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View Full Version : Make ur OWN Yu-Gi-Oh! Cards?!


Venonat Poison Powder
11-04-2008, 03:01 PM
This is one of those threads where you get to make up your own card archetype based on whatever you want. Based on your imagination, some sort of real thing or another card, just make up your own list of cards and stuff! Yeah!

My Archetype: Alchemy Arms(based on Buso Renkin, a manga I read before. Cards are based around using abilities through discarding cards and shifting them into their own special powers(like alchemy)!)

Alchemy Arms- Bright Lancer
Light/Warrior 4 stars 1700/1600
When this Monster attacks, it gains 300 ATK until Man Phase 2 of your turn and you may destroy one face-down card in your opponent's Spell and Trap zones. Depending on the type of card, you may: Spell- Draw 2 cards. Trap- Your opponent discards one card from their hand and destroy one card on their field.

Alchemy Arms- Execution Blade
Earth/Warrior 4 stars 1800/1800
When this Monster becomes an attack target, you may discard one card on your side of the field to turn this to Defense mode. Depending on the type, you may: Monster- Negate the attack. Spell- This monster gains 400 DEF until the End Phase. Trap- You lose 400 Life Points.

Alchemy Arms- Metal Skin
Earth/Warrior 5 stars 2000/2300
When this monster attacks or is attacked, you may switch its ATK and DEF. One per turn, you may discard a card to: Monster- This card gains 500 ATK. Spell- Draw one card. Trap- Destroy one monster on your opponent's side or the field.

Alchemy Arms- Sacred Sword
Dark/Warrior 4 stars 1900/1600
This Monster is unnafected by your opponent's Spell and Trap cards. When this Monster destroys a Defense position Monster on your opponent's side of the field, inflict damage to your opponent's Life Points equal to the difference in ATK and DEF. When this Monster is attacked, you may discard one card to do one of the following: Monster- This Monster gains 500 ATK until the end of the Battle Step. Spell- You may negate the attack. Trap- You may activate the effect of one card in your Graveyard.

Alchemy Arms- Angel's Arrow
Light/Warrior 4 stars 1700/1800
This card may only be Normal Summoned in defense mode. When one "Alchemy Arms" Monster is destroyed and sent to the Graveyard, you may destroy this card instead. Once per turn you may discard one card to destroy one card.

Alchemy Arms- Gunpowder Wings
Fire/Warrior 4 stars 1600/1200
Once per turn, on either turn, you may discard one card to do one of the following: Monster- Negate one attack against this card and end the Battle Phase immediately. Spell- Destroy one Spell or Trap on the field. Trap- Destroy one Monster on the field and your opponent loses Life Points equal to the Monster's DEF.

Alchemy Arms- Motor Drive
Earth/Warrior 4 stars 1700/2000
This Monster cannot be attacked by WATER or WIND monsters. On either turn, you may discard one card to do one of the following: Monster- Draw 2 cards. Spell- Change one Monster on your opponents' field's attribute to WATER. It loses 500 ATK permanently. Trap- Change one Monster on your opponents' field's attribute to WIND. Its effect is negated.

Alchemy Arms- Gravity Clash
Dark//Fiend 8 stars 2700/300
When this Monster destroys a Defense position Monster on your opponent's side of the field, inflict damage to your opponent's Life Points equal to the difference in ATK and DEF. When this Monster attacks, change its target's position to DEF. During your Standby Phase, either: Discard your hand, OR pay 1000 Life Points.

Black Arms
Equip Spell
You may only equip this card to an "Alchemy Arms" Monster. When this card is equipped, you may tribute any ammount of Monsters on your side of the field. The equipped Monster gains 500 ATK x ammount of Monsters discarded.

Scond Arms
Quick-Play Spell
Choose one "Alchemy Arms" Monster you control. Special Summon an "Alchemy Token" with the same Type, Attribute, ATK, DEF and Ability as the chosen Monster.

Rouge Arms
Equip Spell
This card can only be equipped to a Monster on your opponent's side of the field. During your opponent's End Phase, they must discard 2 cards. This is not optional. If they have less than 2 cards in their hand, then they discard their entire hand.

Exiled Battle
Spell
Remove 1 Monster on each side of the field. They are both removed from play. During your next Standby Phase, Special Summon the Monster with higher ATK to the original owner's side of the field.

White Arms
Spell
Discard one "Black Arms" and draw 3 cards. Then destroy all cards in your opponent's Spell and Trap zones and hand.

100 Arms
Continuous Trap
Whenever a card is discarded due to the effect of an "Alchemy Arms" Monster, you may shuffle one card in your Graveyard into your deck.

Arms Recovery
Continuous Trap
Whenever a card is discarded due to the effect of an "Alchemy Arms" Monster, you may draw one card from your deck.

Alchemy Training
Trap
When this card is discarded due to the effect of an "Alchemy Arms" monster, draw 2 cards and return 2 cards in your Graveyard to your deck and shuffle it.

Arms Implant
Continuous Trap
Spacial Summon one "Alchemy Arms" monster from your Graveyard and increase its ATK by 500. When this card is destroyed, destroy the monster. When the monster is destroyed, destroy this card.

Give me feedback and other cards!!

Venonat Poison Powder
11-09-2008, 08:06 PM
Okay, so since nobody really commented on the other cards, it's time for a BUMP post.

Archetype: Jinzo - Psycho Shocker(based on Jinzos Lord, Returner, #7 and original)

Jinzo - Psycho Shocker
SYNCHRO
Dark/Psychic 10 Stars 2900/3100
(1 Tuner + Jinzo - Lord)
Effects of all Trap cards are negated and destroyed and no Trap cards may be activated. Once per turn you may negate the effect of one spell card and destroy it at a cost of 800 life points. Once per turn you may destroy all of your opponents face down Spell and Trap cards.

Psydekick
Dark/Psychic 2 Stars 1000/1000
This card may not be selected as an attack target if you control another Psychic-type Monster. If you control another Psychic-type Monster, once per turn you may special summon another Psychic-type Monster from your Graveyard.

Jinzo #5
Dark/Machine 4 Stars 1300/1200
Once per turn you may negate the effect of one Spell card and destroy it. When this card is destroyed you may discard one "Jinzo" from your deck to the Graveyard.

Jinzo #6
Dark/Psychic 4 Stars 1900/1200
Once per turn you may pay 400 Life Points to add one "Jinzo" from your Graveyard to your hand. When this card is sent to the Graveyard, you may Special Summon one "Jinzo #7" from your deck and equip this card to it as an Equip Spell card. The equipped Monster gains 500 Atk.

Psycho Shocker, the Artificial Man
Dark/Psychic 2 Stars 1400/0
Whenever the effect of a card is negated, this Monster gains 200 Atk and you gain 300 Life Points.

Jinzo Zero Fusion
FUSION Dark/Psychic 11 Stars 3500/2800
(Jinzo-Psycho Shocker + 2 other Monsters with "Jinzo" in their names)
No traps can be activated in response to the fusion summon of this card. If this card is affected by a Spell or Trap card, negate and destroy the card. During the Battle Phase, no Spell or Trap cards may be activated.

Magical Laboratory
Field Spell
Any monster with "Jinzo" in its name on your field and Graveyard becomes Psychic type and gains 300 Atk. If "Jinzo" is summoned, add one "Amplifier" from your deck or Graveyard to your hand.

Jinzo - Absorption
Counter Trap
If any monster with "Jinzo" in its name is affected by a Trap card, negate it and it gains 300 Atk and Def.

Psycho Burst
Spell
Tribute two Monsters with "Jinzo" in their names and apply one of the following effects: * Destroy all Spells and Traps on your opponents' side of the field. *Inflict 2000 points of direct damage to your opponents' Life Points.

Tribute Down
Continuous Spell
Any "Jinzo" you Summon loses 2 Levels(it is counted as a Normal Summon).

Legacy-Jinzo
Continuous Trap
Add one "Jinzo" from your deck to your hand. When you summon it, destroy this card and add 1 of each "Jinzo-Returner" and "Jinzo-Lord" to your hand from your deck or Graveyard.

(And here's the crappy "trump" card...)

Ultimate Force - J
Spell
Remove one of each "Jinzo-Psycho Shocker", "Jinzo-Lord", "Jinzo", "Jinzo #5", "Jinzo #6" and "Jinzo #7" from your Graveyard. Your opponent takes 7000 points of direct damage to their Life Points.

RATE AND DISSCUSS, DARNIT!!

Snake Bite
11-09-2008, 08:40 PM
Ok, it seems you spent alot of time of that sooo. I will post.

2 Cards.

Majakarp
Water/Fish 1 Star 50/100
Type effect- Normal
Once considered to be useless, a powerful magician took pity upon this fish. He gave his own life to bestow unbelievable power to the fish. Unfortunately, once this fish ggains its power, Its mind changes and it is no longer a Majakarp.

Gyarados
Water/Sea Serpent 8 stars 2600/1500
Type effect-effect
This card can only be sommond by Sacrificing one Spellchaster with a level of 7 or higher and one Majacarp. This card can continue attacking your opponent as long as he has a monster on his/her side of the field. You can double this monsters attack during your battle phase, but in this case, no matter what, this monster can not attack again in this battle phase or the next.

Venonat Poison Powder
11-09-2008, 09:12 PM
Ok, it seems you spent alot of time of that sooo. I will post.

2 Cards.

Majakarp
Water/Fish 1 Star 50/100
Type effect- Normal
Once considered to be useless, a powerful magician took pity upon this fish. He gave his own life to bestow unbelievable power to the fish. Unfortunately, once this fish ggains its power, Its mind changes and it is no longer a Majakarp.

Gyarados
Water/Sea Serpent 8 stars 2600/1500
Type effect-effect
This card can only be sommond by Sacrificing one Spellchaster with a level of 7 or higher and one Majacarp. This card can continue attacking your opponent as long as he has a monster on his/her side of the field. You can double this monsters attack during your battle phase, but in this case, no matter what, this monster can not attack again in this battle phase or the next.
RATEMENT(plus, thanks for replying!!)

Majakarp: 1/5
It sucks, even if it's needed to summon Gyarados.

Gyarados: 2/5
Even if I like sea serpents, I would never use this. The effect both bars it from most play(unless you run Dark Magic Curtain)and makes it a worse version of Ultimate Tyranno. The booster effect is almost useless, as it can't attack after using it.

See, THAT'S WHAT I MEAN WHEN I TELL YOU GUYS WHO DON'T REPLY TO RATE!!