Forum:Dream Card

Hi all I was looking at some fake cards that people have made and started thinking if I had the chance to make a card or two what would I make? After rubbing all my brain cells together I came up with these two.

Cyber-Sleek Dragon - 3 star - light - machine/tuner - ATK/1350 - DEF/500 Whilst you control a monster that has “Cyber” in its name you can special summon this card.

Tuned Cyber Dragon - 8 star - light - machine/synchro/effect - ATK/2850 - DEF/2300 (1 Cyber-Sleek Dragon + 1 or more light machine type non tuner monsters) When this card is destroyed and sent to the graveyard you can remove from play from your graveyard one monster that has “Cyber” in its name to special summon this card.

So what do you think? What would you make? (Note - Nothing too over the top i.e. insane attack, unbeatable, allows you to win instantly).

Taylor ace.

Cage of the Half-Formed

Field Spell Card

"All Beast-Warrior-Type monsters gain 200 ATK. The ATK of Beast-Warrior-Type monsters cannot be reduced or halved. The ATK of non-Beast-Warrior-Type monsters cannot be increased or doubled. If a Beast-Warrior-Type monster would be destroyed by a card effect, inflict 500 damage to the controller of that card effect. During your Main Phase, by discarding two Normal Monsters, you can add this card in your graveyard to your hand."

What do you think? I thought this could be part of a Beast-Warrior structure deck. Runer5h 20:13, February 14, 2010 (UTC)Runer5h

Interesting. I like how you can discard in order to re-cycle it Taylor ace.

"Soot The Core!" - Normal Spell card and so it is not "Broken": whatta think?--Helix-king 23:39, February 14, 2010 (UTC)
 * After activation, Double the Attack of all "B.E.S." monsters or monsters that are named "Big Core", "Victory Viper XX03", "Lord British Space Fighter", "Falchionβ", and "Jade Knight" that are summoned your side of the field during the duel.
 * This card cannot be used in official duel. You can only play this card if you were present at the 20?? Yu-Gi-Oh! TRADING CARD GAME World Championship.


 * Savior Rose Dragon
 * Level 9
 * Dragon/Synchro/Effect
 * "Majestic Dragon" + "Black Rose Dragon" + 1 Non-Tuner Monster
 * "When this card is Synchro Summoned, you can destroy all cards on the field, and in both player's hands. You can remove a Plant-type monster from your Graveyard and select 1 monster your opponent controls. The ATK of the monster becomes 0, and it's effects are negated. If the monster is in Defense position, change it to face-up Attack position. During the End Phase, return this card to your Extra Deck and Special Summon 1 "Black Rose Dragon" from your Graveyard."
 * ATK = 3600 DEF = 2700

Comments? Suggestions? Ratings?--Akiza Izayoi 02:37, February 15, 2010 (UTC)

Do you have any ideas for a /Assualt mode ?--Helix-king 02:49, February 15, 2010 (UTC)


 * Hmm... what would the Assault Mode version DO? Something like... this?

Runer5h 04:27, February 15, 2010 (UTC)Runer5h
 * Black Rose Dragon/Assault Mode
 * Level 9
 * ATK 2900
 * DEF 2300
 * FIRE
 * Dragon/Effect
 * This card cannot be normal summoned or set. This card cannot be special summoned except by the effect of "Assault Mode Activate". When this card is summoned, you can destroy it and all cards your opponent controls. Once per turn, you can remove one Plant-type monster from your graveyard to reduce the ATK of one monster your opponent controls to 0, and inflict damage to your opponent equal to the original ATK of that monster. When this card is destroyed, you can special summon one "Black Rose Dragon" from your graveyard.

I think: "When this card is Special summoned, you can send it to the grave to... " would be better so you don't clear the field, then get out a Black rose Dragon. That would be a bit unfair.--Helix-king 04:47, February 15, 2010 (UTC)

Thats true but this is Black Rose Dragon were talking about, one of the few synchros that got hit by the banlist, and because hardly anyone runs assault modes we have to make this as broken as possible. --DeaththeKid


 * "Get on With It Already!"
 * Counter Trap
 * The activation of this card cannot be negated. Activate during your opponent's turn, when your opponent has spent at least 3 minutes checking public information, looking through Set cards or hand cards, checking cards revealed by card effects, or just plain idling about. End the current turn, and negate all effects that have yet to be resolved at that time.

...Yeah, a joke card. I had to do it, and I had to decide on a criteria for "idling about". --Gadjiltron 08:05, February 15, 2010 (UTC)

 Chaos King Terror 
 * What about a card that voids a opponents ability to confirm public knowlege, that would be funny: "Uh...do you have any Necro Gardnas?" "I don't have to say." "Can I check?" "No." ha.--Helix-king 13:50, February 15, 2010 (UTC)


 * LV8 - Fiend/Synchro/Effect - DARK
 * ATK:2500
 * DEF:2300


 * 1 LIGHT or DARK Tuner + 1 or more LIGHT and/or DARK non-Tuner monster


 * This card's attribute is also treated as LIGHT while face-up on the field.When this card is Synchro Summoned, you can add 1 LIGHT and 1 DARK monster in your Graveyard, except monsters used for Synchro Material for this card.Once per turn,you can remove 1 LIGHT monster to Special Summon 1 DARK monster in your Graveyard, or vise-versa.When this card on the field is sent to the Graveyard,destroy all face-up non-LIGHT and non-DARK monsters on the field.

--I think this card is fair enough to be played if this card is real.Comments?

Jampong 09:07, February 15, 2010 (UTC)

I think it's broken. It brings back Honest instantly, and can be Summoned easier than you think. Chaos Sorcerer makes it really broken, or Malicious even. Krebons and Plaguespreader would be really easy access Tuners.--Akiza Izayoi 12:28, February 15, 2010 (UTC)

All cool so far peeps. Keep it up. :D Taylor ace


 * Wall of Text
 * Normal Trap
 * (Abridged version) Select one other face-up card you control. Deal damage to your opponent equal to the number of characters, spaces, and symbols in the card's text x 10.

So, the card's original text was purposely made unnecessarily verbose, with a lot of useless text that could be summarized as the above. --Gadjiltron 02:05, February 16, 2010 (UTC)

1 Tuner monster + 1 or more Six Samurai monsters Once per turn, activate one of the following effects:
 * Name : Overlord of the Six Samurai
 * Level: 8
 * Types: Warrior/Synchro/Effect
 * Atk/Def: 2900/1500
 * Effect(summoning conditions)
 * Select one face up Six Samurai Monster(other than this card), the selected monster cannot be destroyed by your opponents card effects until your next main phase 1
 * Pay 1000 lifepoints, add up to 3 Six Samurai monsters from your graveyard to your deck, shuffle then draw 1 card
 * Half the attack of this monster, this card can attack directly(no other monsters can declare an attack this turn)

What do you people think?

Doz Bate 12:53, February 17, 2010 (UTC)

Gladiator Beast Julius


 * LV8 - Winged-Beast/Effect - DARK
 * ATK:2500
 * DEF:800

--This card cannot be Normal Summoned or Set.This card can only be Special Summoned by the effect of a "Gladiator Beast" Fusion Monster.When this card is Special Summoned, return 1 card on the field to the top of the owner's Deck.At the End of Battle Phase, if this card attacked or was attacked, you can return it to the Deck to Special Summon 1 "Gladiator Beast" monster from Deck.

--Comments?

Jampong 15:12, February 17, 2010 (UTC)

Amaterasu


 * 1) Level 1
 * 2) LIGHT
 * 3) Fairy/Spirit/Tuner
 * 4) "This card cannot be Special Summoned or Set.This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. You can reveal any number of spirit monsters on your hand to increase this card's level by the same number. The Synchro Monster summoned using this card as a Synchro Material Monster is treated as a Spirit Monster while on the Field,Graveyard or Removed from play zone, it can't be Special Summoned and, if it is on the Field during the End Phase of the turn it is Synchro Summoned, its returned to the Extra Deck."
 * 5) ATK = 300 DEF = 300

Kotoshiro-Nushi
 * 1) Level 3
 * 2) WATER
 * 3) Aqua/Spirit/Tuner
 * 4) "This card cannot be Special Summoned or Set.This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. When this card is Summoned you get two more Normal Summons this turn. If this card is used as a Synchro Material Monster, all the other Synchro Material Monsters must be Level 3 or lower. The Synchro Monster summoned using this card as a Synchro Material Monster is treated as a Spirit Monster while on the Field,Graveyard or Removed from play zone, it can't be Special Summoned and, if it is on the Field during the End Phase of the turn it is Synchro Summoned, its returned to the Extra Deck."
 * 5) ATK = 400 DEF = 500

Benten-Sama
 * 1) Level 4
 * 2) WIND
 * 3) Spellcaster/Spirit/Tuner
 * 4) "This card cannot be Special Summoned or Set.This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. All Dragon- Type Monsters ATK become 0 during Damage Calculation Only, when a Dragon-Type monster is destroyed by battle you take damage equal to its Level x 500. The Synchro Monster summoned using this card as a Synchro Material Monster is treated as a Spirit Monster while on the Field,Graveyard or Removed from play zone, it can't be Special Summoned and, if it is on the Field during the End Phase of the turn it is Synchro Summoned, its returned to the Extra Deck."
 * 5) ATK = 1400 DEF = 800

Daikoku
 * 1) Level 2
 * 2) EARTH
 * 3) Warrior/Spirit/Tuner
 * 4) "This card cannot be Special Summoned or Set.This card returns to the owner's hand during the End Phase of the turn that this card is Normal Summoned or flipped face-up. If this card is used as a Synchro Material Monster, all the other Synchro Material Monsters must be Spirit Monsters. During a Synchro Summon involving this card return the Synchro Material Monsters to your hand instead of sending them to the Graveyard. The Synchro Monster summoned using this card as a Synchro Material Monster is treated as a Spirit Monster while on the Field,Graveyard or Removed from play zone, it can't be Special Summoned and, if it is on the Field during the End Phase of the turn it is Synchro Summoned, its returned to the Extra Deck."
 * 5) ATK = 0 DEF = 0

What do you think?HouseholdCatDeity 21:56, February 17, 2010 (UTC)

It makes me wanna play Ōkami. Again.--Helix-king 22:30, February 17, 2010 (UTC)

Glass Tiger -- Level: 3 -- EARTH -- Beast/Gemini -- 1200 ATK/1200 DEF -- Effect: 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, during your Main Phase, you can Normal Summon this card to treat it as an Effect Monster with this effect:

-- * Send 1 Normal Monster from your hand or your side of the field to the graveyard during your Main Phase 1. If you do, until the Standby Phase of your next turn, Level 4 or lower Beast-Type or Beast-Warrior-Type Effect Monsters, except this card, are treated as Normal Monsters for the purpose of card effects.

Stalker of Tawny Shadows -- Level: 3 -- EARTH -- Beast/Effect -- 1400 ATK/950 DEF -- Effect: Once per turn, when a level 4 or lower Beast-Type or Beast-Warrior-Type Normal Monster you control is destroyed and sent to the graveyard, you can return it to the bottom of your Deck to add 1 Beast-Type or Beast-Warrior-Type monster with the same level from your deck to your hand. You cannot Special Summon that monster.

Tippou, Tiger Emperor of Mysore -- Level: 8 -- EARTH -- Beast-Warrior/Effect -- 2600 ATK/1400 DEF -- If the only monsters you control are face-up Beast-Type or Beast-Warrior-Type Normal Monsters, you can Special Summon this card from your hand. If you do, the following effect(s) are negated. While this card is face-up on the field, negate the effects of all cards the opponent controls that targets a face-up Beast-Type or Beast-Warrior-Type Normal Monster you control and destroy it. During each of your Standby Phanses, remove from play 1 Beast-Type or Beast-Warrior-Type Normal Monster you control or in your hand or destroy this card.

Bagh Nakh -- Equip Spell -- Effect: Equip only to a Beast-Type or Beast-Warrior-Type Normal Monster. The equipped monster gains ATK equal to its original DEF. When the equipped monster inflicts Battle Damage to the opponent, add 1 Beast-Type or Beast-Warrior-Type monster in your graveyard or that is removed from play with an ATK equal to or lower to the Battle Damage inflicted and add it to your hand. You cannot Summon that monster during that turn. If this card is in your graveyard during your Draw Phase, you can add it to your hand instead of conducting your normal draw by removing from play 2 Beast-Type or Beast-Warrior-Type monsters in your hand.

Territorial Dispute -- Continuous Trap -- Effect: You can Normal Summon or Set up to 2 Normal Monsters during each of your turns. Send 1 Normal Monster you control to the graveyard to negate the Special Summon of an opponent's monster or the activation of a card the opponent controls that would Special Summon a monster and destroy it. Destroy this card during your third Standby Phase after activation.

66.228.109.2 00:42, February 18, 2010 (UTC)

Effect Neutralizer (Counter Trap)

"When a card's effect is activated, apply the same cost as that card. Negate that card's effect. This card cannot be activated in response to other Counter Traps."

The idea of this card is to punish any card that requires no cost to activate like Mirror Force or Mystical Space Typhoon, so that the opponent wouldn't just activate that card knowing that the opponent will lose something vital when negating the effect (like Solemn Judgement cost 1/2 LP or Dark Bribe causes them to draw a card). However, it would be balanced because you have to pay the same amount of LP or discard the same amount of cards which your opponent discard to negate their effect (which is common for cards today like Destiny Draw or Lightning Vortex), making those effect not so easy to counter. Notice that it says that it will negate that card's effect and not destroy it, so an Effect Monster would stay on the field without their effect. 115.134.6.236 08:16, February 18, 2010 (UTC)

It's still extremely broken. I could run it in a Black Garden build. When I Summon a monster, I could use that Counter Trap to negate Black Garden's ATK-halving effect, keeping my monster at it's original ATK, and Black Garden stays on the field. Counter Fairies would be instantly shot up to Tier 1 as well.--Akiza Izayoi 17:54, February 18, 2010 (UTC)

How About...
--Self-made archetypes?

Jampong 02:10, February 19, 2010 (UTC)

Majestic Fairy Dragon


 * LV9 Dragon/Synchro/Effect LIGHT
 * ATK:3100
 * DEF:4000


 * Majestic Dragon + Ancient Fairy Dragon + 1 or more non-Tuner monster


 * Once per turn, you can Special Summon monster from your hand. Once per turn, you can gain 1000 Life Points and you can add 1 Field Spell Card from your deck or Graveyard to your hand. Field Spell Card you control cannot be destroy by card effects, and opponent cannot activate Field Spell Card. During the End Phase, return this card from the field to the Extra Deck, and Special Summon 1 "Ancient Fairy Dragon" from your Graveyard.

Ancient Fairy Dragon/Assault Mode


 * LV9 Dragon/Effect LIGHT
 * ATK:2600
 * DEF:3500


 * This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except with "Assault Mode Activate". Once per turn, you can Special Summon 1 monster from your hand. This card cannot attack the turn you activate this effect. Once per turn, you can destroy 1 Field Spell Card. If you do, gain 1000 Life Points, and add 1 Field Spell Card from your deck to your hand. When this card on the field is destroyed, you can Special Summon 1 "Ancient Fairy Dragon" from your Graveyard.

Elemental Hero Wing Patrol

Warrior/Fusion/Effect

Level 7

LIGHT

ATK 2400 DEF 2100

'Elemental Hero Stratos' + 'Elemental Hero Captain Gold'

when 'Skyscraper' is on the field this card gains 400 ATK. Discard one card to destroy one Spell or Trap card on the Field.

ChaosSorcerer 17:54, February 20, 2010 (UTC)

How about some Koa'ki Meiru support?

Koa'ki Meiru Deplete

Quick-Play Spell Card

Activate by revealing one "Iron Core of Koa'ki Meiru" in your hand. Halve the ATK and DEF of one monster your opponent controls. If the monster is face-down, flip it into face-up defense position. Flip Effects are not activated at this time.

Comments: This would combo really well with Koa'ki Meiru Crusader. Use this card to allow easy destruction of their monsters - and negation of flip effects - and can then be recycled with Crusader's effect.

Koa'ki Meiru Dozer

EARTH - Machine - Level 4 - ATK 1800 - DEF 2000

During each of your End Phases, destroy this card unless you send 1 "Iron Core of Koa'ki Meiru" from your hand to the Graveyard or reveal 1 EARTH-Attribute monster in your hand. You can return one "Iron Core of Koa'ki Meiru" from your graveyard to the top of your deck to destroy one spell or trap card your opponent controls.

Comments: Besides cards like Rooklord and Maximus, Koa'ki Meirus don't have any inherent ways to destroy spells and traps. I've used Chiron the Mage, but it's not particularly supported by the archetype. This way, however, you get a way to destroy spells and traps easily. The drawback makes it fairly well-balanced, in my opinion. Runer5h 20:17, February 25, 2010 (UTC)Runer5h

Return of the Red-Eyes
With Nightshoud/Atticus bringing back the Red-Eyes for GX, I'm really hoping for a Red-Eyes user in 5Ds with a new synchro monster:

Red-Eyes Sinister Dragon

Dragon/Synchro/Effect

Dark

Level 8

1 tuner - 1 or more non-tuner Dragon-Type(s)

When this card destroys a monster by battle, inflict damage equal to the destroyed monster's level x200. When this card is sent to the graveyard by a card effect, special summon one level 7 or higher Dragon-type monster from either player's graveyard.

ATK = 2700

DEF = 2300

For the look I was thinking like a cross between Red-Eyes and Sinister Sprocket, Red-eyes like with gears on his limbs and neck and chains as parts of the wings.

Also...

Red-Eyes Overlord Dragon

Dragon/Accel Synchro/Effect

Dark

Level 11

1 synchro tuner - 1 or more non-tuner synchro Dragon-Type(s)

You can substitute the non-tuner synchro monster with Red-Eyes B. Dragon. Control of this card cannot be changed. If this card is selected as a target of an opponent's monster effect, you can destroy it and inflict damage equal to the ATK of the destroyed monster, if you activate this effect you can not use it again until the snd Standby Phase after activation.

ATK = 3200

DEF = 2600

I don't really have a look for this one other than he's big and menasing with a scar on one eye and an enlarged red eye for the other one. What do you think of them, too unbalanced...? Azure Knight-Zeo 05:31, February 26, 2010 (UTC)

Dark Scorpion Poison Continuous Trap Card When a "Dark Scorpion" monster, "Cliff the Trap Remover", or "Don Zaloog" you control battles an opponent's monster, you can pay life points in multiples of 100 (max: 1000) to decrease the ATK of your opponent's monster by the same amount. If this card would be removed from the field, you can tribute one "Dark Scorpion" monster, "Cliff the Trap Remover", or "Don Zaloog" you control instead.

Comments: I think this would make the Dark Scorpions a very interesting and - dare I say it - useful archetype. It would allow walling up against synchro monsters like Stardust and Brionac with Meanae, actually killing stuff with monsters like Cliff and Zaloog... the list goeth on. Meanwhile, the self-protection effect would load your graveyard for Meanae and other DARK supports. Also, you can use Meanae to search this card, or for recursion. It would be great! Runer5h 22:15, March 3, 2010 (UTC)Runer5h

Dark Scorpion Double-Strike! Quick-Play Spell Card Activate only when a "Dark Scorpion" monster, "Cliff the Trap Remover", or "Don Zaloog" you control inflicts battle damage to your opponent's life points by selecting that monster. Inflict 100 damage to your opponent's life points. This damage is treated as battle damage inflicted by the selected monster. You cannot activate another "Dark Scorpion Double-Strike!" in response to the damage inflicted by this card.

Comments: This would be amazing. Use it for a double discard thanks to Don Zaloog, the destruction of two S/Ts with Cliff, another search with Meanae (I made a point of avoiding a loop with Meanae, which would make a neat OTK, but ah well...), and another bounce with Chick. And with this card being searchable by Meanae... Honestly, if Poison and Double-Strike were real, we might be seeing Dark Scorpion control decks at tournaments. Runer5h 22:23, March 3, 2010 (UTC)Runer5h

Dark Scorpion - Cain the Sly Effect Monster - DARK - Warrior - ATK 1300 - DEF 900 - Level 4 When this card inflicts Battle Damage to your opponent's Life Points, you can select and activate 1 of the following effects: ● Remove one card in your opponent's graveyard from play. Its effects are negated, and it cannot be targeted. ● Special summon one "Dark Scorpion" monster, "Cliff the Trap Remover", or "Don Zaloog" from your hand. It can attack your opponent directly this turn, and is returned to your hand during the end phase. If it attacks directly using this effect, the battle damage it inflicts becomes 300.

Comments: This would be so much fun. Great tech against Zombies, taking their Plaguespreaders and Mezukis out of the game for GOOD - and against many other archetypes that rely on having their cards in-grave. And the second effect is neat, though not too broken in my opinion. Runer5h 21:26, March 4, 2010 (UTC)Runer5h

Fantasy Cards (2)
These cards are a fantasy to balance out the possibility of summoning all of these power up monsters such as: Blue-Eyes Shining Dragon, Red-Eyes Darkness Dragon, Colossal Fighter, Buster Blader and Tyranno Infinity to name a few.

Altar of the Heavens Flame

Spell/Ritual

You must have 1 Felgrand Dragon and 1 Phoenix Gearfried in your hand or on the field to activate this card. Send Both "Felgrand Dragon" and "Phoenix Gearfried" to the graveyard to special summon 1 "Gearfried the Protector of Existence" from either your hand or deck. No monster effects, spells or traps can be activated the turn this card is activated.

Basically, when this card is activated, all others cards on field and in hand are frozen from use for 1 turn.

Gearfried the Protector of Existence Level 12 (Light) Warrior/Ritual/Effect Atk 4500 Def 5000

This card can not be normal summonded or set. This card can only be special summoned by the effect of "Altar of the Heavens Flame". When this card is summoned successfully, you can special summon one monster with "Gearfried" in its name except for "Phoenix Gearfried". You can only control 1 "Gearfried the Protector of Existence" at one time. This card gains 500 attack for each monster with "Gearfried" in its name in the graveyard. When this card is destroyed and sent to the graveyard, you can special summon 1 "Phoenix Gearfried" or 1 "Felgrand Dragon" from your graveyard or deck.

Iron Chain Warden
 * EARTH
 * LV3
 * Warrior/Effect
 * All of your "Iron Chain" monsters, except "Iron Chain Warden"s, gain 400 ATK each. Whenever one of your "Iron Chain" monsters inflicts Battle Damage to your opponent, send the top 2 cards of your opponent's Deck to the Graveyard.
 * 1400 ATK, 1000 DEF

Iron Chain Warp
 * EARTH
 * LV4
 * Spellcaster/Effect
 * Cards sent from the Deck to the Graveyard by the effects of "Iron Chain" monsters are removed from play instead.
 * 1500 ATK, 800 DEF

Iron Chain Parasite
 * Earth
 * LV2
 * Insect/Tuner
 * FLIP: Send the top 3 cards of your opponent's Deck to the Graveyard.
 * 500 ATK, 400 DEF

Iron Chain Bind
 * Continuous Trap
 * Select one of your opponent's monsters. It cannot attack or change its battle position. During each of your opponent's Standby Phases, send the top card of your opponent's Deck to the Graveyard. If the selected monster is removed from the field, destroy this card.

Iron Chain support this time. Warden powers up Iron Chain monsters so that they can fight battles more efficiently, and giving a mill effect to each of them. Warp here ensures that cards milled are also nigh-unreachable, though the wording is such that it won't be splashable in any mill Deck. Bind here helps the Chain monsters stay alive while also putting pressure on the opponent's Deck too. --Gadjiltron 10:59, March 10, 2010 (UTC)

Some Elemental Hero-based Cards
Elemental Hero Vortex

Level 1 / DARK / Warrior / Effect / 0 ATK / 400 DEF

As long as this card is in the graveyard, your "Elemental Hero" Fusion Monsters' effect that states "This card cannot be Special Summoned except by Fusion Summoned" is ignored.

Elemental Hero Vitality

Level 2 / WATER / Aqua / Effect / 1200 ATK / 500 DEF

When this card is in your Graveyard, all "Elemental Hero" Normal Monsters you control gains 400 ATK and 400 DEF. Only once while this card is in your graveyard, you can send a FIRE monster you draw to the Graveyard to treat all "Elemental Hero" monsters you control as Normal Monsters until the end of your turn.

Elemental Hero Vermilion

Level 1 / FIRE / Pyro / Union / 500 ATK / 500 DEF

Once per turn, during your Main Phase, if you control this monster on the field, you can equip it to your "Elemental Hero Prisma" as an Equip Spell Card, OR change it back to a monster in face-up Attack Position. When equipped to a monster by this card's effect, you can change this card's Type and Attribute once per turn. (1 monster can only be equipped with 1 Union Monster at a time. If the equipped monster would be destroyed, this card is destroyed instead.)

Elemental Hero Valkyrie

Level 4 / LIGHT / Warrior / Effect / 1800 ATK / 1000 DEF

As long as this card is on the field, "Elemental Hero" monsters you control cannot have their effects negated, and Fusion Summons involving an "Elemental Hero" monster cannot be negated or destroyed. You can remove this card from the Graveyard to Fusion Summon an "Elemental Hero" monster.

Elemental Hero Victory

Level 3 / WIND / Warrior / Effect / 1000 ATK / 900 DEF

When an "Elemental Hero" monster you control attacks or is attacked, you can send this card from your hand to the Graveyard during the Damage Step to increase that monster's ATK by 1000. If the opposing Attack Position monster's ATK or Defence Position monster's DEF is higher, pay life points equal to the difference to increase that "Elemental Hero" monster's ATK by that difference plus 1000 ATK.

Elemental Hero Vigilance

Level 8 / EARTH / Warrior / Effect / 1500 ATK / 3300 DEF

When this card is Normal Summoned or Flip Summoned, switch it to Defence position. As long as this card is on the field, if another "Elemental Hero" monster(s) would be affected by an opponent's effect, this card will only be affected instead. Also, when an opponent's monster attacks, you opponent cannot attack any other "Elemental Hero" monsters except "Elemental Hero Vigilance".


 * The idea of the first card is to give more flexibility to the summoning of Elemental Heroes, since their summoning conditions are so strict (and not to mention the downsize of the Extra Deck hurts). This card would hopefully remedy that flaw.
 * The second card is meant to make the Normal Elemental Heroes more usable (and powerful) since they are not very strong initially, and when possible, other E-heroes would get a boost too.
 * The third one is, while looks like the least used, is meant to make some fusions easier (those that requires certain Types and Attributes) and to make more cards compatible with this card.
 * The fourth cards is protection for Elemental Hero Fusion Summons and effects.
 * The fifth card is quite self-explanatory: it protects an E-hero from battle and makes sure they triumph in battle. The LP cost is so that it doesn't always get exploited.
 * The sixth card is to protect the other Elemental Heroes from any kind of unwanted effects like non-target destruction or target destruction alike, and its high defence also protects them from harm too.

So what do you think?

NextGen Cybers
Cyber Destroyer Dragon Machine-Type/Synchro/LIGHT/ Level 8/ ATK/3000 DEF/2500
 * 1 Tuner + 1 or more non-tuner Cyber monsters
 * "When this card is Special Summoned, select 1 Limiter Removal from your deck and add it to your hand. You can discard 1 card to negate the activation of a Spell or Trap Card and destroy it. Then inflict 500 damage to that card's controller."

Cyber Absorption
 * Trap Card/Normal
 * "Gain 1000 Life Points for every "Cyber Dragon" on your side of the field."

Cyber End's Wrath
 * Spell Card/Quick-Play
 * "Activate only while you have 1 "Cyber End Dragon" on your side of the field. Destroy all Spell and Trap Cards your opponent controls.

Also one Random

Sharing The Life
 * Spell Card/Quick-Play
 * "Activate only when your Life Points are 1000 or less. Offer your opponent a handshake. If they accept the handshake, both players gain 3000 Life Points. If they decline the handshake, both players' Life Points become 0."

SpaceGhidorah 14:40, March 14, 2010 (UTC)

= Yubel Support = I know I'd rather not use Yubel as just some tributary card on the way to Ultimate Nightmare.. lets give her some better uses.

Yubel - The Eagle Guardian This card can not be special summoned except by fusion summon, and only be summoned with the above material by the effect of "Super Polymerization". When this card is fusion summoned you may remove from play all "Yubel - The Terror Incarnate" and "Yubel - The Ultimate Nightmare" from your hand, deck, or graveyard. If you do so, once per turn, you may remove from play one monster from your opponent's graveyard in order to destroy one card on the field. This card can not be destroyed by battle, and you take no battle damage from battles involving this card. If this face-up attack position card battles with another monster, inflict battle damage to your opponent equal to half the other monster's ATK. If this card is removed from the field, you may special summon one "Yubel" or one "Guardian Eatos" from your graveyard.
 * Level 12 / Wind / Fairy/Fusion/Effect / 0 ATK/ 0 DEF
 * "Yubel" + "Guardian Eatos"

Yubel - The Angelic Guardian This card can not be special summoned except by fusion summon, and only with the above material by the effect of "Super Polymerization". When this card is summoned" Remove from play all Dark Type monsters from your Hand, deck and graveyard, except "Yubel". While this card is face-up on the field, each player can only declare one attack per turn, and light type monsters can not be destroyed by battle.  You take no battle damage from battles involving this card.  If this card is Destroyed, you can special summon one "Yubel" or one "Wingweaver" from your graveyard.
 * Level 12 / Wind / Fairy/Fusion/Effect / 0 ATK/ 3000 DEF
 * "Yubel" + "Wingweaver"


 * Basically taking the idea of Super Fusing her with Jaden/Neos, and incorporating the idea that Super Fusion can fuse anything together, like in the Anime. (Super Fusion needs some useful cards to use it with anyway). Thoughts?

70.247.169.204 17:02, March 16, 2010 (UTC)

Nightmare Pain
 * Spell card
 * Activate only if you have a face-up Yubel" on the feild. Inflict damage to your opponent equal to attack or defense of one of your opponent's monsters.  You may only activate one "Nightmare Pain" per turn.


 * Yubel's Attack, except that she can't really attack as herself.

70.247.169.204 17:02, March 16, 2010 (UTC)

Yubel - The Fair Maiden
 * Level 3 / Light / Spellcaster / 500 ATK/ 1500 DEF
 * "A lovely young maiden. She would choose to sacrifice her beauty in order to become the Ultimate Protector of the one she loves."

Yubel - The Protector
 * Level 10 /Dark / Dragon/Union / 0 ATK/0 DEF
 * This card can not be normal summoned or set, this card can only be special summoned by tributing one "Yubel - The Fair Maiden" on your side of the field. Control of this card can not switch, and this card can not be destroyed by battle. Once per turn, during your main phase, you can equip this card to another monster you control as an equip spell card, or unequip the Union equipment and summon this card in face up Attack position. While equipped to a monster by this card's effect, increase the Atk/Def of that card by 500 points.  That card can not be destroyed by battle or by a monster's effect, and you take no battle damage from battle involving that card. (1 monster can only be equipped with one Union Monster at a time.) If the equipped monster would be destroyed by a card effect, you may destroy this card instead and increase the equipped monster's Atk by 1000 until the end phase.


 * I like these two, because it gives the player to chance to play Yubel like the way she might have been, before she was tortured by the Light of Destruction, or if she had been helped by the Gentle Darkness of Justice instead. Thoughts?

70.247.169.204 14:22, March 15, 2010 (UTC)

Guardian Yubel
 * Level 10 / Dark / Dragon/Effect / 0 ATK/ 0 DEF
 * This card can not be normal summoned or set. This card can only be special summoned by the effect of "Yubel's Devotion".  Destroy this card if "Yubel's Devotion" is removed from the field. This card can not be destroyed except by it's own effect, and control of this card can not switch.  While this card is face-up on the field, you take no battle damage from battles involving your monsters, monsters you control can not be destroyed by battle, and you can not normal summon, special summon, or set. You can not control more then one "Guardian Yubel" at a time.If this card is removed from the field, special summon one "Yubel" from your hand, deck, or graveyard.  If your lifepoints become zero while this card is on the field, the duel is declared a draw.

Yubel's Devotion Continuous Trap
 * Activation of this card can not be negated. Send all monsters on the field to the graveyard, and remove from play all monsters in your graveyard (this is a cost). When you take 1000 points of damage or more, by battle or effect, special summon one "Guardian Yubel" from your hand or deck in face-up attack position (You can only perform this summon once). This card can not be negated or destroyed while you control a face-up "Guardian Yubel". While you do not control a "Guardian Yubel", your opponent may attack you directly (even if you have monsters on your side of the field).

Just something new I came up with, splashing Yubel into a Guardian deck and taking her lore (impenetrable defense, extreme jealousy, overprotectiveness, ect.) and turning it into a card. It may seem like an overpowered combo, but really it's not. The opponent decides when to trigger her summon, and until she is summoned, the trap is vulnerable to destruction. Not to mention being unable to summon any more monsters. (I did make sure it was possible to summon monsters before she's summoned though.) It's actually a good representation of her life, IMO. Thoughts? 70.247.169.204 17:02, March 16, 2010 (UTC)

Dark Succubus
 * Level 12 / Dark / Fusion/Fiend/Union / 2000 Atk/ 0 Def
 * "Yubel" + "Succubus Knight"
 * This card can not be special summoned except by fusion summon and only with the above material monsters, by the effect of Super Polymerization. Once per turn you can equip this card to a face-up attack position monster on the field, or unequip the union equipment and special summon this card in face-up attack position. If the monster equipped with this card is controlled by your opponent, gain control of that card.  A monster equipped with this card gains 1000 Atk, can not change it's battle position, and control of that card can not switch.  If that monster is removed from the field, remove it from play, and special summon this card in attack position.

Harpie Support
Thorn Whip Equip Spell
 * Discard 1 card. Increase the Atk of a Monster equipped with this card by 500 points. If the equipped monster is plant type, increase it's attack by 700 instead.  If the monster equipped with this card destroys a monster and sends it to the graveyard as a result of battle, inflict damage equal to the half of that monster's Defense to your opponent's life points.

There's not enough "Whip" equip cards, in fact I think there's only one, and it only equips to thunder-types. I'd be nice to have a Whip equip to use with my Harpies and Plants. This one would even make Yubel more dangerous, and it's not broken either.

Harpie's Claw Equip Spell
 * Equip only to "Harpie Lady" or "Harpie Lady Sisters". Increase the atk of the equipped monster by 300 points.  If the monster equipped with this card would be destroyed, you can destroy this card instead.

Harpie Airo Equip Spell
 * Equip only to "Harpie Lady". Increase the attack of all cards with "Harpie" in their name by 300 Points.

Harpie Ocupete Equip Spell
 * Equip only to "Harpie Lady." If a "Harpie Lady" or "Harpie Lady Sisters" destroys a monster by battle, negate that monster's effect.

Harpie Keraino Equip Spell
 * Equip only to "Harpie Lady." An opponent's monster that battles with a "Harpie Lady" or "Harpie Lady Sisters" can not declare an attack for your opponent's next 2 turns.

Harpie's Bondage Continuous Trap
 * Activate only while you control a face-up "Harpie Lady", "Harpie Lady Sisters", or "Harpie Girl". Monsters on your opponent's side of the field can not activate their effects and are unaffected by the effects of continuous or equip spell cards your opponent controls.  Pay 300 Lifepoints during each of your standby phases or destroy this card.  If you do not control a face-up "Harpie Lady", "Harpie Lady Sisters", or "Harpie Girl", destroy this card.

Harpie's Seduction Equip Spell
 * Pay 500 Life points. Equip only to a monster your opponent controls. While you control a face-up "Harpie Lady," "Harpie Lady Sisters," or "Harpie Girl." Gain control of the equipped monster.  While you control that monster, it can not attack, change it's battle position or be tributed for a tribute summon.  If this card is destroyed, destroy the equipped Monster.

Ecstasy Spark Quick-play spell
 * Increase the attack of 1 face-up "Harpie Girl" by 800 Points until the end phase. That "Harpie Girl" can attack directly this turn. During your end Phase you may tribute that "Harpie Girl" to special summon one "Harpie Lady" from your hand, deck, or graveyard.

Rivalry of the Skies Counter Trap
 * Activate only if your opponent controls 2 or more Winged Beast type monsters. Pay 800 Life points. Both players may special summon as many level 4 Winged Beast type monsters from their hand, deck, and graveyard as possible.  Spells, Traps, and monster effects may not be activated until the end phase of the next turn.

Thorn of RosenYubel 23:01, April 6, 2010 (UTC)

Other
Neo the Master Sorcerer
 * Level 7 / Light / Spellcaster/Effect / Atk 2500/Def 1700
 * This card can not be normal summoned or set, this card can only be special summoned by tributing one face-up Neo the Magic Swordsman on your side of the field.  Once per turn, you may send any number of spell cards from your hand to the graveyard to destroy the same number of cards on the field. This card can not attack the same turn you activate this effect.

Neo the Master Swordsman
 * Level 7 / Light / Warrior/Effect / Atk 2500/Def 1700
 * This card can not be normal summoned or set, this card can only be special summoned by tributing one face-up Neo the Magic Swordsman on your side of the field. If this card destroys a monster by battle, deal damage to your opponent's life points equal to half the destroyed monster's def. This card can attack all monsters on your opponent's side of the field once each.

Neo the Dimensional Drifter
 * Level 8 / Light / Spellcaster/Effect / Atk 2500/Def 1700
 * "Neo the Magic Swordsman" + 1 Warrior-type monster
 * Remove from play this card in your end phase. If this card is removed from play, special summon it during the next standby phase.  If this card is destroyed, you can remove from play one monster on your side of the field to remove from play this card.

Thorn of RosenYubel 19:48, April 15, 2010 (UTC)

Yo
Blue-Eyes Cosmic Dragon

Fusion/ Level 10/ Effect/ Atk:3000/ Def:3000

Effect: Blue-Eyes White Dragon + Stardust Dragon This card can only be fusion summoned withe above fusion material monsters. The fusion material monsters used for this fusion summon must be removed from play from the field (they can not be from the hand or graveyard). When your opponent activates an effect that destroys one or more cards on the field, you may tribute this card to negate it. If sent to the graveyard by this effect, you may special summon it to your side of the field in attack position during the end phase and destroy all monsters on your opponents side of the field.

Anti-Virus

Continuos Spell card

All Face-up monsters and monsters in the graveyard are treated as their printed types.

New Trap Hole Cards
Oh, not actual Trap Holes. Support for them!

Pit Digger Level 3 – EARTH – Fiend – ATK 1200 – DEF 700 Effect Monster When this card is successfully summoned, select one “Trap Hole” Trap Card in your deck or hand and set it face-down on the field.

Setting the Traps Quick-Play Spell Card Destroy one monster you control, and take damage equal to its ATK. Select two “Trap Hole” Trap Cards from your deck or hand, and set them face-down.

Recycling the Traps Normal Spell Card Return three “Trap Hole” Trap Cards in your graveyard to your deck and shuffle it. Draw two cards.

Grizzly the Trapper Level 4 – EARTH – Fiend – ATK 1450 – DEF 1000 Effect Monster While this monster is on the field, you can destroy it to activate the effect of one “Trap Hole” Trap Card in your graveyard (this is treated as the effect of a Trap Card, and the activation requirements and timing of the Trap Card must be correct). If you do, shuffle that Trap Card into your deck, and this card is special summoned during your next End Phase.

Trap Vendor Level 2 – EARTH – Fiend – ATK 200 – DEF 2400 Effect Monsters When this monster is summoned it is changed to defense position. Once per turn, you can discard one card to add one “Trap Hole” Trap Card from your deck to your hand. You can tribute this card to negate the activation and effect of a card that would destroy a "Trap Hole" Trap Card you control, and destroy it. (If the "Trap Hole" Trap Card is face-down, you must reveal it.)

This would be one devil of an archetype to deal with. Lots of destruction possible with constant recycling of Trap Hole, Bottomless Trap Hole, and Treacherous Trap Hole. (You see what I did there with Recycling?) Runer5h 02:31, March 15, 2010 (UTC)Runer5h

For Fun
No More Sleeves Trap Card/Normal Pay half your life. Remove from play all of your opponent's cards that have white sleeves.

Let Me Get That Spell Card/Continues Remove from play the top two cards from your deck in order to activate this effect. Once per turn take control of one of your opponent's card that is not a common or a rare. If it is face down, flip it face up. Effects are not activated at this time. If it is common or a rare return it to its original position.

Hold On! Trap Card/Counter This card can only be played if your opponent uses a card without waiting for a responce from you. Remove from play all of your opponent's cards that are on the field. Your opponent skips their next turn. This effect can only be negated within half of a second it is played.

I'll Get It Soon Spell Card/Continues Proxy cards are legal to use. Pay 500 life points during each of your end phases. If you do not destroy this card.

Be Original Spell Card/Field Neither player can use a meta deck.

Adam Corn Trap card/Counter Active only when you win the duel and your opponent is complaining on how they should of won. Slap your opponent's deck to the ground. Your opponent must be the only one to pick them up.

1, 2, 3, Shoot! Trap card/Normal This card can only be used on your opponent's turn when your life points are less than or equal to 1000. You and your opponent must play a best 2 out of 3 match of paper, rock ,scissors. The winner of the game wins the match. MU.S.IK=d^ ^b 05:58, March 15, 2010 (UTC)MU.S.IK=d^_^b

Diabolus Ex Machina
 * Normal Spell
 * Select a player within a 50-meter radius who is currently in a Duel. Both you and that player lose your respective Duels.

So fun making cards like those from the Unhinged/Unglued/whatever sets in MtG. --Gadjiltron 10:19, March 15, 2010 (UTC)


 * This card is pure win for a card that makes you lose. I'd use it if it came out xD
 * ^^ Last Resort's name is already taken, in case you didn't know. Falzar FZ 10:24, March 15, 2010 (UTC)


 * DAYUM, Gadjil. You are ADDICTED to TV Tropes. Runer5h 19:33, March 15, 2010 (UTC)Runer5h

Be Fair Trap/Counter Activate only when you see someone get ripped off from a trade. Get two cards from the trade book and keep them.

Stack Spell/Field When you inflict battle damage to your opponent, see the top ten cards of your deck and arrange them in any order desired, and replace them on the top of the Deck. When you inflict effect damage to your opponent, see the top ten cards of their deck and arrange them in any order desired, and replace them on the top of the Deck. Gain 500 life points during each of your end phases. If you do not destroy this card.


 * I believe you mean "pay 500 Life Points"? --Gadjiltron 01:20, March 16, 2010 (UTC)
 * I believe the "Gain 500 life points" part is truly meant as a cost, if you don't manage to earn 500 lp during each of your end phases (through another card effect) you don't get to keep the card.A funny effect with a funny cost indeed.HouseholdCatDeity 15:18, March 16, 2010 (UTC)

Bringer of Justice Monster/Synchro Level 8 Warrior Earth 3000/3000 1 tuner + 1 or more non-tuner monsters This card cannot be summoned in a meta deck. When this card is synchro summoned declare 1 type of monster. Remove from play all face up monsters of the declared type on the field. Once per turn, you can declare one 1 card name. Cards with that name and their effects cannot be used. Cards on the field before this effect was activated are removed from play.This effect remains for the remainder of the match. MU.S.IK=d^ ^b 21:53, March 15, 2010 (UTC)MU.S.IK=d^_^b

Deus Ex Machina
 * Normal Spell
 * Activate when you have less than 500 Life Points, and when your opponent has 2000 more Life Points than you do, has something that could defeat you on the next turn and you have no other way to salvage the situation. You win the Duel. This card's activation and effect cannot be negated.

A good summation of what many Yu-Gi-Oh protagonists play during the turn they win. Especially Yami Yugi. --Gadjiltron 01:20, March 16, 2010 (UTC)

Sir loops-a-lot


 * level 1 ATK 0 DEF 0 Earth Warrior
 * when you draw this card return it to the top of your deck then draw 1 card.

LOL--MASHMAN2 17:51, March 16, 2010 (UTC)

ICE
‘Ice’ Monsters:

Ice Master Ice Queen Cold Enchanter Ice Fighter Ice Statue Ice Chimera Frost Magician Zero Dragon Crystal Gun

Monsters

Ice Fighter

Warrior / WATER / 4 / 1700 / 1500

All Monsters you control gain 300 ATK for every Ice Counter on any Monster you control. Your opponent’s Monsters with Ice Counters cannot change their battle positions.

Ice Statue

Fairy / WATER / 3 / 1000 / 1200

When this card is Summoned, select one Monster on your side of the Field. This card gains that card’s name and effect. Your opponent’s Monsters with Ice Counters cannot change their battle positions.

Frost Magician

Spellcaster / WATER / 4 / 1400 / 1000

You can discard one card to select one card in your opponent’s hand. That card cannot be used for three turns. Your opponent’s Monsters with Ice Counters cannot change their battle positions.

Ice Chimera Beast / WATER / 3 / 1600 / 800

This card cannot be destroyed by battle. Your opponent’s Monsters with Ice Counters cannot change their battle positions.

Zero Dragon

Dragon / WATER / 4 / 1800 / 1600

If this card attacks a Monster with an Ice Counter(s), destroy that Monster without applying damage calculation. Your opponent’s Monsters with Ice Counters cannot change their battle positions.

Crystal Gun

Machine / WATER / 3 / 1200 / 1400

You can discard one card to destroy one monster with an Ice Counter(s). Your opponent’s Monsters with Ice Counters cannot change their battle positions.

Spells

Zero Divide

Continuous

Your opponent’s Monsters with Ice Counters cannot attack.

Icicle Blade

Equip

Equip only to an ‘Ice’ monster. It can attack your opponent directly. No other monsters you control can attack.

Frost

Normal

Put one Ice Counter on one card on the Field.

Ice Split

Quick Play

Destroy one card with an Ice Counter.

Card Freeze

Continuous

Your opponent cannot set any Spell or Trap cards, or activate any Spell or Trap cards with Ice Counters.

Cold Evolution

Normal

Tribute one monster with an Ice Counter. Special Summon one Monster from your deck.

Power Ice

Continuous

All your Monsters with Ice Counters gain 400 ATK and DEF.

Traps

Glacier Block

Normal

Activate only when an opponent’s Monster with an Ice Counter attacks one of your monsters. Remove all Ice Counters on that Monster. Your opponent’s next attacks, equal to the number of Ice Counters removed, are negated.

Blizzard

Counter

Activate only if you control a monster with an Ice Counter. Negate the activation of a Spell or Trap card and destroy it.

Total Chaos-as spell card,u can activate it only when u have a monster that includes ``chaos in it's name,destroy u opponent's deck,u win XD I'm bored lol Jay Cane 17:39, March 21, 2010 (UTC)

Here's a new one
The Mist Valley

Field Spell Card

Once per turn, you can return one monster you control and own to your hand to special summon one level 4 or lower "Mist Valley" monster from your deck. All "Mist Valley" monsters gain 200 ATK.

Comments: Sure, why not an awesome toolbox engine? This would instantly make Mist Valley amazing. Return Mist Valley Thunderbird to your hand to SS Mist Valley Soldier, instant level 7 sync.

Mist Valley Retrieval Squadron

WIND - Thunder - Level 3 - ATK 1400 - DEF 1600 - Effect

Once per turn, while this card is in attack position, you can add one "Mist Valley" card from your graveyard to your hand.

Comments: This would be awesome as well. For obvious reasons. Runer5h 16:15, March 28, 2010 (UTC)Runer5h

= HAUNTED DECK =

--The main focus of this deck is to have a Graveyard and RFPZ control. There common effect is that they are dependent to there Field Spell "Haunted House". All of them have 0 DEF and DARK attribute.

--


 * Haunted House
 * Spell Card
 * Field

-When a player activates an effect of a "Haunted" monster, put 2 "Haunted Counter" on this card(max.2). Once per turn, you can remove 2 "Haunted Counter" on this card to draw 1 card. If this card would be destroyed, you can remove 2 "Haunted Counter" on this card instead.

--


 * House King
 * Lv8 Zombie/Effect DARK
 * ATK:3000
 * DEF:0

-This card cannot be Normal Summon or Set. This card can only be Special Summoned by removing 1 "Haunted House" on the field. Once per turn, you can Special Summon 1 "Haunted" monster in your Graveyard, or that is removed from play. If this card would be removed on the field, you can remove 1 "Haunted" monster you control from play instead.

---


 * Haunted Beast
 * Lv4 Beast/Effect DARK
 * ATK:2100
 * DEF:0

-This card cannot be Normal Summoned or Set. When this card is removed from play, you can Special Summon this card during the End Phase. If this card was Special Summoned by this effect, while you control a face-up "Haunted House", you can remove 1 "Haunted" monster in your Graveyard, except "Haunted Beast" to remove 1 card your opponent control from play.

---


 * Haunted Vampire
 * Lv3 Zombie/Effect DARK
 * ATK:1400
 * DEF:0

-Once per turn, while you control a face-up "Haunted House", you can tribute this card to Special Summon 1 Lv4 or lower "Haunted" monster from your deck, except "Haunted Vampire".

---


 * Haunt Witch
 * Lv6 Spellcaster/Effect DARK
 * ATK:2500
 * DEF:0

-When this card is Normal Summoned, while you control a face-up "Haunted House", you can removed 1 "Haunted" monster in your Graveyard to destroy 2 cards your opponent control.

--


 * Haunted Assassin #1
 * Lv4 Warrior/Effect DARK
 * ATK:1800
 * DEF:0

-This card cannot be removed from play. Once per turn, while you control a face-up "Haunted House", you can discard 1 "Haunted" monster to destroy 1 monster on the field. If you use this effect, this card cannot attack this turn.

---


 * Haunted Assassin #2
 * Lv4 Warrior/Effect DARK
 * ATK:1800
 * DEF:0

-Once per turn, while you control a face-up "Haunted House", you can discard 1 "Haunted" monster to destroy 1 Spell or Trap Card your opponent control. If this card would be sent to the Graveyard, remove it from play instead.

---


 * Haunted Mad Scientist
 * Lv6 Psychic/Effect DARK
 * ATK:2400
 * DEF:0

-Once per turn, while you control a face-up "Haunted House", you can Special Summon 1 Lv4 or lower "Haunted" monster, except "Haunted Mad Scientist", from your Graveyard, or that is removed from play.


 * Haunted Housekeeper
 * Lv5 Spellcaster/Effect DARK
 * ATK:2100
 * DEF:0

-You can only Special Summon this card from your Graveyard while you control a face-up "Haunted House". You can removed this card in your hand from play to add 1 "Haunted House" from your deck or Graveyard to your hand.

-


 * Haunted Infant
 * Lv1 Beast-Warrior/Effect DARK
 * ATK:100
 * DEF:2000

-This card cannot be destroyed by battle. While this card is face-up Attack position on your side of the field, it's name is treated as "Haunted House". There can only be 1 "Haunted Infant" on the field.


 * Haunted Priestess
 * Lv4 Spellcaster/Effect DARK
 * ATK:1700
 * DEF:0

-While you control a face-up "Haunted House", you can tribute 1 "Haunted" monster you control to inflict 800 Life Points to your opponent.

---


 * Sword of Darkness
 * Spell Card
 * Equip

-Equip only to a "Haunted" monster you control. The equip monster cannot be destroyed by effects of Spell & Trap cards. During either player's Damage Step, when the equipped "Haunted" monster you control battles, you can send this equipped card to the Graveyard to have that monster lose ATK equal to the ATK of the "Haunted" monster it is battling, until the End Phase.

-


 * Counter Blow
 * Trap Card
 * Counter

-Activate only if you control a face-up "Haunted House". Negate the activation and effect of a Spell or Trap Card, and destroy it.

Jampong 12:17, March 29, 2010 (UTC)

Gardna and B.E.S.
First off, new Gardna monsters!

Gardna Caller EARTH - Warrior - Level 4 - ATK 600 - DEF 2400 When this card is summoned, change it to defense position. When this card is destroyed, special summon one "Gardna" monster from your deck in defense position, or add one "Gardna" card from your deck to your hand. Comments: A Gardna searcher would be cool. Not so amazing that it's gamebreaking, though.

Gardna's Shield Strike Continuous Spell Card Once per turn, if the only monsters you control are "Gardna" monsters, and they are all in defense position, you can inflict damage to your opponent equal to half the original DEF of your monsters. If you successfully activate this effect, your opponent does not take other damage this turn. If this card is destroyed, add one "Gardna" card from your deck to your hand. Comments: I figure that the Gardnas needed a win condition. And this is one heck of a win condition, with fairly good burn damage, but not so obnoxious that you can OTK your opponent with multiples of these. And the searching is cool again.

Now for B.E.S.!

B.E.S. Desert Core EARTH – Machine – Level 6 – ATK 2350 – DEF 2100 This card cannot be normal summoned or set. This card can only be summoned by the effect of “Boss Rush”. When this card is summoned, place 3 counters on it. This card cannot be destroyed by battle. If this card attacks or is attacked, remove 1 counter from this card at the end of the Damage Step. If you cannot, destroy it. Once per turn, you can remove from play one card in your opponent's graveyard. Comments: This one is based off of a fan nickname for an unnamed B.E.S. ship. I was looking for ideas and couldn't figure any out, until I saw this, and it is very cool. Find it.

B.E.S. Support Ship WIND – Machine – Level 4 – ATK 1000 – DEF 1800 If you control no monsters, or if you control “Boss Rush”, you can special summon this card from your hand. Once per turn, you can add one counter to a “B.E.S.” monster, or “Big Core”, you control. Comments: This archetype desperately needed a monster like this. It's perfect for a tribute summon of a Core, and works as an extra attacker to pile on the pain if you already have it out. It can be recycled easily, and helps to maintain the B.E.S. monsters.

Warning – Enemy Approaching Normal Spell Card Only activate this card if you do not control "Boss Rush". Discard one card to activate one “Boss Rush” from your deck. Then, you can special summon one “B.E.S.” monster, or “Big Core”, from your deck or graveyard if you do not control any monsters. You cannot normal summon the turn you activate this card. Comments: I figure this is fairly balanced, actually. Easy searching of Boss Rush, and a B.E.S. monster to go with it under the right conditions. Runer5h 21:28, April 1, 2010 (UTC)Runer5h

It seems that Gardna Caller will be similar to the playstyle of Gravekeeper's Spy: Resilient and can search its own copies from the deck, and not to mention that it will be splashable in many types of decks because it can get its own copies to be summoned. Also, 2400 DEF for a Level 4 with no negative effect tied to it (switching to Defence position is not a negative effect; it is a beneficial one) is overkill, don't you think?

--

I like the idea of the Defence playstyle, so I will suggest not from the Gardna side, but the "Total Defense" side, which focuses on attacking in defence.

Total Defense Pawn DARK / Warrior / Effect / Level 3 / 200 ATK / 1700 DEF This card is switched into Defense Position when summoned. This card can attack while in Defence position, and in this case, the ATK is applied for Damage Calculation. This card can attack your opponent directly.
 * This card is a basic Defense Position attacker with a direct attacking ability to make it an asset to the team.

Total Defense Guard DARK / Warrior / Effect / Level 3 / 500 ATK / 1900 DEF This card is switched into Defense Position when Normal Summoned or Flip Summoned successfully. This card can attack while in Defense position, and in this case, the ATK is applied for Damage Calculation. When at least one of your Defence Position monsters will be destroyed or removed from play, tribute this card to negate that effect or prevent that destruction.
 * Because Defense Position monsters are more vulnerable to destruction than Attack Position monsters, this card will hopefully give them more survivability.

Total Defense Sniper DARK / Warrior / Effect / Level 4 / 700 ATK / 1800 DEF This card is switched into Defence Position when Normal Summoned or Flip Summoned successfully. This card can attack while in Defense position, and in this case, the ATK is applied for Damage Calculation. This card is not destroyed if it attacks the opponent's monster (Damage Calculation is applied normally). The opponent will not be able to change that monster's position, tribute it or attack with it. Its effect is also negated.
 * The card is basically a risk-and-reward type, because while it cannot get harmed by attacking, it needs to suffer damage before the benefits reap in. This will hamper with the opponent's strategy if they require that monster to work with them.

Total Defense Knight DARK / Warrior / Effect / Level 4 / 1000 ATK / 2100 DEF This card is switched into Defense Position when Normal Summoned or Flip Summoned successfully. This card can attack while in Defense position, and in this case, the ATK is applied for Damage Calculation.
 * This card is the basic Total Defense monster, and doesn't have much quirks going on with it, other than the DEF is meant to let it survive Cyber Dragons.

Total Defense Commander DARK / Warrior / Effect / Level 5 / 1200 ATK / 2300 DEF This card is switched into Defense Position when Normal Summoned or Flip Summoned successfully. This card can attack while in Defence Position, and in this case, the ATK is applied for Damage Calculation. All monsters you control can attack the opponent while in face-up Defense Position as long as this card is face-up Attack Position on the field, and in this case, the ATK is applied for Damage Calculation.
 * With the card on the field, the player should be allowed to attack even when the opponent tries to switch the position of the monsters, making attacks harder to stop. Since it is in range for Heart of Clear Water, the card can make sure your Defense Position monsters will still be able to attack.

Total Defense Legend DARK / Warrior / Effect / Level 8 / 2000 ATK / 3200 DEF This card cannot be Special Summoned except by its own effect. This card is switched into Defense Position when Normal Summoned or Flip Summoned successfully. This card can attack while in Defense Position, and in this case, the ATK is applied for Damage Calculation. When this face-up card is removed from the field by the opponent except by battle, Special Summon it in Attack Position during the End Phase of the turn it is removed from the field. It cannot switch its position except by card effect on your next turn.
 * This card is meant for survivability, and is rewarding to summon, because it can keep coming back to the field when the opponent tries to clear it easily. Its negative effects serve to balance it so that it won't be too unstoppable.

Total Defense Weapon Equip Spell Card The equipped monster is able to attack while in Defense Position, but in this case, the ATK is applied for Damage Calculation.
 * The card is meant to give monsters that benefits in Defense Position or those that will not be able to attack immediately a chance to attack the opponent without worrying about some cards like Mirror Force and Level Limit Area-B, or to just give them that ability if their position can't be changed (like Goblin Attack Force).

Vigil Sanctuary Field Spell Card All Defense Position monsters increases its ATK by 1000.
 * This card gives this Archetype a much needed boost to their quite-low attack for their level, which will make them a real force. Of course, the bonus is most of the time irrelevant to the opponent because they will never attack in Defence.

Spirit of Defense Normal Trap Card Tribute one "Total Defense" monster. Then select a monster on your side of the field. Until the end of your second turn after the effect is activated, the selected monster can attack the opponent in Defense Position, and its DEF is applied as its ATK for Damage Calculation. 115.134.252.25 19:25, April 5, 2010 (UTC)
 * This is a card that works well with high defense monsters, because it can make them instantly become triumphant in battle when their ATK takes their DEF value temporarily, and is an overall nice surprise for the opponent when used correctly.

LIGHT LORD DRAGON
-SEMI LIMITED-

2400/1800 6 stars light dragon monster/efect THIS CARD CANNOT BE NORMAL SUMMONED OR SET. THIS CARD CANNOT BE SPECIAL SUMMONED EXCEPT BY HAVING EXACTLY 3 LIGHTSWORNS IN YOUR GRAVEYARD, YOU CAN REMOVE FROM PLAY 1 LIGHT MONSTER IN YOUR GRAVEYARD TO DESTROY 1 CARD YOUR OPONENT CONTROLS. YOU CAN ONLY DO THIS EFECT TWICE PER TURN. DURING THE END PHASE YOU MUST SEND 3 CARDS FROM THE TOP OF YOUR DECK TO THE GRAVEYARD, IF IN THE CARDS YOU MILLED ARE 1 OR MORE LIGHTSWORN YOU CAN SPECIAL SUMMON 1 OF THEM.

== LIGHTSWORN COMMANDER ==                       -LIMITED-

800/1900 3 stars light warrior monster/tuner/efect IF YOU CONTROL ONE OR MORE LIGHTSWORN MONSTERS IN YOUR SIDE OF THE FIELD YOU CAN SPECIAL SUMMON THIS CARD FROM YOUR HAND, YOU CAN DISCARD ONE CARD TO SPECIAL SUMMON ONE LEVEL 4 OR LOWER LIGHTSWORN MONSTER, THIS CARD IS DESTROYED DURING THE END PHASE.

TWILIGHT PEGASSUS
-LIMITED-

4000/2000 10 stars dark beast monster/efect            THIS CARD CANNOT BE NORMAL SUMMONED OR SET. THIS CARD CANNOT BE SPECIAL SUMMONED EXCEPT BY REMOVING FROM PLAY 1 JUDGMENT DRAGON AND 6 LIGHTSWORN MONTERS WITH DIFERENT NAMES IN YOUR SIDE OF THE FIELD OR IN YOUR GRAVEYARD. WHEN THIS CARD IS SUMMONED BY THIS WAY, YOU CAN DESTROY AL CARDS ON THE FIELD EXCEPT THIS CARD,YOUR OPONENT CANNOT ACTIVATE CARD EFECTS THIS TIME, YOU CAN PAY 3000 LIFE POINTS AND RETURN UP TO 2 LIGHTSWORN MONSTERS THAT ARE REMOVED FROM PLAY TO THE FIELD. YOU MUST SEND 10 CARDS FROM THE TOP OF YOUR DECK TO THE GRAVEYARD AT THE END PHASE. FOR EACH LIGHTSWORN YOU MILLED, YOU LOOSE 700 LIFE POINTS.

Um... My ideas aren't so great but here they are...

Blue-Eyes Archetype
White Dragon Knight

Type: Dragon/Fusion/Effect

Attribute: LIGHT

Level: 10

Fusion: Blue-Eyes White Dragon + Black Luster Soldier

ATK: 3,500 / DEF: 3,000

Effect: This card can only be special summoned with the fusion material monsters listed on this card. This card gains 500 ATK points for every DARK and LIGHT monster on the field. When this card is destroyed by battle and sent to the graveyard, you can special summon one Blue-Eyes White Dragon and one Black Luster Soldier from the graveyard.

Blue-Eyes Star Dragon

Type: Dragon/Fusion/Effect

Attribute: LIGHT

Level: 10

Fusion Monster: Blue-Eyes White Dragon + Stardust Dragon

ATK: 3200 / DEF: 3000

Effect: This card's name is treated as Blue-Eyes White Dragon when face up on the field. You can tribute this monster to negate the activation of your opponent's spell, trap or monster card effect and destroy it. If you use this effect, special summon Blue-Eyes Star Dragon from your graveyard at the end of your turn.

Blue-Eyes Crimson Dragon

Type: Dragon/Fusion/Effect

Attribute: LIGHT

Level: 10

Fusion Monster: Blue-Eyes White Dragon + Red Dragon Archfiend

Atk: 3300 / DEF: 2800

Effect: This card's name is treated as Blue-Eyes White Dragon when face up on the field. If this card destroys a monster on your opponent's side of the field, destroy all monsters on your opponent's side of the field. If this effect is activated, no other monster on your side of the field can attack this turn.

White Rose Dragon

Type: Dragon/Synchro/Effect

Attribute: LIGHT

Level: 9

Synchro Monster: Black Rose Dragon + White Stone of Legend + a dragon non-tuner monster.

Atk: 2800 / DEF: 2000

Effect: Once per turn you may pay 1000 life points to destroy all cards on the field other than White Rose Dragon. If this effect is activated you cannot conduct your battle phase this turn.

Designer's Comments: These are well, all Blue-Eyes and Five Dragon Fusions and a Black Luster Soldier and Blue-Eyes White Dragon combo. These cards all upgraded versions of the Five Dragons cards' effects. On the note of new effects White Dragon Knight has a built in De-Fusion effect should it be destroyed.

Five Dragons
Red Star Knight

Type: Warrior/Tuner/Effect

Attribute: LIGHT

Level: 4

ATK: 1400 / DEF: 1400

Effect: This card may only be used to synchro summon a dragon synchro monster. When this card is used as a synchro material monster for Stardust Dragon, Red Dragon Archfiend, Black Rose Dragon, Ancient Fairy Dragon or Black Feather Dragon, you may add one Majestic Dragon to your hand from your deck.

Red Star Mage

Type: Spellcaster/Effect

Level: 3

ATK: 1300 / DEF: 1600

Effect: While this card is face up on the field you may activate trap cards from your hand.

Red Star Synchron

Type: Warrior/Tuner/Effect

Level: 3

ATK: 1400 / DEF: 1500

Effect: You may substitute this card for any Synchron monster required as a synchro material monster on a synchro monster in your extra deck. If there is a dragon monster on your side of the field, you can increase or decrease this card's level by up to 2.

Star Break

Type: Quick Play Magic Card

Effect: Activate when a Stardust Dragon is summoned to the field, destroy all magic and trap cards on the opponent's side of the field and inflict 200 points of damage for each magic and trap card destroyed by this effect. You may not activate magic or trap cards the turn you activate this card.

Burning Thunder Force

Type: Quick Play Magic Card

Effect: Activate when a Red Dragon Archfiend is summoned to the field, destroy all monster cards on your opponent's side of the field and inflict 200 points of damage for each monster destroyed by this effect. Red Dragon Archfiend's effects are negated the turn you activate this card. You may not conduct your battle phase the turn you activate this card.

Rose Aroma

Type: Quick Play Magic Card

Effect: Activate when a Black Rose Dragon is summoned to the field, by removing from play five plant monsters from your deck to lower the defense points of all monsters on your opponent's side of the field to 0. When Black Rose Dragon destroys a monster by battle this turn, inflict damage equal to the difference between Black Rose Dragon's attack points and the destroyed monster's defense points.

Ancient Bliss

Type: Quick Play Magic Card

Effect: Activate when a Ancient Fairy Dragon is summoned to the field, you may remove from play up to four DARK monsters from either player's graveyard to gain 1000 life points for each card removed from play by this card's effect. Ancient Fairy Dragon gains 300 attack points for each card removed by this card's effect.

Blackfeather Cannon

Type: Normal Trap Card

Effect: Activate when a Blackfeather Dragon is summoned to your side of the field, you may automatically add four Black Feather counters to Blackfeather Dragon. Blackfeather Dragon gains 700 attack points instead of loses 700 attack points for each counter added by this card's effect. If this card is destroyed and sent to the graveyard inflict 500 points of damage to each player.

Card designer's comments:

So we basically have all support cards. Red Star Knight is preferably used for people who would wanna run a Majestic deck and have a killer summoning combo. Red Star Mage is basically more if it were to exist in 5D's rather than real life since they Riding Duel and all but it could be useful in the right deck in real life, Trap Monster decks especially. Red Star Synchron is more of a Yusei specific card and a great card for Synchron deck users but I guess I could see it being a really great synchro tuner monster for any dragon deck user as well. Star Break and Burning Thunder Force are basically cards to give Red Dragon Archfiend and Stardust Dragon an edge in a close duel that requires an immediate burn damage attack. Stunts like that can instantly win you the duel if your opponent is weak enough. Rose Armoa is basically a card that allows Black Rose Dragon to inflict a 2400 effect damage strike and Ancient Bliss is used to regenerate LP and possibly mess up your opponent. Blackfeather Cannon is basically a power card for the Blackwing Archetype but also takes away the nasty bite from Blackfeather Dragon's effect. If these were real and you ran a dragon synchro deck, three of the five make nice replacements for: Heavy Storm, Burst Stream of Destruction/Lightning Vortex, and Emergency Provisions and other life point cards, assuming you can summon any of the three dragons fast enough of course.

Original Dragon Archetype Support
Note: This is my own original dragon support archetype. Name inspired by Kaiser from Yugioh GX.

Kaiser Leo

Type: Beast/Union/Effect

Attribute: FIRE

Level: 3

ATK: 1600 / DEF: 1700

Effect: Once per turn you may equip this card to a dragon or warrior monster or special summon it to your side of the field in face up attack position. Increase the equipped monster's attack points by 500. When the equipped monster destroys an opponent's monster by battle inflict damage equal to half of the destroyed monster's original attack points. Should the equipped monster be destroyed, destroy this card instead and special summon one Kaiser monster from your deck.

Kaiser Warrior Lady

Type: Warrior/Tuner/Effect

Attribute: FIRE

Level: 4

ATK: 2000 / DEF: 1600

Effect: This card cannot be normal summoned unless there is a dragon monster on your side of the field. If there is a Kaiser Leo in your graveyard you may equip it to this card.

Kaiser Warrior

Type: Warrior/Effect

Attribute: FIRE

Level: 5

ATK: 2400 / DEF: 1800

Effect: When this card destroys a monster by battle, it is removed from play instead.

Kaiser Thunder

Type: Tunder/Union/Effect

Attribute: LIGHT

Level: 2

ATK: 1200 / DEF: 1000

Effect: You may equip this card to a Kaiser Warrior Lady or special summon it to your side of the field in face up attack position. (There may only be one union monster equipped at a time) When this card is equipped to a Kaiser Warrior Lady if it battles a non-DARK or LIGHT monster destroy it without applying damage calculation.

Kaiser Goddess

Type: Warrior/Synchro/Effect

Synchro Material Monsters: Kaiser Leo + Kaiser Warrior Lady + 1 or more non-tuner monsters

Attribute: FIRE

Level: 9

ATK: 2800 / DEF: 2000

Effect: As long as this card is face up on the field dragon monsters you control cannot be destroyed by battle. When this card is destroyed, destroy one dragon monster on your side of the field.

Designer's Comments: These are based around supporting Dragons while also providing a useful playing style for those who like Fire-Dragon Hybrid decks. Kaiser Thunder namely when equipped to Kaiser Warrior Lady enables the useful ability to destroy any non dark or light monster it battles. Though it can't rid the field of the peskier monsters, it can be a useful asset when dealing with Stardust Dragon and its counterparts.

Red-Eyes Archetype
Master of Black Dragon Soldier

Type: Dragon/Fusion/Effect

Material Monsters: Red-Eyes B. Dragon and Black Luster Soldier

Attribute: DARK

Level: 9

ATK: 3800 / DEF: 3000

Effect: If this card battles a LIGHT dragon monster, destroy that monster without applying damage calculation.

Designer's Comments: This is more of a tribute to poor Joey Wheeler who could never take out Kaiba. Heh, I'd love to see the look on Kaiba's face if Joey ever summoned this bad boy to the field.

Dark Magicians Archetype
Sorceress of Dark Magic

Type: Spellcaster/Effect

Attribute: DARK

Level: 8

ATK: 2700 / DEF: 2400

Effect: This card can only be special summoned by removing from play one Dark Magician and Dark Magician Girl from your graveyard. As long as this card is face up on the field, your opponent cannot activate magic or trap cards. This card gains 300 ATK points for every "Magician" monster removed from play.

Designer's Comments: Personally I was sorta surprised we had not seen this one. This is basically the Dark Magician Girl's answer to the Dark Magician's ascended form Sorcerer of Dark Magic. It has a rather nice lock down effect though. In real life this thing would be so broken though.

Cyberdark
Cyber Chimera

Type: Beast/Tuner/Effect

Level: 3

ATK: 1000 / DEF: 2000

Effect: When this card is in the graveyard and face up on the field it is also treated as a Dragon monster. If this card is equipped to a Cyberdark monster, its attack and defense points are switched.

Designer's Comments: Basically, a useful Cyberdark support monster used to lull the opponent into a false sense of security until you summon any of the Cyberdarks and let them have it. Personally if it were real I'd recommend opening with it if you have the proper defense cards should the opponent open their first turn with some kind of death combo. --White Dragon Kaiser 03:26, April 4, 2010 (UTC)

Fiends!!!
I adore fiend type monsters and I think there's missing a good field to help them so I thought about this card. Fiend World As long as this card remains face up on the field,all fiend type monsters gains 500 ATK. All non-fiend type monsters cannot declare an attack. In addition, if a fiend type monster battles a defense position monster whose DEF is lower than the ATK of the attacking monster, inflict the difference as battle damage. At the end of the end phase in which this card is destroyed you can send 1 fiend type monster from your hand to the graveyard to add this card to your hand from the graveyard.

Evil Hero Vicho 20:05, April 5, 2010 (UTC) Evil Hero Vicho

Overlord Parshath
I totally love the Parshath series and quite happy with Neo-Parshath but what if they made and even stronger version...

Super, Mega, Ultra-Parshath, The Sky Deity

Type: Fairy/Effect Level 11 ATK/2900 DEF/2200

Effect: You can Special Summon this card by Tributing 1 "Neo-Parshath, the Sky Paladin". During battle between this attacking card and a Defense Position monster whose DEF is lower than the ATK  of this card, inflict the difference as Battle Damage to your opponent. When this card inflicts Battle Damage to your opponent, draw 1 card. While "The Sanctuary in the Sky" is on the field and your Life Points are higher than your opponent's, this card gains ATK and DEF equal to the difference in Life Points. Each turn, this card can attack all of your opponent's monsters.

If only it were real.--Hide Head Turtle 11:34, April 6, 2010 (UTC)

Water Support
Tsunami Dragon IronChain 12:01, April 6, 2010 (UTC)
 * Level 8
 * WATER
 * ATK/2800DEF/800
 * Sea Serpent/Effect
 * This card cannot be Normal Summoned or Set. This card cannot be Special Summoned except by having exactly 5 Fish, Sea Serpent or Aqua type monsters in your Graveyard. Once per turn, you can remove two Fish, Sea Serpent or  Aqua type monsters in your Graveyard from play to destroy one monster and one spell or trap your opponent controls, but this card cannot attack the turn you activate this effect. This cards controller takes 800 damage for each card destroyed by this cards effect.
 * It seems like a lifetime since we got any good water suppport, a cheap card but it would be fun to use.

I like it, but how about adding the cost of having to control "Umi" to activate the effect? I think that would balance it out a bit.--Akiza Izayoi 00:25, April 8, 2010 (UTC)

Roar of the Dragon God!
Roar of the Dragon God! "Pay Half of your life points and select one Dragon-Type Monster you control and double it's attack points. During this turn it can attack twice. Remove it from play at the end phase"-Spell Card.

I wanna either replace half of your life points with 4000 life points, but idk.

Gear

 * Name: Geartown II
 * Card Type: Field Spell
 * Effect: This card cannot be activated unless there is a Geartown in your Graveyard. Each time a Monster is Normal Summoned or Set, put one Ancient Gear Counter on this card. Once per turn, you can remove all Ancient Gear Counter from this card to reduce the level of all Ancient Gear Monsters in your hand by the amout of Ancient Gear Counters removed. During the turn this effect was activated, Ancient Gear Monsters on the field gains attack equal of the numbers of Ancient Gear Counters removed x 200. When this card is destroyed and sent to the graveyard, add one Geartown from your graveyard to your hand and remove from play this card.

Ancient Gears need support. Ancientgearking 14:05, April 17, 2010 (UTC)

Amazoness Support Card
Amazoness Guardian EARTH - Warrior - Level 4 - ATK 1900 - DEF 1500 You can discard this card to add one "Amazoness Village" from your Deck to your Hand. When an "Amazoness" monster or "Amazon Archer" you control battles, you can remove this card in your graveyard from play to halve the original ATK and DEF of the monster it is battling. Comments: I might have gone a bit overboard on this one, but I think the Amazonesses NEED NEED NEED a field searcher - that Village will be essential to newer Amazoness decks. And though it works like a I-don't-lose-card-advantage-neener-neener Honest, your opponent can at least see it coming. And this way, Amazonesses can power over Gravekeeper's Spies, Hoplomi, etc. Runer5h 00:22, May 13, 2010 (UTC)Runer5h