18:42 PM by Krika

Plumbum The Plum and Only from Chichester, United Kingdom Since: Jan, 2001 Relationship Status: And here's to you, Mrs. Robinson
The Plum and Only
#109: Apr 9th 2013 at 5:26:18 PM

Okay, so there's a bit less balance in this set, it's more for fun and Extra Deck for this archetype will have to wait for a while so more material is available to work with but here goes jack...

Mastermind Angel

  • Level 4, EARTH
  • Warrior/Effect
  • 1400/600
  • Once per turn, you may target one face-up monster your opponent controls and return that target to the owner's hand.
Mastermind Psion
  • Level 4, DARK
  • Psychic/Effect
  • 1300/600
  • When this card is Normal Summoned, you may view your opponent's hand. Once per turn, you may discard one card from your hand to target one card in your opponent's hand. If it is a monster, you may Special Summon it to your side of the field. This monster cannot attack. During the End Phase, if this effect was used, return that card to the opponent's hand.

(needs help wording this)
Mastermind Kite

  • Level 3, LIGHT
  • Warrior/Effect
  • 1000/1000
  • Once per turn, when a 'Mastermind' monster you control is targeted for an attack, you may negate the attack.
Mastermind Daisy
  • Level 2, DARK
  • Warrior/Effect
  • 400/400
  • During your Main Phase, if you do not control and Wraith Tokens, you may Special Summon one Wraith Token (DARK, Beast, Level 4, 1700/1000). If you control any Wraith Tokens, this card cannot be targeted for an attack.
Mastermind Grog
  • Level 4, LIGHT
  • Warrior
  • 2000/600
  • A warrior from a time long past who now seeks to fight for the forces of justice.
Mastermind Walrusmaster
  • Level 3, EARTH
  • Warrior/Effect
  • 1500/600
  • Once per turn, you may either;
    • Summon one Walrus Token (Level 2, 1000/1000, EARTH, Beast) to your side of the field
    • Summon three Walrush Tokens (Level 1, 0/0, EARTH, Beast) to your side of the field.
Mastermind Upload
  • Level 4, LIGHT
  • Warrior/Effect
  • 1500/200
  • You may shuffle this card from your hand into your opponent's Deck, face-up. When this card is on top of your opponent's Deck, Special Summon it to your side of the field and deal 1000 damage to your opponent. This Special Summon cannot be negated.

Radio City

  • Spell [Field]
  • All "Mastermind" monsters gain 300 ATK and DEF. When a Mastermind monster would be destroyed, you may shuffle it into your Deck instead.

Curse the ill fortune that led you to me.
tachikaze from Australia Since: Apr, 2009
#110: Apr 9th 2013 at 5:31:58 PM

@Krika: The only issue I really see with any of them...is more an issue with the storyline bit than anything to do with the cards themselves. Yuma wouldn't be able to rank up Gold Rat with Limited Barian's Force. They all look interesting.

Burn up, hurricane of justice!
Krika Since: Dec, 2010
#111: Apr 9th 2013 at 5:41:17 PM

....then I declare that in the 56-verse, Limited Barian's Force only targets Rank 1 Xyz monsters (I mean, Vector probably only made it specifically for Yuma, so the change would make sense). But in any case, glad you like them.

edited 9th Apr '13 7:59:54 PM by Krika

tachikaze from Australia Since: Apr, 2009
#112: Apr 12th 2013 at 1:20:19 AM

That'd make sense, yeah.

So...I had a random, dumb idea out of boredom and...well, here it is.

  • Dokurorider, the Champion of Justice
  • Level 6
  • Dark/Zombie/Effect
  • You can Special Summon this card (from your hand) by banishing 1 Zombie-Type monster from your Graveyard. You can Special Summon this card (from your Graveyard) by tributing 1 face-up Zombie-Type monster you control. You can only Special Summon "Dokurorider, the Champion of Justice" using these effects once per turn. This card can attack all monsters your opponent controls once each. Once per turn, you can tribute 1 face-up Zombie-Type monster you control to have "Dokurorider, the Champion of Justice" gain attack equal to half of the tributed monster's attack and reduce any battle damage it inflicts to 0 until the end phase of your opponent's next turn.
  • 1900/1850
  • Dokurorider standing next to his bike, now wearing a red scarf.

...Basically, figured if Magician of Black Chaos, BLS and to a lesser extent, The Masked Beast got to have awesome effect monster versions, why not one of the other normal Ritual monsters?

edited 12th Apr '13 1:29:18 AM by tachikaze

Burn up, hurricane of justice!
Krika Since: Dec, 2010
#113: Apr 12th 2013 at 9:48:23 AM

Well then, we can't forget about this guy, can we?

  • Hungry Burger Supreme
  • Level 6
  • DARK, Warrior/Effect
  • You can Special Summon this card from your hand or Graveyard by banishing 1 Beast-type or Plant-type monster on your field. Once per turn, you can Tribute one Beast-type or Plant-type monster you control; Increase this cards ATK and DEF by half of the Tributed monster's ATK and DEF, respectively, until the next End Phase. In addition, this monster gains one of the following effects depending on the type of the Tributed monster: (These effects also last until the next End Phase)
    • Beast: When this card attacks with an ATK that is higher than the DEF of your opponent's Defense Position monster, inflict the difference as Battle Damage to you opponent's Life Points.
    • Plant: When this card attacks, your opponent cannot activate card effects in response.
  • 2000/1850
  • Hungry Burger, with more teeth, and double patties in it's "mouth"

edited 12th Apr '13 6:23:04 PM by Krika

tachikaze from Australia Since: Apr, 2009
#114: Apr 12th 2013 at 6:16:53 PM

Are its effects meant to be permanent? That seems like it could get really difficult to deal with pretty fast. @_@

Burn up, hurricane of justice!
Krika Since: Dec, 2010
#115: Apr 12th 2013 at 6:21:36 PM

Oh. No. Kinda did this off the top of my head, and I guess it shows.

*goes to add "until your End Phase."*

wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#116: Apr 13th 2013 at 4:45:54 PM

I like those ritual cards...

So we were thinking in the main thread of making a booster pack based around rarely used older cards, making them stronger but not broken. Here was my first archetype. I like lockdown. Here are the Helios Monsters. If something is overpowered, I'll tone it down. I'm still thinking on if I should integrate Solar Flare Dragon as being an acceptable target for the support (not the monsters).

Monsters:

  • Crommelin, Celestial Serpent
    • EARTH, Sea Serpent, Level 1, 400 ATK / 400 DEF
    • When your opponent activates an effect that destroys a card(s) on the field, you can banish this card from the field to negate the effect. Return this card to the field on your next end phase after this effect is activated. While this card is banished by its own effect, and while you control a Helios monster, your opponent must discard a card to activate an effect that destroys a card(s) on the field.
  • Olbers, Celestial Serpent
    • EARTH, Sea Serpent, Level 2, 800 ATK / 800 DEF
    • When your opponent declares an attack, you can banish this card from the field to negate the attack. Return this card to the field on your 2nd end phase after this effect is activated. While this card is banished by its own effect, and while you control a Helios monster, your opponent cannot declare an attack with a level 4 or higher monster.
  • Halley, Celestial Serpent
    • EARTH, Sea Serpent, Level 3, 1200 ATK / 1200 DEF
    • When your opponent activates a Trap Card, you can banish this card from the field to negate the Trap Card effect. Return this card to the field on your 3rd end phase after this effect is activated. While this card is banished by its own effect, and while you control a Helios monster, your opponent cannot activate a Trap Card and the effects of Trap Cards your opponent controls are negated.
  • Barnard, Celestial Serpent
    • EARTH, Sea Serpent, Level 4, 1600 ATK / 1600 DEF
    • When your opponent activates a Spell Card, you can banish this card from the field to negate the Spell Card effect. Return this card to the field on your 4th end phase after this effect is activated. While this card is banished by its own effect, and while you control a Helios monster, your opponent cannot activate an equip, continuous or field spell, and the effects of those cards your opponent controls are negated.
  • Ikeya and Zhang, Twin Celestial Serpents
    • EARTH, Sea Serpent, Level 5, 2000 ATK / 2000 DEF
    • When your opponent Special Summons a Fusion, Synchro or XYZ, or activates the effect of a Fusion, Synchro or XYZ monster, you can banish this card from the field to negate the summon or effect of that monster. Return this card to the field on your 5th end phase after this effect is activated. While this card is banished by its own effect, and while you control a Helios monster, your opponent cannot Special Summon a Fusion, Synchro or XYZ monster or activate the effect of a Fusion, Synchro or XYZ monster.

Support:

  • No Va
    • Continuous Spell.
    • You may only control one Helios Monster. Helios monsters cannot be affected by other card effects. Negate the effects of a monster that battles a Helios monster during the Battle Phase.
  • Aphelion
    • Normal Trap
    • While you control a Helios monster, Banish one Celestial Serpent monster from your deck. That monster counts as being banished by its own effect.
  • Perihelion
    • Normal Spell
    • While you control a Helios monster, special summon one banished Celestial Serpent monster and take 1000 Life Points damage.

edited 13th Apr '13 5:07:52 PM by wanderlustwarrior

The sad, REAL American dichotomy
tachikaze from Australia Since: Apr, 2009
#117: Apr 13th 2013 at 5:38:33 PM

Random probably broken Toon support go!

  • Tooniverse
  • Field Spell
  • Toon monsters you control gain 300 ATK. This face-up card's name is treated as "Toon World". Level 4 or lower Toon monsters you control can attack the turn they are Summoned, if they do, they cannot attack directly. Once per turn: If this card would be destroyed, you can send 1 face-up Toon monster you control to the Graveyard instead.

  • The Black Beast of Aaaaarrrrrrggghhh
  • Rank 4
  • Dark/Fiend/Toon/Xyz/Effect
  • 2 or more (max. 5) Level 4 Toon monsters
  • Once per turn: you can detach 1 Xyz Material from this card to target 1 card your opponent controls; destroy that target. During your Standby Phase, if this card has no Xyz Materials attached; destroy it. If "Toon World" on the field is destroyed, destroy this card. This card can attack your opponent directly, unless they control a Toon Monster. If they do control one, this card must target a Toon Monster for its attacks.
  • 2400/2000

...Or, y'know "Toon Spark Dragon" Light/Dragon if you want to stick to the general theme of the archetype instead of being awesome.

edited 13th Apr '13 9:48:18 PM by tachikaze

Burn up, hurricane of justice!
NickTheSwing Since: Aug, 2009
#118: Apr 13th 2013 at 5:48:59 PM

More Support Cards for Dark-Fae and Kanone-Armee:

  • Shoot the Medic First!
  • Continuous Trap
  • If your opponent would gain life points from a card effect, they lost life points instead. When this effect is activated, deal 1000 damage to your opponent.
  • A Kanone-Armee monster taking aim at a pretty damn scared looking guy in a medic's uniform.

  • Kanone-Armee Ambush Unit
  • Trap
  • Activate only when your opponent declares an attack on a Kanone-Armee monster. Negate the attack and end the battlephase. Your opponent cannot set cards during the turn this card is activated. During the end phase, special summon 1 level 4 or lower Kanone-Armee monster from your graveyard or hand.

  • Cannon Upgrade
  • Equip Spell
  • The monster equipped with this card gains 1000 atk. Increase the damage that would be dealt by the equipped monster's effects by 400. If the equipped monster would be destroyed, you may send this card and one card from your hand to the graveyard instead.
  • A Kanone-Armee monster with a large new shoulder mounted energy cannon.

  • Kanone-Armee Signal
  • Spell
  • Add one level 5 or lower Kanone-Armee monster from your deck to your hand.
  • A large satellite in orbit sending out a signal across a familiar looking planet.

  • Dark-Fae Subversion Charm
  • Trap
  • Activate from your hand if you control two or more Dark-Fae. All monsters attacking Dark-Fae monsters for the next three turns atk and def. are halved.

  • Dark-Fae Mirror Castle
  • Field Spell
  • All Dark-Fae monsters on the field gain 500 atk and def. Once per turn, you may banish one Dark-Fae monster in your graveyard to special summon 1 Dark-Fae monster from your graveyard with a lower level. If your opponent controls an XYZ monster, you may designate 2 Dark-Fae monsters you control; if they have greater combined level than that monster's Rank, take control of it.

tachikaze from Australia Since: Apr, 2009
#119: Apr 13th 2013 at 6:29:19 PM

  • Reused Animation
  • Normal Spell
  • Activate only if "Toon World" is on the field. Special Summon 1 Toon monster from your graveyard, it cannot attack this turn.

  • Big Ball of Violence
  • Normal Trap
  • When a Toon monster you control battles: Target 1 face-up Toon monster you control, except the battling monster; the battling monster gains ATK equal to that face-up monster's original ATK until the end of the Damage Step.
  • Basically what you'd expect. A Big Ball of Violence with a member of the Goblin Attack Force trying to escape and Toon Summoned Skull pulling it back in.

Burn up, hurricane of justice!
wanderlustwarrior Role Model from Where Gods Belong Since: Jun, 2009 Relationship Status: What's love got to do with it?
Role Model
#120: Apr 13th 2013 at 7:19:55 PM

Maybe name Reused Animation "Stock Footage"? It's another trope name, and also a pun on the word Stock.

Also, maybe make a Toon Il Blud, for the lulz.

edited 13th Apr '13 7:21:23 PM by wanderlustwarrior

The sad, REAL American dichotomy
tachikaze from Australia Since: Apr, 2009
#121: Apr 13th 2013 at 7:21:47 PM

True. Honestly, I was considering that to begin with but I wasn't sure, since it doesn't have the same automatic link to cartoons, if that makes sense...

Ohgodwhy?! >.<

... >.> <.<

  • Toon Il Blud
  • Level 6
  • Dark/Zombie/Toon/Gemini
  • If "Toon World" on the field is destroyed, destroy this card. This card can attack your opponent directly, unless they control a Toon Monster. If they do control one, this card must target a Toon Monster for its attacks. This card cannot attack the turn it is Summoned. This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is face-up on the field, you can Normal Summon it to have it be treated as an Effect Monster with this effect:
    • Once per turn, you can Special Summon 1 Toon monster from your hand or from either player's Graveyard. When this card is removed from the field, destroy all Toon monsters Special Summoned by this effect.
  • 2100/800
  • Kinda like normal Il Blud...but with the awesome face, I guess.

edited 13th Apr '13 7:26:06 PM by tachikaze

Burn up, hurricane of justice!
Krika Since: Dec, 2010
#122: Apr 13th 2013 at 8:37:08 PM

So....apparently I do stuff like this when I make cards now.

  • Acid Golem Hallucinator
  • Level 3
  • WATER, Rock/Effect
  • When you take damage from the effect of another Acid Golem monster, you can Special Summon another Acid Golem monster from your Hand. You take 200 points of damage during the End Phase of your turns.
  • 1000/1000
  • A humanoid figure made of thick mist, with angry red eyes. It's legs end in a pool of liquid. The surroundings are shrouded in fog, with strange figures appearing shrouded in the mist

  • Acid Golem Flesh-Eater
  • Level 3
  • WATER, Rock/Effect
  • Once per turn you can deal 200 points of damage to your opponent. During your End Phase, you take 200 points of damage.
  • 1300/1300
  • A humanoid figure made out of some liquid. Various parts of it's body appear to be eaten away, and mist is steaming out of those parts.

  • Acid Golem Nervekiller
  • Level 3
  • WATER, Rock/Effect
  • When you control an Acid Golem monster, you can Special Summon this monster from your hand, then take 200 damage. During your End Phase, you take 200 points of damage.
  • 1100/1100
  • A figure made of watery liquid. It has lightning bolts in an approximate bone skeletal structure, and is surrounded by further electric bolts.

  • Acid Golem Addictor
  • Level 3
  • WATER, Rock/Effect
  • When you take damage from the effect of an Acid Golem monster, increase the ATK of all Acid Golem monster you control by 500. During the End Phase, you take 200 points of damage.
  • 1200/1200
  • A figure made of some sort of clear liquid. It's limbs have over-sized hands. Inside it's body you can see the skeletons of the Ojama Trio.

  • Acid Pool
  • Spell, Field
  • Whenever you take damage from the effect of an Acid Golem monster, place an Acid Counter on this card. Acid Golem monsters gain 200 ATK and DEF per Acid Counter on this card.
  • A steaming pool of liquid. Several figures are emerging from it.

  • Acidic Poisoning
  • Trap, Normal
  • Deal 500 points of damage to your opponent per Acid Golem you control.
  • Dark Grepher writhing in agony, as parts of it's body melt away. Acid Golem Flesh-Eater stands behind it, sending it's mist to surround Dark Grepher.

  • Persistent Acid
  • Spell, Equip
  • You can only equip this card to an Acid Golem monster. The equipped monster cannot be destroyed.
  • An Acid Golem Hallucinator standing against a burst of light from what appears to be Judgement Dragon.

  • Acid Buzz
  • Trap, Normal
  • When you would take damage from the effect of an Acid Golem monster, you instead heal Life Points equal to the damage you would have taken.
  • A figure vaguely resembling Nurse Reficule the Fallen One standing over a duelist that is being shocked by Acid Golem Nervekiller.

Number 30: Acid Golem of Destruction's Holder (4000) : Kite (4000)

Turn 1 (Holder): Activates Acid Pool. Normal Summons Acid Golem Flesh-Eater in face-up Attack Position (ATK: 1300). Activates Acid Golem Flesh-Eater's effect; Kite takes 200 points of damage (Kite LP: 3800). Holder sets one Spell/Trap card. Acid Golem Flesh-Eater's effect triggers during the End Phase (Holder LP: 3800). Acid Pool's effect adds one Acid Counter to itself (Flesh-Eater's ATK: 1300+200). She ends her turn.

Turn 2 (Kite): Kite Normal Summons Photon Satellite in Attack Position. He activates Polymerization, fusing Photon Thrasher and Photon Leo into Photon Twin Lizard (ATK: 2400). He attacks Flesh-Eater with Twin Lizard, destroying it and sending it to the Graveyard (Holder LP: 2900). He sets one Spell/Trap, and ends his turn.

Turn 3 (Holder): Normal Summons Acid Golem Hallucinator in Attack Position (ATK 1000+200). Special Summons Acid Golem Nervekiller by it's effect (Holder LP: 2700)(Nervekilller ATK: 1100+200). Acid Pool gains one Acid Counter (Hallucinator ATK: 1000+400, Nervekiller ATK: 1100+400), and Hallucinator's effect Special Summons Acid Golem Addictor (DEF: 1200+400). She activates Acid Poisoning, dealing 500 damage to Kite per Acid Golem she controls (Kite LP: 2300). Holder overlays Hallucinator and Nervekiller, to form Acid Golem of Destruction (ATK: 3000+400, OLU: 2). She attacks Photon Satellite with Acid Golem of Destruction, to which Kite chains Photon Escape, banishing Photon Satellite to end the Battle Phase. Holder ends her turn, detaching an Overlay Unit from Acid Golem of Destruction (OLU: 1), and Addictor's effect (Holder LP: 2500)(Acid Golem of Destruction ATK: 3000+900), and Acid Pool gains an Acid Counter (Acid Golem of Destruction ATK: 3000+1100, Addictor DEF: 1200+600).

Turn 4 (Kite): Kite activates the effect of Photon Twin Lizard, Tributing it to Special Summon Photon Leo (ATK: 2100) and Photon Thrasher (ATK: 2100). He then tributes Photon Leo and Photon Thrasher to summon Galaxy-Eyes Photon Dragon (ATK: 3000). Kite attacks Acid Golem of Destruction with Galaxy-Eyes Photon Dragon, activating it's effect to banish both monsters. They come back at the end of the Battle Phase (Acid Golem of Destruction OLU: 0). He ends his turn.

Turn 5 (Holder): During her Standby Phase, Acid Golem of Destruction deals 2000 points of damage to her (Holder LP: 500). She moves Acid Golem of Destruction to Defense position (DEF: 3000+600), and equips Addictor with Persistent Acid, and sets a Spell/Trap. During the End Phase, Addictor's effect activates (Holder LP: 300), and Acid Pool gains another Acid Counter (Acid Golem of Destruction DEF: 3000+800, Addictor's DEF: 1200+800).

Turn 6 (Kite): Kite activates Photon Trident, targeting Galaxy-Eyes Photon Dragon (ATK: 3700). He attacks Acid Golem of Destruction, taking 100 points of damage (Kite LP: 2200). Photon Trident's effect destroys Acid Pool (Acid Golem of Destruction DEF: 3000, Addictor DEF: 1200). He then activates Photon Wind, dealing 1000 damage to Holder (Holder LP: 0). Kite takes Acid Golem of Destruction from the holder, and by extension her soul.

The last Spell/Trap she set was Acid Buzz.

edited 14th Apr '13 10:47:42 AM by Krika

tachikaze from Australia Since: Apr, 2009
#123: Apr 13th 2013 at 8:46:27 PM

...Now I'm wondering about the Numbers whose original holders we never saw. I mean, they're meant to take a form to fit with their user, right?

So, are those Toon cards stupid?

Burn up, hurricane of justice!
Krika Since: Dec, 2010
#124: Apr 13th 2013 at 8:55:52 PM

Tooniverse is...eh. I'd take away the destruction prevention, if only because people running Toon decks are going to be running 3 of them, so keeping it from being destroyed is slightly less of an issue. The Black Beast of Aaaaarrrrrrggghhh seems decent enough, though the direct attack thing makes me slightly leery. Also, kudos on the shout-out. Reused Animation is, if anything, not quite as good as many of the revival options, so it's fine. Big Ball of Violence seems pretty good, though I don't think it's particularly busted. Toon Ill Blud is fine, though awesome.

edited 13th Apr '13 8:58:42 PM by Krika

tachikaze from Australia Since: Apr, 2009
#125: Apr 13th 2013 at 9:05:09 PM

The problem is, even if you're running 3, when it gets destroyed, so do all of your Toons. So, it's not a problem of not having a copy available, it's a matter of MST effectively being Raigeki against the deck.

I wasn't sure about giving The Black Beast the direct attack ability, but it's kind of part of the Toon package. I think I figured that since Harpie's Pet Mirage Dragon and Nightmare Shark could attack directly for 2000ish, something with stricter summoning conditions attacking for 400 more wouldn't be too much of a problem.

edited 13th Apr '13 9:06:20 PM by tachikaze

Burn up, hurricane of justice!

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