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Flash Flyer - Sakura+ Create a Card Game (General) +
Gonen Rush Arena
Field Spell
If this card is activated: You can add 1 "Gonen" card from your Deck to your hand, except "Gonen Rush Arena". You can only activate this effect of "Gonen Rush Arena" once per turn. "Gonen" monsters you control gain 500 ATK/DEF. When your opponent enters their Battle Phase: You can declare an attack with 1 "Gonen" monster you control. You can only activate this effect of "Gonen Rush Arena" thrice per Duel, and only once per turn. During your opponent's turn, if you have a "Gonen" card in the Pendulum Zone (Quick Effect): You can return this card from the field to your hand, and if you do, all monsters your opponent controls, and all monsters they Summon for the rest of the turn, lose 200 ATK for each "Gonen" monster you control.

1. Create a card that makes 2 Attributes that don't normally interact good to play together.
2. There are 4 different common effects for Equip-centric bosses: Destruction by equipping, protection while equipped, negation by disposing of Equips, and making OTKs easier with Equips. Put 2 or more of these on the same monster.
3. Try and balance Power Balance for IRL play.
4. More Gonen support! Why not?
Reply
I might as well make that Gonen theme I originally wrote in the Synchro game for next prompt (and edit it later)

Gonen - Legendary Scarlet Hero
Level 8 | WIND | Psychic | Synchro | Pendulum | Effect
3000/2600
Scale 1
PE: Your "Gonen" monsters are unaffected by your opponent's card effects. You can only use each of the following Pendulum Effects of "Gonen - Legendary Scarlet Hero" once per turn.
● If you Pendulum Summon a Psychic monster(s): Banish all cards your opponent controls, face-down, then your opponent loses 300 LP for each card banished.
● If you have a "Gonen" card in your other Pendulum Zone: You can Special Summon this card from your Pendulum Zone.
ME: 1 Tuner + 1+ non-Tuner "Gonen" monsters
If this card is Special Summoned to the Extra Monster Zone: You can move this card to a Main Monster Zone, then banish, face-down, cards your opponent controls up to the number of "Gonen" cards you control. You can only use this effect of "Gonen - Legendary Scarlet Hero" once per turn. While you control another "Gonen" monster, monsters your opponent controls cannot activate their effects the turn they are Summoned. If this card in the Monster Zone is destroyed: You can place it in your Pendulum Zone.

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"something this was based on me to an extent, but not really."

I was going to have it exclude DARK "Gonen" monsters, because the DARK member technically doesn't offer too much support (and in the storyline, he is the enemy Gonen are trying to fight). Still waiting for someone to figure out who the DARK one is.
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1. AGM archetype support (anything in our format; not necessarily the "AGM" super archetype)

2. "Furry Chevalier @AGM" (inb4 I end up having to make this...)

3. Legacy support for any real life archetype of your choosing.

4. "Number" support (you have free reign as to how this is done; another Xyz member, Main Deck or backrow)

5. Retrain an old Vanilla into a modern era Effect Monster
Reply
Numeron Sage Redue
DARK - Level 4 - Warrior/Effect - 1500/1000
You can reveal this card in your hand and 1 "Number" Xyz monster in your Extra Deck, except a "Number C", "Number F", or "Number S" monster: Special Summon this card from your hand with the same Type and Attribute as the revealed monster, also this card's Level becomes equal to the revealed monster's Rank. If this card is Special Summoned by its own effect: You can Set 1 "Rank-Up-Magic" or "Xyz" Spell card, or "Memories of Hope", directly from your Deck (If there are only Xyz monsters on your field, it can be activated this turn). While this card is in your Graveyard, hig can target 1 monster you control with a Level: Special Summon this card, replacing this card's Type, Attribute, and Level with that of the target. You can only activate each effect of "Numeron Sage Redue" once per turn, and you cannot Summon monsters from the Extra Deck during the turn you use this card's effects, except Xyz monsters.

1. Make 2 Attributes that don't normally interact do so.
2. There are 4 different common effects for Equip-centric bosses: Destruction by equipping, protection while equipped, negation by disposing of Equips, and making OTKs easier with Equips. Put 2 or more of these on the same monster.
3. Try and balance Power Balance.
4. "Dopphantasm" is one of my archetypes designed on this site specifically, and all their cards have twos integrated into their effects- twice per turn clauses, putting a second monster on the field, a double Reborn, a double search. Make a new Dopphantasm card!
Reply
Power Balance
Normal Trap
If your opponent has more cards in their hand than you do: Pay 1000 LP, then draw cards equal to the deficit. You can only activate 1 "Power Balance" per turn.

I'd be surprised if they actually print this in the next Battles of Legend with a similar restriction, but I really doubt it.

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1. AGM archetype support (anything in our format; not necessarily the "AGM" super archetype)

2. Make a "Gonen" card (though at this point, it's basically a collab project between you and I until other people in AGM jump in)

3. Legacy support for any real life archetype of your choosing.

4. Retrain an old Vanilla into a modern era Effect Monster.
Reply
Hyper Flying Fish
WIND - Level 4 - Fish/Effect - 800/500
If the effect of "Torrential Tribute" resolves: You can Special Summon this card from your hand. If this card is Normal or Special Summoned: You can add 1 Level 4 or lower Fish monster from your Deck to your hand. You can only activate this effect of "Hyper Flying Fish" once per turn. This card cannot be targeted by your opponent's attacks or effects, also it cannot be destroyed by card effects once per turn. This card can attack your opponent directly, and if it does so using this effect: Increase the ATK of all face-up "Hyper Flying Fish" you control by 200 after damage calculation.

1. Make 2 Attributes that don't normally interact do so.
2. There are 4 different effects that Equip bosses tend to have: Effects that trigger each time something is equipped, protection while equipped, negation by throwing away Equips, and making OTKs easier while equipped. Put several of these on one monster.
3. Create a new Dopphantasm card, keeping in mind their theme of everything being "double".
4. Along the lines of Neos Kluger, make a bad Main Deck boss more accessible with an Extra Deck boss that floats into it upon its demise.
Reply
Reactor Command Launcher
Level 8 | DARK | Machine | Fusion | Effect
2500/3000
3 Machine monsters, including a Level 5 or lower "Reactor" monster
Must first be Fusion Summoned or Special Summoned (from your Extra Deck) by sending the above monsters you control and/or banishing them from your GY (in which case you do not use "Polymerization"). Once per turn: You can send up to 2 Machine monsters from your hand and/or field to the GY, then target an equal number of cards your opponent controls; destroy them, and if you do, inflict 800 damage to your opponent for each. If this card is destroyed by an opponent's card and sent to the GY: You can Special Summon 1 "Flying Fortress SKY FIRE" from your hand, Deck or GY, ignoring its Summoning conditions.

There you go, Reactors get a back way to summon SKY FIRE (or use this as a replacement boss for it).

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1. Make a card that functions like Maxx "C", but in a different way.

2. Make a "Gonen" card (though at this point, it's basically a collab project between you and I until other people in AGM jump in)

3. Legacy support for any real life archetype of your choosing.

4. "Number 134: Rioter Weasel" (given current circumstances, hopefully you can figure out the rationale for this card's Number, but otherwise...read spoiler below)

Show Contentyou know this by now:
Reply
Wingchopper
WIND - Level 2 - Insect/Effect - 1000/0
If your opponent Special Summons a monster, or activates a card or effect that would Special Summon a monster: You can banish this card from your hand, and if you do; banish 3 Insect monsters from your Deck. For the rest of the turn after this effect is activated, each time your opponent Summons a monster: Your opponent can add 1 of your banished Insect monsters to your hand, but if they do not, the Summoned monster's effects are negated and its ATK is halved. You can only activate this effect of "Wingchopper" once per Duel. If this card is Normal Summoned: You can Special Summon 1 Insect monster with 1500 or less ATK from your hand or Graveyard.

Your opponent gets four functioning monsters in their Special Summon spam combo, and can only get more if they banish more Insects out of your hand or Deck mid-combo. If you have Burial from the Different Dimension, you can fake your opponent out into only getting one working effect.

1. Get two Attributes that don't normally interact to do so.
2. There are 4 different effects that Equip bosses tend to have- effects that trigger upon something being equipped, protection while equipped, passive OTK enabling while equipped, and negation by throwing away Equips. Put several of these on one monster.
3. Create a new Dopphantasm card, keeping their "double" theme.
4. Something with a passive LP gaining effect.
Reply
Lightflare Tempest Wyvern
Level 8 | LIGHT | Wyrm | Effect
2800/2100
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by banishing an equal number of LIGHT and WIND monsters you control and/or from your GY. This card is also treated as WIND-Attribute while on the field or in the GY. If this card is Special Summoned: You can banish 1 card your opponent controls for every 2 cards banished to Special Summon it, then if you banished 8 or more cards, you can shuffle all cards in your opponent's hand and GY into the Deck, and if you do, inflict 300 damage to your opponent for each. Your opponent cannot activate cards or effects in response to this effect's activation. You can only Special Summon "Lightflare Tempest Wyvern(s)" once per turn.

I guess the entire point of this card is "mill a bunch of LIGHT/WIND monsters", summon this and proceed to clean out your opponent's resources hard. Make of it as you will (as far as running LIGHT/WIND stuff together in a cohesive Deck).

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1. "Numerix" monster

2. Make a "Gonen" card (though at this point, it's basically a collab project between you and I until other people in AGM jump in)

3. Legacy support for any real life archetype of your choosing.

4. Retrain any memorable old monster.
Reply
Numerix Acolyte Veri
WATER - Level 1 - Psychic/Effect - 400/0
If this card is Normal or Special Summoned: You can discard 1 card; Special Summon 1 "Numerix Acolyte" monster from your Deck with its effects negated. You can reveal 1 "Numerix" Xyz monster from your Extra Deck: Target up to 2 other "Numerix Acolyte" monsters you control; this card and all targets become the same Level as the revealed monster's original Rank, but monsters whose Level was changed this way cannot be used as Material for a Summon this turn, except for the Summon of an Xyz monster. You can only activate each effect of "Numerix Acolyte Veri" once per turn.

1. There are four different effects Equip-centric bosses tend to have- effects that trigger upon getting an Equip, protection while equipped, Equips assisting with OTKs, and disruption by throwing away Equips. Put several of these effects on one monster.
2. Create a new Dopphantasm card, keeping their theme of "double".
3. A passive LP restoration effect, on whatever it is.
4. Give an underpowered archetype of your choosing a new card that mimics the effect of an existing card, but that plays into the Deck's playstyle.
Reply
Decisive Armory of the Ice Barrier
Level 10 | WATER | Machine | Effect
3300/3300
Cannot be Normal Summoned/Set. Must be Special Summoned (from your hand or GY) by banishing 3 "Ice Barrier" monsters with different names from your hand, field and/or GY. Once per turn, when your opponent Summons a monster(s), OR activates a card effect (Quick Effect): You can negate the Summon or activation, and if you do, destroy that card. If you control another "Ice Barrier" monster, except "Decisive Armory of the Ice Barrier", your opponent cannot activate cards or effects in response to this effect's activation. If this card is sent to the GY: You can add up to 3 of your "Ice Barrier" monsters that are banished and/or from your Deck to your hand, whose total Levels equal 10. You can only use this effect of "Decisive Armory of the Ice Barrier" once per turn. You can only Special Summon "Decisive Armory of the Ice Barrier(s)" once per turn.

Yeah, I basically ripped off AOJ Decisive Armor and Block Dragon for the design; the latter qualifying for mimic purposes. No seriously, Ice Barriers need more solid presence and searching stuff is always nice. Does it kill your resources in an already resource strapped Deck? Well, yes...but you can recover them later.

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1. "Rising Rose Chevalier @ AGM" (yeah, you can figure out who this is, but the name is changed to be less obvious)

2. Make a "Gonen" card (though at this point, it's basically a collab project between you and I until other people in AGM jump in)

3. Legacy support for any real life archetype of your choosing.

4. Retrain any memorable old monster.

Pick any 1 theme you want.
Reply
Pumpking II, the New King of Ghosts
DARK - Level 6 - Zombie/Effect - 1800/2000
If you control 2 or more Zombie monsters, and you do not control "Pumpking II, the New King of Ghosts" in a Monster Zone, you can Special Summon this card from your hand. If this card would be sent from a Monster Zone to the Graveyard: You can place this card face-up in your Spell/Trap Zone as a Continuous Spell. If a Zombie monster is sent from the field to the Graveyard while this card is in a Spell/Trap Zone: Place 1 Pumpkin Counter on this card, and all "Pumprincess, the Princess of Ghosts" you control. Zombie monsters you control gain 100 ATK for each Pumpkin Counter on the field. If a Zombie monster(s) you control is destroyed by battle or your opponent's card effect: You can Special Summon 1 Zombie monster from your Graveyard with original ATK less than or equal to the number of Pumpkin Counters on this card. You can only activate this effect of "Pumpking II, the New King of Ghosts" once per turn.

Functions a lot closer to Pumpking's anime functionality than the real Pumpking, and uses the Pumpkin Counters placed by Pumprincess to make beatdown even more functional.

1. There are four types of effects Equip bosses tend to have- something upon getting an Equip, protection while equipped, equips assisting with OTKs while present, and negation by ditching Equips. Create a boss with several of these effects.
2. Create a new Dopphantasm card, keeping their "double" theme.
3. LP restoration effect, on whatever you make.
4. An equivalent to My Body as a Shield (Quick-Play that negates and destroys a specific type of effect activating) for a different type of effect.
Reply
Gonen - Combat Medic
Level 6 | FIRE | Psychic | Pendulum | Effect
2100/200
Scale 1
PE: If you Pendulum Summon a Psychic monster(s): You can reduce the ATK/DEF of all monsters your opponent controls by 300 for each. Once per turn, if your "Gonen" monster destroys an opponent's monster: You can gain LP equal to the ATK of that opponent's monster.
ME: If this card is Special Summoned to the Extra Monster Zone: You can move this card to a Main Monster Zone, then target 1 monster your opponent controls; make its ATK 0, and if you do, gain LP equal to that lost ATK. You can only activate this effect of "Gonen - Combat Medic" once per turn. While you control another "Gonen" monster, any effect that would inflict damage to you makes you gain that much LP, instead.

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1. Requires 3 monsters to Normal or Tribute Summon. (You have free reign on everything else)
2. DIVINE monster
3. Legacy support for any real life archetype of your choosing.
4. Prevents the opponent from drawing any cards.

You only need to pick 1 theme; not all of them, but you're free to do so if realistically possible.
Reply
Sunvine Tender
EARTH - Level 1 - Plant/Effect - 0/2300
If you control a "Sunavalon" Link monster: You can Special Summon this card, and if you do, take 1000 damage. You can only activate this effect of "Sunvine Tender" once per turn. This Special Summoned monster cannot be destroyed by battle. If you gain LP while you control a "Sunavalon" Link monster: You can target that monster; inflict damage to your opponent equal to the target's Link Rating x200. At the start of the Battle Phase: You can return 1 face-up "Sunvine" or "Sunavalon" Spell/Trap Card you control to your hand; Special Summon this card from your Graveyard to a Zone a Link monster points to. You can only activate this effect of "Sunvine Tender" once per turn.

Lets you get Bloom off multiple times, and could be used to get the on-activation effects of Plunder and Glorious Growth if those are ever printed (which the latter absolutely must be at some point). Also gives you the ability to pressure your opponent by crashing it once a turn.

1. As listed above, combine multiple Equip boss effects into one Equip boss.
2. A new "Dopphantasm" card, retaining their theme of everything being double (Draw 2, revive 2, search 2 of the same monster, etc.)
3. An equivalent to My Body as a Shield for another type of effect, instead of just destruction.
4. Let a boss monster with two or more effects that either have nothing to do with each other, or that directly contradict each other, get some sort of benefit from both effects through a support card.
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