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Kenny_C.002
03-06-2004, 04:51 PM
Here you can make your own YGO or magic cards to be discussed and possibly rated. Again, one tries to be realistic without making somethng too broken.

I'll start the game with a magic and a YGO card:

Magic:

Warphole of the Abyss (B)
4BB
Enchantment
At the beginning of every player's upkeep, that player removes a permanent s/he controls from the game. If Warphole of the Abyss leaves play, return all cards removed this way into play under its owner's control.

YGO:

Necromancer
7/ Dark/ Spellcaster
When Necromancer comes into play and is played from your hand, you may special summon a monster card from your graveyard onto the field (no tribute is required for monsters with levels 5 or higher). When Necromancer goes to the graveyard from play, that creature is destroyed.
400/200
Note: This card is restricted to 1 per deck.

Both cards have insanely high abusability...

Jet
03-07-2004, 04:44 AM
Not this again.. ^_^ =P

YGO:

The Dark Dragon Champion

Type: Monster – Dragon

Attribute – Dark

Stars: 8

Atk/Def: 2600/2100

Fusion: Gaia the Dark Knight / Curse of Dragon

Effect: This card may attack your opponent’s Life Point’s directly if your opponent has more monsters on his/her side of the field than yours. Discard a card from your hand to negate the effect of a trap card and destroy it.
Ultra Rare


(FYI: There IS such a card as Gaia the Dark Knight... 7 stars, Dark warrior, same ATK/DEF as normal Gaia. Effect: If your opponent has 2 or more monsters in his/her side than yours, you may play this card without any tributes... <something like that>)

Nega-Eyes Void Dragon

Type: Monster – Dragon

Attribute – Light

Stars: 12

Atk/Def: 5000/4000

Fusion: Blue Eyes White Dragon / Red Eyes Black Dragon

Effect: During any player’s main phase, you may change the attribute of this card to either Dark or Light.
Secret Rare

MTG: (All in my set, which is based on HAND, not artifacts... but the HAND. If anyone wants to see it, I'll make a thread about it? =P)

Disruption Wave
2U
Instant
Counter target spell unless its controller pays (2) for each card in your hand.
Common

Blind Robbery
3U
Sorcery
Gain control of target creature if its converted mana cost is equal to the number of cards in its owner's hand. (This effect doesn't end at end of turn.)
Uncommon

Lies and Deception
U
Instant
Draw a card. Tell your opponent what card type it is (Card types are creatures, sorceries, instants, lands, enchantments, and artifacts.) Then place any card in your hand face down. Your opponent guesses what card type it is. Show the card to your opponent. If your opponent guessed correct, place the card you drew on the bottom of your deck, and your opponent draws 3 cards. If your opponent guessed wrong, draw 2 cards. Either way, return the face down card back to your hand.
Rare

Suppresive Power
UU
Sorcery
Tap all lands you control. During your next untap phase, after you untap all of your permanents, draw a card for each untapped land you control.
Rare

Mana Shield
1U
Instant
Target creature you control can't be the target of spells and abilities this turn, unless the spell or ability's controller pays X, where X is the number of cards in your hand.
Common

Flight of Dreams
2U
Sorcery
Up to X target creatures gain flying until end of turn, where X is the number of cards in your hand.
Common

Ice Barrier
2U
Instant
Untap target creature. It can't be the target of spells and abilities until end of turn.
Common

Price of Power
2U
Instant
Put the top X cards of target player's library into his/her graveyard, where X is the number of cards in his/her hand.
Uncommon

Voluntary Arrest
3UUU
Sorcery
Choose a target creature. Target creature's controller must pay it's casting cost and discard a card from his/her hand, or you gain control of target creature, and draw a card. (This effect doesn't end at end of turn.)
Uncommon

Kenny_C.002
03-07-2004, 05:02 AM
lol. Show it. I dont' think it'll be any harm done. I hope it's not like an "all blue" set or something tho. I like blue and everything...

Jet
03-07-2004, 05:18 AM
lol. Show it. I dont' think it'll be any harm done. I hope it's not like an "all blue" set or something tho. I like blue and everything...
of course not... that would be annoying... =P I'm just placing the blue first.

Kenny_C.002
03-07-2004, 05:36 AM
Tru. The "all blue" set would be overkill. lol

Dragon Tamer Connor
03-07-2004, 06:02 AM
YGO: Lightning Charge
Quick-Play Spell
Select 1 of your Thunder type monsters in play. Take up to 5 Equip Spell cards from your graveyard and equip them to the selected monster (you still cannot exceed the 5 spell/trap card limit).

Jet
03-07-2004, 06:02 AM
Problem is, I can't place it here yet because it's in MSE, so it's going to take a while.

Well whaddya know? new ones already!

YGO:

Spellbinding Crush

Type: Normal Spell

You can only play this card if your have Spellbinding Circle face-up in your side of the field, and targeting a monster. Destroy the monster Spellbinding Circle was targeting. Effects of the destroyed monster are negated. Return Spellbinding Circle back to your hand instead of putting it in your graveyard. Whenever you actiavate Spellbinding Circle from your side of the field, return Spellbinding Crush back to your hand from your graveyard.

Rare

Des Scissors

Type: Machine

Attribute - Dark

Stars: 4

ATK/DEF: 2500/0

Effect: Des Scissors can't attack your opponent's LP directly, and does not activate any trap cards (its still affected). Whenever Des Scissors successfully destroys a monster, it can't attack on your next turn.

Rare


MTG: (Red)

Star Blast
RR
Instant
Star Blast deals X damage to target creature or player, where X is the number of cards in your hand.
Common

Flame Barrier
2R
Sorcery
Until the end of your opponent's next turn, whenever a creature you control gets damaged by an opponent's source, that opponent takes the same amount of damage.
Common

Magma Storm
3RRR
Sorcery
Destroy target X lands, where X is the number of cards in your hand.
Uncommon

Lightning Fists
2R
Instant
Target creature gets +2/+0 and double strike until end of turn.
Common

Total Command
8RR
Sorcery
Untap all permanents. You gain control of all of your opponent's permanents until end of turn. All creatures gains haste until end of turn. During your opponent's next turn, all of his/her steps are doubled (He/she has 2 upkeeps, 2 draw phases, 2 main phase 1, 2 battle phases, 2 main phase 2, 2 discard phases.)
Rare

Blast Fodder
2R
Sorcery
As an addition to play Blast Fodder, sacrfice a creature. Blast Fodder deals damage to target creature or player equal to the sacrificed creature's power.
Uncommon

Beaslty Portal
3RRR
Sorcery
Beastly Portal can't be countered.
Alert - In addition, put 2 5/5 Red Dragon tokens into play with flying. (You have Alert if you have 3 or less cards in your hand.)
Choose one - Put 6 1/1 Red Cat tokens into play with haste, or 4 3/3 Beast tokens into play with trample.
Entwine 3RRR (Choose both if you pay the entwine cost.)
Rare

Lightning Blitz
1R
Instant
As an addition to play Lightning Blitz, discard any number of cards from your hand. Lightning Blitz deals 2 damage to target creature or player, and an additional 2 damage for each card you disarded this way. If a creature is destroyed this way, it can't be regenerated.
Uncommon

Kenny_C.002
03-07-2004, 05:10 PM
Star Blast
RR
Instant
Star Blast deals X damage to target creature or player, where X is the number of cards in your hand.
Uncommon

This is because you tend t be able to kill almost any creature hitting the board early on. Also, dealing 7 damage to a player on turn two...Wait, it's a RARE.

Flame Barrier
2R
Sorcery
Until the end of your opponent's next turn, whenever a creature you control gets damaged by an opponent's source, that opponent takes the same amount of damage.
Common

I like the concept and it's very red. I was thinking maybe make it an instant and until the end of turn. But then it would be uncommon. Your choice.

Magma Storm
3RRR
Sorcery
Destroy target X lands, where X is the number of cards in your hand.
Rare

Mass land destruction is always rare. Perfect cost.

Lightning Fists
2R
Instant
Target creature gets +2/+0 and double strike until end of turn.
Uncommon

I'm leaning to uncommon here. doulbe strike should never be a common ability. Also, this is a highly potential finisher. Might want to up to 4.

Total Command
8RR
Sorcery
Untap all permanents. You gain control of all of your opponent's permanents until end of turn. All creatures gains haste until end of turn. During your opponent's next turn, all of his/her steps are doubled (He/she has 2 upkeeps, 2 draw phases, 2 main phase 1, 2 battle phases, 2 main phase 2, 2 discard phases.)
Rare

The wording is quite bad. I think you should just say something like "your opponent then takes an extra turn in addition to to their next turn. This would solve many problems. I like the card (but reminds me of insurrection).

Blast Fodder
2R
Sorcery
As an addition to play Blast Fodder, sacrfice a creature. Blast Fodder deals damage to target creature or player equal to the sacrificed creature's power.
Uncommon

Very good.

Beastly Portal
6RRR
Sorcery
Beastly Portal can't be countered.
Alert - In addition, put 2 5/5 Red Dragon tokens into play with flying. (You have Alert if you have 3 or less cards in your hand.)
Choose one - Put 6 1/1 Red Cat tokens into play with haste, or 2 3/3 Beast tokens into play with trample.
Entwine 2RR (Choose both if you pay the entwine cost.)
Rare

Wow. Even at this extra costing, this is a contender. I just think you did a typo on the 3/3 beasts there. Anyway, I think maybe you should sac the 6 1/1 cat tokens to keep with the feel of the blistering firecats.

Lightning Blitz
1R
Instant
As an addition to play Lightning Blitz, discard any number of cards from your hand. Lightning Blitz deals 2 damage to target creature or player, and an additional 2 damage for each card you disarded this way. If a creature is destroyed this way, it can't be regenerated.
Uncommon

This might work as a common. Cuz it kinda feels like flame burst. If you reduce the extra to 1, I think it'll be a good enough common (aka a good one).

Disruption Wave
2U
Instant
Counter target spell unless its controller pays (2) for each card in your hand.
Common

Good.

Blind Robbery
3U
Sorcery
Gain control of target creature if its converted mana cost is equal to the number of cards in its owner's hand. (This effect doesn't end at end of turn.)
Uncommon

Nice.

Lies and Deception
U
Instant
Draw a card. Tell your opponent what card type it is (Card types are creatures, sorceries, instants, lands, enchantments, and artifacts.) Then place any card in your hand face down. Your opponent guesses what card type it is. Show the card to your opponent. If your opponent guessed correct, place the card you drew on the bottom of your deck, and your opponent draws 3 cards. If your opponent guessed wrong, draw 2 cards. Either way, return the face down card back to your hand.
Rare

Sounds kinda clunky. Maybe some wording differences?

Suppresive Power
5UUU
Sorcery
Tap all lands you control. <---(this is not a drawback) During your next untap phase, after you untap all of your permanents, draw a card for each untapped land you control.
Rare

This is uncosted by far.

Mana Shield
1U
Instant
Target creature you control can't be the target of spells and abilities this turn, unless the spell or ability's controller pays X, where X is the number of cards in your hand.
Common

Good common.

Flight of Dreams
2U
Sorcery
Up to X target creatures gain flying until end of turn, where X is the number of cards in your hand.
Common

Good.

Ice Barrier
2U
Instant
Untap target creature. It can't be the target of spells and abilities until end of turn.
Common

Name doesn't work. Mechanic good.

Price of Power
2U
Instant
Put the top X cards of target player's library into his/her graveyard, where X is the number of cards in his/her hand.
Rare

Yeah. I think drafting this is way too pwoerful. Need teh rare symbol.

Voluntary Arrest
3UUU
Sorcery
Choose a target creature. <---(This is redudant) Target creature's controller must pay it's casting cost and discard a card from his/her hand, or you gain control of target creature, and draw a card. (This effect doesn't end at end of turn.)
Uncommon

The drawing part is overkill. Same with the discarding part. This way, you can drop the cost to 5 (making it instantly playable) and have it keep its spirit.

Well, those are my suggestions for today. :P

And just because, I'm making a card.

Angel of Darkness
Creature - Angel
3BB
Flying
Whenever Angel of Darkness destroys a creature, remove the creature from the game.
2/4
Rare

comment: Probably one of the more worthless angels around. Kinda wanted something like this tho (thinks of combos).

Pidgeot79
03-07-2004, 05:28 PM
Mystical Doctor
Fusion Monster/Effect/Spellcaster/Light/7/1000/1000
"Mystical Elf"+"Injection Fairy Lily"
Effect:This monster can only be Special Summoned by Fusion Summon.You may pay 3000 lifepoints during the damage step of either player's turn to increase this monster's ATK points by 3000 only during the damage step.Increase your lifepoints by 200 for each monster on the field (including opponent's side).

Swarming Serpants
Fusion Monster/Effect/Sea Serpant/Aqua/3/400/1000
"Sinister Serpant"+"Troop Dragon"
When this card is special summoned destroy all monsters on your side of the field and place 5 Serpant Tokens on the field (Token/Sea Serpant/Aqua/4/1600/2000/Effect:This monster can only attack when there are no monsters on your opponent's side of the field.When this card is destroyed place another Sea Serpant Token on your side of the field during your next Standby Phase.As long as a Sea Serpant Token remains face up on the field you can not Special Summon or Normal Summon or Set a monster.)

Jet
03-08-2004, 09:47 PM
Well, I'll be posting only YGO for awhile...

Chaos Magician Girl

Effect Monster/Spellcaster/Light/6/2000/1700

This card can only be Special Summoned by removing 1 LIGHT and 1 DARK monster in your Graveyard from play. Increase the ATK of this card by 500 for each monster card that has been removed from play. During anytime in the duel, a player may return monster cards he/she owns that have been removed play back to the graveyard. Discard 1 card from your hand to negate the activation of an effect monster and destroy it.


Chaos Valkyrie

Effect Monster/Spellcaster/Dark/1600/1800

This card can only be Special Summoned by removing 1 LIGHT and 1 DARK monster in your Graveyard from play. Spellcasters on your side of the field are not affected by your opponent's spell cards, and can't be attacked unless they offer one of thier other monsters as a tribute for a Spellcaster to be a target. When this card is sent to the graveyard through battle, increase the ATK of all monsters by 500 until end of turn and inflict 500 points of direct damage to your opponent for each monster that got its ATK increased this way.

Alakazam
03-09-2004, 03:50 PM
Here we go (YGO, of course):


ACROPOLIS OF HOPE
Permanent Trap
Effect: Whenever a monster is summoned (including special summon, excluding flip summon, put a spell counter on this card. At any time, you may discard this card to special summon a monster from the graveyard with a level equal to the number of spell counters on this card.

ACROPOLIS OF DESPAIR
Permanent Trap
Effect: Whenever a monster is summoned (including special summon, excluding flip summon, put a spell counter on this card. At any time, you may discard this card to remove a monster from your opponent's graveyard from the game with a level equal to the number of spell counters on this card.

BIO SOLDIER
Effect Monster
[Dark/Warrior/4-1750/400]
Effect: Whenever this monster destroys one of your opponent's monsters in battle, special summon a ([Dark/Fiend/1-500/500]) to your side of the field.

[b]BLACK MAGE GIRL
Effect Monster
[Dark/Spellcaster/4-1800/200]
Effect: Negate the effects of monsters this monster destroys in battle.

ANUBIS, GOD OF DEATH
Effect Monster
[Divine/Beast/12-3450/2800]
Effect: You must sacrifice three monsters to tribute summon this monster. When this monster is sucessfully tribute summoned, destroy all magic and trap cards on the field, and remove them from the game. Control of this monster cannot be changed. When this monster destroys one of your opponent's monsters in battle, negate their effects, and you may discard cards from the top of your deck equal to the destroyed monster's level to gain special summon the destroy monster to your field at End Phase.

Kenny_C.002
03-10-2004, 04:21 AM
ANUBIS, GOD OF DEATH
Effect Monster
[Divine/Beast/12-3450/2800]
Effect: You must sacrifice three monsters to tribute summon this monster. When this monster is sucessfully tribute summoned, remove all magic and trap cards on the field from the game. Control of this monster cannot be changed. When this monster destroys one of your opponent's monsters in battle, negate their effects, and you may discard cards from the top of your deck equal to the destroyed monster's level to gain special summon the destroy monster to your field at End Phase.

I'm not sure about the wording after tho. It's a little clunky, but I think you can reword it a little better and it'll be perfect. I've done one rewording for you lol. And Zammy: try making magic cards. Screw the colour wheel, just go with instinct. Though Jet is still stuck with the colour wheel thing lol.

Anyway (YGO):

Deity Reform
Spell Card
Remove all monsters in your deck from the game, then shuffle your library. Put target monster in your graveyard into play, regardless of any and all requirements. This is not a summon of any sort.

Darkness pierce
Spell Card
Destroy target non-light attribute monster on the field. Its owner special summons a 0/1000 heart token in defense mode.

Alakazam
03-10-2004, 11:59 AM
I truely don't think I know enough about the game and it's mechanics to make cards, but okay...BTW I thought Anubis'd be good. I was going for another 'god card', but not too cheap. I'll post some more (maybe magic too) later.

*runs to school*

Kenny_C.002
03-11-2004, 02:46 AM
No, no, no. I like the concept of it. I just don't like the wording of it since it's confusing. Like the rule is if someone else have to read it more than 3 times to get it, you should change the wording of it so it's more understandable. That's all (it's like the most minor of things to change, I guess).

Jet
03-11-2004, 08:31 AM
Hey wait a minute... I'm not stuck in the color wheel... =P

Anyway:

YGO:

Magnum Sentry
Continous Magic
This card cannot be destroyed except through traps.
When Robotic Sentry comes into play, choose 1 of the following effects:
- Destroy all monsters in defense position, and whenever a monster is placed in the defense position, it is immediately destroyed without activating any other cards.
- Whenever a monster is flipped face-up, it is immediately destroyed without activating any other effects.
- Whenever a monster attacks, after damage calculation, that monster is destroyed.

Magnum Trine
Effect Monster
[Dark/Machine/6-3000/3000]
This monster can only be special summoned if if you have 3 "Magnum Sentry" in your side of the field. Destroy all magic and trap cards on the field without activating any other effects. This monster targets a face-down monster card in battle, destroy the face-down monster immediately without flipping it face-up. Whenever this monster attacks a monster in defense position with a lower DEF than the ATK of this monster, inflcit the difference to your opponent's Life Points.

Chaos Force Field
Continous Magic
Monsters in defense position cannot be destroyed (damage calculation still applies). Whenever a monster in defense position is placed to the attack position, destroy that monster and inflict direct damage to the monster's owner's Life Points equal to the destroyed monster's DEF.

Bahamut, the Legendary Dragon
Effect Monster
[Light/Dragon/8-3200/2500]
You may offer 3 monsters on your side as a tribute instead of 2 to destroy all of your opponent's magic and trap cards in his/her side of the field. If all of your opponent's monsters are in the defense position, this monster may attack your opponent's Life Points directly. Discard a card from your hand to destroy one monster on the field without activating any of that monster's effects if any. Play this ability once during your turn.

Pidgeot79
03-14-2004, 12:10 AM
Small Zone
Field Spell
Effect:Each player can only have 1 monster and 1 spell/trap on thier side of the field.All Special Summoned monsters are destroyed imediatly when they are Special Summoned.

Gelmy
Monster/Effect/Earth/Machine/6/1800/2400
Effect:If this card is destroyed and sent to the graveyard Special Summon this monster in face-up defense posistion you may only use this effect 3 times.

Dragon Tamer Connor
03-14-2004, 03:19 AM
Dark Lord of Darkness- Dark
*******
Fiend/Effect: As long as this card is on your side of the field, all of your Dark monsters(excluding this one) get 200+ATK/DEF.
2700/2500

Darkening Bind of Hell
Continous Spell
As lond as this card is face-up on the field, all of your opponent's monsters become Dark-type and can't attack. You must pay 500 life points during each of your standby phases. If you don't, this card is destroyed.

Jet
03-16-2004, 02:40 PM
MTG:

Intervening Light
1W
Instant
Tap target creature. You gain life equal to that creature's power.
Common

Flash of Dreams
2W
Sorcery
Up to X target creatures gain first strike until end of turn, where X is the number of cards in your hand.
Common

Blessing of the Faith
3W
Sorcery
Attacking does not cause target creature to tap, gets +1/+2, and has protection from creatures until end of turn.
Common

Essence Tap
2WWW
Sorcery
Destroy target artifact or enchantment. Untap up to X non-land permanents you control, where X is the destroyed artifact's or enchantment's converted mana cost.
Common

Shimmering Boost
1W
Instant
Choose one - Prevent the next 3 damage done to you, or you gain 3 life. Draw a card.
Entwine: 1W
Common

Savior
2W
Instant
Put a 1/1 white Soldier token in to play. Change the target of a spell that targets a creature you control to another target creature you control. If you change the target to the soldier token that was put in to play by this card, untap target creature that was originally target of the spell.
Uncommon

Cleansing of the Land
1WWW
Sorcery
Each player sacrifices all non-basic lands he/she controls. Each player gains 1 life for each land put into the graveyard this way.
Uncommon

Aura Drifter
1W
Instant
As an addition to play Aura Drifter, discard your hand. Search your library for a creature with a converted mana cost that is the same or less than the number of cards you discarded, and put it into play, and it gains "This card gets +1/+1 for each card in your hand." Shuffle your library afterwards.
Rare

Luster Blast
2WW
Sorcery
Remove target permanent from the game.
Rare

Forgot one card in the Red before:

Blur of Dreams
2R
Instant
Up to X target creatures gain haste until end of turn, where X is the number of cards in your hand.
Common

YGO:

Magician of Doom
[Effect Monster]
[Dark/Spellcaster/1-400/300]
Flip: Choose a magic card in your opponent's graveyard and place that card in your hand. If it goes to the graveyard, it goes to your opponent's graveyard instead.

Gemini Engine
[Effect Monster]
[Earth/Machine/4-1800/1900]
When Gemini Engine is successfully Normal Summoned, place a Twin token in play (Earth/Machine/4). It's ATK/DEF is the same as this monster. If this monster is leaves the field, destroy all Twin tokens in the field.

Void Suppresor
[Trap - Counter]
When a card's effect destroys either all of your monsters, all of your magic/trap cards, or your hand is activated, negate the effect, destroy the card and the effect is done to your opponent instead of to you.

Alakazam
03-16-2004, 03:44 PM
SHOCK TROOPS
Effect Monster
[Earth/Warrior/5-2200/1500]
Effect: This monster cannot be normal summoned. Discard a card from your hand to special summon this monster.

PERGATORY
Normal Trap
Effect: You may activate this card when a monster is destroyed. Toss a coin and call it. If you guessed correctly, return the destroyed monster to the top of your deck.

RUINS OF PANDEMONIUM
Permanent Magic
Effect: Once during your turn, you may remove a monster on your field from the game to search your deck for a monster with [Archfiend] in it's name, and special summon it to the field.

ACROPOLIS OF HOPE
Counter Trap
Effect: When you take battle damage that would reduce your life points to 0, discard your hand (if you have no cards in your hand, this card is immediately destroyed). Your life points are now 100 x the number of cards in your graveyard. Draw cards from the top of your deck until you draw a monster. All drawn magic and traps are removed from the game. Special summon the monster to your field.

HIGH PRIESTESS OF THE TEMPLE
Effect Monster
[Light/Spellcaster/4-1000/750]
Effect: when this monster is special summoned from the graveyard, search your deck for a magic card and put it in your hand.

QUETZALCOATL, GOD OF REBIRTH
Effect Monster
[Fire/Winged Beast/7-2700/2800]
Effect: Once during your turn, you may special summon a monster from your graveyard. If you use this effect, you do not have a battle phase on this turn. If you have already had a battle phase, you cannot use this effect.

IXTAB'S WILL
Ritual Magic
Effect: Discard monster cards from your field or hand whose level total 9. Special summon [Ixtab, Goddess of Suicide] from your hand.

IXTAB, GODDESS OF SUICIDE
Ritual Monster
[Dark/Fiend/9-3050/200]
Effect: When this monster is ritual summoned, you may choose one card at random from your opponent's hand and destroy it. While this monster is face up on the field, you may sacrifice a monster on the field to draw a card.

FYI: Ixtab is a Mayan Goddess, and Quetzalcoatl is an Aztec God.

Alakazam
03-17-2004, 09:06 PM
(sorry for the double post)

Jet, here's the text for your last card, so it's a bit clearer:

Void Suppresor
[Trap - Counter]
You can activate this card when a card is activated whose effect either: destroys all of your monsters, destroys all of your magic and trap cards, or discards one or more cards from your hand. Negate and destroy the card, and apply the effect of the negated card to your opponent.

It's a very complicated card to begin with.. :think: But, I think that'd be clearer.

Jet
03-19-2004, 09:26 AM
(sorry for the double post)

Jet, here's the text for your last card, so it's a bit clearer:

Void Suppresor
[Trap - Counter]
You can activate this card when a card is activated whose effect either: destroys all of your monsters, destroys all of your magic and trap cards, or discards one or more cards from your hand. Negate and destroy the card, and apply the effect of the negated card to your opponent.

It's a very complicated card to begin with.. :think: But, I think that'd be clearer.

OIC... =P

YGO:

Dark Valkyrie
Effect Monster
[Dark/Spellcaster/4-1700/1500]
Effect: As long as this card is face-up on the field, increase the ATK/DEF of all of your spellcasters in the field by 200, and they are not affected by any trap cards.

Elefander
Fusion (Effect) Monster ["Garnecia Elefantis" + "Barrel Dragon"]
[Dark/Machine/8-2750/3000]
Effect: As long as this monster is in the defense position, this monster cannot be destroyed (damage calculation is still applied). When this monster attacks and destroys another monster, this monster may attack again.

Liger Zeta
Effect Monster
[Light/Machine/6-2400/2000]
Effect: When this monster destroys a monster through battle, you gain 500 LP time the original level of the destroyed monster.

Kenny_C.002
03-23-2004, 11:00 PM
Intervening Light
1W
Instant
Tap target creature. You gain life equal to that creature's power.
Common

Not bad. Good common.

Flash of Dreams
2W
Sorcery
Up to X target creatures gain first strike until end of turn, where X is the number of cards in your hand.
Common

The "hand" set, I believe.

Blessing of the Faith
3W
Sorcery
Attacking does not cause target creature to tap, gets +1/+2, and has protection from creatures until end of turn.
Common

Might want to shift to uncommon tho. very boarderlined (and drafting would be murder lol)

Essence Tap
2WWW
Sorcery
Destroy target artifact or enchantment. Untap up to X non-land permanents you control, where X is the destroyed artifact's or enchantment's converted mana cost.
Common

Should cost 1 more.

Shimmering Boost
1W
Instant
Choose one - Prevent the next 3 damage done to you, or you gain 3 life. Draw a card.
Entwine: 1W
Common

No comment.

Savior
2W
Instant
Put a 1/1 white Soldier token in to play. Change the target of a spell that targets a creature you control to another target creature you control. If you change the target to the soldier token that was put in to play by this card, untap target creature that was originally target of the spell.
Uncommon

Too confusing to read here. And it's red with white...with blue

Cleansing of the Land
1WWW
Sorcery
Each player sacrifices all non-basic lands he/she controls. Each player gains 1 life for each land put into the graveyard this way.
Uncommon

I see back to basics lol. Anyway, good stuff.

Aura Drifter
1W
Instant
As an addition to play Aura Drifter, discard your hand. Search your library for a creature with a converted mana cost that is the same or less than the number of cards you discarded, and put it into play, and it gains "This card gets +1/+1 for each card in your hand." Shuffle your library afterwards.
Rare

Tremendous undercosting. This kind of firepower should go up to at least 6 or 7.

Luster Blast
2WW
Sorcery
Remove target permanent from the game.
Rare

Uncommon.

Forgot one card in the Red before:

Blur of Dreams
2R
Instant
Up to X target creatures gain haste until end of turn, where X is the number of cards in your hand.
Common

This is the cycle of cards lol

Jet
03-28-2004, 04:56 AM
Aura Drifter costing 6? yeah, I know 2 is low, but 6 os a bit high... anyway, the black:

Plague of Dreams
2B
Instant
Up to X target creatures gain fear until end of turn, where X is the number of cards in your hand.
Common

Corrosive Ooze
2BB
Sorcery
Destroy target non-creature permanent. that permanent's controller loses life equal to that permanent's converted mana cost.
Common

Assassin's Touch
2BB
Instant
Until end of turn, whenever a creature is dealt damage, destroy it. It can't be regenerated.
Common

Focal Void
2B
Sorcery
All creatures you don't control get -2/-2 until end of turn.
Common

Uprising of the Damned
2BB
Sorcery
As an addition to play Uprising of the Damned, discard any number of cards from your hand. Put a 2/2 black Zombie token into play, an an additional 2/2 black Zombie token for each card you discarded this way.
Uncommon

Galvis Tribute
2BB
Instant
Each player discards his/her hand. That player loses 1 life for each card he/she discarded this way.
Uncommon

Miasma Shroud
2BB
Sorcery
Until end of turn, whenever a creature you control would deal combat damage to a player, that player discards a card from his/her hand.
Uncommon

Piercing Shadows
BBB
Instant
Destroy target creature. It can't be regenerated. It's controller loses life equal to that creature's converted mana cost. Then, your opponent searches his/her library for copies of the destroyed card, and puts them in his/her graveyard. He/she shuffles his/her library afterwards.
Rare

Forced Infestation
2BB
Target player discards his/her hand. Put 2 1/1 black rat tokens into play for each card discarded this way.
Rare

Kenny_C.002
03-28-2004, 05:55 AM
Aura Drifter costing 6? yeah, I know 2 is low, but 6 os a bit high... anyway, the black:

Yeah. 6. Cuz drafting is that 5 is the highest amount of lands in any given time when anything matters. Since it's so game breaking, 6.

Plague of Dreams
2B
Instant
Up to X target creatures gain fear until end of turn, where X is the number of cards in your hand.
Common

I like.

Corrosive Ooze
2BB
Sorcery
Destroy target non-creature permanent. that permanent's controller loses life equal to that permanent's converted mana cost.
Common

These tend to be X costing spells. I suggest like XBB and non-land, non-enchantment permanent

Assassin's Touch
2BB
Instant
Until end of turn, whenever a creature is dealt damage, destroy it. It can't be regenerated.
Common

Cool. Feels bordered to uncommon

Focal Void
2B
Sorcery
All creatures you don't control get -2/-2 until end of turn.
Common

There was an uncommon (real card) that costed 4 and gave -2/-2 to everything...

Uprising of the Damned
2BB
Sorcery
As an addition to play Uprising of the Damned, discard any number of cards from your hand. Put a 2/2 black Zombie token into play, an an additional 2/2 black Zombie token for each card you discarded this way.
Uncommon

I suggest: Discard X cards, put X+1 2/2 zombies into play.

Galvis Tribute
2BB
Instant
Each player discards his/her hand. That player loses 1 life for each card he/she discarded this way.
Uncommon

I think everyone should lose life! Everyone wins! :P

Miasma Shroud
2BB
Sorcery
Until end of turn, whenever a creature you control would deal combat damage to a player, that player discards a card from his/her hand.
Uncommon

good. I think it might be common tho.

Piercing Shadows
BBB
Instant
Destroy target creature. It can't be regenerated. It's controller loses life equal to that creature's converted mana cost. Then, your opponent searches his/her library for copies of the destroyed card, and puts them in his/her graveyard. He/she shuffles his/her library afterwards.
Rare

Might help your opponent? Interesting.

Forced Infestation
2BB
Target player discards his/her hand. Put 2 1/1 black rat tokens into play for each card discarded this way.
Rare

Your opponent should get the tokens to "balance" the power (thought you win this one by having an X-to-1 card advantage).

Alakazam
03-29-2004, 03:47 PM
*gives M:tG a try*

NECROMANCY
BBBBB
Instant
Effect: Remove target creature from the game to summon one of your creatures from the graveyard.

FLASH FLAME
RRRR
Instant
Effect: Deal X damage to your opponent's life, where X is the number of creatures they control.

SATURN, WARIOR OF DESTRUCTION
CCCBBBB
5/7
Effect: Trample, First Strike, [tap, BB] Destroy target permanent

----
YGO

SERAPH MICHAEL
Effect Monster
[Light/Angel/9-3000/1860]
Effect: You may sacrifice 3 monsters to special summon this monster. If you do, draw a card. If this monster battles a demon (fiend) type monster, it is destroyed immediately (before damage calculation).

SERAPH URIEL
Normal Monster
[Light/Angel/4-1800/1200]

SERAPH GABRIEL
Effect Monster
[Light/Angel/6-2200/1500]
Effect: When this monster deals battle damage to your opponent's life points, gain 1000 life points.

HEAVEN'S MATCHLESS KING
Effect Monster
[Divine/Angel/10-3500/3400]
Effect: This monster cannot be normal summoned. Sacrifice three angel - type monsters and pay 600 life points to special summon this monster. When this monster is summoned, you may shuffle a monster on your field (and any cards equipped on it) into your deck to pick up two cards (if there are no equips on the shuffled monster, pick up one card) from the top of your deck. If this monster is destroyed, remove it from the game. While this card is removed from the game, it is not a valid target for any card that would bring it into play.

THE HOLY BLADE OF MICHAEL
Equip Magic
Effect: This card may only be equipped on [Seraph Michael]. The monster equipped with this card 100 attack strength, and can attack twice per battle phase. If there are no monsters on your opponent's field, you may only attack once.

EDEN, THE BLESSED GARDEN
Field Magic
Effect: Whenever a monster attacks an angel-type monster, and it's attack strength is less than the angel's defense strength, destroy the attacking monster.

EXILE OF IMMORTALS
Permanent Magic
Effect: Destroy all angel and demon type monsters on the field when this card is activated. While this card is face up on the field, no angel or demon type monsters may be summoned.

CALL IT FORTH!
Normal Trap
Effect: Take one card from the bottom of your deck, and put it into your hand. Shuffle your deck afterwards.

Kenny_C.002
04-02-2004, 12:50 AM
NECROMANCY
BBBBB
Instant
Effect: Remove target creature from the game to summon one of your creatures from the graveyard.

It's quite powerful for 5, but the mana cost isn't something to sneeze at either. Quite tough to say whether it's too good or not. Suggestion would be to increase cost to 6 instead of 5 and just destroy target creature. This is known as an end game card, because it basically allows you to raise the biggest you can get (btw, this is a combo between swords to plowshare and zombify, since swords to plowshare is white, I can't say lol)

FLASH FLAME
RRRR
Instant
Effect: Deal X damage to your opponent's life, where X is the number of creatures they control.

These tend to cost more than they should in case someone is playing a creature deck. So again, end game cards tend to cost either 6 or 7, depending on how powerful (e.g. something that can kill an opponent in one turn tends to cost rediculous amounts, like a blaze for 20 costs 21, or darksteel collosus costs 11 for a 11/11 trample).

SATURN, WARIOR OF DESTRUCTION
3BBBB
5/7
Effect: Trample, First Strike, [tap, BB] Destroy target permanent

It has always been destory target creature because permanent means basically anything on the board...and magic doesn't like that. The fix for it: creature. Also, first strike is not a black (trample isn't really, but as long as the cost is ridiculously high, it's fine).

See, just little things to keep in mind and you can make cards better than Jet's or mine. :P

Jet
04-07-2004, 10:58 AM
Lol, it's been a LONG time...

MTG:

Thought Lord
Artifact Creature - Avatar
8
Thought Lord can't be the target of spells and abilities.
Thought Lord's Power and Toughness is equal to the total number of cards in all players' hands.
When Thought Lord is put into the graveyard from play, each player discards his/her hand.
*/*
Rare

Mindshuffler Myr
Artifact Creature - Myr
4
When Mindshuffler Myr comes into play, shuffle the cards from your hand into to your library, then draw that many cards.
2/2
Common

Mindtwister Myr
Artifact Creature - Myr
4
When Mindtwister Myr comes into play, target opponent shuffles the cards from his/her hand into to his/her library, then draw that many cards.
2/2
Common

Thought Orb
Artifact
4
Whenever a player draws a card outside his/her draw step, that player gains 2 life.
Common

Myr Earthshaker
Artifact Creature - Myr
5
T: Target player sacrifces a land. Play this ability only during your opponent's attack phase, and if he/she attacks with at least with 1 creature.
T: Tap or untap target land.
3/3
Uncommon

Accelerator Engine
Artifact
5
All creature you control have Haste.
T: Target creature you control gets +3/+3 and trample until end of turn. At end of turn, sacrifice that creature.
2, Return Accelerator Engine back to your hand: Return target creature back to it's owner's hand.
Uncommon

YGO:

Wow, no I'm making a set too... lol

NOTE: First, only normal monsters:

Tera Gagagigo
Normal Monster
Level 7
Water – Reptile
ATK: 2750
DEF: 1900

Mystic Valkyrie
Normal Monster
Level 4
Light – Fairy
ATK: 1850
DEF: 1550

Armor Scarab
Normal Monster
Level 4
Earth – Insect
ATK: 1500
DEF: 2100

Mad Slasher
Normal Monster
Level 5
Dark – Warrior
ATK: 2400
DEF: 1500

Cyber Pod Launcher
Normal Monster
Level 8
Wind – Machine
ATK: 2900
DEF: 2500

Magma Demon
Normal Monster
Level 6
Fire – Fiend
ATK: 2000
DEF: 3000

Kenny_C.002
04-07-2004, 10:25 PM
Thought Lord
Artifact Creature - Avatar
8
Thought Lord can't be the target of spells and abilities.
Thought Lord's Power and Toughness is equal to the total number of cards in all players' hands.
When Thought Lord is put into the graveyard from play, each player discards his/her hand.
*/*
Rare

Wow. Pretty card. I like.

Mindshuffler Myr
Artifact Creature - Myr
4
When Mindshuffler Myr comes into play, shuffle the cards from your hand into to your library, then draw that many cards.
2/2
Common

maybe increase cost to 5, since this can potentially get you out of jams, aka crappy hands.

Mindtwister Myr
Artifact Creature - Myr
4
When Mindtwister Myr comes into play, target opponent shuffles the cards from his/her hand into to his/her library, then draw that many cards.
2/2
Common

Okay sure.

Thought Orb
Artifact
4
Whenever a player draws a card outside his/her draw step, that player gains 2 life.
Common

Cool thing there,but do you want affinity to have so much power? OR goblins?

Myr Earthshaker
Artifact Creature - Myr
5
T: Target player sacrifces a land. Play this ability only during your opponent's attack phase, and if he/she attacks with at least with 1 creature.
T: Tap or untap target land.
3/3
Uncommon

2 words: artifact lands

Accelerator Engine
Artifact
5
All creature you control have Haste.
T: Target creature you control gets +3/+3 and trample until end of turn. At end of turn, sacrifice that creature.
2, Return Accelerator Engine back to your hand: Return target creature back to it's owner's hand.
Uncommon

Fun little card that works with itself.

Wow, that's the best set of cards you've done yet for this set. Keep this stuff up. :P

AnthonyAnimeMaster
04-08-2004, 03:28 AM
Jar Collecting
Type: Normal Spell
Card Number: AAM-001
Rarity: Secret Rare
Description: Pay 1000LP to search your deck for any monster with "Jar" in its name and place it in your hand. Shuffle your deck afterwards.

Dark Rising
Type: Quick-Play Spell
Card Number: AAM-002
Rarity: Ultra Rare
Description: Offer 2 Fiend-Type Monsters on the field and pay 1000LP to Special Summon any Normal Dark-Attribute monster to the field.

Sunrise
Type: Continuous Trap
Card Number: AAM-003
Rarity: Super Rare
Description: Pay 700LP each of your standby phases if you cannot this card is removed from play. Destroy all Dark-Attribute monsters on the field. As long as this card remains face up on the field no Dark-Attribute monsters may be Normal Summoned, Special Summoned or Flip Summoned.

Stealth Striker
Type: Effect Monster
Card Number: AAM-004
Rarity: Rare
Description:
[Dark/Warrior/Effect/4/1150/1350]
This card may attack your opponent's LP directly even if they have monsters on the field. When this effect is activated shuffle this card back into your deck during your End Phase. This card cannot be Special Summoned in any way.

Noble Monk
Type: Effect Monster
Card Number: AAM-005
Rarity: Common
Description:
[Light/Spellcaster/Effect/3/300/2050]
As long as this card is face-up on the field neither players can play any ritual cards. Also this card gains 100ATK and loses 100DEF during each of your standby phases.

Jet
04-08-2004, 12:10 PM
I think I'm gonna start rating cards too... =P

Jar Collecting
Type: Normal Spell
Card Number: AAM-001
Rarity: Secret Rare
Description: Pay 1000LP to search your deck for any monster with "Jar" in its name and place it in your hand. Shuffle your deck afterwards.

Whoa... that would be so cool if it were real... secret would be a BIT TOO high lol

Dark Rising
Type: Quick-Play Spell
Card Number: AAM-002
Rarity: Ultra Rare
Description: Offer 2 Fiend-Type Monsters on the field and pay 1000LP to Special Summon any Normal Dark-Attribute monster to the field.

Good... but ultra? and a Normal? So you can offer non-dark fiends... nice =P

Sunrise
Type: Continuous Trap
Card Number: AAM-003
Rarity: Super Rare
Description: Pay 700LP each of your standby phases if you cannot this card is removed from play. Destroy all Dark-Attribute monsters on the field. As long as this card remains face up on the field no Dark-Attribute monsters may be Normal Summoned, Special Summoned or Flip Summoned.

Cool... DIE CED! DIE CHAOS CREEPS! DIE DARK PALADIN!!! lol

Stealth Striker
Type: Effect Monster
Card Number: AAM-004
Rarity: Rare
Description:
[Dark/Warrior/Effect/4/1150/1350]
This card may attack your opponent's LP directly even if they have monsters on the field. When this effect is activated shuffle this card back into your deck during your End Phase. This card cannot be Special Summoned in any way.

Chicken wussy card... yet good =P

Noble Monk
Type: Effect Monster
Card Number: AAM-005
Rarity: Common
Description:
[Light/Spellcaster/Effect/3/300/2050]
As long as this card is face-up on the field neither players can play any ritual cards. Also this card gains 100ATK and loses 100DEF during each of your standby phases.

Yeah... deserves to be a common. ^^


Mine:

MTG: [All Uncommon enchant creature that costs 2(Color)(Color)]

Black:
Specter's Spirit
Enchanted creature gets +1/+0, and whenever enchanted creature deals combat damage to a player, that player discards a card from his/her hand. When enchanted creature leaves play, put a 1/2 black Specter token with flying into play, and whenever that Specter token deals combat damage to a player, that player discards a card from his/her hand.

Green:
Overpower
Enchanted creature gets +2/+2 and trample, and whenever enchanted creature deals combat damage to a player, add (G) to your mana pool equal to the same amount of damage your opponent recieved.

Blue:
Kinetic Mind
Enchanted creature gets +1/+1 and is unblockable. Whenever enchanted creature deals combat damage to a player, you may draw a card.

White:
Devotee's Aura
Enchanted creature gets +1/+3.
Whenever enchanted creature is dealt damage you gain that much life.
When enchanted creature is put into the graveyard from play, draw a card.

Red:
Hectic Rage
Enchanted creature gets +5/+5, and whenever enchanted creature deals combat damage to a player, discard a card from your hand for each damage done to the player that got damaged. If you don't have any cards left in your hand, discard the top card of your library instead.


YGO:

Ninja Kitsune
Level 4
Earth – Beast-Warrior
ATK: 1700
DEF: 1000
Effect: Reduce the ATK and DEF of all of your opponent’s face-up monsters by 100 for each card in your hand.
Common

Chaos Barrier
Continuous Magic
Monsters in the defense position cannot be destroyed (damage calculation still applies). Whenever a monster in defense position is changed into the attack position, destroy it without activating any of its effects.
Ultra Rare

Change of Skill
Equip Magic
Switch the ATK and DEF of the equipped monster.
Common

Magnum Sentry
Continuous Magic
While this card is in the field, it cannot be destroyed by magic cards. When Magnum Sentry comes into play, choose 1 of the following effects:
- Whenever a monster in attack position is placed in the defense position, destroy it.
- Whenever a monster attacks, destroy it before applying the damage.
- Whenever a monster in defense position is placed in the attack position, destroy it.
Rare

Magnum Trine
Effect Monster
Level 6
Dark – Machine
ATK: 3000
DEF: 3000
This monster can only be special summoned by sending 3 “Magnum Sentry” from your side of the field to the graveyard. This card cannot attack the same turn it was summoned. During each of your standby phase, increase the ATK/DEF of this card by 300. Whenever this monster attacks, after damage calculation, decrease the ATK/DEF of this card by 600. This card can only attack your opponent’s Life Points directly by sending 3 magic cards from your hand to the graveyard.
Super Rare

Kenny: Y don't u rate YGO cards? It's as if ur not in to it =P

AnthonyAnimeMaster
04-08-2004, 09:29 PM
Thanks for the review Jet. Yeah I guess "Jar Collecting" should've been a Ultra-Rare but a "Jar" can completely turn a duel around. (ex. Fiber Jar) So next...

Teleportation
Type: Quick-Play Spell
Card Number: AAM-006
Rarity: Super Rare
Description: Remove one monster on your side of the field from play. Special Summon a monster with the same amount of stars as the monster you just removed from play from your graveyard to the field in face-up attack position.

Rust-free
Type: Continuous Spell
Card Number: AAM-007
Rarity: Super Rare
Description: Pay 800LP each of your standby phases if you cannot this card is destroyed. As long as this card remains face-up on the field all machine-type monsters gain 400DEF and they cannot be destroyed in battle.

Confused Mind
Type: Continuous Trap
Card Number: AAM-008
Rarity: Secret Rare
Description: Pay 1500LP each of your standby phases if you cannot this card is destroyed. When your opponent attacks your LP directly with a monster, flip a coin if heads the damage is inflicted on your opponent's LP instead. If tails after damage calculation destroy the attacking monster.

Old Soul Eater
Type: Effect Monster
Card Number: AAM-009
Rarity: Super Rare
Description:
[Dark/Zombie/4/?/?]
This monster's ATK/DEF is 600 x the number of monsters in the controller's graveyard. Each time this monster destroys one of your opponent's monster remove one monster in your graveyard from play.

Strong Sheep
Type: Quick-Play Spell
Card Number: AAM-010
Rarity: Ultra Rare
Description: When this card is activated summon 5 "Strong Sheep" tokens [Earth/Beast/1/0/0] on your side of the field. These tokens are not destroyed as a result of battle. You must discard one card from your hand each of your standby phases if you cannot destroyed all tokens on the field.

Kenny_C.002
04-09-2004, 01:29 AM
It's cuz some others may rate the YGO whereas nobody would rate the magic ever.

Black:
Specter's Spirit
Enchanted creature gets +1/+0, and whenever enchanted creature deals combat damage to a player, that player discards a card from his/her hand. When enchanted creature leaves play, put a 1/2 black Specter token with flying into play, and whenever that Specter token deals combat damage to a player, that player discards a card from his/her hand.

The token part you should just cut off the token's abilities (ruling crap about tokens and abilities, amking things much more complicated).

Green:
Overpower
Enchanted creature gets +2/+2 and trample, and whenever enchanted creature deals combat damage to a player, add (G) to your mana pool equal to the same amount of damage your opponent recieved.

Good.

Blue:
Kinetic Mind
Enchanted creature gets +1/+1 and is unblockable. Whenever enchanted creature deals combat damage to a player, you may draw a card.

Garanteed drawing tends not to be a good thing. esp. once every turn basically.

White:
Devotee's Aura
Enchanted creature gets +1/+3.
Whenever enchanted creature is dealt damage you gain that much life.
When enchanted creature is put into the graveyard from play, draw a card.

Drawing isn't a white thing, since it's actually second to red being the worst at drawing...

Red:
Hectic Rage
Enchanted creature gets +5/+5, and whenever enchanted creature deals combat damage to a player, discard a card from your hand for each damage done to the player that got damaged. If you don't have any cards left in your hand, discard the top card of your library instead.

Just say, you have to sac the creature at the end of turn and drop the combat damage stuff. Next, you can drop the cost to RRR. This WILL make the card VERY interesting.

Animefan1291
04-09-2004, 01:13 PM
YGO:

Dark Magic Behemoth
Type:Dragon
Stars:6
ATK:2450 DEF:1000
Effect:Discard 2 cards from your hand during each of your standby phases. If you cannot, this card is destroyed. As long as this card is face up on the field, negate the effects of effect monsters destroyed by spellcaster-type monsters on your side of the field in battle. Whenever spellcasters on your side of the field attack monsters in defense position, inflict 1000 points of damage on your opponent's life points.


Mystical Demon Warrior
Type:Fiend
Stars:4
ATK:1500 DEF:1600
Effect:When this monster is sent from the field to the graveyard, your opponent must remove his/her entire hand from play.

Maruading Zombie
Type:Zombie
Stars:4
ATK:1400 DEF:1500
Effect:When this card is successfully normal summoned, special summon one monster from your graveyard with level 4 stars or less. If this card is sent from the field to the graveyard, move 1 spell or trap card from your deck to your hand. Your deck is then shuffled.

Necross Cannon
Normal Trap
Sacrifice Exodia Necross to inflict damage to your opponent's life points according to its attack power.

Jet
04-13-2004, 02:39 PM
Meh, too tired to rate =P

MTG (All uncommon lands)

Galvis Pit
T: Add B to your mana pool.
T, (B)(B), Sacrifice a creature: Look at target player's hand. Choose 1 card there and discard it.

Telicen Academy
T: Add U to your mana pool.
T, (U)(U), discard a card from your hand: Draw 3 cards, then choose 2 cards from your hand and shuffle them back in to your library.

Lagmav Springs
T: Add R to your mana pool.
T, (R)(R), Sacrifice an artifact: Choose a card at random from target player's hand and look at it. If the card you chose is an instant, sorcery, or enchantment, Lagmav Springs deals 3 damage to target player. If the card you chose is a creature, artifact or a land, Lagmav Springs deals 3 damage to target creature. Either way, place the card you chose on top of it's owner's library.

Sancia Fields
T: Add W to your mana pool.
T, (W)(W), sacrifice a non-creature permanent: Draw a card and destroy target artifact or enchantment. If there are no legal targets, you gain 4 life.

Falshen Woods
T: Add G to your mana pool.
T, (G)(G), Tap 2 non-land permanents you control: Draw 4 cards. At end of turn, your opponent gains 2 life for each card in your hand.

Oh, and since this is a new set, all about the hand, every color has drawing power now =P


YGO:

Spurious Angel
Effect Monster
Level 5
Dark – Fairy
ATK: 2400
DEF: 1500
When this card destroys a Light monster through battle, remove it from play instead. During each of your standby phases, you may pay 500 LP to destroy any 1 card on the field. If you do, this card cannot attack on that turn.

Mirror Plate
Equip Magic
If the equipped monster is destroyed because of another monster, your opponent takes direct damage to his/her Life Points equal to the monster’s ATK that destroyed the equipped monster.

Prismatic Cage
Trap - Continuous
Declare 1 attribute type. Monsters of the selected attribute cannot attack. If monsters of the selected attribute type are used for a tribute summon or set, the tributed monster’s (or set) attribute is the same type as the selected attribute.

Wise Choice
Trap – Normal
Destroy an attacking monster unless its controller pays Life Points equal to the attacking monster’s ATK. If it’s destroyed, it cannot be special summoned by magic cards.

Unborn Being
Effect Monster
Level 9
Dark – Fiend
ATK: ?
DEF: ?
When this card is successfully summoned, remove all monsters in all graveyards from play, and you may remove from the game any number of cards from your hand or from the field too. This card’s ATK and DEF becomes 300 X the number of cards removed this way. If the final original ATK and DEF of this card is 2400 or less, this card cannot be destroyed by an opponent’s card effect.

Meteor Bomb
Normal Magic
Destroy 1 magic or trap card in the field. If that card is equipped to a monster, inflict Direct Damage to the monster’s controller equal to the ATK of that monster.

Kenny_C.002
04-14-2004, 03:31 AM
Galvis Pit
T: Add B to your mana pool.
T, (B)(B), Sacrifice a creature: Look at target player's hand. Choose 1 card there and discard it.

Yeah. It's a solid uncommon.

Telicen Academy
T: Add U to your mana pool.
T, (U)(U), discard a card from your hand: Draw 3 cards, then choose 2 cards from your hand and shuffle them back in to your library.

I prefer "discard 2 cards" better though.

Lagmav Springs
T: Add R to your mana pool.
T, (R)(R), Sacrifice an artifact: Choose a card at random from target player's hand and look at it. If the card you chose is an instant, sorcery, or enchantment, Lagmav Springs deals 3 damage to target player. If the card you chose is a creature, artifact or a land, Lagmav Springs deals 3 damage to target creature. Either way, place the card you chose on top of it's owner's library.

Wow. That's insanity. Just toss the last part and you're still left with an insane card...

Sancia Fields
T: Add W to your mana pool.
T, (W)(W), sacrifice a non-creature permanent: Draw a card and destroy target artifact or enchantment. If there are no legal targets, you gain 4 life.

Wow. Sacing AND drawing lol. Get rid of the "if no legal target" part I guess. Makes things more interesting that way.

Falshen Woods
T: Add G to your mana pool.
T, (G)(G), Tap 2 non-land permanents you control: Draw 4 cards. At end of turn, your opponent gains 2 life for each card in your hand.

It's as the ppl say "BAHROOO-KEN". I just like to call it broken. This one needs major changes for it to work. First, make it draw 1 card (green's good at 1-for-1 trades, I heard). 4 is like super rare blue. After that, maybe you should add some twist to it like your opponent getting to place a creature with X or less converted mana cost into play, where X is the number of cards in your hand. I can see the green land being abused still after this incredible drawback. Nice costing thought up.

Jet
04-14-2004, 12:59 PM
The Woods is something remeniscent of an OLD CARD... also Green... it's even an enchantment that happens always =P SYLVAN LIBRARY =P

Anyway, next: (All rare creatures)

Dreyz of Obscurity
3BB

Phantom Horror

Fear
Dreyz of Obscurity's power is equal to twice the number of cards in your opponent's hand.
If this card deals combat damage to a player, before applying the actual damage, that player may discard any number of cards from his/her hand.
*/2


Dreyz of Vitality
3GG

Phantom Dryad

Trample
Dreyz of Vitality's power is equal to twice the number of cards in your hand.
If this card deals combat damage to a player, before applying the actual damage, that player may discard any number of cards from his/her hand.
*/2


Dreyz of Eccentricity
3UU

Phantom Illusion

Dreyz of Eccentricity is unblockable as long as the defending player has 3 or more cards from his/her hand.
Dreyz of Eccentricity can't be the target of spells and abilities, unless that spell or abilitiy's controller discards a card from his/her hand.
Whenever Dreyz of Eccentricity deals combat damage to a player, draw that many cards.
3/4


Dreyz of Fury
3RR

Phantom Elemental

Haste
Dreyz of fury is indestructable as long as you have 2 or more cards in your hand.
During at anytime, you have no cards in your hand, remove Dreyz of Fury from the game, and draw 6 cards.
6/1


Dreyz of Tranquility
3WW

Phantom Angel

Flying
Dreyz of Tranquility's toughness is equal to twice the number of cards in your hand.
Whenever Dreyz of Tranquilty is dealt damage, you gain that much life.
3/*


Dreyz of Infidelity
WUBRG

Phantom Legend

Dreyz of Infidelity's power is equal to twice the number of cards in your opponent's hand, and it's toughness is equal to twice the number of cards in your hand.
All players have no maximum hand size.
During each player's upkeep, that player draws a card and loses 1 life.
If Dreyz of Infidelity is put into the graveyard, reveal it, and shuffle it back to your library.
*/*

All colors have to have some WAY OOBER... this is it =P

Magare
04-14-2004, 03:23 PM
The Woods is something remeniscent of an OLD CARD... also Green... it's even an enchantment that happens always =P SYLVAN LIBRARY =P

Oh yeah, Sylvan Library... If I'm not mistaken that card is restricted in T1 (not sure about this one) and was banned in extended (almost sure about that one) while it was still legal. Buy hey, who cares about that. :razz: . Oh, and about the green land. It is even more broken than Kenny thinks. Read the wording again. It say "tap 2 permanents", not "tap 2 untapped permanents". GOD, how broken would that be in extended elves...

Anyway, next: (All rare creatures)

Dreyz of Obscurity
3BB

Phantom Horror

Fear
Dreyz of Obscurity's power is equal to twice the number of cards in your opponent's hand.
If this card deals combat damage to a player, before applying the actual damage, that player may discard any number of cards from his/her hand.
*/2

A little overcosted in my opinion. Could easily be uncommon. Should cost 2BB

Dreyz of Vitality
3GG

Phantom Dryad

Trample
Dreyz of Vitality's power is equal to twice the number of cards in your hand.
If this card deals combat damage to a player, before applying the actual damage, that player may discard any number of cards from his/her hand.
*/2

Twuce the number of cards in my hand? Why would the other player discard his cards? Defenatly stronger than the black one. But still overcosted... Maybe for 2GG?

Dreyz of Eccentricity
3UU

Phantom Illusion

Dreyz of Eccentricity is unblockable as long as the defending player has 3 or more cards from his/her hand.
Dreyz of Eccentricity can't be the target of spells and abilities, unless that spell or abilitiy's controller discards a card from his/her hand.
Whenever Dreyz of Eccentricity deals combat damage to a player, draw that many cards.
3/4

A very interesting card. But again, its waaaay overcosted. If it was a 1/1 for UU it coud be used as a new Infiltrator. But like this, its just an unblockable Thieving Magpie.

Dreyz of Fury
3RR

Phantom Elemental

Haste
Dreyz of fury is indestructable as long as you have 2 or more cards in your hand.
During at anytime, you have no cards in your hand, remove Dreyz of Fury from the game, and draw 6 cards.
6/1

The best one so far. 6/1 indestructable? Who doesnt want that? If I understand correctly, the other ability is :"When you have no cards in your hand, you may remove Dreyz of Fury from the game and draw 6 cards". Red drawing cards with almost no drawback? Ouch!

Dreyz of Tranquility
3WW

Phantom Angel

Flying
Dreyz of Tranquility's toughness is equal to twice the number of cards in your hand.
Whenever Dreyz of Tranquilty is dealt damage, you gain that much life.
3/*

I dont like it. For 5 mana i want something my opponent wont be happy to see...

Dreyz of Infidelity
WUBRG

Phantom Legend

Dreyz of Infidelity's power is equal to twice the number of cards in your opponent's hand, and it's toughness is equal to twice the number of cards in your hand.
All players have no maximum hand size.
During each player's upkeep, that player draws a card and loses 1 life.
If Dreyz of Infidelity is put into the graveyard, reveal it, and shuffle it back to your library.
*/*

This card would be better off as 1+/1+ and with alot more abilities. Trample, Haste, Flying, Life gain and card drawing come to mind. You dont want to play this card and see your opponent play his entire hand (*cough* Ravager Affinity *cough*). I like the Pyrexian Arena part ...

All colors have to have some WAY OOBER... this is it =P

You should have named them Ooze's. Ooze horror, Ooze Dryad, Ooze Legend (honestly, who wouldnt play with an Ooze Legend?). Sounds cool to me :liar:

Kenny_C.002
04-15-2004, 02:04 AM
Yeah Sylvan is broken. And it's very evil, that land.

Dreyz of Obscurity
3BB

Phantom Horror

Fear
Dreyz of Obscurity's power is equal to twice the number of cards in your opponent's hand.
If this card deals combat damage to a player, before applying the actual damage, that player may discard any number of cards from his/her hand.
*/2

Strange guy IMO. The discarding part might be of danger to you, but it's a good enough "drawback". Actually, seeing how this is easily a 6/2 fear, it has to cost 5 for power issues.

Dreyz of Vitality
3GG

Phantom Dryad

Trample
Dreyz of Vitality's power is equal to twice the number of cards in your hand.
If this card deals combat damage to a player, before applying the actual damage, that player may discard any number of cards from his/her hand.
*/2

The better one for sure. This I can feel a super fagran hunter. Might want to boost toughness to 3 in this case. Again, good cost.

Dreyz of Eccentricity
3UU

Phantom Illusion

Dreyz of Eccentricity is unblockable as long as the defending player has 3 or more cards from his/her hand.
Dreyz of Eccentricity can't be the target of spells and abilities, unless that spell or abilitiy's controller discards a card from his/her hand.
Whenever Dreyz of Eccentricity deals combat damage to a player, draw that many cards.
3/4

for 5, you get to basically draw 3 cards every turn? Meh, make it legend. Might want to increase its cost to 3UUU, since equipment with him is insane.

Dreyz of Fury
3RR

Phantom Elemental

Haste
Dreyz of fury is indestructable as long as you have 2 or more cards in your hand.
During at anytime, you have no cards in your hand, remove Dreyz of Fury from the game, and draw 6 cards.
6/1

Broken.

Dreyz of Tranquility
3WW

Phantom Angel

Flying
Dreyz of Tranquility's toughness is equal to twice the number of cards in your hand.
Whenever Dreyz of Tranquilty is dealt damage, you gain that much life.
3/*

The weakest of them all IMO and rghtfully so, since white tends to be crappy with this stuff anyway.

Dreyz of Infidelity
WUBRG

Phantom Legend

Dreyz of Infidelity's power is equal to twice the number of cards in your opponent's hand, and it's toughness is equal to twice the number of cards in your hand.
All players have no maximum hand size.
During each player's upkeep, that player draws a card and loses 1 life.
If Dreyz of Infidelity is put into the graveyard, reveal it, and shuffle it back to your library.
*/*

Phyrexian Arena part is alright IMO, has potential. I think in thiss part, you can use something like "when he attacks, he pumps all phantoms" or osmething like that to spice things up a bit more. Aside from that, tis good.

All colors have to have some WAY OOBER... this is it =P

White's missing one. lol

Jet
04-15-2004, 03:31 PM
Whoops... the white is supposed to be 4/*, and the green should say:
"Before applying the actual damage, that player may pay 3 for you to discard a card from your hand." Yeah... the blue one seems overpowered...

Anyway, next: (commons)


Spikeshot Vrill
2R
Creature - Bird
Flying
Sacrifice Spikshot Vrill: Spikeshot Vrill deals 4 damage to target creature or player, unless that creature's controller or player discards a card from his/her hand. If he/she does, Spikeshot Vrill deals 2 damage to that creature or player instead.
1/2

Maiming Megadon
3GGG
Creature - Beast
Trample
Attacking does not cause Maiming Megadon to tap.
4/4

Kinetic Fatemixer
3UU
Creature - Wizard
Flying
Whenever Kinetic Fatemixer deals combat daamge to a player, shuffle your library, you may draw 2 cards, then discard 2 cards from your hand.
U: Look at the top 3 cards of your library and rearrange them in any order you like.
1/3

Festering Spider
3BB
Creature - Spider
Festering Spider may block creatures with flying.
When Festering Spider is put into the graveyard from play, all creatures get -3/-3 until end of turn, and all players discard a card from his/her hand.
4/3

Angel Trainee
2WW
Creature - Angel
Flying
Flying
Whenever Angel Trainee becomes the target of a spell or ability, draw a card.
2/2

Kenny_C.002
04-16-2004, 04:28 AM
Spikeshot Vrill
2R
Creature - Bird
Flying
Sacrifice Spikshot Vrill: Spikeshot Vrill deals 4 damage to target creature or player, unless that creature's controller or player discards a card from his/her hand. If he/she does, Spikeshot Vrill deals 2 damage to that creature or player instead.
1/2

2R for 4 damage is quite good if you ask me (for a common). Its "drawback" doesn't negate it, so discarding to reduce damage seems unimportant. For example, you shock something to kill it, not to deal a small amount of damage that goes nowhere. You would basically think like you would shock for 2 anyway. Aside from that, it's flying and you don't tap it to use its effect...

Maiming Megadon
3GGG
Creature - Beast
Trample
Attacking does not cause Maiming Megadon to tap.
4/4

Quite good.

Kinetic Fatemixer
3UU
Creature - Wizard
Flying
Whenever Kinetic Fatemixer deals combat daamge to a player, shuffle your library, you may draw 2 cards, then discard 2 cards from your hand.
U: Look at the top 3 cards of your library and rearrange them in any order you like.
1/3

looks alright. Might want "damage" and not combat damage.

Festering Spider
3BB
Creature - Spider
Festering Spider may block creatures with flying.
When Festering Spider is put into the graveyard from play, all creatures get -3/-3 until end of turn, and all players discard a card from his/her hand.
4/3

-3/-3 is quite a hefty ability for a common. Move it to uncommon to begin. The discarding part seems unimportant with the spider, since you basically want to wrath anyway.

Angel Trainee
2WW
Creature - Angel
Flying
Flying
Whenever Angel Trainee becomes the target of a spell or ability, draw a card.
2/2

Nothing I can say about Angels. I love angels and I am biased on angels. btw, you have flying twice.

Jet
04-20-2004, 05:40 AM
Woops

he he...

Anyway, new artifacts that involves the hand, all COMMON

Shard of Vampires
4
Your opponent's maximum hand size is reduced by 1.
You maximum hand size is increased by 1.
Sacrifice a swamp: Regenerate Shard of Vampires.

Shard of Mages
4
You maximum hand size is increased by 2.
You can't be the target of spells and abilities that forces you to discard cards.
Sacrifice an Island: Return Shard of Mages back to its owner's hand.

Shard of Dragons
4
You have no maximum hand size, and you opponent's hand size is reduced by 1.
Whenever you draw a card outside from your draw step, pay (1) or discard that card.
Sacrifice a mountain: Shard of Dragons is indestructable until end of turn.

Shard of Druids
4
Your opponent's maximum hand size is reduced by 2.
During your draw step, you may choose not to draw a card. If you do, put a +1/+1 counter on target creature.
Sacrifice a forest: Shard of Druids becomes a 3/3 artifact creature until end of turn.

Shard of Clerics
4
Your maximum hand size is increased by 1.
Whenever you draw a card, gain 1 life.
Sacrifice a plains: Shard of Clerics can't be the target of spell and abilities until end of turn.

Kenny_C.002
04-21-2004, 03:42 AM
Anyway, new artifacts that involves the hand, all COMMON

Shard of Vampires
4
Your opponent's maximum hand size is reduced by 1.
You maximum hand size is increased by 1.
Sacrifice a swamp: Regenerate Shard of Vampires.

hehe. It's so funny.

Shard of Mages
4
You maximum hand size is increased by 2.
You can't be the target of spells and abilities that forces you to discard cards.
Sacrifice an Island: Return Shard of Mages back to its owner's hand.

Sure.

Shard of Dragons
4
You have no maximum hand size, and you opponent's hand size is reduced by 1.
Whenever you draw a card outside from your draw step, pay (1) or discard that card.
Sacrifice a mountain: Shard of Dragons is indestructable until end of turn.

THis is a bad one.

Shard of Druids
4
Your opponent's maximum hand size is reduced by 2.
During your draw step, you may choose not to draw a card. If you do, put a +1/+1 counter on target creature.
Sacrifice a forest: Shard of Druids becomes a 3/3 artifact creature until end of turn.

Not bad. Probably the best one yet.

Shard of Clerics
4
Your maximum hand size is increased by 1.
Whenever you draw a card, gain 1 life.
Sacrifice a plains: Shard of Clerics can't be the target of spell and abilities until end of turn.

This comboed with well of lost dreams is crazy. I like!

Funny how these are all overcosted stuff (except the cleric one). Drop them to three and the weakest of them to 2.

Jet
04-21-2004, 01:52 PM
I haven't thought of that... 0_0...

New creature types: The "Drush"; Wolverine/wolf like creatures... something like a Fenrir.

Recurring Drush
1UR
Creature - Illusion Drush
Flying, Haste
If Recurring Drush attacks, at end of combat, return it back to its owner's hands.
1/2
Uncommon

Flashing Drush
1RW
Creature - Elemental Drush
Haste
Attacking does not cause Flashing Drush to tap.
Flashing Drush can't be the target of spells and abilities.
1/1
Common

Spawning Drush
1BG
Creature - Zombie Drush
2B: Regenerate Spawning Drush. Put a 1/1 Black Zombie token into play.
Sacrifice a creature: Put a 1/1 Green Insect token into play.
2/1
Uncommon

Steam Drush
1UR
Creature - Elemental Drush
Steam Drush can't be the target of spells and abilities.
Steam Drush is unblockable.
Sacrifice an island or mountain: Put a +1/+1 counter on Steam Drush.
1/1
Uncommon

Genesis Drush
1GW
Creature - Drush
G: Regenerate Genesis Drush.
T: Regenerate target creature.
1/2
Common

Hazard Drush
1WB
Creature - Horror Drush
Protection from artifacts, protection from creatures.
Whenever Hazard Drush deals combat damage to a creature, destroy it. It can't be regenerated.
1/1
Uncommon

Cloud Drush
1WU
Creature - Elemental Drush
Flying
Cloud Drush can only block creatures with flying.
Whenever Cloud Drush becomes the target of a spell or ability, you may pay (1)(W)(U) to remove it from the game. At end of turn, return it back into play.
1/1
Common

Entwining Drush
1RG
Creature - Plant Drush
Trample
RG: Entwining Drush gets +1/+1 until end of turn.
Whenever Entwining Dush is put into a graveyard from play, untap 3 permanents you control.
1/1
Common

Drush Maxima
1WUBRG
Creature - Drush Legend
Flying, Trample, First Strike, Haste, Protection from artifacts.
Other Drush get +1/+1.
Drush Maxima can't be the target of spells and abilities.
Sacrifice a permanent: Put a colorless */* Drush token into play where it's power and toughness is equal to the sacrificed permanent's converted mana cost.
Sacrifice a permanent: Regenerate Drush Maxima.
5/5
Rare


Crimson Drush
1R
Creature - Drush
Haste
1/1
Common

Azure Drush
1U
Creature - Drush
Flying
1/1
Common

Emerald Drush
1G
Creature - Drush
Trample
1/1
Common

Shade Drush
1B
Creature - Drush
B: Regenerate Shade Drush.
1/1
Common

Pale Drush
1W
Creature - Drush
First Strike
1/1
Common

Drush of Demise
2BB
Creature - Drush
Fear
Whenever Drush of Demise deals combat damage to a player, that player discards a card from his/her hand, then you may pay (B) to draw a card.
2/2
Rare

Drush of Dexterity
2WW
Creature - Drush
Attacking does not cause Drush of Dexterity to tap.
Whenever a non-Drush creature, non-token comes into play, you may pay (W) to draw a card. Use this ability only once per creature.
2/2
Rare

Drush of Rage
2RR
Creature - Drush
Haste, Trample, First Strike
At end of turn, remove Drush of Rage from the game.
Discard a card from your hand, sacrifice a mountain: Return Drush of Rage to play. Play this ability only if Drush of Rage is removed from play because of its ability.
6/1


Drush of Trickery
2UU
Creature - Drush
Drush of Thievery is unblockable if the defending player controls at lesat 3 creatures.
Whenever Drush of Trickery deals combat damage to a player, you may pay UU to return target permanent to its owner's hand, unless the permanent's owner discards a card from his/her hand and tap an untapped permanent he/she controls.
2/2
Rare

Drush of Constraint
2GG
Creature - Drush
Trample
During your upkeep, if Drush of Constraint is in your graveyard, you may sacrifice a forest to return it back into play with a +1/+1 counter on it, and an additional +1/+1 counter on it for each time you have activated this effect previously.
Remove a +1/+1 counter from Drush of Constraint: Add G to your mana pool.
2/2
Rare

Alakazam
04-21-2004, 06:36 PM
I think it's time to toss some more YGo stuff in here! :P

ORACLE FROM BEYOND
Normal Magic
Effect: Look at your opponent's hand. If this card exists in the graveyard, during your standby phase you may look at the top card of your deck.

/\ Very useful when used with [Archfiend's Oath], which is a permanent magic that allows you to pay 500 and name a card. If the top card of your deck is the one you name, put in your hand. Otherwise, discard it.

OMEGA SOLDIER
Effect Monster
[Dark/Warrior/5-/2100/1400]
Effect: You may remove this monster from the game at any time to destroy two card on your opponent's field.

BOUNCE TRICK
Permanent Trap
Effect: Whenever you would have to discard card(s) from your hand or deck, negate the effect, and your opponent must satisfy the effect instead. During your standby phase, remove a monster from your graveyard or destroy this card.

Kenny_C.002
04-22-2004, 02:59 AM
Recurring Drush
1UR
Creature - Illusion Drush
Flying, Haste
If Recurring Drush attacks, at end of combat, return it back to its owner's hands.
1/2
Uncommon

Sure. Drop it to UR. Common is good.

Flashing Drush
1RW
Creature - Elemental Drush
Haste
Attacking does not cause Flashing Drush to tap.
Flashing Drush can't be the target of spells and abilities.
1/1
Common

A blue ability? RW cost

Spawning Drush
1BG
Creature - Zombie Drush
2B: Regenerate Spawning Drush. Put a 1/1 Black Zombie token into play.
Sacrifice a creature: Put a 1/1 Green Insect token into play.
2/1
Uncommon

It's kinda weird how you can regenerate and make a token at the same time, thus you can use him to create infinite zombie tokens. Drop the zombie token thing and it'll be golden. And cost is BG.

Steam Drush
1UR
Creature - Elemental Drush
Steam Drush can't be the target of spells and abilities.
Steam Drush is unblockable.
Sacrifice an island or mountain: Put a +1/+1 counter on Steam Drush.
1/1
Uncommon

Sure. Not bad. Increase to 2UR.

Genesis Drush
1GW
Creature - Drush
G: Regenerate Genesis Drush.
T: Regenerate target creature.
1/2
Common

Okay. GW.

Hazard Drush
1WB
Creature - Horror Drush
Protection from artifacts, protection from creatures.
Whenever Hazard Drush deals combat damage to a creature, destroy it. It can't be regenerated.
1/1
Uncommon

Strong guy. My suggestion is to increase to 2WB and leave everything else as is.

Cloud Drush
1WU
Creature - Elemental Drush
Flying
Cloud Drush can only block creatures with flying.
Whenever Cloud Drush becomes the target of a spell or ability, you may pay (1)(W)(U) to remove it from the game. At end of turn, return it back into play.
1/1
Common

WU for both activation and regular costs

Entwining Drush
1RG
Creature - Plant Drush
Trample
RG: Entwining Drush gets +1/+1 until end of turn.
Whenever Entwining Dush is put into a graveyard from play, untap 3 permanents you control.
1/1
Common

The permanents thing isn't really red or green. Suggestion to remove that part. Since it's a common, that's good enough.

Drush Maxima
1WUBRG
Creature - Drush Legend
Flying, Trample, First Strike, Haste, Protection from artifacts.
Other Drush get +1/+1.
Drush Maxima can't be the target of spells and abilities.
Sacrifice a permanent: Put a colorless */* Drush token into play where it's power and toughness is equal to the sacrificed permanent's converted mana cost.
Sacrifice a permanent: Regenerate Drush Maxima.
5/5
Rare

Sure.

Crimson Drush
1R
Creature - Drush
Haste
1/1
Common

Okay. For the rest of them too.

Azure Drush
1U
Creature - Drush
Flying
1/1
Common

Emerald Drush
1G
Creature - Drush
Trample
1/1
Common

Shade Drush
1B
Creature - Drush
B: Regenerate Shade Drush.
1/1
Common

Pale Drush
1W
Creature - Drush
First Strike
1/1
Common

Drush of Demise
2BB
Creature - Drush
Fear
Whenever Drush of Demise deals combat damage to a player, that player discards a card from his/her hand, then you may pay (B) to draw a card.
2/2
Rare

Okay. That's fine. I think the cost should be BBB instead to make it evil. I think you should tag "you lose 1 life" somewhere too.

Drush of Dexterity
2WW
Creature - Drush
Attacking does not cause Drush of Dexterity to tap.
Whenever a non-Drush creature, non-token comes into play, you may pay (W) to draw a card. Use this ability only once per creature.
2/2
Rare

How about 1/1 white Drush token with flying instead of drawing for diversity?

Drush of Rage
2RR
Creature - Drush
Haste, Trample, First Strike
At end of turn, remove Drush of Rage from the game.
Discard a card from your hand, sacrifice a mountain: Return Drush of Rage to play. Play this ability only if Drush of Rage is removed from play because of its ability.
6/1

Ugh. Insanely broken. My recommendation is to drop the final ability. You should put something in like ou may sac it to make 1 mana or something. Nothing too powerful but nothing too weak either.

Drush of Trickery
2UU
Creature - Drush
Drush of Thievery is unblockable if the defending player controls at lesat 3 creatures.
Whenever Drush of Trickery deals combat damage to a player, you may pay UU to return target permanent to its owner's hand, unless the permanent's owner discards a card from his/her hand and tap an untapped permanent he/she controls.
2/2
Rare

1/2 and it's fine.

Drush of Constraint
2GG
Creature - Drush
Trample
During your upkeep, if Drush of Constraint is in your graveyard, you may sacrifice a forest to return it back into play with a +1/+1 counter on it, and an additional +1/+1 counter on it for each time you have activated this effect previously.
Remove a +1/+1 counter from Drush of Constraint: Add G to your mana pool.
2/2
Rare

It's kinda not working for the magic game for the second ability to work. Maybe if you drop that and put something elegant like 2G: put a +1/+1 counter on it and have it just tap to make mana, it would be much better in the game (so you don't have to keep track so often).

Jet
04-23-2004, 02:08 PM
Yeah, the Red Rare one is a bit strong... I was thinking of making it a 3/1 Double Strike... or a 6/1 First Strike... which is deadlier? =P

anyway, some extra cards from the YGO set:

http://www.angelfire.com/anime5/jetricsons_place/DFK.bmp

http://www.angelfire.com/anime5/jetricsons_place/MK.bmp

http://www.angelfire.com/anime5/jetricsons_place/Performance.bmp

http://www.angelfire.com/anime5/jetricsons_place/Skull.bmp

Kenny_C.002
04-24-2004, 12:58 AM
I don't think it matters very much in this case. I mean I doubt anyone would be using pump on him anyway.

Just a thing to say, the second ability is just too broken man.

Mechaflame
04-24-2004, 01:09 AM
3rd Hokage
Monster Card
Rarity - Rare
Level - 7
2900/2800
Description - The shinobi of the leaf village of Konoha.

Last Wish
Trap Card
Rarity - Super Rare
Effect - If your life points are below 1500, you may summon any monster from your deck and bring it to the field.

Chaos Sphere
Monster Effect Card
Rarity - Ultra Rare
Level - 7
3200/2500
Effect - When this card is summoned onto the field, flip a coin. If heads destroy all of your opponents monsters. If tails, nothing happens.

Demon of the Wind
Monster Card
Rarity - Uncommon
Level - 4
1850/950
Description - Many have died to this evil demon

Jet
04-24-2004, 07:13 AM
I don't think it matters very much in this case. I mean I doubt anyone would be using pump on him anyway.

Just a thing to say, the second ability is just too broken man.

Lol ok

but uh... second ability of the YGO card? which one?

Mechaflame
04-25-2004, 01:08 AM
How about my cards? Want to rate them? :frown:

Kenny_C.002
04-25-2004, 03:24 AM
Lol ok

but uh... second ability of the YGO card? which one?

Actually, I was saying about the Drush guy still (like the removed thing).

As for the YGO cards, I can't VIEW THEM AT ALL...

How about my cards? Want to rate them? :sad:

3rd Hokage
Monster Card
Rarity - Rare
Level - 7
2900/2800
Description - The shinobi of the leaf village of Konoha.

Yeah. That's fine.

Last Wish
Trap Card
Rarity - Super Rare
Effect - If your life points are below 1500, you may summon any monster from your deck and bring it to the field.

I think you're trying to say "you can activate this only if you have 1500LP or less. You may choose a monster card from your deck and special summon it onto the field. Shuffle your deck afterwards." All I can say is that this is potentially dangerous and maybe there might be a drawback needed if the effect IS that powerful.

Chaos Sphere
Monster Effect Card
Rarity - Ultra Rare
Level - 7
3200/2500
Effect - When this card is summoned onto the field, flip a coin. If heads destroy all of your opponents monsters. If tails, nothing happens.

First to say that this guy is dark hole + beatstick for 2 tributes. To boot it again, it can also be special summoned and activate its ability. Since this power can get out of hand (even if it's a 50-50 chance), I think maybe you should have it so that he dies if you flip a tails.

Demon of the Wind
Monster Card
Rarity - Uncommon
Level - 4
1850/950
Description - Many have died to this evil demon

Fine card as it is.

Jet
04-27-2004, 01:24 PM
Can you see them now?

anywayz, new ones; revived old creature types, trying to be the best in what they do... I think... =P All uncommon, casting costs are (3)(Color)(Color)

Blue:

Impulsic Selector
Creature - Merfolk
T: Return target creature back to its owner's hand. Play this ability only during your opponent's battle phase.
T, Sacrifice Impulsic Shander, remove X permanents you control from the game: Return target X permanents back to their owner's hands.
2/3

Red:

Impulsic Shocker
Creature - Minotaur
T: Impulsic Shocker deals 3 damage to target creature. Play this ability only during your opponent's battle phase. That damage can't be redirected.
T, Sacrifice Impulsic Shocker, remove X lands you control from the game: destroy X target lands and/or target artifacts.
3/2

Black:

Impulsic Shredder
Creature - Minion
T: Target creature gets -2/-2 until end of turn. Play this ability only during your opponent's battle phase.
T, Sacrifice Impulsic Shredder, remove X cards from your graveyard from the game: Remove X cards in your opponent's graveyard from the game. For each card removed this way, your opponent loses 1 life.
4/1

White:

Impulsic Savior
Creature - Nomad
T: Remove target attacking creature from the game. Play this ability only during your opponent's battle phase.
T, Sacrifice Impulsic Savior, remove the top X cards of your library from the game: Prevent all damage done to you until end of turn, you gain 5 life, then return X target cards from your graveyard and shuffle them back to your library.
1/4

Green:

Impulsic Swarmer
Creature - Druid (ok, so it's not that old =P)
T: Put 2 1/1 green insect tokens into play that can block creatures with flying. Play this ability only during your opponent's battle phase.
T, Sacrifice Impulsic Swarmer, remove X cards from your hand from the game: Creatures you control get +X/+X and Trample until end of turn. At end of turn, put a +1/+1 counter on each non-token creature you control.
2/3

Kenny_C.002
04-27-2004, 10:03 PM
Can you see them now?

Nope.

Blue:

Impulsic Selector
Creature - Merfolk
T: Return target creature back to its owner's hand. Play this ability only during your opponent's battle phase.
T, Sacrifice Impulsic Shander, remove X permanents you control from the game: Return target X permanents back to their owner's hands.
2/3

He's a bomb at 5 mana. I'm thinking add "discard a card" and a mana cost of U to the first ability is enough for it to be good. The second ability...I'm thinking "X, t, remove Ipulsic Shander from the game, remove X permanents you own from the game". That's still a good bomb after this mod.

Red:

Impulsic Shocker
Creature - Minotaur
T: Impulsic Shocker deals 3 damage to target creature. Play this ability only during your opponent's battle phase. That damage can't be redirected.
T, Sacrifice Impulsic Shocker, remove X lands you control from the game: destroy X target lands and/or target artifacts.
3/2

Tapping to lightning bolt is...wrong. Pay 2 and it's good still (see, hammer's that, but it's sorcery). Again, the pay X thing (but no need to remove)

Black:

Impulsic Shredder
Creature - Minion
T: Target creature gets -2/-2 until end of turn. Play this ability only during your opponent's battle phase.
T, Sacrifice Impulsic Shredder, remove X cards from your graveyard from the game: Remove X cards in your opponent's graveyard from the game. For each card removed this way, your opponent loses 1 life.
4/1

Stick a B in the first ability. Second ability is good.

White:

Impulsic Savior
Creature - Nomad
T: Remove target attacking creature from the game. Play this ability only during your opponent's battle phase.
T, Sacrifice Impulsic Savior, remove the top X cards of your library from the game: Prevent all damage done to you until end of turn, you gain 5 life, then return X target cards from your graveyard and shuffle them back to your library.
1/4

Destroy for the first ability. Second ability sounds interesting. Just the 5 life thing seems out of place.

Green:

Impulsic Swarmer
Creature - Druid (ok, so it's not that old =P)
T: Put 2 1/1 green insect tokens into play that can block creatures with flying. Play this ability only during your opponent's battle phase.
T, Sacrifice Impulsic Swarmer, remove X cards from your hand from the game: Creatures you control get +X/+X and Trample until end of turn. At end of turn, put a +1/+1 counter on each non-token creature you control.
2/3

It's "that block as tho they have flying". Free tokens every turn seems a little cheap...esp when he's BEATING Luminous Angel in speed and everything else. Having said this, I think it's 1 token and slap a G in there. Get rid of the ending part of the second ability. With this, he's generating tokens and then is able to pump them to ridiculous proportions after for the win. A HUGE bomb.

Alakazam
04-28-2004, 06:16 PM
ONE MORE CHANCE
Counter Trap
Effect: Activate this card when your life points drop to zero. Reduce your opponent's life points by half, and gain that many life points. If your opponent has 100 life points or less, gain all of them.

QUICK SPELL
Instant Magic
Effect: Activate a face down magic card on your side of the field.

BAKURA, KING OF THIEVES
Effect Monster
[Dark/Fiend/7-2000/1000]
Effect: This monster cannot be normal summoned. You may special summon this monster by sacrificing one Dark-type monster. When this monster deals battle damage to your opponent's life points, randomly select a card in your opponent's hand. Put that card in your hand.

Kenny_C.002
04-29-2004, 03:14 AM
ONE MORE CHANCE
Counter Trap
Effect: Activate this card when your life points drop to zero. Reduce your opponent's life points by half, and gain that many life points. If your opponent has 100 life points or less, gain all of them.

I'm not sure about this card, since 0 life is a state-based effect and doesn't require a chain. Not sure about this one, tho the trap is a cool idea.

Jet
04-29-2004, 05:08 AM
The Impulsic ones are a bit wierd =P

Ns trap Al... something like the show, only cooler =P ^^

YGO:

Unstable Energy Dragon
Effect Monster
Level 5
Fire – Dragon
ATK: 2300
DEF: 1000
When this card is successfully used for a tribute summon, double the ATK and DEF of the tribute monster, and at the end phase of that turn that card was summoned, destroy it, and inflict Direct Damage to the monster’s controller’s Life Points equal to the original ATK of the tribute monster.

Extreme Strike Ninja
Effect Monster
Level 6
Dark – Warrior
ATK: 2400
DEF: 1500
You may remove this card from the field until end of turn by removing 1 DARK monster from your graveyard from play. This ability can be used during any player’s turn. This ability can only be used once per turn.

Dark Spider of Doom
Effect Monster
Level 4
Dark - Insect
ATK: 1500
DEF: 2000
When this Defense Position card is attacked and the ATK of the attacking monster is lower than the DEF of this card, after Damage Calculation, destroy the attacking monster.

Crazy Salmon
Effect Monster
Level 3
Water – Fish
ATK: 1400
DEF: 1000
FLIP: Negate the attack targeting this card, and return this card back to your hand.

Annoyer Gnats
Effect Monster
Level 1
Earth – Insect
ATK: 200
DEF: 500
When this card is sent to the graveyard from the field because of an opponent’s card, special summon up Gnat tokens (1 star, earth insect, ATK/DEF 200/500) in the defense position in your side of the field until all monster zones are filled up. These tokens can’t be used for tribute summon/set.

Night Illusionist
Effect Monster
Level 2
Dark – Spellcaster
ATK: 1000
DEF: 500
FLIP: Decrease the ATK/DEF of a monster by 500 as long as that card remains in the field.

Spiritual Mage
Effect Monster
Level 3
Light – Spellcaster
ATK: 500
DEF: 1400
FLIP: Each player chooses 1 magic card from their respective graveyards and places them in their hand. Players can’t play those cards in the same turn they were returned to their respective hands.

Hands from Above
Normal Trap
Cancel the attack of a monster. At the next player’s standby phase, place that monster in the Defense Position.

Claws from Beneath
Normal Trap
Activate this card only when a monster is placed in the Defense Position. Select one monster and place that monster in the Attack Position. That monster must attack during the same turn it was placed in the Attack Position. If it doesn’t attack, destroy it at end of turn.

White Sacrifice
Normal Magic
Destroy all of your monsters in the field. For each monster destroyed this way, put a Spirit token [Level 1, ATK/DEF 0/0, Light Spellcaster] in the Defense Position. If a Spirit token is destroyed through battle, you gain 1000 LP. You can’t use the tokens for tribute summon/set during the same turn this card was activated.

The Hive
Continuous Magic
During your standby phase, either Special Summon 1 Wasp token [Level 3, ATK/DEF 1000/500, Wind Insect] in the Attack Position or 1 Beetle token [Level 5, ATK/DEF 500/1000, Earth Insect] in the Defense Position. These tokens can’t be used for tribute summon/set. As long as this card is in the field, you can’t summon (excluding special summon) monsters from your hand, deck or from your graveyard.

Trickster Magician
Effect Monster
Level 4
Light – Spellcaster
ATK: 1650
DEF: 2000
Discard a card from your hand to let this monster attack your opponent’s Life Points directly. At the end of each player’s end phase, you may change the position of this card.

Kenny_C.002
04-29-2004, 10:52 PM
The Impulsic ones are a bit wierd =P

You said it. :P




Unstable Energy Dragon
Effect Monster
Level 5
Fire – Dragon
ATK: 2300
DEF: 1000
When this card is successfully used for a tribute summon, double the ATK and DEF of the tribute monster, and at the end phase of that turn that card was summoned, destroy it, and inflict Direct Damage to the monster’s controller’s Life Points equal to the original ATK of the tribute monster.

I'm not sure of what you're saying here tho. Like you sac something to put it into play but the sacced guy doesn't die?

Extreme Strike Ninja
Effect Monster
Level 6
Dark – Warrior
ATK: 2400
DEF: 1500
You may remove this card from the field until end of turn by removing 1 DARK monster from your graveyard from play. This ability can be used during any player’s turn. This ability can only be used once per turn.

Cool.

Dark Spider of Doom
Effect Monster
Level 4
Dark - Insect
ATK: 1500
DEF: 2000
When this Defense Position card is attacked and the ATK of the attacking monster is lower than the DEF of this card, after Damage Calculation, destroy the attacking monster.

Sounds like spiders.

Crazy Salmon
Effect Monster
Level 3
Water – Fish
ATK: 1400
DEF: 1000
FLIP: Negate the attack targeting this card, and return this card back to your hand.

okay...

Annoyer Gnats
Effect Monster
Level 1
Earth – Insect
ATK: 200
DEF: 500
When this card is sent to the graveyard from the field because of an opponent’s card, special summon up Gnat tokens (1 star, earth insect, ATK/DEF 200/500) in the defense position in your side of the field until all monster zones are filled up. These tokens can’t be used for tribute summon/set.

I guess...

Night Illusionist
Effect Monster
Level 2
Dark – Spellcaster
ATK: 1000
DEF: 500
FLIP: Decrease the ATK/DEF of a monster by 500 as long as that card remains in the field.

Sure.

Spiritual Mage
Effect Monster
Level 3
Light – Spellcaster
ATK: 500
DEF: 1400
FLIP: Each player chooses 1 magic card from their respective graveyards and places them in their hand. Players can’t play those cards in the same turn they were returned to their respective hands.

Not bad.

Hands from Above
Normal Trap
Cancel the attack of a monster. At the next player’s standby phase, place that monster in the Defense Position.

It's negate the attack. Also you should specify that the monster cannot return to attack mode that turn.

Claws from Beneath
Normal Trap
Activate this card only when a monster is placed in the Defense Position. Select one monster and place that monster in the Attack Position. That monster must attack during the same turn it was placed in the Attack Position. If it doesn’t attack, destroy it at end of turn.

Sure.

White Sacrifice
Normal Magic
Destroy all of your monsters in the field. For each monster destroyed this way, put a Spirit token [Level 1, ATK/DEF 0/0, Light Spellcaster] in the Defense Position. If a Spirit token is destroyed through battle, you gain 1000 LP. You can’t use the tokens for tribute summon/set during the same turn this card was activated.

Sure.

The Hive
Continuous Magic
During your standby phase, either Special Summon 1 Wasp token [Level 3, ATK/DEF 1000/500, Wind Insect] in the Attack Position or 1 Beetle token [Level 5, ATK/DEF 500/1000, Earth Insect] in the Defense Position. These tokens can’t be used for tribute summon/set. As long as this card is in the field, you can’t summon (excluding special summon) monsters from your hand, deck or from your graveyard.

Sure...

Trickster Magician
Effect Monster
Level 4
Light – Spellcaster
ATK: 1650
DEF: 2000
Discard a card from your hand to let this monster attack your opponent’s Life Points directly. At the end of each player’s end phase, you may change the position of this card.

This guy is quite troublesome. I can see many ways to break him.

Jet
04-30-2004, 12:41 PM
Unstable Energy Dragon
Effect Monster
Level 5
Fire – Dragon
ATK: 2300
DEF: 1000
When this card is successfully used for a tribute summon, double the ATK and DEF of the tribute monster, and at the end phase of that turn that card was summoned, destroy it, and inflict Direct Damage to the monster’s controller’s Life Points equal to the original ATK of the tribute monster.

I'm not sure of what you're saying here tho. Like you sac something to put it into play but the sacced guy doesn't die?

When the Dragon card is offered as a tribute, say for summoned skull; summoned skull's ATK and DEF is doubled... at end of turn, ss is destroyed, and you take 2500 damage. Yeah, WAY too strong... =P



YGO:

Blast Salamander
Effect Monster
Level 5
Fire – Reptile
ATK: 2100
DEF: 1700
Discard a spell card from your hand to destroy 1 of your opponent’s cards in the field.

Monstrous Gator
Effect Monster
Level 4
Water – Reptile
ATK: 1800
DEF: 1500
This card can’t attack the same turn it was summoned. During each player’s standby phase, put a vigor counter on Monstrous Gator. Increase the ATK of this card by 200 for each vigor counter on it. At the end of each player’s turn, the controller of this card loses 200 LP for each vigor counter on it.

Flaming Fodder
Normal Magic
Inflict 1500 of direct damage to your opponent’s Life Points unless he/she offers monsters as a tribute on his/her side of the field whose ATK adds up to 1500 or more.

Crystal Cannon
Normal Magic
Inflict 1500 of direct damage to your opponent’s Life Points unless he/she offers monsters as a tribute on his/her side of the field whose DEF adds up to 1500 or more.

Seal Away
Counter Trap
Negate the activation of a magic card and destroy it. Whenever a player plays a magic with the same name as the destroyed card, negate that card, destroy it, and the player who activated that card the player who activated this trap card takes 1000 direct damage to his/her Life Points.

Unbreakable Prison
Field Magic
All monsters cannot attack their opponent’s Life Points directly, and their original controller cannot be switched. When If another field magic comes into play and this card is already in the field, that field magic that comes into play is destroyed instead of this one.

Insect Caretaker
Effect Monster
Level 6
Earth – Insect
ATK: 1600
DEF: 1600
Increase the ATK/DEF of all Insect monsters in the field by 500. Whenever an Insect is offered as a tribute (for any reason), that Insect’s controller either gains 700 LP or draws a card.

MTG:

5TH DAWN BETTER HAVE THIS KIND OF CARD:

Card name
Artifact
(Casting cost?)
Imprint - Remove either an enchant creature card from your hand or target enchant creature from the game. The card is imprinted on (Card name).
X, T: Put an enchant creature counter on target creature. That creature gains abilities the same as the imprinted card as long as it has an enchant creature counter on it. X is the imprinted cards' converted mana cost.

Something like this, also for global enchantments, and etc.

there's already soul foundry, Isochron scepter, panoptic mirror, duplicant, sculpting steel even... there should be something like for enchantments.

Kenny_C.002
05-01-2004, 12:30 AM
Card name
Artifact
(Casting cost?)
Imprint - Remove either an enchant creature card from your hand or target enchant creature from the game. The card is imprinted on (Card name).
X, T: Put an enchant creature counter on target creature. That creature gains abilities the same as the imprinted card as long as it has an enchant creature counter on it. X is the imprinted cards' converted mana cost.

Something like this, also for global enchantments, and etc.


This thing is WAY too confusing. It's cuz you're using 2 card types that don't interact with each other. You should instead JUST use enchant creatures.

Lord Mullet
05-08-2004, 12:57 AM
Here are my MTG cards, the names are a bit convoluted, I'm not sure about the casting cost, and I reckon I should drop one of the abilities on each of them (if you think so too, just write, 'play ability,' 'tribal ability,' 'mana ability' or 'tap ability' after each one.


Slivak, Wrathful Chieftain
5RR
Goblin Legend 3/4
First Strike
All Goblins gain First Strike
RR: All goblins get +2/+1 until end of turn
2RT: Target Goblin is tapped and deals damage equal to its power to all players. Only use this effect on a Creature with power equal to or less than 4. Only use this ability once per turn and only during your turn.
Rare

Aldar, Mighty Warrior
4WWW
Soldier Legend 4/4
When Aldar, Mighty Warrior comes into play, put a 1/2 white Soldier token into play.
All Soldiers gain “3 or 2, T: Put a 1/1 white Soldier token into play.
WW: Aldar gains flying until end of turn.
2WT: Target Soldier has, “Whenever this creature deals damage, you may gain that much life” until end of turn. Only use this ability once per turn and only during your turn.
Rare

Gorgoth, Cruel Spirit
5BB
Zombie Legend 5/2
Fear
All Zombies gain “2, Discard a card: Target player discards 2 cards”
BB: Tap target non-black, non-artifact creature
2BT: Target Zombie has, “Remove this card from the game, and put X 1/1 black Rat tokens with fear into play, where X is the card’s converted man cost minu