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.

Charge of the Fag Brigade (Magic Card): Remove all Judgement Dragons from both players deck and graveyeard from play, then add one level 4 or lower dark monster from your deck to your hand. Hebi No David 23:16, February 14, 2010 (UTC)

"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. Once per turn, when a level 4 or lower Beast-Type or Beast-Warrior-Type Monster you control is destroyed and sent to the graveyard, select and add 1 Beast-Type or Beast-Warrior-Type monster of the same level from your deck to your hand. You cannot Summon that monster this turn.

(Note: Okay, the wording for this card's effect seems a little odd, so here's the rundown: if a card effect is active that would specifically affect Normal Monsters, specifically affect everything but Normal Monsters, specifically affect Effect Monsters, or specifically affect everything but Effect Monsters, while this card's effect is active, level 4 or lower Beast and Beast-Warrior Effect monsters are treated, for the duration of that card's effect, as being Normal Monsters, and the card effect will apply to or exclude from being applied to them, accordingly. So, say you have a face-up DEF Soul Tiger, face-up ATK Enraged Battle Ox, and this card in ATK on the field, and you activate Justi-Break; this card and Soul Tiger would be destroyed, but Enraged Battle Ox won't be, since this card is treating him as a Normal Monster for the duration of Justi-Break's effect. And this applies to anywhere, so while its effect is applied, you can draw an extra card with Heart of the Underdog, if you draw a level 4 or lower Beast or Beast-Warrior Effect Monster, or you can even summon level 4 Beast-Warrior Effect monsters with Minoan Centaur's effect. But this is only for the duration of card effects that specifically makes a distinction between Normal Monsters and/or Effect Monsters, and other Monsters. I know, it screws with a couple of rules, but I can't really word it any better than that.)

Stalker of Tawny Shadows -- Level: 1 -- EARTH -- Beast/Effect/Tuner -- 1400 ATK/950 DEF -- Effect: This card cannot be used as a Synchro Material Monster, except for the Synchro Summon of a Beast-Type or Beast-Warrior-Type Synchro Monster. If this card is used as a Synchro Material Monster, the other Synchro Material Monster(s) must all be Beast-Type or Beast-Warrior-Type. Also, when this card is used as a Synchro Material Monster, you can discard 1 card and declare 1 Attribute. If you do, this card gains 1 level, and the other Synchro Material Monster(s) are treated as having the declared Attribute.

(Note: This is just because I was really tired of trying to finagle the two tiger Synchros into my tiger deck; this basically works both of them in, fairly easily.)

'''Tippou, Tiger Emperor of Mysore -- Level: 5 -- EARTH -- Beast-Warrior/Synchro/Effect -- 2600 ATK/1400 DEF -- 1 Beast-Type or Beast-Warrior-Type Tuner + 1 or more non-Tuner Beast-Type or Beast-Warrior-Type monsters -- Effect: For each Normal Monster you control, all Effect Monsters the opponent controls lose 200 ATK and DEF. If you control more face-up Normal Monsters than the opponent controls face-up Effect Monsters, negate the effect of all Effect Monsters the opponent controls.

(Note: This card I created, because there was just not enough Beast-Warrior monsters, and because I needed a monster for my tiger deck that I could actually use. Yeah, it's a little broken with Glass Tiger, but what did you expect?)

Primary Perception -- Continuous Spell -- Effect: Activate by removing from play 1 Beast-Type and 1 Beast-Warrior Type monster you control. All Beast-Type and Beast-Warrior-Type monsters you control gain 200 ATK and DEF for each Beast-Type or Beast-Warrior-Type monster on the field. If a card effect that applies to either Beast-Type OR Beast-Warrior-Type monsters, but not both, you can apply it to both monster types.

(Note: This card I made, because I was getting sick of Beast-Warriors getting the shaft when it comes to support. I figured, since the early support mashed Beast and Beast-Warrior together, let's have a card that goes back to that. And, so, here it is.)

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 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 support cards 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. Destroy all monsters on the field, 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. 70.247.169.204 17:02, March 16, 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)